606 lignes
25 Kio
Lua
606 lignes
25 Kio
Lua
QuestHelper_File["collect_loot.lua"] = "1.4.0"
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QuestHelper_Loadtime["collect_loot.lua"] = GetTime()
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local debug_output = false
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if QuestHelper_File["collect_loot.lua"] == "Development Version" then debug_output = true end
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local QHC
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local GetMonsterUID
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local GetMonsterType
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local GetItemType
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local GetLoc
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local Patterns
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local members = {}
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local members_count = 0
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local members_refs = {} -- "raid6" and the like
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local function MembersUpdate()
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-- We want to keep track of exactly who is in a group with this player, so we can watch for combat messages involving them, so we can see who's been tapped, so we can record the right deaths, so we can know who the player should be able to loot.
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-- I hate my life.
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-- >:(
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local alone = false
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--QuestHelper:TextOut("MU start")
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members = {} -- we burn a table every time this updates, but whatever
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members_count = 0
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if GetNumRaidMembers() > 0 then
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-- we is in a raid
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for i = 1, 40 do
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local ite = string.format("raid%d", i)
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local gud = UnitGUID(ite)
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if gud then
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members[gud] = true
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table.insert(members_refs, ite)
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--QuestHelper:TextOut(string.format("raid member %s added", UnitName(ite)))
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end
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end
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elseif GetNumPartyMembers() > 0 then
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-- we is in a party
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for i = 1, 4 do
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local ite = string.format("party%d", i)
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local gud = UnitGUID(ite)
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if gud then
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members[gud] = true
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table.insert(members_refs, ite)
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--QuestHelper:TextOut(string.format("party member %s added", UnitName(ite)))
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end
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end
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members[UnitGUID("player")] = true
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table.insert(members_refs, "player")
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--QuestHelper:TextOut(string.format("player %s added", UnitName("player")))
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else
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-- we is alone ;.;
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if UnitGUID("player") then members[UnitGUID("player")] = true end -- it's possible that we haven't logged in entirely yet
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table.insert(members_refs, "player")
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--QuestHelper:TextOut(string.format("player %s added as %s", UnitName("player"), tostring(UnitGUID("player"))))
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alone = true
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end
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if GetLootMethod() == "master" and not alone then members = {} members_refs = {} end -- We're not going to bother trying to deal with master loot right now - it's just too different and I just don't care enough.
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for _, _ in pairs(members) do members_count = members_count + 1 end -- lulz
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end
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local MS_TAPPED_US = 1
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local MS_TAPPED_US_TRIVIAL = 2
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local MS_TAPPED_OTHER = 3
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local MS_TAPPED_LOOTABLE = 4
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local MS_TAPPED_LOOTABLE_TRIVIAL = 5
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local MS_TAPPED_LOOTED = 6
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local last_cleanup = GetTime()
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local monsterstate = {}
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local monsterrefresh = {}
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local monstertimeout = {}
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-- This all does something quite horrible.
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-- Some monsters don't become lootable when they're killed and didn't drop anything. We need to record this so we can get real numbers for them.
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-- Unfortunately, we can't just record when "something" is killed. We have to record when "our group" killed it, so we know that there *was* a chance of looting it.
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-- As such, we need to check for monster deaths that the player may never have actually targeted. It gets, to put it mildly, grim, and unfortunately we'll never be able to solve it entirely.
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-- Worse, we need to *not* record item drops for things that we never actually "saw" but that were lootable anyway, because if we do, we bias the results towards positive (i.e. if we AOE ten monsters down, and two of them drop, and we loot those, that's 2/2 if we record the drops, and 0/0 if we don't, while what we really want is 2/10. 0/0 is at least "not wrong".)
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-- On top of this, we want to avoid looting "discarded items", but unfortunately there's no real good way to determine this. Welp.
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local last_scan = 0
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-- Here's a little bottleneck - we're going to try to only do one scan per second. Fingers crossed.
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local function CombatLogEvent(_, event, sourceguid, _, _, destguid, _, _, _, spellname)
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-- There's many things that are handled here.
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-- First, if there's any damage messages coming either to or from a party member, we check to see if that monster is tapped by us. If it's tapped, we cache the value for 15 seconds, expiring entirely in 30.
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-- Second, there's the Death message. If it's tapped by us, increases the kill count by 1/partymembers and changes its state to lootable.
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if event ~= "UNIT_DIED" then
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if last_scan > GetTime() then return end -- welp
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-- Something has been attacked by something, maybe.
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if not string.find(event, "_DAMAGE$") then return end -- We only care about something punching something else.
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local target, source
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if members[sourceguid] then
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source = sourceguid
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target = destguid
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elseif members[destguid] then
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source = targetguid
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target = sourceguid
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end -- If one of the items is in our party, the other is our target.
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if not target then return end -- If we don't have a target, then nobody is in our party, and we don't care.
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if monsterrefresh[target] and monsterrefresh[target] > GetTime() then return end -- we already have fresh data, so we're good
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-- Now comes the tricky part. We can't just look at the target because we're not allowed to target by GUID. So we iterate through all the party/raid members and hope *someone* has it targeted. Luckily, we can stop once we find someone who does.
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local targ
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for _, v in pairs(members_refs) do
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targ = v .. "target" if UnitGUID(targ) == target then break end
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targ = nil
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end
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last_scan = GetTime() + 1
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if not targ then
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--monsterrefresh[target] = GetTime() + 5
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--monstertimeout[target] = GetTime() + 5
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return
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end -- Well, nobody seems to be targeting it. That's . . . odd, and annoying. We were thinking of tossing on a 5-second timeout. But we didn't, because we decided the global one-second lockout might help. So we'll do that for now.
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-- Okay. So we know who's targeting it. Now, let's see who has it tapped, if anyone.
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if not UnitIsTapped(targ) then
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-- Great. Nobody is. That is just *great*. Look how exuberant I feel at this moment. You know what? 5-second timeout.
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monsterstate[target] = nil
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monsterrefresh[target] = GetTime() + 5
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monstertimeout[target] = GetTime() + 5
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--if debug_output then QuestHelper:TextOut(string.format("Monster ignorified")) end
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else
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-- We know someone is, so we're going to set up our caching . . .
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monsterrefresh[target] = GetTime() + 15
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monstertimeout[target] = GetTime() + 30
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monsterstate[target] = (UnitIsTappedByPlayer(targ)) and (not UnitIsTrivial(targ) and MS_TAPPED_US or MS_TAPPED_US_TRIVIAL) or MS_TAPPED_OTHER -- and figure out if it's us. Or if it's trivial. We somewhat-ignore it if it's trivial, since it's much less likely to be looted and that could throw off our numbers
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--if debug_output then QuestHelper:TextOut(string.format("Monster %s set to %d, %s, %s", target, monsterstate[target], tostring(UnitIsTappedByPlayer(targ)), tostring(UnitIsTrivial(targ)))) end
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end
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-- DONE
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else
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-- It's dead. Hooray!
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if monsterstate[destguid] and monstertimeout[destguid] > GetTime() and (monsterstate[destguid] == MS_TAPPED_US or monsterstate[destguid] == MS_TAPPED_US_TRIVIAL) and members_count > 0 then -- yaaay
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local type = GetMonsterType(destguid)
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if not QHC.monster[type] then QHC.monster[type] = {} end
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if monsterstate[destguid] == MS_TAPPED_US then
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QHC.monster[type].kills = (QHC.monster[type].kills or 0) + 1 / members_count -- Hopefully, most people loot their kills. Divide by members_count 'cause there's a 1/members chance that we get to loot. We'll flag the loot count some other way if it was a trivial monster.
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end
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monsterstate[destguid] = (monsterstate[destguid] == MS_TAPPED_US and MS_TAPPED_LOOTABLE or MS_TAPPED_LOOTABLE_TRIVIAL)
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monsterrefresh[destguid] = GetTime() + 600
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monstertimeout[destguid] = GetTime() + 600
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--QuestHelper:TextOut(string.format("Tapped monster %s slain, set to lootable", destguid))
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else
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monsterstate[destguid] = nil
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monsterrefresh[destguid] = nil
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monstertimeout[destguid] = nil
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--QuestHelper:TextOut(string.format("Untapped monster %s slain, cleared", destguid))
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end
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end
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end
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local skintypes = {}
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skintypes[UNIT_SKINNABLE_ROCK] = "mine"
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skintypes[UNIT_SKINNABLE_HERB] = "herb"
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skintypes[UNIT_SKINNABLE_BOLTS] = "eng"
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skintypes[UNIT_SKINNABLE_LEATHER] = "skin"
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local function SkinnableflagsTooltipy(self, ...)
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--QuestHelper:TextOut("tooltipy")
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if UnitExists("mouseover") and UnitIsVisible("mouseover") and not UnitIsPlayer("mouseover") and not UnitPlayerControlled("mouseover") and UnitIsDead("mouseover") then
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local guid = UnitGUID("mouseover")
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--QuestHelper:TextOut("critar")
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if not monsterstate[guid] or monsterstate[guid] ~= MS_TAPPED_LOOTED or monsterrefresh[guid] > GetTime() then return end
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--QuestHelper:TextOut("runin")
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local cid = GetMonsterType(guid)
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local skintype = nil
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local lines = GameTooltip:NumLines()
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for i = 3, lines do
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--QuestHelper:TextOut(_G["GameTooltipTextLeft" .. tostring(i)]:GetText())
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local skeen = skintypes[_G["GameTooltipTextLeft" .. tostring(i)]:GetText()]
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if skeen then QuestHelper: Assert(not skintype) skintype = skeen end
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end
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if not QHC.monster[cid] then QHC.monster[cid] = {} end
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local qhci = QHC.monster[cid]
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for _, v in pairs(skintypes) do
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if v == skintype then
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--QuestHelper:TextOut(v .. "_yes")
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qhci[v .. "_yes"] = (qhci[v .. "_yes"] or 0) + 1
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else
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--QuestHelper:TextOut(v .. "_no")
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qhci[v .. "_no"] = (qhci[v .. "_no"] or 0) + 1
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end
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end
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end
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end
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-- Logic behind this module:
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-- Watch for the spell to be sent
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-- Watch for it to start
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-- Check out the combat log and see what GUID we get
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-- If the GUID is null, we're targeting an object, otherwise, we're targeting a critter
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-- Wait for spell to succeed
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-- If anything doesn't synch up, or the spell is interrupted, nil out all these items.
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-- We've got a little special case for pickpocketing, because people often use macros, so we detect that case specifically.
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local PP_PHASE_IDLE
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local PP_PHASE_SENT
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local PP_PHASE_COMPLETE
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local pickpocket_phase = PP_PHASE_IDLE
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local pickpocket_target
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local pickpocket_otarget_guid
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local pickpocket_timestamp
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local pickpocket_name = GetSpellInfo(921) -- this is the pickpocket spell ID
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local function pp_reset()
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pickpocket_target, pickpocket_otarget_guid, pickpocket_timestamp, pickpocket_phase = nil, nil, nil, PP_PHASE_IDLE
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end
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pp_reset()
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local function PPSent(player, spell, _, target)
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if player ~= "player" then return end
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if spell ~= pickpocket_name then return end
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if UnitName("target") ~= target then return end -- DENY
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pickpocket_timestamp, pickpocket_target, pickpocket_otarget_guid, pickpocket_phase = GetTime(), target, UnitGUID("target"), PP_PHASE_SENT
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end
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local function PPSucceed(player, spell, rank)
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if player ~= "player" then return end
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if spell ~= pickpocket_name then return end
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if pickpocket_phase ~= PP_PHASE_SENT and (not pickpocket_otarget_guid or last_timestamp + 1 < GetTime()) then
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pp_reset()
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return
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end
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pickpocket_timestamp, pickpocket_phase = GetTime(), PP_PHASE_COMPLETE
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end
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-- This segment deals with openable containers
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local touched_itemid
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local touched_timestamp
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local function ItemLock(bag, slot)
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if not bag or not slot then return end -- probably changing equipment
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local _, _, locked = GetContainerItemInfo(bag, slot)
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--QuestHelper:TextOut(string.format("trying lock %s", tostring(locked)))
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if locked then
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touched_itemid = GetItemType(GetContainerItemLink(bag, slot))
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--[[QuestHelper:TextOut(string.format("trying lock %s", tostring(touched_itemid)))
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QuestHelper:TextOut(string.format("trying lock %s", tostring(type(touched_itemid))))
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QuestHelper:TextOut(string.format("trying lock %s", tostring(QHC.item[touched_itemid].open_yes)))
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QuestHelper:TextOut(string.format("trying lock %s", tostring(QHC.item[touched_itemid].open_no)))]]
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touched_timestamp = GetTime()
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if not QHC.item[touched_itemid] or (QHC.item[touched_itemid].open_yes or 0) <= (QHC.item[touched_itemid].open_no or 0) then
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touched_itemid = nil
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touched_timestamp = nil
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end
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else
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touched_itemid = nil
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touched_timestamp = nil
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end
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end
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-- Here's the segment for longer spells. There aren't any instant spells we currently care about, besides pickpocketing. This will probably change eventually (arrows in the DK starting zone?)
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local LAST_PHASE_IDLE = 0
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local LAST_PHASE_SENT = 1
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local LAST_PHASE_START = 2
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local LAST_PHASE_COMBATLOG = 3
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local LAST_PHASE_COMPLETE = 4
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local last_phase = LAST_PHASE_IDLE
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local last_spell
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local last_rank
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local last_target
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local last_target_guid
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local last_otarget
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local last_otarget_guid
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local last_timestamp
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local last_succeed = false
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local last_succeed_trade = GetTime()
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local gathereffects = {}
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gathereffects[GetSpellInfo(51306)] = {token = "eng", noclog = true}
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gathereffects[GetSpellInfo(32606)] = {token = "mine"}
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gathereffects[GetSpellInfo(2366)] = {token = "herb"}
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gathereffects[GetSpellInfo(8613)] = {token = "skin"}
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gathereffects[GetSpellInfo(21248)] = {token = "open", noclog = true}
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gathereffects[GetSpellInfo(30427)] = {token = "extract", noclog = true} -- not a loot window, so it won't really work, but hey
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gathereffects[GetSpellInfo(13262)] = {token = "de", noclog = true, ignore = true}
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gathereffects[GetSpellInfo(31252)] = {token = "prospect", noclog = true, ignore = true}
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gathereffects[GetSpellInfo(51005)] = {token = "mill", noclog = true, ignore = true}
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local function normalize_spell(spell)
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for k in pairs(gathereffects) do
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if spell:find(k) then return k end
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end
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return spell
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end
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local function last_reset()
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last_timestamp, last_spell, last_rank, last_target, last_target_guid, last_otarget, last_otarget_guid, last_succeed, last_phase = nil, nil, nil, nil, nil, nil, false, LAST_PHASE_IDLE
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end
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last_reset()
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-- This all doesn't work with instant spells. Luckily, I don't care about instant spells (yet).
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local function SpellSent(player, spell, rank, target)
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if player ~= "player" then return end
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spell = normalize_spell(spell)
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last_timestamp, last_spell, last_rank, last_target, last_target_guid, last_otarget, last_otarget_guid, last_succeed, last_phase = GetTime(), spell, rank, target, nil, UnitName("target"), UnitGUID("target"), false, LAST_PHASE_SENT
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if last_otarget and last_otarget ~= last_target then last_reset() return end
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--QuestHelper:TextOut(string.format("ss %s", spell))
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end
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local function SpellStart(player, spell, rank)
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if player ~= "player" then return end
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spell = normalize_spell(spell)
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if spell ~= last_spell or rank ~= last_rank or last_target_guid or last_phase ~= LAST_PHASE_SENT or last_timestamp + 1 < GetTime() then
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last_reset()
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else
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--QuestHelper:TextOut(string.format("sst %s", spell))
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last_timestamp, last_phase = GetTime(), LAST_PHASE_START
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end
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end
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local function SpellCombatLog(_, event, sourceguid, _, _, destguid, _, _, _, spellname)
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if event ~= "SPELL_CAST_START" then return end
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if sourceguid ~= UnitGUID("player") then return end
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spellname = normalize_spell(spellname)
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--QuestHelper:TextOut(string.format("cle_ss enter %s %s %s %s", tostring(spellname ~= last_spell), tostring(not last_target), tostring(not not last_target_guid), tostring(last_timestamp + 1 < GetTime())))
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if spellname ~= last_spell or not last_target or last_target_guid or last_timestamp + 1 < GetTime() then
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last_reset()
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return
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end
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--QuestHelper:TextOut("cle_ss enter")
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if last_phase ~= LAST_PHASE_START then
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last_reset()
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return
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end
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--QuestHelper:TextOut(string.format("cesst %s", spellname))
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last_timestamp, last_target_guid, last_phase = GetTime(), destguid, LAST_PHASE_COMBATLOG
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if last_target_guid == "0x0000000000000000" then last_target_guid = nil end
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if last_target_guid and last_target_guid ~= last_otarget_guid then last_reset() return end
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end
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local function SpellSucceed(player, spell, rank)
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if player ~= "player" then return end
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spell = normalize_spell(spell)
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if gathereffects[spell] then last_succeed_trade = GetTime() end
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--QuestHelper:TextOut(string.format("sscu enter %s %s %s %s %s", tostring(last_spell), tostring(last_target), tostring(last_rank), tostring(spell), tostring(rank)))
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if not last_spell or not last_target or last_spell ~= spell or last_rank ~= rank then
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last_reset()
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return
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end
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--QuestHelper:TextOut("sscu enter")
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if gathereffects[spell] and gathereffects[spell].noclog then
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if last_phase ~= LAST_PHASE_START or last_timestamp + 10 < GetTime() then
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last_reset()
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return
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end
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else
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if last_phase ~= LAST_PHASE_COMBATLOG or last_timestamp + 10 < GetTime() then
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last_reset()
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return
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end
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end
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--QuestHelper:TextOut(string.format("sscu %s, %d, %s, %s", spell, last_phase, tostring(last_phase == LAST_PHASE_SENT), tostring((last_phase == LAST_PHASE_SENT) and LAST_PHASE_SHORT_SUCCEEDED)))
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last_timestamp, last_succeed, last_phase = GetTime(), true, LAST_PHASE_COMPLETE
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--QuestHelper:TextOut(string.format("last_phase %d", last_phase))
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--[[if last_phase == LAST_PHASE_COMPLETE then
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QuestHelper:TextOut(string.format("spell succeeded, casting %s %s on %s/%s", last_spell, last_rank, tostring(last_target), tostring(last_target_guid)))
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end]]
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end
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local function SpellInterrupt(player, spell, rank)
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if player ~= "player" then return end
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-- I don't care what they were casting, they're certainly not doing it now
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|
--QuestHelper:TextOut(string.format("si %s", spell))
|
|
last_reset()
|
|
end
|
|
|
|
local function LootOpened()
|
|
|
|
local targetguid = UnitGUID("target")
|
|
|
|
-- We're cleaning up the monster charts here, on the theory that if someone is looting, they're okay with a tiny lag spike.
|
|
if last_cleanup + 300 < GetTime() then
|
|
local cleanup = {}
|
|
for k, v in pairs(monstertimeout) do
|
|
if v < GetTime() then table.insert(cleanup, k) end
|
|
end
|
|
|
|
for _, v in pairs(cleanup) do
|
|
monsterstate[v] = nil
|
|
monsterrefresh[v] = nil
|
|
monstertimeout[v] = nil
|
|
end
|
|
end
|
|
|
|
-- First off, we try to figure out where the hell these items came from.
|
|
|
|
local spot = nil
|
|
local prefix = nil
|
|
|
|
if IsFishingLoot() then
|
|
-- yaaaaay
|
|
--if debug_output then QuestHelper:TextOut("Fishing loot") end
|
|
local loc = GetLoc()
|
|
if not QHC.fishing[loc] then QHC.fishing[loc] = {} end
|
|
spot = QHC.fishing[loc]
|
|
prefix = "fish"
|
|
|
|
elseif pickpocket_phase == PP_PHASE_COMPLETE and pickpocket_timestamp and pickpocket_timestamp + 1 > GetTime() and targetguid == pickpocket_otarget_guid then
|
|
--if debug_output then QuestHelper:TextOut(string.format("Pickpocketing from %s/%s", pickpocket_target, UnitName("target"), targetguid)) end
|
|
local mid = GetMonsterType(targetguid)
|
|
if not QHC.monster[mid] then QHC.monster[mid] = {} end
|
|
spot = QHC.monster[mid]
|
|
prefix = "rob"
|
|
|
|
elseif last_phase == LAST_PHASE_COMPLETE and gathereffects[last_spell] and last_timestamp + 1 > GetTime() then
|
|
local beef = string.format("%s/%s %s/%s", tostring(last_target), tostring(last_target_guid), tostring(last_otarget), tostring(last_otarget_guid))
|
|
|
|
if gathereffects[last_spell].ignore then return end
|
|
|
|
prefix = gathereffects[last_spell].token
|
|
|
|
-- this one is sort of grim actually
|
|
-- If we have an last_otarget_guid, it's the right one, and it's a monster
|
|
-- If we don't, use last_target, and it's an object
|
|
-- This is probably going to be buggy. Welp.
|
|
if last_otarget_guid then
|
|
if debug_output then QuestHelper:TextOut(string.format("%s from monster %s", gathereffects[last_spell].token, beef)) end
|
|
local mid = GetMonsterType(last_otarget_guid)
|
|
if not QHC.monster[mid] then QHC.monster[mid] = {} end
|
|
spot = QHC.monster[mid]
|
|
else
|
|
if debug_output then QuestHelper:TextOut(string.format("%s from object %s", gathereffects[last_spell].token, beef)) end
|
|
if not QHC.object[last_target] then QHC.object[last_target] = {} end
|
|
spot = QHC.object[last_target]
|
|
end
|
|
|
|
elseif touched_timestamp and touched_timestamp + 1 > GetTime() then
|
|
-- Opening a container, possibly
|
|
--if debug_output then QuestHelper:TextOut(string.format("Opening container %d", touched_itemid)) end
|
|
if not QHC.item[touched_itemid] then QHC.item[touched_itemid] = {} end
|
|
spot = QHC.item[touched_itemid]
|
|
prefix = "open"
|
|
|
|
elseif targetguid and (monsterstate[targetguid] == MS_TAPPED_LOOTABLE or monsterstate[targetguid] == MS_TAPPED_LOOTABLE_TRIVIAL) and monstertimeout[targetguid] > GetTime() and (not pickpocket_timestamp or pickpocket_timestamp + 5 < GetTime()) and (not last_timestamp or last_timestamp + 5 < GetTime()) and (last_succeed_trade + 5 < GetTime()) then -- haha holy shit
|
|
-- Monster is lootable, so we loot the monster. Should we check to see if it's dead first? Probably.
|
|
--if debug_output then QuestHelper:TextOut(string.format("%s from %s/%s", (monsterstate[targetguid] == MS_TAPPED_LOOTABLE and "Monsterloot" or "Trivial monsterloot"), UnitName("target"), targetguid)) end
|
|
|
|
local mid = GetMonsterType(targetguid)
|
|
if not QHC.monster[mid] then QHC.monster[mid] = {} end
|
|
spot = QHC.monster[mid]
|
|
if monsterstate[targetguid] == MS_TAPPED_LOOTABLE then
|
|
prefix = "loot"
|
|
elseif monsterstate[targetguid] == MS_TAPPED_LOOTABLE_TRIVIAL then
|
|
prefix = "loot_trivial" -- might be a better way to do this, but we'll see
|
|
end
|
|
|
|
monsterstate[targetguid] = MS_TAPPED_LOOTED
|
|
monstertimeout[targetguid] = GetTime() + 300
|
|
monsterrefresh[targetguid] = GetTime() + 2
|
|
else
|
|
--if debug_output then QuestHelper:TextOut("Who knows") end -- ugh
|
|
local loc = GetLoc()
|
|
if not QHC.worldloot[loc] then QHC.worldloot[loc] = {} end
|
|
spot = QHC.worldloot[loc]
|
|
prefix = "loot"
|
|
|
|
end
|
|
|
|
|
|
|
|
local items = {}
|
|
items.gold = 0
|
|
for i = 1, GetNumLootItems() do
|
|
_, name, quant, _ = GetLootSlotInfo(i)
|
|
link = GetLootSlotLink(i)
|
|
if quant == 0 then
|
|
-- moneys
|
|
local _, _, amount = string.find(name, Patterns.GOLD_AMOUNT)
|
|
if amount then items.gold = items.gold + tonumber(amount) * 10000 end
|
|
|
|
local _, _, amount = string.find(name, Patterns.SILVER_AMOUNT)
|
|
if amount then items.gold = items.gold + tonumber(amount) * 100 end
|
|
|
|
local _, _, amount = string.find(name, Patterns.COPPER_AMOUNT)
|
|
if amount then items.gold = items.gold + tonumber(amount) * 1 end
|
|
else
|
|
local itype = GetItemType(link)
|
|
items[itype] = (items[itype] or 0) + quant
|
|
end
|
|
end
|
|
|
|
spot[prefix .. "_count"] = (spot[prefix .. "_count"] or 0) + 1
|
|
if not spot[prefix .. "_loot"] then spot[prefix .. "_loot"] = {} end
|
|
local pt = spot[prefix .. "_loot"]
|
|
for k, v in pairs(items) do
|
|
if v > 0 then pt[k] = (pt[k] or 0) + v end
|
|
end
|
|
end
|
|
|
|
function QH_Collect_Loot_Init(QHCData, API)
|
|
QHC = QHCData
|
|
|
|
if not QHC.monster then QHC.monster = {} end
|
|
if not QHC.worldloot then QHC.worldloot = {} end
|
|
if not QHC.fishing then QHC.fishing = {} end
|
|
if not QHC.item then QHC.item = {} end
|
|
|
|
QH_Event("PLAYER_ENTERING_WORLD", MembersUpdate)
|
|
QH_Event("RAID_ROSTER_UPDATE", MembersUpdate)
|
|
QH_Event("PARTY_MEMBERS_CHANGED", MembersUpdate)
|
|
QH_Event("COMBAT_LOG_EVENT_UNFILTERED", CombatLogEvent)
|
|
|
|
QH_Event("UPDATE_MOUSEOVER_UNIT", SkinnableflagsTooltipy)
|
|
|
|
QH_Event("UNIT_SPELLCAST_SENT", PPSent)
|
|
QH_Event("UNIT_SPELLCAST_SUCCEEDED", PPSucceed)
|
|
|
|
QH_Event("ITEM_LOCK_CHANGED", ItemLock)
|
|
|
|
QH_Event("UNIT_SPELLCAST_SENT", SpellSent)
|
|
QH_Event("UNIT_SPELLCAST_START", SpellStart)
|
|
QH_Event("COMBAT_LOG_EVENT_UNFILTERED", SpellCombatLog)
|
|
QH_Event("UNIT_SPELLCAST_SUCCEEDED", SpellSucceed)
|
|
QH_Event("UNIT_SPELLCAST_INTERRUPTED", SpellInterrupt)
|
|
|
|
QH_Event("LOOT_OPENED", LootOpened)
|
|
|
|
MembersUpdate() -- to get self, probably won't work but hey
|
|
|
|
GetMonsterUID = API.Utility_GetMonsterUID
|
|
GetMonsterType = API.Utility_GetMonsterType
|
|
GetItemType = API.Utility_GetItemType
|
|
QuestHelper: Assert(GetMonsterUID)
|
|
QuestHelper: Assert(GetMonsterType)
|
|
QuestHelper: Assert(GetItemType)
|
|
|
|
Patterns = API.Patterns
|
|
API.Patterns_RegisterNumber("GOLD_AMOUNT")
|
|
API.Patterns_RegisterNumber("SILVER_AMOUNT")
|
|
API.Patterns_RegisterNumber("COPPER_AMOUNT")
|
|
|
|
GetLoc = API.Callback_LocationBolusCurrent
|
|
QuestHelper: Assert(GetLoc)
|
|
|
|
-- What I want to know is whether it was tagged by me or my group when dead
|
|
-- Check target-of-each-groupmember? Once we see him tapped once, and by us, it's probably sufficient.
|
|
-- Notes:
|
|
--[[
|
|
|
|
COMBAT_LOG_EVENT_UNFILTERED arg2 UNIT_DIED, PLAYER_TARGET_CHANGED, LOOT_OPENED, (LOOT_CLOSED, [LOOT_SLOT_CLEARED, ITEM_PUSH, CHAT_MSG_LOOT]), PLAYER_TARGET_CHANGED, SPELLCAST_SENT, SPELLCAST_START, SUCCEEDED/INTERRUPTED, STOP, LOOT_OPENED (etc)
|
|
|
|
ITEM_PUSH can happen after LOOT_CLOSED, but it still happens.
|
|
Between LOOT_OPENED and LOOT_CLOSED, the lootable target is still targeted. Unsure what happens when looting items. LOOT_CLOSED triggers first if we target someone else.
|
|
ITEM_PUSH happens, then CHAT_MSG_LOOT. CHAT_MSG_LOOT includes quite a lot of potentially useful arguments.
|
|
PLAYER_TARGET_CHANGED before either looting or skinning.
|
|
SPELLCAST_SENT, SPELLCAST_START, SUCCEEDED/INTERRUPTED, STOP in that order. Arg4 on SENT seems to be the target's name. Arg4 on the others appears to be a unique identifier.
|
|
When started, we target the right thing. After that, we don't seem to. Check the combat log.
|
|
|
|
]]
|
|
end
|