ElvUI/Modules/Misc/LootRoll.lua

322 lines
11 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local M = E:GetModule('Misc')
local _G = _G
local pairs, unpack, ipairs, next, tonumber, tinsert = pairs, unpack, ipairs, next, tonumber, tinsert
local ChatEdit_InsertLink = ChatEdit_InsertLink
local CreateFrame = CreateFrame
local CursorOnUpdate = CursorOnUpdate
local DressUpItemLink = DressUpItemLink
local GameTooltip_ShowCompareItem = GameTooltip_ShowCompareItem
local IsPlayerAtEffectiveMaxLevel = IsPlayerAtEffectiveMaxLevel
local GetLootRollItemInfo = GetLootRollItemInfo
local GetLootRollItemLink = GetLootRollItemLink
local GetLootRollTimeLeft = GetLootRollTimeLeft
local ShowInspectCursor = ShowInspectCursor
local IsControlKeyDown = IsControlKeyDown
local IsModifiedClick = IsModifiedClick
local IsShiftKeyDown = IsShiftKeyDown
local ResetCursor = ResetCursor
local RollOnLoot = RollOnLoot
local C_LootHistoryGetItem = C_LootHistory.GetItem
local C_LootHistoryGetPlayerInfo = C_LootHistory.GetPlayerInfo
local ITEM_QUALITY_COLORS = ITEM_QUALITY_COLORS
local GREED, NEED, PASS = GREED, NEED, PASS
local ROLL_DISENCHANT = ROLL_DISENCHANT
local pos = 'TOP';
local cancelled_rolls = {}
local cachedRolls = {}
local completedRolls = {}
local FRAME_WIDTH, FRAME_HEIGHT = 328, 28
M.RollBars = {}
local function ClickRoll(frame)
RollOnLoot(frame.parent.rollID, frame.rolltype)
end
local function HideTip() _G.GameTooltip:Hide() end
local function HideTip2() _G.GameTooltip:Hide(); ResetCursor() end
local rolltypes = {[1] = 'need', [2] = 'greed', [3] = 'disenchant', [0] = 'pass'}
local function SetTip(frame)
local GameTooltip = _G.GameTooltip
GameTooltip:SetOwner(frame, 'ANCHOR_RIGHT')
GameTooltip:SetText(frame.tiptext)
if frame:IsEnabled() == 0 then GameTooltip:AddLine('|cffff3333'..L["Can't Roll"]) end
for name, tbl in pairs(frame.parent.rolls) do
if rolltypes[tbl[1]] == rolltypes[frame.rolltype] then
local classColor = E:ClassColor(tbl[2])
GameTooltip:AddLine(name, classColor.r, classColor.g, classColor.b)
end
end
GameTooltip:Show()
end
local function SetItemTip(frame)
if not frame.link then return end
_G.GameTooltip:SetOwner(frame, 'ANCHOR_TOPLEFT')
_G.GameTooltip:SetHyperlink(frame.link)
if IsShiftKeyDown() then GameTooltip_ShowCompareItem() end
if IsModifiedClick('DRESSUP') then ShowInspectCursor() else ResetCursor() end
end
local function ItemOnUpdate(self)
if IsShiftKeyDown() then GameTooltip_ShowCompareItem() end
CursorOnUpdate(self)
end
local function LootClick(frame)
if IsControlKeyDown() then DressUpItemLink(frame.link)
elseif IsShiftKeyDown() then ChatEdit_InsertLink(frame.link) end
end
local function OnEvent(frame, _, rollID)
cancelled_rolls[rollID] = true
if frame.rollID ~= rollID then return end
frame.rollID = nil
frame.time = nil
frame:Hide()
end
local function StatusUpdate(frame)
if not frame.parent.rollID then return end
local t = GetLootRollTimeLeft(frame.parent.rollID)
local perc = t / frame.parent.time
frame.spark:Point('CENTER', frame, 'LEFT', perc * frame:GetWidth(), 0)
frame:SetValue(t)
if t > 1000000000 then
frame:GetParent():Hide()
end
end
local function CreateRollButton(parent, ntex, ptex, htex, rolltype, tiptext, ...)
local f = CreateFrame('Button', nil, parent)
f:Point(...)
f:Size(FRAME_HEIGHT - 4)
f:SetNormalTexture(ntex)
if ptex then f:SetPushedTexture(ptex) end
f:SetHighlightTexture(htex)
f.rolltype = rolltype
f.parent = parent
f.tiptext = tiptext
f:SetScript('OnEnter', SetTip)
f:SetScript('OnLeave', HideTip)
f:SetScript('OnClick', ClickRoll)
f:SetMotionScriptsWhileDisabled(true)
local txt = f:CreateFontString(nil, 'ARTWORK')
txt:FontTemplate(nil, nil, 'OUTLINE')
txt:Point('CENTER', 0, rolltype == 2 and 1 or rolltype == 0 and -1.2 or 0)
return f, txt
end
function M:CreateRollFrame()
local frame = CreateFrame('Frame', nil, E.UIParent, 'BackdropTemplate')
frame:Size(FRAME_WIDTH, FRAME_HEIGHT)
frame:SetTemplate()
frame:SetScript('OnEvent', OnEvent)
frame:SetFrameStrata('MEDIUM')
frame:SetFrameLevel(10)
frame:RegisterEvent('CANCEL_LOOT_ROLL')
frame:Hide()
local button = CreateFrame('Button', nil, frame)
button:Point('RIGHT', frame, 'LEFT', -(E.Spacing*3), 0)
button:Size(FRAME_HEIGHT - (E.Border * 2), FRAME_HEIGHT - (E.Border * 2))
button:CreateBackdrop()
button:SetScript('OnEnter', SetItemTip)
button:SetScript('OnLeave', HideTip2)
button:SetScript('OnUpdate', ItemOnUpdate)
button:SetScript('OnClick', LootClick)
frame.button = button
button.icon = button:CreateTexture(nil, 'OVERLAY')
button.icon:SetAllPoints()
button.icon:SetTexCoord(unpack(E.TexCoords))
local tfade = frame:CreateTexture(nil, 'BORDER')
tfade:Point('TOPLEFT', frame, 'TOPLEFT', 4, 0)
tfade:Point('BOTTOMRIGHT', frame, 'BOTTOMRIGHT', -4, 0)
tfade:SetTexture([[Interface\ChatFrame\ChatFrameBackground]])
tfade:SetBlendMode('ADD')
tfade:SetGradientAlpha('VERTICAL', .1, .1, .1, 0, .1, .1, .1, 0)
local status = CreateFrame('StatusBar', nil, frame)
status:SetInside()
status:SetScript('OnUpdate', StatusUpdate)
status:SetFrameLevel(status:GetFrameLevel()-1)
status:SetStatusBarTexture(E.media.normTex)
E:RegisterStatusBar(status)
status:SetStatusBarColor(.8, .8, .8, .9)
status.parent = frame
frame.status = status
status.bg = status:CreateTexture(nil, 'BACKGROUND')
status.bg:SetAlpha(0.1)
status.bg:SetAllPoints()
status.bg:SetDrawLayer('BACKGROUND', 2)
local spark = frame:CreateTexture(nil, 'OVERLAY')
spark:Size(14, FRAME_HEIGHT)
spark:SetTexture([[Interface\CastingBar\UI-CastingBar-Spark]])
spark:SetBlendMode('ADD')
status.spark = spark
local need, needtext = CreateRollButton(frame, [[Interface\Buttons\UI-GroupLoot-Dice-Up]], [[Interface\Buttons\UI-GroupLoot-Dice-Highlight]], [[Interface\Buttons\UI-GroupLoot-Dice-Down]], 1, NEED, 'LEFT', frame.button, 'RIGHT', 5, -1)
local greed, greedtext = CreateRollButton(frame, [[Interface\Buttons\UI-GroupLoot-Coin-Up]], [[Interface\Buttons\UI-GroupLoot-Coin-Highlight]], [[Interface\Buttons\UI-GroupLoot-Coin-Down]], 2, GREED, 'LEFT', need, 'RIGHT', 0, -1)
local de, detext
de, detext = CreateRollButton(frame, [[Interface\Buttons\UI-GroupLoot-DE-Up]], [[Interface\Buttons\UI-GroupLoot-DE-Highlight]], [[Interface\Buttons\UI-GroupLoot-DE-Down]], 3, ROLL_DISENCHANT, 'LEFT', greed, 'RIGHT', 0, -1)
local pass, passtext = CreateRollButton(frame, [[Interface\Buttons\UI-GroupLoot-Pass-Up]], nil, [[Interface\Buttons\UI-GroupLoot-Pass-Down]], 0, PASS, 'LEFT', de or greed, 'RIGHT', 0, 2)
frame.needbutt, frame.greedbutt, frame.disenchantbutt = need, greed, de
frame.need, frame.greed, frame.pass, frame.disenchant = needtext, greedtext, passtext, detext
local bind = frame:CreateFontString(nil, 'ARTWORK')
bind:Point('LEFT', pass, 'RIGHT', 3, 1)
bind:FontTemplate(nil, nil, 'OUTLINE')
frame.fsbind = bind
local loot = frame:CreateFontString(nil, 'ARTWORK')
loot:FontTemplate(nil, nil, 'OUTLINE')
loot:Point('LEFT', bind, 'RIGHT', 0, 0)
loot:Point('RIGHT', frame, 'RIGHT', -5, 0)
loot:Size(200, 10)
loot:SetJustifyH('LEFT')
frame.fsloot = loot
frame.rolls = {}
return frame
end
local function GetFrame()
for _,f in ipairs(M.RollBars) do
if not f.rollID then return f end
end
local f = M:CreateRollFrame()
if pos == 'TOP' then
f:Point('TOP', next(M.RollBars) and M.RollBars[#M.RollBars] or _G.AlertFrameHolder, 'BOTTOM', 0, -4)
else
f:Point('BOTTOM', next(M.RollBars) and M.RollBars[#M.RollBars] or _G.AlertFrameHolder, 'TOP', 0, 4)
end
tinsert(M.RollBars, f)
return f
end
function M:START_LOOT_ROLL(_, rollID, time)
if cancelled_rolls[rollID] then return end
local f = GetFrame()
f.rollID = rollID
f.time = time
for i in pairs(f.rolls) do f.rolls[i] = nil end
f.need:SetText(0)
f.greed:SetText(0)
f.pass:SetText(0)
f.disenchant:SetText(0)
local texture, name, _, quality, bop, canNeed, canGreed, canDisenchant = GetLootRollItemInfo(rollID)
f.button.icon:SetTexture(texture)
f.button.link = GetLootRollItemLink(rollID)
if canNeed then f.needbutt:Enable() else f.needbutt:Disable() end
if canGreed then f.greedbutt:Enable() else f.greedbutt:Disable() end
if canDisenchant then f.disenchantbutt:Enable() else f.disenchantbutt:Disable() end
local needTexture = f.needbutt:GetNormalTexture()
local greenTexture = f.greedbutt:GetNormalTexture()
local disenchantTexture = f.disenchantbutt:GetNormalTexture()
needTexture:SetDesaturation(not canNeed)
greenTexture:SetDesaturation(not canGreed)
disenchantTexture:SetDesaturation(not canDisenchant)
if canNeed then f.needbutt:SetAlpha(1) else f.needbutt:SetAlpha(0.2) end
if canGreed then f.greedbutt:SetAlpha(1) else f.greedbutt:SetAlpha(0.2) end
if canDisenchant then f.disenchantbutt:SetAlpha(1) else f.disenchantbutt:SetAlpha(0.2) end
f.fsbind:SetText(bop and L["BoP"] or L["BoE"])
f.fsbind:SetVertexColor(bop and 1 or .3, bop and .3 or 1, bop and .1 or .3)
local color = ITEM_QUALITY_COLORS[quality]
f.fsloot:SetText(name)
f.status:SetStatusBarColor(color.r, color.g, color.b, .7)
f.status.bg:SetColorTexture(color.r, color.g, color.b)
f.status:SetMinMaxValues(0, time)
f.status:SetValue(time)
f:Point('CENTER', _G.WorldFrame, 'CENTER')
f:Show()
_G.AlertFrame:UpdateAnchors()
--Add cached roll info, if any
for rollid, rollTable in pairs(cachedRolls) do
if f.rollID == rollid then --rollid matches cached rollid
for rollerName, rollerInfo in pairs(rollTable) do
local rollType, class = rollerInfo[1], rollerInfo[2]
f.rolls[rollerName] = {rollType, class}
f[rolltypes[rollType]]:SetText(tonumber(f[rolltypes[rollType]]:GetText()) + 1)
end
completedRolls[rollid] = true
break
end
end
if E.db.general.autoRoll and IsPlayerAtEffectiveMaxLevel() and quality == 2 and not bop then
if canDisenchant then
RollOnLoot(rollID, 3)
else
RollOnLoot(rollID, 2)
end
end
end
function M:LOOT_HISTORY_ROLL_CHANGED(_, itemIdx, playerIdx)
local rollID = C_LootHistoryGetItem(itemIdx);
local name, class, rollType = C_LootHistoryGetPlayerInfo(itemIdx, playerIdx);
local rollIsHidden = true
if name and rollType then
for _,f in ipairs(M.RollBars) do
if f.rollID == rollID then
f.rolls[name] = {rollType, class}
f[rolltypes[rollType]]:SetText(tonumber(f[rolltypes[rollType]]:GetText()) + 1)
rollIsHidden = false
break
end
end
--History changed for a loot roll that hasn't popped up for the player yet, so cache it for later
if rollIsHidden then
cachedRolls[rollID] = cachedRolls[rollID] or {}
if not cachedRolls[rollID][name] then
cachedRolls[rollID][name] = {rollType, class}
end
end
end
end
function M:LOOT_HISTORY_ROLL_COMPLETE()
--Remove completed rolls from cache
for rollID in pairs(completedRolls) do
cachedRolls[rollID] = nil
completedRolls[rollID] = nil
end
end
M.LOOT_ROLLS_COMPLETE = M.LOOT_HISTORY_ROLL_COMPLETE
function M:LoadLootRoll()
if not E.private.general.lootRoll then return end
self:RegisterEvent('LOOT_HISTORY_ROLL_CHANGED')
self:RegisterEvent('LOOT_HISTORY_ROLL_COMPLETE')
self:RegisterEvent('START_LOOT_ROLL')
self:RegisterEvent('LOOT_ROLLS_COMPLETE')
_G.UIParent:UnregisterEvent('START_LOOT_ROLL')
_G.UIParent:UnregisterEvent('CANCEL_LOOT_ROLL')
end