486 lignes
14 Kio
Lua
486 lignes
14 Kio
Lua
QuestHelper_File["director_achievement.lua"] = "1.4.0"
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QuestHelper_Loadtime["director_achievement.lua"] = GetTime()
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local debug_output = false
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if QuestHelper_File["director_achievement.lua"] == "Development Version" then debug_output = true end
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local achieveable = {}
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local function IsDoable(id)
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if achieveable[id] == nil then
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-- First we just see if we have a DB entry for it
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-- This can be made *much* more efficient.
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if not DB_Ready() then
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print("DB not yet ready, please wait")
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return false
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end
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if DB_HasItem("achievement", id) then
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--print(id, "achieveable via db")
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achieveable[id] = true
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return true
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end
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local crit = GetAchievementNumCriteria(id)
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-- Whenever I write "crit" as a variable name it always slightly worries me.
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-- Y'see, several years ago I competed in a programming competition called Topcoder. At the end of a big tournament, if you did well, they flew you to a casino or a hotel and you competed against a bunch of other geeks, with your code posted on monitors. This was uncommonly boring unless you were a geek, but luckily, we were, so it was actually kind of exciting.
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-- So I'm up there competing, and I need a count, so I make a variable called "cont". "count", y'see, is a function, so I can't use that. But then I need another one. I can't go with "cout" because that's actually a global variable in C++, which is what I'm using. And, well, I want to keep the first and last letters preserved, because that way it reminds me it's a count.
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-- So I start typing the first thing that comes to mind that fulfills all the requirements.
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-- Luckily, I stop myself in time, and write "cnt" instead.
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-- Once or twice in QuestHelper I've needed a few variables about criteria. And there's . . . something . . . which is only one letter off from "crit", and is something I should probably not be typing in publicly accessible sourcecode.
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-- So now you know. Back to the code.
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-- (although let's be honest with the amount of profanity scattered throughout this codebase I'm not quite sure why I care buuuuuuuuuut here we are anyway)
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if crit > 0 then
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for i = 1, crit do
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local _, typ, _, _, _, _, _, asset, _, cid = GetAchievementCriteriaInfo(id, i)
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if typ == 0 then
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-- Monster kill. We're good! We can do these.
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elseif typ == 8 then
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-- Achievement chain
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if not IsDoable(asset) then
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achieveable[id] = false
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break
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end
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else
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achieveable[id] = false
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break
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end
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end
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if achieveable[id] == nil then
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--print(id, "achieveable via occlusion")
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achieveable[id] = true
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end
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else
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--print(id, "not achieveable due to wizard casting what the fuck")
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achieveable[id] = false
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end
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end
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return achieveable[id]
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end
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local function GetListOfAchievements(category)
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local ct = GetCategoryNumAchievements(category)
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local available_achieves = {}
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for i = 1, ct do
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local id, _, _, complete = GetAchievementInfo(category, i)
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if not complete and IsDoable(id) then
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table.insert(available_achieves, i)
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end
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end
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return available_achieves
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end
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local function FilterFunction(category)
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local aa = GetListOfAchievements(category)
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return #aa, 0, 0
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end
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local function SetQHVis(button, ach, _, _, complete)
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button.qh_checkbox:Hide()
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if complete or not IsDoable(ach) then
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button.qh_checkbox:Hide()
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else
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button.qh_checkbox:Show()
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end
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end
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local ABDA_permit
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local ABDA
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local function ABDA_Replacement(button, category, achievement, selectionID)
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-- hee hee hee
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-- i am sneaky like fish
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-- *sneaky* fish
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-- ^__^
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if ABDA_permit and ACHIEVEMENTUI_SELECTEDFILTER == FilterFunction then
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local aa = GetListOfAchievements(category)
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local ach = aa[achievement]
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ABDA(button, category, ach, selectionID)
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SetQHVis(button, GetAchievementInfo(category, ach))
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else
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ABDA(button, category, achievement, selectionID)
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SetQHVis(button, GetAchievementInfo(category, achievement))
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end
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end
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local AFAU
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local function AFAU_Replacement(...)
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ABDA_permit = true
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AFAU(...)
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ABDA_permit = false
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end
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local TrackedAchievements = {}
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local MetaAchievements = {}
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local Update_Objectives
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local function MarkAchieveable(id, setto)
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TrackedAchievements[id] = setto
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local crit = GetAchievementNumCriteria(id)
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for i = 1, crit do
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local _, typ, _, _, _, _, _, asset, _, cid = GetAchievementCriteriaInfo(id, i)
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if typ == 8 then
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MetaAchievements[id] = true
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MarkAchieveable(asset, setto)
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end
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end
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end
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local check_onshow
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function QH_COC_GIX(id)
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MarkAchieveable(id, true)
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Update_Objectives()
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end
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local function check_onclick(self)
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if self:GetChecked() then
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MarkAchieveable(self:GetParent().id, true)
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else
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MarkAchieveable(self:GetParent().id, nil)
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end
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Update_Objectives()
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for i = 1, #AchievementFrameAchievementsContainer.buttons do
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check_onshow(AchievementFrameAchievementsContainer.buttons[i].qh_checkbox)
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end
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end
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local function check_onenter(self)
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GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
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GameTooltip:SetText(QHText("ACHIEVEMENT_CHECKBOX"))
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end
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local function check_onleave(self)
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GameTooltip:Hide()
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end
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function check_onshow(self)
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self:SetChecked(TrackedAchievements[self:GetParent().id])
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end
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local AAFOC = AchievementAlertFrame_OnClick
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function AAF_onclick(self)
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if not self.id then return end
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local _, _, _, complete = GetAchievementInfo(self.id);
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if complete and ACHIEVEMENTUI_SELECTEDFILTER == FilterFunction then -- yipyipyipyipyipyipyip
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AchievementFrame_SetFilter(ACHIEVEMENT_FILTER_ALL) -- uh-huh, uh-huh
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end
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AAFOC(self)
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end
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AchievementAlertFrame_OnClick = AAF_onclick
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QH_Event("ADDON_LOADED", function (addonid)
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if addonid == "Blizzard_AchievementUI" then
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-- yyyyyyoink
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table.insert(AchievementFrameFilters, {text="QuestHelpable", func=FilterFunction})
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ABDA = AchievementButton_DisplayAchievement
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AchievementButton_DisplayAchievement = ABDA_Replacement
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AFAU = AchievementFrameAchievements_Update
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AchievementFrameAchievements_Update = AFAU_Replacement
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AchievementFrameAchievementsContainer.update = AFAU_Replacement
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ACHIEVEMENT_FUNCTIONS.updateFunc = AFAU_Replacement
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for i = 1, #AchievementFrameAchievementsContainer.buttons do
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local framix = CreateFrame("CheckButton", "qh_arglbargl_" .. i, AchievementFrameAchievementsContainer.buttons[i], "AchievementCheckButtonTemplate")
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framix:SetPoint("BOTTOMRIGHT", AchievementFrameAchievementsContainer.buttons[i], "BOTTOMRIGHT", -22, 7.5)
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framix:SetScript("OnEnter", check_onenter)
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framix:SetScript("OnLeave", check_onleave)
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framix:SetScript("OnShow", check_onshow)
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framix:SetScript("OnClick", check_onclick)
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_G["qh_arglbargl_" .. i .. "Text"]:Hide() -- no
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local sigil = framix:CreateTexture("BACKGROUND")
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sigil:SetHeight(24)
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sigil:SetWidth(24)
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sigil:SetTexture("Interface\\AddOns\\QuestHelper\\sigil")
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sigil:SetPoint("RIGHT", framix, "LEFT", -1, 0)
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sigil:SetVertexColor(0.6, 0.6, 0.6)
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AchievementFrameAchievementsContainer.buttons[i].qh_checkbox = framix
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end
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end
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end)
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local function horribledupe(from)
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if not from then return nil end
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local rv = {}
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for k, v in pairs(from) do
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if k == "__owner" then
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elseif type(v) == "table" then
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rv[k] = horribledupe(v)
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else
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rv[k] = v
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end
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end
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return rv
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end
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local achievement_list = setmetatable({}, {__mode="k"})
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function GetAchievementMetaObjective(achievement)
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if achievement_list[achievement] then return achievement_list[achievement] end
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local db = DB_GetItem("achievement", achievement, true)
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local ite = {}
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ite.desc = select(2, GetAchievementInfo(achievement))
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ite.tracker_desc = ite.desc
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ite.tracker_split = true
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local itlist = {}
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if db and db.achieved then
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table.insert(itlist, {cid = "achieved", chunk = db.achieved})
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else
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local crit = GetAchievementNumCriteria(achievement)
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for i = 1, crit do
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local name, typ, _, _, _, _, _, asset, _, cid = GetAchievementCriteriaInfo(achievement, i)
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--[[ assert(cid) ]]
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local chunk
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local split
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if typ == 0 then
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chunk = DB_GetItem("monster", asset)
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split = true
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else
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--[[ assert(db) ]]
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chunk = db[cid]
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end
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if split then
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local soldupe = horribledupe(chunk.solid)
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for i = 1, #chunk.loc do
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table.insert(itlist, {cid = cid, solid = soldupe, loc = chunk.loc[i], name = name})
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end
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else
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table.insert(itlist, {cid = cid, chunk = chunk, name = name})
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end
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end
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end
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for _, data in pairs(itlist) do
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local ttx = {}
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if data.chunk then
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ttx.solid = horribledupe(data.chunk.solid)
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if data.chunk.loc then for _, v in ipairs(data.chunk.loc) do
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table.insert(ttx, {loc = {x = v.x, y = v.y, c = QuestHelper_ParentLookup[v.p], p = v.p}})
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end end
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end
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if data.loc then
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ttx.solid = data.solid
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table.insert(ttx, {loc = {x = data.loc.x, y = data.loc.y, c = QuestHelper_ParentLookup[data.loc.p], p = data.loc.p}})
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end
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if #ttx == 0 then
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table.insert(ttx, {loc = {x = 5000, y = 5000, c = 0, p = 2}, icon_id = 7, type_quest_unknown = true}) -- this is Ashenvale, for no particularly good reason
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ttx.type_achievement_unknown = true
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end
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for _, v in ipairs(ttx) do
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v.map_desc = {ite.desc, data.name}
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v.tracker_desc = data.name or ite.desc
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v.tracker_hide_dupes = true
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v.hidden_desc = data.name and string.format("%s: %s", ite.desc, data.name) or ite.desc
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v.arrow_desc = v.hidden_desc
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if not data.name then v.tracker_hidden = true end
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v.cluster = ttx
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v.why = ite
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v.icon_id = 17
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end
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if not ite[data.cid] then
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ite[data.cid] = {}
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end
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table.insert(ite[data.cid], ttx)
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end
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achievement_list[achievement] = ite
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return achievement_list[achievement]
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end
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local function achievement_is_unified(ach)
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return GetAchievementMetaObjective(ach).achieved
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end
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local current_aches = {}
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local next_aches = {}
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local ach_locational = {}
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local function AchUpdateStart()
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next_aches = {}
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end
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local function AchUpdateAdd(ach, crit)
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if not next_aches[ach] then next_aches[ach] = {} end
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next_aches[ach][crit] = true
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end
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local function AchUpdateEnd()
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--print("aue")
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for k, v in pairs(current_aches) do
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for c in pairs(v) do
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if not next_aches[k] or not next_aches[k][c] then
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local meta = GetAchievementMetaObjective(k)
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for i = 1, #meta[c] do
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QH_Route_ClusterRemove(meta[c][i])
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for _, nod in ipairs(meta[c][i]) do
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ach_locational[nod.loc] = nil
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end
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end
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end
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end
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end
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for k, v in pairs(next_aches) do
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for c in pairs(v) do
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local kacey = nil
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if not current_aches[k] or not current_aches[k][c] then
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local meta = GetAchievementMetaObjective(k)
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for i = 1, #meta[c] do
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QH_Route_ClusterAdd(meta[c][i])
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for _, nod in ipairs(meta[c][i]) do
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if not ach_locational[nod.loc] then
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if not kacey then
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kacey = QuestHelper:CreateTable("ach_locational")
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kacey.k = k
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kacey.c = c
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end
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--print(nod.loc.p, nod.loc.x, nod.loc.y)
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ach_locational[nod.loc] = kacey
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end
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end
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end
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end
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end
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end
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current_aches = next_aches -- yaaaaaaaay
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end
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function qh_critupd()
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--print("critup")
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local c, z, x, y = QuestHelper.routing_c, QuestHelper.routing_z, QuestHelper.routing_ax, QuestHelper.routing_ay
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--print(c, z, x, y)
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if not c or not z or not x or not y then return end
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local p = QuestHelper_IndexLookup[c][z]
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--print(p)
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if not p then return end
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local closest_dist = 1000000000000
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local closest_item = nil
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for k, v in pairs(ach_locational) do
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if k.p == p then
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local dx, dy = x - k.x, y - k.y
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dx, dy = dx * dx, dy * dy
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local dd = dx + dy
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if dd < closest_dist then
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closest_dist = dd
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closest_item = v
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end
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end
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end
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--print(closest_item)
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if not closest_item then return end -- bort bort bort
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local k, c = closest_item.k, closest_item.c
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--print(k, c)
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if not (type(k) == "number" and type(c) == "number") then return end
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local _, _, crit_complete = GetAchievementCriteriaInfo(c)
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--print(crit_complete)
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if not crit_complete then return end -- welp
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--print("desplicing", k, c)
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--[[ assert(current_aches[k][c]) ]]
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-- hey we found it gee jay
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current_aches[k][c] = nil
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local meta = GetAchievementMetaObjective(k)
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for i = 1, #meta[c] do
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QH_Route_ClusterRemove(meta[c][i])
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for _, nod in ipairs(meta[c][i]) do
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ach_locational[nod.loc] = nil
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end
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end
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end
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QH_Event("CRITERIA_UPDATE", qh_critupd)
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local db
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function Update_Objectives(_, new)
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if not new then new = db end -- sometimes we're just told to update thanks to a change in checkmarks, and this is the easiest way to keep a DB around
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db = new
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--print("uobj", new)
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if not new then QH_AchievementManagerRegister_Poke() return end
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AchUpdateStart()
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local oblit = {}
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for k in pairs(TrackedAchievements) do
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--print("updating achievement", k)
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if not MetaAchievements[k] then
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local achid = new.achievements[k]
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if not achid then print(k) end
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if achid.complete then
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oblit[k] = true
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else
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if achievement_is_unified(k) then
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AchUpdateAdd(k, "achieved")
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else
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local critcount = GetAchievementNumCriteria(k)
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for i = 1, critcount do
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local _, _, _, _, _, _, _, _, _, crit = GetAchievementCriteriaInfo(k, i)
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if not new.criteria[crit].complete then
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AchUpdateAdd(k, crit)
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end
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end
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end
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end
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end
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end
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for k in pairs(oblit) do
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TrackedAchievements[k] = nil
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end
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AchUpdateEnd()
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end
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QH_AchievementManagerRegister(Update_Objectives)
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QH_AchievementManagerRegister_Poke()
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