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questhelperredux/QuestHelper/director_achievement.lua

494 lignes
14 Kio
Lua

QuestHelper_File["director_achievement.lua"] = "4.0.1.$svnversion$"
QuestHelper_Loadtime["director_achievement.lua"] = GetTime()
local debug_output = false
if QuestHelper_File["director_achievement.lua"] == "Development Version" then debug_output = true end
local achieveable = {}
local function IsDoable(id)
if achieveable[id] == nil then
-- First we just see if we have a DB entry for it
-- This can be made *much* more efficient.
if not DB_Ready() then
print("DB not yet ready, please wait")
return false
end
if DB_HasItem("achievement", id) then
--print(id, "achieveable via db")
achieveable[id] = true
return true
end
local crit = GetAchievementNumCriteria(id)
-- Whenever I write "crit" as a variable name it always slightly worries me.
-- 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.
-- 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.
-- So I start typing the first thing that comes to mind that fulfills all the requirements.
-- Luckily, I stop myself in time, and write "cnt" instead.
-- 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.
-- So now you know. Back to the code.
-- (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)
if crit > 0 then
for i = 1, crit do
local _, typ, _, _, _, _, _, asset, _, cid = GetAchievementCriteriaInfo(id, i)
if typ == 0 then
-- Monster kill. We're good! We can do these.
elseif typ == 8 then
-- Achievement chain
if not IsDoable(asset) then
achieveable[id] = false
break
end
else
achieveable[id] = false
break
end
end
if achieveable[id] == nil then
--print(id, "achieveable via occlusion")
achieveable[id] = true
end
else
--print(id, "not achieveable due to wizard casting what the fuck")
achieveable[id] = false
end
end
return achieveable[id]
end
local function GetListOfAchievements(category)
local ct = GetCategoryNumAchievements(category)
local available_achieves = {}
for i = 1, ct do
local id, _, _, complete = GetAchievementInfo(category, i)
if not complete and IsDoable(id) then
table.insert(available_achieves, i)
end
end
return available_achieves
end
local function FilterFunction(category)
local aa = GetListOfAchievements(category)
return #aa, 0, 0
end
local function SetQHVis(button, ach, _, _, complete)
button.qh_checkbox:Hide()
if complete or not IsDoable(ach) then
button.qh_checkbox:Hide()
else
button.qh_checkbox:Show()
end
end
local ABDA_permit
local ABDA
local function ABDA_Replacement(button, category, achievement, selectionID)
-- hee hee hee
-- i am sneaky like fish
-- *sneaky* fish
-- ^__^
if ABDA_permit and ACHIEVEMENTUI_SELECTEDFILTER == FilterFunction then
local aa = GetListOfAchievements(category)
local ach = aa[achievement]
ABDA(button, category, ach, selectionID)
SetQHVis(button, GetAchievementInfo(category, ach))
else
ABDA(button, category, achievement, selectionID)
SetQHVis(button, GetAchievementInfo(category, achievement))
end
end
local AFAU
local function AFAU_Replacement(...)
ABDA_permit = true
AFAU(...)
ABDA_permit = false
end
local TrackedAchievements = {}
local MetaAchievements = {}
local Update_Objectives
local function MarkAchieveable(id, setto)
TrackedAchievements[id] = setto
local crit = GetAchievementNumCriteria(id)
for i = 1, crit do
local _, typ, _, _, _, _, _, asset, _, cid = GetAchievementCriteriaInfo(id, i)
if typ == 8 then
MetaAchievements[id] = true
MarkAchieveable(asset, setto)
end
end
end
local check_onshow
function QH_COC_GIX(id)
MarkAchieveable(id, true)
Update_Objectives()
end
local function check_onclick(self)
if self:GetChecked() then
MarkAchieveable(self:GetParent().id, true)
else
MarkAchieveable(self:GetParent().id, nil)
end
Update_Objectives()
for i = 1, #AchievementFrameAchievementsContainer.buttons do
check_onshow(AchievementFrameAchievementsContainer.buttons[i].qh_checkbox)
end
end
local function check_onenter(self)
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
GameTooltip:SetText(QHText("ACHIEVEMENT_CHECKBOX"))
end
local function check_onleave(self)
GameTooltip:Hide()
end
function check_onshow(self)
self:SetChecked(TrackedAchievements[self:GetParent().id])
end
local AAFOC = AchievementAlertFrame_OnClick
function AAF_onclick(self)
if not self.id then return end
local _, _, _, complete = GetAchievementInfo(self.id);
if complete and ACHIEVEMENTUI_SELECTEDFILTER == FilterFunction then -- yipyipyipyipyipyipyip
AchievementFrame_SetFilter(ACHIEVEMENT_FILTER_ALL) -- uh-huh, uh-huh
end
AAFOC(self)
end
AchievementAlertFrame_OnClick = AAF_onclick
QH_Event("ADDON_LOADED", function (addonid)
if addonid == "Blizzard_AchievementUI" then
-- yyyyyyoink
table.insert(AchievementFrameFilters, {text="QuestHelpable", func=FilterFunction})
ABDA = AchievementButton_DisplayAchievement
AchievementButton_DisplayAchievement = ABDA_Replacement
AFAU = AchievementFrameAchievements_Update
AchievementFrameAchievements_Update = AFAU_Replacement
AchievementFrameAchievementsContainer.update = AFAU_Replacement
ACHIEVEMENT_FUNCTIONS.updateFunc = AFAU_Replacement
for i = 1, #AchievementFrameAchievementsContainer.buttons do
local framix = CreateFrame("CheckButton", "qh_arglbargl_" .. i, AchievementFrameAchievementsContainer.buttons[i], "AchievementCheckButtonTemplate")
framix:SetPoint("BOTTOMRIGHT", AchievementFrameAchievementsContainer.buttons[i], "BOTTOMRIGHT", -22, 7.5)
framix:SetScript("OnEnter", check_onenter)
framix:SetScript("OnLeave", check_onleave)
framix:SetScript("OnShow", check_onshow)
framix:SetScript("OnClick", check_onclick)
_G["qh_arglbargl_" .. i .. "Text"]:Hide() -- no
local sigil = framix:CreateTexture("BACKGROUND")
sigil:SetHeight(24)
sigil:SetWidth(24)
sigil:SetTexture("Interface\\AddOns\\QuestHelper\\sigil")
sigil:SetPoint("RIGHT", framix, "LEFT", -1, 0)
sigil:SetVertexColor(0.6, 0.6, 0.6)
AchievementFrameAchievementsContainer.buttons[i].qh_checkbox = framix
end
end
end)
local function horribledupe(from)
if not from then return nil end
local rv = {}
for k, v in pairs(from) do
if k == "__owner" then
elseif type(v) == "table" then
rv[k] = horribledupe(v)
else
rv[k] = v
end
end
return rv
end
local achievement_list = setmetatable({}, {__mode="k"})
function GetAchievementMetaObjective(achievement)
if achievement_list[achievement] then return achievement_list[achievement] end
local db = DB_GetItem("achievement", achievement, true)
local ite = {}
ite.desc = select(2, GetAchievementInfo(achievement))
ite.tracker_desc = ite.desc
ite.tracker_split = true
local itlist = {}
if db and db.achieved then
table.insert(itlist, {cid = "achieved", chunk = db.achieved})
else
local crit = GetAchievementNumCriteria(achievement)
for i = 1, crit do
local name, typ, _, _, _, _, _, asset, _, cid = GetAchievementCriteriaInfo(achievement, i)
--assert(cid)
local chunk
local split
if typ == 0 then
chunk = DB_GetItem("monster", asset)
split = true
else
--assert(db)
chunk = db[cid]
end
if split then
local soldupe = horribledupe(chunk.solid)
for i = 1, #chunk.loc do
table.insert(itlist, {cid = cid, solid = soldupe, loc = chunk.loc[i], name = name})
end
else
table.insert(itlist, {cid = cid, chunk = chunk, name = name})
end
end
end
for _, data in pairs(itlist) do
local ttx = {}
if data.chunk then
ttx.solid = horribledupe(data.chunk.solid)
if data.chunk.loc then for _, v in ipairs(data.chunk.loc) do
-- Ugly database hack
if v.p == 26 then v.p = 48 end
if v.p == 38 then v.p = 168 end
-- end hack
table.insert(ttx, {loc = {x = v.x, y = v.y, c = QuestHelper_ParentLookup[v.p], p = v.p}})
end end
end
if data.loc then
ttx.solid = data.solid
-- Ugly database hack
if data.loc.p == 26 then data.loc.p = 48 end
if data.loc.p == 38 then data.loc.p = 168 end
-- end hack
table.insert(ttx, {loc = {x = data.loc.x, y = data.loc.y, c = QuestHelper_ParentLookup[data.loc.p], p = data.loc.p}})
end
if #ttx == 0 then
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
ttx.type_achievement_unknown = true
end
for _, v in ipairs(ttx) do
v.map_desc = {ite.desc, data.name}
v.tracker_desc = data.name or ite.desc
v.tracker_hide_dupes = true
v.hidden_desc = data.name and string.format("%s: %s", ite.desc, data.name) or ite.desc
v.arrow_desc = v.hidden_desc
if not data.name then v.tracker_hidden = true end
v.cluster = ttx
v.why = ite
v.icon_id = 17
end
if not ite[data.cid] then
ite[data.cid] = {}
end
table.insert(ite[data.cid], ttx)
end
achievement_list[achievement] = ite
return achievement_list[achievement]
end
local function achievement_is_unified(ach)
return GetAchievementMetaObjective(ach).achieved
end
local current_aches = {}
local next_aches = {}
local ach_locational = {}
local function AchUpdateStart()
next_aches = {}
end
local function AchUpdateAdd(ach, crit)
if not next_aches[ach] then next_aches[ach] = {} end
next_aches[ach][crit] = true
end
local function AchUpdateEnd()
--print("aue")
for k, v in pairs(current_aches) do
for c in pairs(v) do
if not next_aches[k] or not next_aches[k][c] then
local meta = GetAchievementMetaObjective(k)
for i = 1, #meta[c] do
QH_Route_ClusterRemove(meta[c][i])
for _, nod in ipairs(meta[c][i]) do
ach_locational[nod.loc] = nil
end
end
end
end
end
for k, v in pairs(next_aches) do
for c in pairs(v) do
local kacey = nil
if not current_aches[k] or not current_aches[k][c] then
local meta = GetAchievementMetaObjective(k)
for i = 1, #meta[c] do
QH_Route_ClusterAdd(meta[c][i])
for _, nod in ipairs(meta[c][i]) do
if not ach_locational[nod.loc] then
if not kacey then
kacey = QuestHelper:CreateTable("ach_locational")
kacey.k = k
kacey.c = c
end
--print(nod.loc.p, nod.loc.x, nod.loc.y)
ach_locational[nod.loc] = kacey
end
end
end
end
end
end
current_aches = next_aches -- yaaaaaaaay
end
function qh_critupd()
--print("critup")
local c, z, x, y = QuestHelper.routing_c, QuestHelper.routing_z, QuestHelper.routing_ax, QuestHelper.routing_ay
--print(c, z, x, y)
if not c or not z or not x or not y then return end
local p = QuestHelper_IndexLookup[c][z]
--print(p)
if not p then return end
local closest_dist = 1000000000000
local closest_item = nil
for k, v in pairs(ach_locational) do
if k.p == p then
local dx, dy = x - k.x, y - k.y
dx, dy = dx * dx, dy * dy
local dd = dx + dy
if dd < closest_dist then
closest_dist = dd
closest_item = v
end
end
end
--print(closest_item)
if not closest_item then return end -- bort bort bort
local k, c = closest_item.k, closest_item.c
--print(k, c)
if not (type(k) == "number" and type(c) == "number") then return end
local _, _, crit_complete = GetAchievementCriteriaInfo(c)
--print(crit_complete)
if not crit_complete then return end -- welp
--print("desplicing", k, c)
--assert(current_aches[k][c])
-- hey we found it gee jay
current_aches[k][c] = nil
local meta = GetAchievementMetaObjective(k)
for i = 1, #meta[c] do
QH_Route_ClusterRemove(meta[c][i])
for _, nod in ipairs(meta[c][i]) do
ach_locational[nod.loc] = nil
end
end
end
QH_Event("CRITERIA_UPDATE", qh_critupd)
local db
function Update_Objectives(_, new)
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
db = new
--print("uobj", new)
if not new then QH_AchievementManagerRegister_Poke() return end
AchUpdateStart()
local oblit = {}
for k in pairs(TrackedAchievements) do
--print("updating achievement", k)
if not MetaAchievements[k] then
local achid = new.achievements[k]
if not achid then print(k) end
if achid.complete then
oblit[k] = true
else
if achievement_is_unified(k) then
AchUpdateAdd(k, "achieved")
else
local critcount = GetAchievementNumCriteria(k)
for i = 1, critcount do
local _, _, _, _, _, _, _, _, _, crit = GetAchievementCriteriaInfo(k, i)
if not new.criteria[crit].complete then
AchUpdateAdd(k, crit)
end
end
end
end
end
end
for k in pairs(oblit) do
TrackedAchievements[k] = nil
end
AchUpdateEnd()
end
QH_AchievementManagerRegister(Update_Objectives)
QH_AchievementManagerRegister_Poke()