diff --git a/README.txt b/README.txt new file mode 100644 index 0000000..8046070 --- /dev/null +++ b/README.txt @@ -0,0 +1,52 @@ +Turn In +v2.0 +by Sabindeus of Smolderthorn/Andre of Argent Dawn (Alliance) + +DESCRIPTION +------------- +An add-on that automates the clicking of Quests and NPC Gossip dialogues. + +HOW TO USE +------------- +To bring up the Options window, type /ti window. +To bring up the Recently Visited NPCs window, type /ti templist. + +Turn In keeps an NPC database, to allow you to customize your interactions on a per-NPC basis. Whenever you talk to an NPC, it appears in your Recently Visited NPCs window. From there you can decide if you want to add it to the Database so you can customize his options. Simply click the '+' button to add the NPC to the DB. + +After Adding an NPC, you can check the checkbox next to its name in the NPC list and then rearrange or activate/deactive his options to your liking. If you uncheck the checkbox next to an NPC's name, it will use the default option set. If you want Turn In to specifically take no action for an NPC, simply deactivate all of his options, don't uncheck his checkbox in the NPC list! + +When an NPC does not appear in the Database, Turn In uses the default option set to resolve interactions with it. You can customize the default option set by not having an NPC selected in the options window. The Use Default Settings checkbox determines whether talking to NPC not in the Database will use the default options or do nothing at all. The Automatically Add NPCs checkbox will cause all of your new NPC visits to automatically add the NPC to your NPC DB. + + +COMMAND SUMMARY +------------- + /turnin or /ti - basic slash command, shows help message + /turnin on - Turns on the mod, from now on all quests will be automatically chosen and completed. Additionally, any available quests will be accepted, and gossip options will be automatically chosen. + /turnin off - Deactivates the mod + /turnin toggle - Activates or deactivates the mod + + /turnin window - Shows the options window + /turnin recent - Shows the recently visited NPCs window + + + +CHANGE LOG +------------- +v2.0 - Logic rewrite and added a real GUI for the new NPC DB. Updated for WoW 2.0. +v1.3 - Greedy mode now actually works properly... I think. More to come! :/ +v1.2 - Added Saved Variables. Turn In status now persists. Turn In now selects active quests and gossip options as well as available quests. Greedy mode lets you select an option regardless of if the one you wanted is availble. +v1.1 - Fixed "bug" regarding Duke Nicholas Zverenhoff (and possibly other NPCs). Was more of a sloppy omission than a bug really. +v1.0a - Added toggle function +v1.0 - Initial Release + + + + + + + + +Special Thanks to Florrail for beta testing like a pro! + +Please send bug reports, questions or comments to Sabin1936@mac.com +Thank you for downloading my add-on! \ No newline at end of file diff --git a/TurnIn.lua b/TurnIn.lua new file mode 100644 index 0000000..20edda8 --- /dev/null +++ b/TurnIn.lua @@ -0,0 +1,634 @@ +--[[ + Turn-In Mod + version 2.0 + Authored by Ian Friedman + Sabindeus of Smolderthorn/Andre of Argent Dawn (Alliance) + The repeatable quest turn in automating machine. + + todo: + make selection work for multiple active quests + +]] + +TI_VersionString = "2.0"; +local TI_slashtable; +TI_gossipclosed = false; +TI_LoadedNPCIndex = 0; +TI_activenumber = 1; +TI_availnumber = 1; +TI_specnum = 0; +TI_gossipopts = {}; + +TI_TempNPCList = {}; +TI_TempNPCListMaxSize = 5; + +TI_NPCInQuestion = nil; + +local TI_GossipDefaults = { + availquest ="Available Quests", + activequest = "Active Quests", + gossip = "Gossip", + vendor = "Vendor", + taxi = "Taxi", + trainer = "Trainer", + battlemaster = "Battlemaster", + binder = "Hearthstone Binder", + healer = "Spirit Healer", + banker = "Bank" +}; + +local TI_FunctionList = { + g = { + availquest = SelectGossipAvailableQuest, + activequest = SelectGossipActiveQuest, + default = SelectGossipOption + }, + q = { + availquest = SelectAvailableQuest, + activequest = SelectActiveQuest + } +}; + + +local TI_DefaultStatus = { + state = false, + version = TI_VersionString, + options = {}, + debugstate = false, + usedefault=true, + autoadd=false +}; + +local TI_events = { + "GOSSIP_SHOW", + "GOSSIP_CLOSED", + "QUEST_DETAIL", + "QUEST_COMPLETE", + "QUEST_PROGRESS", + "QUEST_GREETING", + "QUEST_FINISHED" +}; + +TI_TempNPCList = {}; + +function TI_message(...) + local x = {...}; + for k,v in pairs(x) do + DEFAULT_CHAT_FRAME:AddMessage(tostring(v)); + end +end + +function TI_debug(...) + if(TI_status.debugstate) then + TI_message(...) + end +end + +function TI_OnLoad() + SlashCmdList["TI"]=TI_SlashCmdHandler; + SLASH_TI1="/turnin"; + SLASH_TI2="/ti"; + tinsert(UISpecialFrames,"TI_OptionsFrame"); + TI_message("Turn In loaded"); + TI_slashtable = {}; + TI_gossipopts = {}; + TI_gossipclosed = false; + TurnIn:RegisterEvent("VARIABLES_LOADED"); + TI_activenumber = 1; + TI_availnumber = 1; + TI_specnum = 0; + + StaticPopupDialogs["TI_NPCINQUESTION"] = { + text = "The NPC %s is already in your NPC Database. Do you wish to replace his gossip options with the current ones? (Note: This will overwrite your settings for this NPC.)", + button1 = "Yes", + button2 = "No", + OnAccept = function() + TI_AddNPCToList(TI_NPCInQuestion.list, TI_NPCInQuestion.name, true); + end, + timeout=0, + whileDead = 1, + hideOnEscape = 1 + }; +end + +function TI_VarInit() + if(not TI_status or TI_status.version ~= TI_VersionString) then + TI_status = TI_copyTable(TI_DefaultStatus); + TI_OptionsInit(); + end + if(not TI_status.options or #TI_status.options == 0) then + TI_OptionsInit(); + end + if(not TI_NPCDB) then + TI_NPCDB = {}; + end + if(not TI_NPCIndex) then + TI_NPCIndexGenerate(); + end + TI_PopulateOptions("vars loaded"); +end + +function TI_OptionsInit() + TI_status.options = {}; + for k,v in pairs(TI_GossipDefaults) do + local temp = {}; + temp.name = v; + temp.type = k; + temp.state = false; + table.insert(TI_status.options, temp); + end +end + +function TI_NPCIndexGenerate() + TI_NPCIndex = {}; + for k,v in pairs(TI_NPCDB) do + table.insert(TI_NPCIndex, k); + end + table.sort(TI_NPCIndex); +end + +function TI_LoadEvents() + for k,v in pairs(TI_events) do + TurnIn:RegisterEvent(v); + end +end + +function TI_ResetPointers() + TI_activenumber = 1; + TI_availnumber = 1; + TI_specnum = 0; +end + +function TI_UnloadEvents() + for k,v in pairs(TI_events) do + TurnIn:UnregisterEvent(v); + end +end + +function TI_Switch(state) + if(state=="on") then + TI_status.state = true; + TI_LoadEvents(); + TI_message("Turn In On"); + elseif(state=="off") then + TI_ResetPointers(); + TI_status.state = false; + TI_UnloadEvents(); + TI_message("Turn In Off"); + elseif(state=="toggle") then + if(TI_status.state) then + TI_Switch("off"); + else + TI_Switch("on"); + end + end + TI_StatusIndicatorUpdate(); +end + + +function TI_SlashCmdHandler(cmd) + cmdlist = {strsplit(" ", cmd)}; + + local commands = { + on = function () + TI_Switch("on"); + end, + off = function () + TI_Switch("off"); + end, + toggle = function () + TI_Switch("toggle"); + end, + status = function () + if(TI_status.state) then + TI_message("Turn In On"); + else + TI_message("Turn In Off"); + end + TI_message(string.format("Option Number set to %d", TI_status.qnum)); + end, + window = function () + TI_OptionsFrame:Show(); + end, + recent = function () + TI_TempNPCListWindow:Show(); + end, + debug = function () + if(TI_status.debugstate) then + TI_status.debugstate = false; + TI_message("debug mode off"); + else + TI_status.debugstate = true; + TI_message("debug mode on"); + end + end + }; + + if(commands[cmdlist[1]]) then + commands[cmdlist[1]](cmdlist[2], cmdlist[3], cmdlist[4]); + else + TI_message("Turn In 2.0 Help", "--------------", "/ti on - turns Turn In on", "/ti off - turns Turn In off", "/ti toggle - toggles Turn In on or off", "/ti window - shows the options window", "/ti recent - shows the recently visited NPCs"); + end + + +end + +function TI_IsNPCOn(npcname, type) + local opton = false; + if(type ~= nil) then + for k,v in pairs(TI_status.options) do + if(v.type == type and v.state == true) then + opton = true; + end + end + else + opton = true; + end + if(TI_NPCDB[npcname] == nil and TI_status.usedefault == true and opton == true) then + TI_debug("case 1"); + return true; + elseif(TI_NPCDB[npcname] ~= nil and TI_NPCDB[npcname].state) then + TI_debug("case 2"); + return true; + elseif(TI_NPCDB[npcname] ~= nil and TI_status.usedefault == true and not TI_NPCDB[npcname].state and opton == true) then + TI_debug("case 4"); + return true; + else + TI_debug("case 3"); + return false; + end + +end + + +function TI_OnEvent(event) + if(event == "VARIABLES_LOADED") then + TI_VarInit(); + if(TI_status.state) then + TI_LoadEvents(); + end + end + if(TI_status.state and not IsShiftKeyDown()) then + if(event == "QUEST_GREETING") then + TI_debug("Quest Greeting"); + TI_lastquestframe = "greeting"; + if(QuestFrame:IsVisible()) then + if(TI_gossipclosed) then + TI_debug("resetting pointers"); + TI_gossipclosed = false; + TI_ResetPointers(); + end + TI_HandleGossipWindow("q"); + end + end + if(event == "GOSSIP_SHOW") then + TI_debug("Gossip Show"); + if(GossipFrame:IsVisible()) then + if(TI_gossipclosed) then + TI_debug("resetting pointers"); + TI_gossipclosed = false; + TI_ResetPointers(); + end + TI_HandleGossipWindow("g"); + end + end + if(event == "GOSSIP_CLOSED") then + TI_debug("Gossip Closed"); + if(not GossipFrame:IsVisible()) then + TI_gossipclosed = true; + end; + end + if(event == "QUEST_COMPLETE") then + TI_debug("Quest Complete"); + if(TI_IsNPCOn(UnitName("npc"), "activequest")) then + if(not (GetNumQuestChoices() > 1)) then + GetQuestReward(1); + end + end + TI_ResetPointers(); + end + if(event == "QUEST_PROGRESS") then + TI_debug("Quest Progress"); + TI_gossipclosed = false; + TI_lastquestframe = "progress"; + TI_HandleQuestProgress(); + end + if(event == "QUEST_DETAIL") then + TI_debug("Quest Detail"); + TI_gossipclosed = false; + if(TI_IsNPCOn(UnitName("npc"), "availquest")) then + AcceptQuest(); + end + TI_ResetPointers(); + end + if(event == "QUEST_FINISHED") then + TI_debug("Quest Finished"); + if(not QuestFrame:IsVisible() and TI_lastquestframe == "greeting") then + TI_debug("looks like the quest frame closed, resetting pointers on next open"); + TI_gossipclosed = true; + end + end + end +end + +function TI_HandleQuestProgress() + + local questname = GetTitleText(); + local npcname = UnitName("npc"); + if(QuestFrame:IsVisible()) then + if(TI_NPCDB[npcname]) then + local thisnpc = TI_NPCDB[npcname]; + if(thisnpc.state) then + for i,current in ipairs(thisnpc) do + if(current.name == questname and current.state) then + TI_CompleteQuest(); + end + end + else + if(TI_IsNPCOn(UnitName("npc"), "activequest")) then + TI_CompleteQuest(); + end + end + else + if(TI_IsNPCOn(UnitName("npc"), "activequest")) then + TI_CompleteQuest(); + end + end + + end +end + +function TI_CompleteQuest() + if(IsQuestCompletable()) then + CompleteQuest(); + TI_ResetPointers(); + else + DeclineQuest(); + end +end + +function TI_GetQuests(type) + local numQuests = (getglobal("GetNum"..type.."Quests"))(); + local qfn = getglobal("Get"..type.."Title"); + local ret = {}; + local qname; + local i=1; + for i=1,numQuests do + qname = qfn(i); + ret[i] = {name=qname}; + end + return ret; +end + +function TI_HandleGossipWindow(gorq) + local SAcQ; + local SAvQ; + local AvailableQuests; + local ActiveQuests; + local GossipOptions; + if(gorq == "g") then + AvailableQuests = TI_Tabulate(GetGossipAvailableQuests()); + ActiveQuests = TI_Tabulate(GetGossipActiveQuests()); + GossipOptions = TI_Tabulate(GetGossipOptions()); + SAcQ = SelectGossipActiveQuest; + SAvQ = SelectGossipAvailableQuest; + elseif(gorq == "q") then + AvailableQuests = TI_GetQuests("Available"); + ActiveQuests = TI_GetQuests("Active"); + GossipOptions = {}; + SAcQ=SelectActiveQuest; + SAvQ=SelectAvailableQuest; + end + + + + local ListEntry = {}; + for i,v in ipairs(AvailableQuests) do + local x={}; + x.name = v.name; + x.gorq = gorq; + x.args = i; + x.type = "availquest"; + x.state = false; + table.insert(ListEntry, x); + end + for i,v in ipairs(ActiveQuests) do + local x={}; + x.name = v.name; + x.gorq = gorq; + x.args = i; + x.type = "activequest"; + x.state = false; + table.insert(ListEntry, x); + end + for i,v in ipairs(GossipOptions) do + local x={}; + x.name = v.name; + x.gorq = gorq; + x.args = i; + x.type = v.type; + x.state = false; + table.insert(ListEntry, x); + end + ListEntry.state = false; + + + local TotalOptions = #AvailableQuests+#ActiveQuests+#GossipOptions; + --if(TI_activenumber > ActiveQuests.getn()) TI_activenumber = 1; + if(TotalOptions < 1) then + return; + end + + local name = UnitName("npc"); + TI_AddNPCToTempList(name, ListEntry); + + if(TI_status.autoadd and (not TI_NPCDB[name])) then + TI_debug("autoadd on, adding this NPC", TI_status.autoadd, TI_NPCDB[name]); + TI_AddNPCToList(ListEntry, name); + end + + if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then + TI_ResetPointers(); + return; + end + + --Legacy shit here + --[[ + if(TI_status.qnum ~= 0 and TI_status.qnum TI_specnum) then + TI_specnum = i; + TI_debug("Setting specnum to "..TI_specnum.." nothing under that will be picked"); + local flist = TI_FunctionList[current.gorq]; + if(flist[current.type]) then + flist[current.type](current.args); + else + flist["default"](current.args); + end + return; + end + end + end + return; + else + TI_debug("npc in list, but not active"); + end + else + TI_debug("npc not in list"); + end + if(TI_status.usedefault == false) then + TI_debug("npc not in list, default set to off, returning."); + return; + end; + TI_debug("using default config"); + for i,current in ipairs(TI_status.options) do + if(current.state) then + if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then + TI_availnumber = TI_availnumber + 1; + SAvQ(TI_availnumber-1); + TI_debug("Selecting Available Quest ".. TI_availnumber-1); + return; + elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then + TI_activenumber = TI_activenumber + 1; + SAcQ(TI_activenumber-1); + TI_debug("Selecting Active Quest ".. TI_activenumber-1); + return; + elseif(#GossipOptions > 0) then + for j,val in ipairs(GossipOptions) do + if(val.type == current.type) then + TI_ResetPointers(); + SelectGossipOption(j); + return; + end + end + end + end + end + +end + +function TI_AddNPCToList(OptList, npcname, confirminquestion) +--~ NPClist = { +--~ "Joe" = { +--~ 0 = { +--~ name = "Option 1" +--~ accessor = SelectGossipOption +--~ args = 0 +--~ } +--~ } +--~ } + + if (npcname == nil) then + npcname = UnitName("npc"); + end + if(#OptList > 0) then + if(TI_NPCDB[npcname] == nil) then + TI_NPCDB[npcname] = TI_copyTable(OptList); + table.insert(TI_NPCIndex, npcname); + table.sort(TI_NPCIndex); + TI_PopulateOptions("npclist updated"); + elseif(confirminquestion == true) then + TI_NPCDB[npcname] = TI_copyTable(OptList); + TI_PopulateOptions("npclist updated"); + else + TI_NPCInQuestion = {name=npcname, list=OptList}; + StaticPopup_Show("TI_NPCINQUESTION", npcname); + end + end +end + + +function TI_AddNPCToTempList(name, list) + local temp = {}; + temp.name = name; + temp.list = list; + temp.location = GetSubZoneText() .. ", " .. GetRealZoneText(); + table.insert(TI_TempNPCList, 1, temp); + if(#TI_TempNPCList > TI_TempNPCListMaxSize) then + table.remove(TI_TempNPCList, TI_TempNPCListMaxSize); + end + TI_TempNPCListUpdate(); +end + +function TI_DeleteTempNPCIndex(index) + table.remove(TI_TempNPCList, index); + TI_TempNPCListUpdate(); +end + +function TI_AddTempNPCIndex(index) + TI_AddNPCToList(TI_TempNPCList[index].list, TI_TempNPCList[index].name); +end + +function TI_DeleteNPC(index) + local name = TI_NPCIndex[index]; + table.remove(TI_NPCIndex, index); + TI_NPCDB[name] = nil; +end + +function TI_StripDescriptors(...) + local x = {}; + local arg = {...}; + for i=1, #arg, 2 do + table.insert(x,arg[i]); + end + return x; +end + +function TI_Tabulate(...) + local x = {}; + local arg = {...}; + for i=1, #arg, 2 do + local temp = {}; + temp.name = arg[i]; + temp.type = arg[i+1]; + table.insert(x, temp); + end + return x; +end + + + +--[[this function stolen from WhisperCast by Sarris, whom I love dearly for his contribution to Paladins everywhere. +]] +function TI_copyTable( src ) + local copy = {} + for k1,v1 in pairs(src) do + if ( type(v1) == "table" ) then + copy[k1]=TI_copyTable(v1) + else + copy[k1]=v1 + end + end + + return copy +end + + +function toggle(arg) + if(arg) then + return false; + else + return true; + end +end \ No newline at end of file diff --git a/TurnIn.toc b/TurnIn.toc new file mode 100644 index 0000000..b3601a3 --- /dev/null +++ b/TurnIn.toc @@ -0,0 +1,6 @@ +## Interface: 20003 +## Title: Turn In +## Description: Automates the selection of quest and gossip options. +## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex +## Version: 2.0rc7 +TurnIn.xml \ No newline at end of file diff --git a/TurnIn.xml b/TurnIn.xml new file mode 100644 index 0000000..c5c6c92 --- /dev/null +++ b/TurnIn.xml @@ -0,0 +1,962 @@ + +