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questhelperredux/QuestHelper/objective.lua
2010-10-25 01:54:08 +00:00

1441 lignes
42 Kio
Lua

QuestHelper_File["objective.lua"] = "1.4.0"
QuestHelper_Loadtime["objective.lua"] = GetTime()
local UserIgnored = {
name = "user_manual_ignored",
no_disable = true,
friendly_reason = QHText("FILTERED_USER"),
AddException = function(self, node)
QH_Route_UnignoreNode(node, self) -- there isn't really state with this one
end
}
function QuestHelper:AddObjectiveOptionsToMenu(obj, menu)
local submenu = self:CreateMenu()
local pri = (QH_Route_GetClusterPriority(obj.cluster) or 0) + 3
for i = 1, 5 do
local name = QHText("PRIORITY"..i)
local item = self:CreateMenuItem(submenu, name)
local tex
if pri == i then
tex = self:CreateIconTexture(item, 10)
else
tex = self:CreateIconTexture(item, 12)
tex:SetVertexColor(1, 1, 1, 0)
end
item:AddTexture(tex, true)
item:SetFunction(QH_Route_SetClusterPriority, obj.cluster, i - 3)
end
self:CreateMenuItem(menu, QHText("PRIORITY")):SetSubmenu(submenu)
--[[if self.sharing then
submenu = self:CreateMenu()
local item = self:CreateMenuItem(submenu, QHText("SHARING_ENABLE"))
local tex = self:CreateIconTexture(item, 10)
if not obj.want_share then tex:SetVertexColor(1, 1, 1, 0) end
item:AddTexture(tex, true)
item:SetFunction(obj.Share, obj)
local item = self:CreateMenuItem(submenu, QHText("SHARING_DISABLE"))
local tex = self:CreateIconTexture(item, 10)
if obj.want_share then tex:SetVertexColor(1, 1, 1, 0) end
item:AddTexture(tex, true)
item:SetFunction(obj.Unshare, obj)
self:CreateMenuItem(menu, QHText("SHARING")):SetSubmenu(submenu)
end]]
--self:CreateMenuItem(menu, "(No options available)")
if not obj.map_suppress_ignore then
self:CreateMenuItem(menu, QHText("IGNORE")):SetFunction(function () QH_Route_IgnoreCluster(obj.cluster, UserIgnored) end) -- There is probably a nasty race condition here. I'm not entirely happy about it.
end
if obj.map_custom_menu then
obj.map_custom_menu(menu)
end
if obj.cluster and #obj.cluster > 1 and QH_Route_Ignored_Cluster_Active(obj.cluster) > 1 then
self:CreateMenuItem(menu, QHText("IGNORE_LOCATION")):SetFunction(QH_Route_IgnoreNode, obj, UserIgnored)
end
end
do return end
local function ObjectiveCouldBeFirst(self)
if (self.user_ignore == nil and self.auto_ignore) or self.user_ignore then
return false
end
for i, j in pairs(self.after) do
if i.watched then
return false
end
end
return true
end
local function DefaultObjectiveKnown(self)
if self.user_ignore == nil then
if (self.filter_zone and QuestHelper_Pref.filter_zone) or
(self.filter_done and QuestHelper_Pref.filter_done) or
(self.filter_level and QuestHelper_Pref.filter_level) or
(self.filter_blocked and QuestHelper_Pref.filter_blocked) or
(self.filter_watched and QuestHelper_Pref.filter_watched) then
return false
end
elseif self.user_ignore then
return false
end
for i, j in pairs(self.after) do
if i.watched and not i:Known() then -- Need to know how to do everything before this objective.
return false
end
end
return true
end
local function ObjectiveReason(self, short)
local reason, rc = nil, 0
if self.reasons then
for r, c in pairs(self.reasons) do
if not reason or c > rc or (c == rc and r > reason) then
reason, rc = r, c
end
end
end
if not reason then reason = "Do some extremely secret unspecified something." end
if not short and self.pos and self.pos[6] then
reason = reason .. "\n" .. self.pos[6]
end
return reason
end
local function Uses(self, obj, text)
if self == obj then return end -- You cannot use yourself. A purse is not food.
local uses, used = self.uses, obj.used
if not uses then
uses = QuestHelper:CreateTable("uses")
self.uses = uses
end
if not used then
used = QuestHelper:CreateTable("used")
obj.used = used
end
if not uses[obj] then
uses[obj] = true
used[self] = text
obj:MarkUsed()
end
end
local function DoMarkUsed(self)
-- Objectives should call 'self:Uses(objective, text)' to mark objectives they use by don't directly depend on.
-- This information is used in tooltips.
-- text is passed to QHFormat with the name of the objective being used.
end
local function MarkUsed(self)
if not self.marked_used then
self.marked_used = 1
self:DoMarkUsed()
else
self.marked_used = self.marked_used + 1
end
end
local function MarkUnused(self)
--[[ assert(self.marked_used) ]]
if self.marked_used == 1 then
local uses = self.uses
if uses then
for obj in pairs(uses) do
obj.used[self] = nil
obj:MarkUnused()
end
QuestHelper:ReleaseTable(uses)
self.uses = nil
end
if self.used then
--[[ assert(not next(self.used)) ]]
QuestHelper:ReleaseTable(self.used)
self.used = nil
end
self.marked_used = nil
else
self.marked_used = self.marked_used - 1
end
end
local function DummyObjectiveKnown(self)
return (self.o.pos or self.fb.pos) and DefaultObjectiveKnown(self)
end
local function ItemKnown(self)
if not DefaultObjectiveKnown(self) then return false end
if self.o.vendor then
for i, npc in ipairs(self.o.vendor) do
local n = self.qh:GetObjective("monster", npc)
local faction = n.o.faction or n.fb.faction
if (not faction or faction == self.qh.faction) and n:Known() then
return true
end
end
end
if self.fb.vendor then
for i, npc in ipairs(self.fb.vendor) do
local n = self.qh:GetObjective("monster", npc)
local faction = n.o.faction or n.fb.faction
if (not faction or faction == self.qh.faction) and n:Known() then
return true
end
end
end
if self.o.pos or self.fb.pos then
return true
end
if self.o.drop then for monster in pairs(self.o.drop) do
if self.qh:GetObjective("monster", monster):Known() then
return true
end
end end
if self.fb.drop then for monster in pairs(self.fb.drop) do
if self.qh:GetObjective("monster", monster):Known() then
return true
end
end end
if self.o.contained then for item in pairs(self.o.contained) do
if self.qh:GetObjective("item", item):Known() then
return true
end
end end
if self.fb.contained then for item in pairs(self.fb.contained) do
if self.qh:GetObjective("item", item):Known() then
return true
end
end end
if self.quest then
local item=self.quest.o.item
item = item and item[self.obj]
if item then
if item.pos then
return true
end
if item.drop then
for monster in pairs(item.drop) do
if self.qh:GetObjective("monster", monster):Known() then
return true
end
end
end
end
item=self.quest.fb.item
item = item and item[self.obj]
if item then
if item.pos then
return true
end
if item.drop then
for monster in pairs(item.drop) do
if self.qh:GetObjective("monster", monster):Known() then
return true
end
end
end
end
end
return false
end
local function ObjectiveAppendPositions(self, objective, weight, why, restrict)
local high = 0
if self.o.pos then for i, p in ipairs(self.o.pos) do
high = math.max(high, p[4])
end end
if self.fb.pos then for i, p in ipairs(self.fb.pos) do
high = math.max(high, p[4])
end end
high = weight/high
if self.o.pos then for i, p in ipairs(self.o.pos) do
if not restrict or not self.qh:Disallowed(p[1]) then
objective:AddLoc(p[1], p[2], p[3], p[4]*high, why)
end
end end
if self.fb.pos then for i, p in ipairs(self.fb.pos) do
if not restrict or not self.qh:Disallowed(p[1]) then
objective:AddLoc(p[1], p[2], p[3], p[4]*high, why)
end
end end
end
local function ObjectivePrepareRouting(self, anywhere)
self.setup_count = self.setup_count + 1
if not self.setup then
--[[ assert(not self.d) ]]
--[[ assert(not self.p) ]]
--[[ assert(not self.nm) ]]
--[[ assert(not self.nm2) ]]
--[[ assert(not self.nl) ]]
self.d = QuestHelper:CreateTable("objective.d")
self.p = QuestHelper:CreateTable("objective.p")
self.nm = QuestHelper:CreateTable("objective.nm")
self.nm2 = QuestHelper:CreateTable("objective.nm2")
self.nl = QuestHelper:CreateTable("objective.nl")
self.distance_cache = QuestHelper:CreateTable("objective.distance_cache")
if not anywhere then
self:AppendPositions(self, 1, nil, true)
if not next(self.p) then
QuestHelper:TextOut(QHFormat("INACCESSIBLE_OBJ", self.obj or "whatever it was you just requested"))
anywhere = true
end
end
if anywhere then
self:AppendPositions(self, 1, nil, false)
end
self:FinishAddLoc(args)
end
end
local function ItemAppendPositions(self, objective, weight, why, restrict)
why2 = why and why.."\n" or ""
if self.o.vendor then for i, npc in ipairs(self.o.vendor) do
local n = self.qh:GetObjective("monster", npc)
local faction = n.o.faction or n.fb.faction
if (not faction or faction == self.qh.faction) then
n:AppendPositions(objective, 1, why2..QHFormat("OBJECTIVE_PURCHASE", npc), restrict)
end
end end
if self.fb.vendor then for i, npc in ipairs(self.fb.vendor) do
local n = self.qh:GetObjective("monster", npc)
local faction = n.o.faction or n.fb.faction
if (not faction or faction == self.qh.faction) then
n:AppendPositions(objective, 1, why2..QHFormat("OBJECTIVE_PURCHASE", npc), restrict)
end
end end
if next(objective.p, nil) then
-- If we have points from vendors, then always use vendors. I don't want it telling you to killing the
-- towns people just because you had to talk to them anyway, and it saves walking to the store.
return
end
if self.o.drop then for monster, count in pairs(self.o.drop) do
local m = self.qh:GetObjective("monster", monster)
m:AppendPositions(objective, m.o.looted and count/m.o.looted or 1, why2..QHFormat("OBJECTIVE_SLAY", monster), restrict)
end end
if self.fb.drop then for monster, count in pairs(self.fb.drop) do
local m = self.qh:GetObjective("monster", monster)
m:AppendPositions(objective, m.fb.looted and count/m.fb.looted or 1, why2..QHFormat("OBJECTIVE_SLAY", monster), restrict)
end end
if self.o.contained then for item, count in pairs(self.o.contained) do
local i = self.qh:GetObjective("item", item)
i:AppendPositions(objective, i.o.opened and count/i.o.opened or 1, why2..QHFormat("OBJECTIVE_LOOT", item), restrict)
end end
if self.fb.contained then for item, count in pairs(self.fb.contained) do
local i = self.qh:GetObjective("item", item)
i:AppendPositions(objective, i.fb.opened and count/i.fb.opened or 1, why2..QHFormat("OBJECTIVE_LOOT", item), restrict)
end end
if self.o.pos then for i, p in ipairs(self.o.pos) do
if not restrict or not self.qh:Disallowed(p[1]) then
objective:AddLoc(p[1], p[2], p[3], p[4], why)
end
end end
if self.fb.pos then for i, p in ipairs(self.fb.pos) do
if not restrict or not self.qh:Disallowed(p[1]) then
objective:AddLoc(p[1], p[2], p[3], p[4], why)
end
end end
if self.quest then
local item_list=self.quest.o.item
if item_list then
local data = item_list[self.obj]
if data and data.drop then
for monster, count in pairs(data.drop) do
local m = self.qh:GetObjective("monster", monster)
m:AppendPositions(objective, m.o.looted and count/m.o.looted or 1, why2..QHFormat("OBJECTIVE_SLAY", monster), restrict)
end
elseif data and data.pos then
for i, p in ipairs(data.pos) do
if not restrict or not self.qh:Disallowed(p[1]) then
objective:AddLoc(p[1], p[2], p[3], p[4], why)
end
end
end
end
item_list=self.quest.fb.item
if item_list then
local data = item_list[self.obj]
if data and data.drop then
for monster, count in pairs(data.drop) do
local m = self.qh:GetObjective("monster", monster)
m:AppendPositions(objective, m.fb.looted and count/m.fb.looted or 1, why2..QHFormat("OBJECTIVE_SLAY", monster), restrict)
end
elseif data and data.pos then
for i, p in ipairs(data.pos) do
if not restrict or not self.qh:Disallowed(p[1]) then
objective:AddLoc(p[1], p[2], p[3], p[4], why)
end
end
end
end
end
end
local function ItemDoMarkUsed(self)
if self.o.vendor then for i, npc in ipairs(self.o.vendor) do
local n = self.qh:GetObjective("monster", npc)
local faction = n.o.faction or n.fb.faction
if (not faction or faction == self.qh.faction) then
self:Uses(n, "TOOLTIP_PURCHASE")
end
end end
if self.fb.vendor then for i, npc in ipairs(self.fb.vendor) do
local n = self.qh:GetObjective("monster", npc)
local faction = n.o.faction or n.fb.faction
if (not faction or faction == self.qh.faction) then
self:Uses(n, "TOOLTIP_PURCHASE")
end
end end
if self.o.drop then for monster, count in pairs(self.o.drop) do
self:Uses(self.qh:GetObjective("monster", monster), "TOOLTIP_SLAY")
end end
if self.fb.drop then for monster, count in pairs(self.fb.drop) do
self:Uses(self.qh:GetObjective("monster", monster), "TOOLTIP_SLAY")
end end
if self.o.contained then for item, count in pairs(self.o.contained) do
self:Uses(self.qh:GetObjective("item", item), "TOOLTIP_LOOT")
end end
if self.fb.contained then for item, count in pairs(self.fb.contained) do
self:Uses(self.qh:GetObjective("item", item), "TOOLTIP_LOOT")
end end
if self.quest then
local item_list=self.quest.o.item
if item_list then
local data = item_list[self.obj]
if data and data.drop then
for monster, count in pairs(data.drop) do
self:Uses(self.qh:GetObjective("monster", monster), "TOOLTIP_SLAY")
end
end
end
item_list=self.quest.fb.item
if item_list then
local data = item_list[self.obj]
if data and data.drop then
for monster, count in pairs(data.drop) do
self:Uses(self.qh:GetObjective("monster", monster), "TOOLTIP_SLAY")
end
end
end
end
end
---------------
local function AddLoc(self, index, x, y, w, why)
--[[ assert(not self.setup) ]]
if w > 0 then
local pair = QuestHelper_ZoneLookup[index]
if not pair then return end -- that zone doesn't exist! We require more vespene gas. Not enough rage!
local c, z = pair[1], pair[2]
x, y = self.qh.Astrolabe:TranslateWorldMapPosition(c, z, x, y, c, 0)
x = x * self.qh.continent_scales_x[c]
y = y * self.qh.continent_scales_y[c]
local list = self.qh.zone_nodes[index]
local points = self.p[list]
if not points then
points = QuestHelper:CreateTable("objective.p[zone] (objective nodes per-zone)")
self.p[list] = points
end
for i, p in pairs(points) do
local u, v = x-p[3], y-p[4]
if u*u+v*v < 25 then -- Combine points within a threshold of 5 seconds travel time.
p[3] = (p[3]*p[5]+x*w)/(p[5]+w)
p[4] = (p[4]*p[5]+y*w)/(p[5]+w)
p[5] = p[5]+w
if w > p[7] then
p[6], p[7] = why, w
end
return
end
end
local new = QuestHelper:CreateTable("objective.p[zone] (possible objective node)")
new[1], new[2], new[3], new[4], new[5], new[6], new[7] = list, nil, x, y, w, why, w
table.insert(points, new)
end
end
local function FinishAddLoc(self, args)
local mx = 0
for z, pl in pairs(self.p) do
for i, p in ipairs(pl) do
if p[5] > mx then
self.location = p
mx = p[5]
end
end
end
if not self.zones then
-- Not using CreateTable, because it will not be released when routing is complete.
self.zones = {}
else
-- We could remove the already known zones, but I'm operating under the assumtion that locations will only be added,
-- not removed, so this isn't necessary.
end
-- Remove probably useless locations.
for z, pl in pairs(self.p) do
local remove_zone = true
local i = 1
while i <= #pl do
if pl[i][5] < mx*0.2 then
QuestHelper:ReleaseTable(pl[i])
table.remove(pl, i)
else
remove_zone = false
i = i + 1
end
end
if remove_zone then
QuestHelper:ReleaseTable(self.p[z])
self.p[z] = nil
else
self.zones[z.i] = true
end
end
local node_map = self.nm
local node_list = self.nl
for list, pl in pairs(self.p) do
local dist = self.d[list]
--[[ assert(not dist) ]]
if not dist then
dist = QuestHelper:CreateTable("self.d[list]")
self.d[list] = dist
end
for i, point in ipairs(pl) do
point[5] = mx/point[5] -- Will become 1 for the most desired location, and become larger and larger for less desireable locations.
point[2] = QuestHelper:CreateTable("possible objective node to zone edge cache")
for i, node in ipairs(list) do
QuestHelper: Assert(type(point[3]) == "number", string.format("p3 %s", tostring(point[3])))
QuestHelper: Assert(type(point[4]) == "number", string.format("p4 %s", tostring(point[4])))
QuestHelper: Assert(type(node.x) == "number", string.format("nx %s", tostring(node.x)))
QuestHelper: Assert(type(node.y) == "number", string.format("ny %s", tostring(node.y)))
local u, v = point[3]-node.x, point[4]-node.y
local d = math.sqrt(u*u+v*v)
point[2][i] = d
if dist[i] then
if d*point[5] < dist[i][1]*dist[i][2] then
dist[i][1], dist[i][2] = d, point[5]
node_map[node] = point
end
else
local pair = QuestHelper:CreateTable()
pair[1], pair[2] = d, point[5]
dist[i] = pair
if not node_map[node] then
table.insert(node_list, node)
node_map[node] = point
else
u, v = node_map[node][3]-node.x, node_map[node][4]-node.y
if dist[i][1]*dist[i][2] < math.sqrt(u*u+v*v)*node_map[node][5] then
node_map[node] = point
end
end
end
end
end
end
-- Disabled because we're having some data sanity issues. This should be solved at buildtime, but I'm leery of mucking with the build system right now, so it isn't. Re-enable later.
--if not args or not args.failable then
-- if #node_list == 0 and QuestHelper:IsWrath() then QuestHelper:Error(self.cat.."/"..self.obj..": zero nodes!") end
--end
--[[ assert(not self.setup) ]]
self.setup = true
table.insert(self.qh.prepared_objectives, self)
end
local function GetPosition(self)
--[[ assert(self.setup) ]]
return self.location
end
local QH_TESTCACHE = nil -- make this "true" or something if you want to test caching (i.e. recalculate everything, then verify that the cache is valid)
-- Note: Pos is the starting point, the objective is the destination. These are different data formats - "self" can be a set of points.
-- More annotation here, if you're trying to learn the codebase. This function is a more complicated version of QH:ComputeTravelTime, so refer to that for information first before reading this one.
local function ObjectiveTravelTime(self, pos, nocache)
--[[ assert(self.setup) ]]
-- The caching is pretty obvious.
local key, cached
if not nocache then
--[[ assert(pos ~= QuestHelper.pos) ]]
if not pos.key then
pos.key = math.random()..""
end
key = pos.key
cached = self.distance_cache[key]
if cached then
if not QH_TESTCACHE then
return unpack(cached)
end
end
end
local graph = self.qh.world_graph
local nl = self.nl
graph:PrepareSearch()
-- This is quite similar to the same "create nodes for all zone links" in ComputeTravelTime except that it's creating nodes for all zone links for a set of possible destinations. I'm not sure if the weighting is backwards. It might be.
for z, l in pairs(self.d) do
for i, n in ipairs(z) do
if n.s == 0 then
n.e, n.w = unpack(l[i])
n.s = 3
elseif n.e * n.w < l[i][1]*l[i][2] then
n.e, n.w = unpack(l[i])
end
end
end
local d = pos[2]
for i, n in ipairs(pos[1]) do
graph:AddStartNode(n, d[i], nl)
end
local e = graph:DoSearch(nl)
-- d changes datatype here. I hate this codebase. Hell, e probably changes datatype also! yaaaay. what does .nm mean? what does .d mean?
d = e.g+e.e
e = self.nm[e]
-- There's something going on with weighting here that I don't understand
local l = self.p[pos[1]]
if l then
local x, y = pos[3], pos[4]
local score = d*e[5]
for i, n in ipairs(l) do
local u, v = x-n[3], y-n[4]
local d2 = math.sqrt(u*u+v*v)
local s = d2*n[5]
if s < score then
d, e, score = d2, n, s
end
end
end
--[[ assert(e) ]]
if not nocache then
--[[ assert( not cached or (cached[1] == d and cached[2] == e)) ]]
if not QH_TESTCACHE or not cached then
local new = self.qh:CreateTable()
new[1], new[2] = d, e
self.distance_cache[key] = new
self.qh:CacheRegister(self)
end
else
if self.distance_cache and self.distance_cache[key] then
--[[ assert(self.distance_cache[key][1] == d) ]]
end
end
return d, e
end
-- Note: pos1 is the starting point, pos2 is the ending point, the objective is somewhere between them.
-- Yet more annotation! This one is based off ObjectiveTravelTime. Yes, it's nasty that there are three (edit: four) functions with basically the same goal. Have I mentioned this codebase kind of sucks?
local function ObjectiveTravelTime2(self, pos1, pos2, nocache)
--[[ assert(self.setup) ]]
-- caching is pretty simple as usual
local key, cached
if not nocache then
--[[ assert(pos1 ~= QuestHelper.pos) ]]
--[[ assert(pos2 ~= QuestHelper.pos) ]]
-- We don't want to cache distances involving the player's current position, as that would spam the table
if not pos1.key then
pos1.key = math.random()..""
end
if not pos2.key then
pos2.key = math.random()..""
end
key = pos1.key..pos2.key
cached = self.distance_cache[key]
if cached then
if not QH_TESTCACHE then
return unpack(cached)
end
end
end
local graph = self.qh.world_graph
local nl = self.nl
-- This is the standard pos1-to-self code that we're used to seeing . . .
graph:PrepareSearch()
for z, l in pairs(self.d) do
for i, n in ipairs(z) do
if n.s == 0 then
n.e, n.w = unpack(l[i])
n.s = 3
elseif n.e * n.w < l[i][1]*l[i][2] then
n.e, n.w = unpack(l[i])
end
end
end
local d = pos1[2]
for i, n in ipairs(pos1[1]) do
graph:AddStartNode(n, d[i], nl)
end
graph:DoFullSearch(nl)
graph:PrepareSearch()
-- . . . and here's where it gets wonky
-- Now, we need to figure out how long it takes to get to each node.
for z, point_list in pairs(self.p) do
if z == pos1[1] then
-- Will also consider min distance.
local x, y = pos1[3], pos1[4]
for i, p in ipairs(point_list) do
local a, b = p[3]-x, p[4]-y
local u, v = p[3], p[4]
local d = math.sqrt(a*a+b*b)
local w = p[5]
local score = d*w
for i, n in ipairs(z) do
a, b = n.x-u, n.y-v
local bleh = math.sqrt(a*a+b*b)+n.g
local s = bleh*w
if s < score then
d, score = bleh, d
end
end
p[7] = d
end
else
for i, p in ipairs(point_list) do
local x, y = p[3], p[4]
local w = p[5]
local d
local score
for i, n in ipairs(z) do
local a, b = n.x-x, n.y-y
local d2 = math.sqrt(a*a+b*b)+n.g
local s = d2*w
if not score or s < score then
d, score = d2, s
end
end
p[7] = d
end
end
end
d = pos2[2]
for i, n in ipairs(pos2[1]) do
n.e = d[i]
n.s = 3
end
local el = pos2[1]
local nm = self.nm2
for z, l in pairs(self.d) do
for i, n in ipairs(z) do
local x, y = n.x, n.y
local bp
local bg
local bs
for i, p in ipairs(self.p[z]) do
local a, b = x-p[3], y-p[4]
d = p[7]+math.sqrt(a*a+b*b)
s = d*p[5]
if not bs or s < bs then
bg, bp, bs = d, p, s
end
end
nm[n] = bp
-- Using score instead of distance, because we want nodes we're not really interested in to be less likely to get chosen.
graph:AddStartNode(n, bs, el)
end
end
local e = graph:DoSearch(pos2[1])
d = nm[e.p][7]
local d2 = e.g+e.e-e.p.g+(e.p.g/nm[e.p][5]-nm[e.p][7])
e = nm[e.p]
local total = (d+d2)*e[5]
if self.p[el] then
local x, y = pos2[3], pos2[4]
for i, p in ipairs(self.p[el]) do
local a, b = x-p[3], y-p[4]
local c = math.sqrt(a*a+b*b)
local t = (p[7]+c)*p[5]
if t < total then
total, d, d2, e = t, p[7], c, p
end
end
end
-- grim stabilization hack, since obviously the numbers it generates are only vaguely based in reality. This should be fixed and removed ASAP (you know, once I figure out WTF this thing is doing)
d = QuestHelper:ComputeTravelTime(pos1, e)
d2 = QuestHelper:ComputeTravelTime(e, pos2)
--[[ assert(e) ]]
if not nocache then
--[[ assert( not cached or (cached[1] == d and cached[2] == d2 and cached[3] == e)) ]]
if not QH_TESTCACHE or not cached then
local new = self.qh:CreateTable("ObjectiveTravelTime2 cache")
new[1], new[2], new[3] = d, d2, e
self.distance_cache[key] = new
self.qh:CacheRegister(self)
end
else
if self.distance_cache and self.distance_cache[key] then
--[[ assert(self.distance_cache[key][1] == d and self.distance_cache[key][2] == d2) ]]
end
end
--[[if pos1 and pos2 then -- Debug code so I can maybe actually fix the problems someday
QuestHelper:TextOut("Beginning dumping here")
local laxa = QuestHelper:ComputeTravelTime(pos1, e, true)
if math.abs(laxa-d) >= 0.0001 then
QuestHelper:TextOut(QuestHelper:StringizeTable(pos1))
QuestHelper:TextOut(QuestHelper:StringizeRecursive(pos1, 2))
QuestHelper:TextOut(QuestHelper:StringizeTable(e))
QuestHelper:TextOut(QuestHelper:StringizeTable(e[1]))
QuestHelper:TextOut(QuestHelper:StringizeTable(e[2]))
QuestHelper:TextOut(QuestHelper:StringizeRecursive(e[1], 2))]]
----[[ QuestHelper:Assert(math.abs(laxa-d) < 0.0001, "Compare: "..laxa.." vs "..d) ]] -- wonky commenting is thanks to the de-assert script, fix later
--[[end
local laxb = QuestHelper:ComputeTravelTime(e, pos2, true)
if math.abs(laxb-d2) >= 0.0001 then
QuestHelper:TextOut(QuestHelper:StringizeTable(pos2))
QuestHelper:TextOut(QuestHelper:StringizeTable(e))
QuestHelper:TextOut(QuestHelper:StringizeTable(e[1]))
QuestHelper:TextOut(QuestHelper:StringizeTable(e[2]))
QuestHelper:TextOut(QuestHelper:StringizeRecursive(e[1], 2))]]
----[[ QuestHelper:Assert(math.abs(laxa-d) < 0.0001, "Compare: "..laxb.." vs "..d2) ]]
--[[end
end]]
return d, d2, e
end
local function DoneRouting(self)
--[[ assert(self.setup_count > 0) ]]
--[[ assert(self.setup) ]]
if self.setup_count == 1 then
self.setup_count = 0
QuestHelper:ReleaseObjectivePathingInfo(self)
for i, obj in ipairs(self.qh.prepared_objectives) do
if o == obj then
table.remove(self.qh.prepared_objectives, i)
break
end
end
else
self.setup_count = self.setup_count - 1
end
end
local function IsObjectiveWatched(self)
-- Check if an objective is being watched. Note that this is an external query, not a simple Selector.
local info
if self.cat == "quest" then
info = QuestHelper.quest_log[self]
else
info = QuestHelper.quest_log[self.quest]
end
if info then
local index = info.index
if index then
if UberQuest then
-- UberQuest has it's own way of tracking quests.
local uq_settings = UberQuest_Config[UnitName("player")]
if uq_settings then
local list = uq_settings.selected
if list then
return list[GetQuestLogTitle(index)]
end
end
else
return IsQuestWatched(index)
end
end
end
return false
end
local next_objective_id = 0
local function ObjectiveShare(self)
self.want_share = true
end
local function ObjectiveUnshare(self)
self.want_share = false
end
QuestHelper.default_objective_param =
{
CouldBeFirst=ObjectiveCouldBeFirst,
Uses=Uses,
DoMarkUsed=DoMarkUsed,
MarkUsed=MarkUsed,
MarkUnused=MarkUnused,
DefaultKnown=DefaultObjectiveKnown,
Known=DummyObjectiveKnown,
Reason=ObjectiveReason,
AppendPositions=ObjectiveAppendPositions,
PrepareRouting=ObjectivePrepareRouting,
AddLoc=AddLoc,
FinishAddLoc=FinishAddLoc,
DoneRouting=DoneRouting,
Position=GetPosition,
TravelTime=ObjectiveTravelTime,
TravelTime2=ObjectiveTravelTime2,
IsWatched=IsObjectiveWatched,
Share=ObjectiveShare, -- Invoke to share this objective with your peers.
Unshare=ObjectiveUnshare, -- Invoke to stop sharing this objective.
}
QuestHelper.default_objective_item_param =
{
Known = ItemKnown,
AppendPositions = ItemAppendPositions,
DoMarkUsed = ItemDoMarkUsed
}
for key, value in pairs(QuestHelper.default_objective_param) do
if not QuestHelper.default_objective_item_param[key] then
QuestHelper.default_objective_item_param[key] = value
end
end
QuestHelper.default_objective_meta = { __index = QuestHelper.default_objective_param }
QuestHelper.default_objective_item_meta = { __index = QuestHelper.default_objective_item_param }
function QuestHelper:NewObjectiveObject()
next_objective_id = next_objective_id+1
return
setmetatable({
qh=self,
id=next_objective_id,
want_share=false, -- True if we want this objective shared.
is_sharing=false, -- Set to true if we've told other users about this objective.
user_ignore=nil, -- When nil, will use filters. Will ignore, when true, always show (if known).
priority=3, -- A hint as to what priority the quest should have. Should be 1, 2, 3, 4, or 5.
real_priority=3, -- This will be set to the priority routing actually decided to assign it.
setup_count=0,
icon_id=12,
icon_bg=14,
match_zone=false,
match_level=false,
match_done=false,
before={}, -- List of objectives that this objective must appear before.
after={}, -- List of objectives that this objective must appear after.
-- Routing related junk.
--[[ Will be created as needed.
d=nil,
p=nil,
nm=nil, -- Maps nodes to their nearest zone/list/x/y position.
nm2=nil, -- Maps nodes to their nears position, but dynamically set in TravelTime2.
nl=nil, -- List of all the nodes we need to consider.
location=nil, -- Will be set to the best position for the node.
pos=nil, -- Zone node list, distance list, x, y, reason.
sop=nil ]]
}, QuestHelper.default_objective_meta)
end
local explicit_support_warning_given = false
function QuestHelper:GetObjective(category, objective)
local objective_list = self.objective_objects[category]
if not objective_list then
objective_list = {}
self.objective_objects[category] = objective_list
end
local objective_object = objective_list[objective]
if not objective_object then
if category == "quest" then
local level, hash, name = string.match(objective, "^(%d+)/(%d*)/(.*)$")
if not level then
level, name = string.match(objective, "^(%d+)/(.*)$")
if not level then
name = objective
end
end
if hash == "" then hash = nil end
objective_object = self:GetQuest(name, tonumber(level), tonumber(hash))
objective_list[objective] = objective_object
return objective_object
end
objective_object = self:NewObjectiveObject()
objective_object.cat = category
objective_object.obj = objective
if category == "item" then
setmetatable(objective_object, QuestHelper.default_objective_item_meta)
objective_object.icon_id = 2
elseif category == "monster" then
objective_object.icon_id = 1
elseif category == "object" then
objective_object.icon_id = 3
elseif category == "event" then
objective_object.icon_id = 4
elseif category == "loc" then
objective_object.icon_id = 6
elseif category == "reputation" then
objective_object.icon_id = 5
elseif category == "player" then
objective_object.icon_id = 1 -- not ideal, will improve later
else
if not explicit_support_warning_given then
self:TextOut("FIXME: Objective type '"..category.."' for objective '"..objective.."' isn't explicitly supported yet; hopefully the dummy handler will do something sensible.")
explicit_support_warning_given = true
end
end
objective_list[objective] = objective_object
if category == "loc" then
-- Loc is special, we don't store it, and construct it from the string.
-- Don't have any error checking here, will assume it's correct.
local i
local _, _, c, z, x, y = string.find(objective,"^(%d+),(%d+),([%d%.]+),([%d%.]+)$")
if not y then
_, _, i, x, y = string.find(objective,"^(%d+),([%d%.]+),([%d%.]+)$")
else
i = QuestHelper_IndexLookup[c][z]
end
objective_object.o = {pos={{tonumber(i),tonumber(x),tonumber(y),1}}}
objective_object.fb = {}
else
objective_list = QuestHelper_Objectives_Local[category]
if not objective_list then
objective_list = {}
QuestHelper_Objectives_Local[category] = objective_list
end
objective_object.o = objective_list[objective]
if not objective_object.o then
objective_object.o = {}
objective_list[objective] = objective_object.o
end
local l = QuestHelper_StaticData[self.locale]
if l then
objective_list = l.objective[category]
if objective_list then
objective_object.fb = objective_list[objective]
end
end
if not objective_object.fb then
objective_object.fb = {}
end
-- TODO: If we have some other source of information (like LightHeaded) add its data to objective_object.fb
end
end
return objective_object
end
function QuestHelper:AppendObjectivePosition(objective, i, x, y, w)
if not i then return end -- We don't have a player position. We have a pile of poop. Enjoy your poop.
local pos = objective.o.pos
if not pos then
if objective.o.drop or objective.o.contained then
return -- If it's dropped by a monster, don't record the position we got the item at.
end
objective.o.pos = self:AppendPosition({}, i, x, y, w)
else
self:AppendPosition(pos, i, x, y, w)
end
end
function QuestHelper:AppendObjectiveDrop(objective, monster, count)
local drop = objective.o.drop
if drop then
drop[monster] = (drop[monster] or 0)+(count or 1)
else
objective.o.drop = {[monster] = count or 1}
objective.o.pos = nil -- If it's dropped by a monster, then forget the position we found it at.
end
end
function QuestHelper:AppendItemObjectiveDrop(item_object, item_name, monster_name, count)
local quest = self:ItemIsForQuest(item_object, item_name)
if quest and not item_object.o.vendor and not item_object.o.drop and not item_object.o.pos then
self:AppendQuestDrop(quest, item_name, monster_name, count)
else
if not item_object.o.drop and not item_object.o.pos then
self:PurgeQuestItem(item_object, item_name)
end
self:AppendObjectiveDrop(item_object, monster_name, count)
end
end
function QuestHelper:AppendItemObjectivePosition(item_object, item_name, i, x, y)
local quest = self:ItemIsForQuest(item_object, item_name)
if quest and not item_object.o.vendor and not item_object.o.drop and not item_object.o.pos then
self:AppendQuestPosition(quest, item_name, i, x, y)
else
if not item_object.o.vendor and not item_object.o.drop and not item_object.o.contained and not item_object.o.pos then
-- Just learned that this item doesn't depend on a quest to drop, remove any quest references to it.
self:PurgeQuestItem(item_object, item_name)
end
self:AppendObjectivePosition(item_object, i, x, y)
end
end
function QuestHelper:AppendItemObjectiveContainer(objective, container_name, count)
local container = objective.o.contained
if container then
container[container_name] = (container[container_name] or 0)+(count or 1)
else
objective.o.contained = {[container_name] = count or 1}
objective.o.pos = nil -- Forget the position.
end
end
function QuestHelper:AddObjectiveWatch(objective, reason)
if not objective.reasons then
objective.reasons = {}
end
if not next(objective.reasons, nil) then
objective.watched = true
objective:MarkUsed()
objective.filter_blocked = false
for obj in pairs(objective.swap_after or objective.after) do
if obj.watched then
objective.filter_blocked = true
break
end
end
for obj in pairs(objective.swap_before or objective.before) do
if obj.watched then
obj.filter_blocked = true
end
end
if self.to_remove[objective] then
self.to_remove[objective] = nil
else
self.to_add[objective] = true
end
end
objective.reasons[reason] = (objective.reasons[reason] or 0) + 1
end
function QuestHelper:RemoveObjectiveWatch(objective, reason)
if objective.reasons[reason] == 1 then
objective.reasons[reason] = nil
if not next(objective.reasons, nil) then
objective:MarkUnused()
objective.watched = false
for obj in pairs(objective.swap_before or objective.before) do
if obj.watched then
obj.filter_blocked = false
for obj2 in pairs(obj.swap_after or obj.after) do
if obj2.watched then
obj.filter_blocked = true
break
end
end
end
end
if self.to_add[objective] then
self.to_add[objective] = nil
else
self.to_remove[objective] = true
end
end
else
objective.reasons[reason] = objective.reasons[reason] - 1
end
end
function QuestHelper:ObjectiveObjectDependsOn(objective, needs)
--[[ assert(objective ~= needs) ]] -- If this was true, ObjectiveIsKnown would get in an infinite loop.
-- TODO: Needs sanity checking, especially now that dependencies can be assigned by remote users.
-- We store the new relationships in objective.swap_[before|after],
-- creating and copying them from objective.[before|after],
-- the routing coroutine will check for those, swap them, and release the originals
-- when it gets to a safe place to do so.
if not (objective.swap_after or objective.after)[needs] then
if objective.peer then
for u, l in pairs(objective.peer) do
-- Make sure other users know that the dependencies for this objective changed.
objective.peer[u] = math.min(l, 1)
end
end
if not objective.swap_after then
objective.swap_after = self:CreateTable("swap_after")
for key,value in pairs(objective.after) do objective.swap_after[key] = value end
end
if not needs.swap_before then
needs.swap_before = self:CreateTable("swap_before")
for key,value in pairs(needs.before) do needs.swap_before[key] = value end
end
if needs.watched then
objective.filter_blocked = true
end
objective.swap_after[needs] = true
needs.swap_before[objective] = true
end
end
function QuestHelper:IgnoreObjective(objective)
if self.user_objectives[objective] then
self:RemoveObjectiveWatch(objective, self.user_objectives[objective])
self.user_objectives[objective] = nil
else
objective.user_ignore = true
end
--self:ForceRouteUpdate()
end
function QuestHelper:SetObjectivePriority(objective, level)
level = math.min(5, math.max(1, math.floor((tonumber(level) or 3)+0.5)))
if level ~= objective.priority then
objective.priority = level
if objective.peer then
for u, l in pairs(objective.peer) do
-- Peers don't know about this new priority.
objective.peer[u] = math.min(l, 2)
end
end
--self:ForceRouteUpdate()
end
end
local function CalcObjectivePriority(obj)
local priority = obj.priority
for o in pairs(obj.before) do
if o.watched then
priority = math.min(priority, CalcObjectivePriority(o))
end
end
return priority
end
local function ApplyBlockPriority(obj, level)
for o in pairs(obj.before) do
if o.watched then
ApplyBlockPriority(o, level)
end
end
if obj.priority < level then QuestHelper:SetObjectivePriority(obj, level) end
end
function QuestHelper:SetObjectivePriorityPrompt(objective, level)
self:SetObjectivePriority(objective, level)
if CalcObjectivePriority(objective) ~= level then
local menu = self:CreateMenu()
self:CreateMenuTitle(menu, QHText("IGNORED_PRIORITY_TITLE"))
self:CreateMenuItem(menu, QHText("IGNORED_PRIORITY_FIX")):SetFunction(ApplyBlockPriority, objective, level)
self:CreateMenuItem(menu, QHText("IGNORED_PRIORITY_IGNORE")):SetFunction(self.nop)
menu:ShowAtCursor()
end
end
function QuestHelper:SetObjectiveProgress(objective, user, have, need)
if have and need then
local list = objective.progress
if not list then
list = self:CreateTable("objective.progress")
objective.progress = list
end
local user_progress = list[user]
if not user_progress then
user_progress = self:CreateTable("objective.progress[user]")
list[user] = user_progress
end
local pct = 0
local a, b = tonumber(have), tonumber(need)
if a and b then
if b ~= 0 then
pct = a/b
elseif a == 0 then
pct = 1
end
elseif a == b then
pct = 1
end
user_progress[1], user_progress[2], user_progress[3] = have, need, pct
else
if objective.progress then
if objective.progress[user] then
self:ReleaseTable(objective.progress[user])
objective.progress[user] = nil
if not next(objective.progress, nil) then
self:ReleaseTable(objective.progress)
objective.progress = nil
end
end
end
end
end