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5 changed files with 117 additions and 181 deletions

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.gitignore vendored Normal file → Executable file
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.sync/

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@ -1,6 +1,6 @@
Turn In Turn In
v2.1 v2.3
by Sabindeus of Smolderthorn/Andre of Argent Dawn (Alliance) by Sabindeus of Terenas
DESCRIPTION DESCRIPTION
------------- -------------
@ -30,25 +30,4 @@ COMMAND SUMMARY
CHANGE LOG Please send bug reports, questions or comments to sabin@sabindeus.com
-------------
v2.1 - Quest selection logic rewrite thanks to Arcanemagus of Hyjal
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 and Makhno for beta testing like a pro!
Extra Special Thanks to Arcanemagus for his code input!
Please send bug reports, questions or comments to Sabin1936@mac.com

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@ -1,22 +1,14 @@
--[[ --[[
Turn-In Mod Turn-In Mod
version 2.1 version 2.3
Authored by Ian Friedman Authored by Ian Friedman
Sabindeus of Smolderthorn (Alliance) Sabindeus of Terenas (Alliance)
The repeatable quest turn in automating machine. The repeatable quest turn in automating machine.
Thanks to Arcanemagus of Hyjal for extra bug fixes and coding input Thanks to Arcanemagus of Hyjal for extra bug fixes and coding input
]] ]]
-- WOW Version detection
local function TI_IsRetail()
if WOW_PROJECT_ID == WOW_PROJECT_MAINLINE then
return true;
else
return false;
end
end
TI_VersionString = "2.0"; TI_VersionString = "2.0";
local TI_slashtable; local TI_slashtable;
@ -45,7 +37,6 @@ local TI_GossipDefaults = {
banker = "Bank" banker = "Bank"
}; };
TI_FunctionList = {};
local TI_DefaultStatus = { local TI_DefaultStatus = {
state = false, state = false,
@ -120,7 +111,7 @@ end
function TI_debug(...) function TI_debug(...)
if(TI_status.debugstate) then if(TI_status.debugstate) then
LoadAddOn("Blizzard_DebugTools") C_AddOns.LoadAddOn("Blizzard_DebugTools")
local x = {...}; local x = {...};
for k,v in pairs(x) do for k,v in pairs(x) do
if type(v) == "table" and DevTools_Dump then if type(v) == "table" and DevTools_Dump then
@ -202,6 +193,7 @@ function TI_LoadEvents()
end end
function TI_ResetPointers() function TI_ResetPointers()
TI_debug("resetting pointers")
TI_activenumber = 1; TI_activenumber = 1;
TI_availnumber = 1; TI_availnumber = 1;
TI_specnum = 0; TI_specnum = 0;
@ -420,6 +412,7 @@ function TI_CompleteQuest()
TI_ResetPointers(); TI_ResetPointers();
else else
TI_debug("quest is not completable, declining"); TI_debug("quest is not completable, declining");
TI_availnumber = TI_availnumber + 1;
QuestDetailDeclineButton_OnClick(); QuestDetailDeclineButton_OnClick();
end end
end end
@ -502,79 +495,87 @@ function TI_HandleGossipWindow(gorq)
local npcname = UnitName("npc"); local npcname = UnitName("npc");
TI_AddNPCToTempList(npcname, ListEntry); if not issecretvalue(npcname) then
TI_AddNPCToTempList(npcname, ListEntry);
if(TI_status.autoadd and (not TI_NPCDB[npcname])) then if(TI_status.autoadd and (not TI_NPCDB[npcname])) then
TI_debug("autoadd on, adding this NPC", TI_status.autoadd, TI_NPCDB[npcname]); TI_debug("autoadd on, adding this NPC", TI_status.autoadd, TI_NPCDB[npcname]);
TI_AddNPCToList(ListEntry, npcname); TI_AddNPCToList(ListEntry, npcname);
end end
-- If a NPC is in the Database but a new dialog option has appeared (new daily/completed quest) then add it to the DB -- If a NPC is in the Database but a new dialog option has appeared (new daily/completed quest) then add it to the DB
if (TI_NPCDB[npcname]) then if (TI_NPCDB[npcname]) then
for k1, v1 in ipairs(ListEntry) do for k1, v1 in ipairs(ListEntry) do
local found = false; local found = false;
for k2, v2 in ipairs(TI_NPCDB[npcname]) do for k2, v2 in ipairs(TI_NPCDB[npcname]) do
if (v2.type == v1.type and v2.name == v1.name) then if (v2.type == v1.type and v2.name == v1.name) then
found = true; found = true;
end
end
if (not found) then
table.insert(TI_NPCDB[npcname], v1)
TI_PopulateOptions("npclist updated");
end end
end end
if (not found) then
table.insert(TI_NPCDB[npcname], v1)
TI_PopulateOptions("npclist updated");
end
end end
end
if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then
TI_ResetPointers(); TI_debug("Out of available/active quests, giving up ");
return; TI_ResetPointers();
end return;
end
TI_debug(npcname); TI_debug(npcname);
if(TI_NPCDB[npcname]) then if(TI_NPCDB[npcname]) then
local thisnpc = TI_NPCDB[npcname]; local thisnpc = TI_NPCDB[npcname];
if(thisnpc.state) then if(thisnpc.state) then
TI_debug("npc is active, using his options"); TI_debug("npc is active, using his options");
for i1,current in ipairs(thisnpc) do for i1,current in ipairs(thisnpc) do
if (current.state == true) then if (current.state == true) then
TI_debug("Current Quest: "..current.name); TI_debug("Current Quest: "..current.name);
if (TI_specnum == 0 or i1 > TI_specnum) then if (TI_specnum == 0 or i1 > TI_specnum) then
TI_specnum = i1; TI_specnum = i1;
if (current.type == "availquest") then if (current.type == "availquest") then
for i2,v2 in ipairs(AvailableQuests) do for i2,v2 in ipairs(AvailableQuests) do
if (v2.name == current.name) then if (v2.name == current.name) then
TI_debug(i1.."-Available Match Found: "..current.name); TI_debug(i1.."-Available Match Found: "..current.name);
SAvQ(v2.questID); SAvQ(v2.questID);
return; return;
end
end end
end elseif (current.type == "activequest") then
elseif (current.type == "activequest") then for i2,v2 in ipairs(ActiveQuests) do
for i2,v2 in ipairs(ActiveQuests) do if (v2.name == current.name) then
if (v2.name == current.name) then TI_debug(i1.."-Active Match Found: "..current.name..", "..current.type);
TI_debug(i1.."-Active Match Found: "..current.name..", "..current.type); SAcQ(v2.questID);
SAcQ(v2.questID); return;
return; end
end end
end else
else for i2,v2 in ipairs(GossipOptions) do
for i2,v2 in ipairs(GossipOptions) do if (v2.name == current.name) then
if (v2.name == current.name) then TI_debug(i1.."-Gossip Match Found: "..current.name..", "..current.type);
TI_debug(i1.."-Gossip Match Found: "..current.name..", "..current.type); if(v2.args) then
TI_FunctionList.g.gossip(i2); TI_FunctionList.g.gossip(v2.args);
return; else
TI_FunctionList.g.gossip(i2);
end
return;
end
end end
end end
end end
end end
end end
return;
else
TI_debug("npc in list, but not active");
end end
return;
else else
TI_debug("npc in list, but not active"); TI_debug("npc not in list");
end end
else
TI_debug("npc not in list");
end end
if(TI_status.usedefault == false) then if(TI_status.usedefault == false) then
TI_debug("npc not in list, default set to off, returning."); TI_debug("npc not in list, default set to off, returning.");
return; return;
@ -585,7 +586,6 @@ function TI_HandleGossipWindow(gorq)
if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then if(current.type == "availquest" and #AvailableQuests > 0 and TI_availnumber <= #AvailableQuests) then
SAvQ(AvailableQuests[TI_availnumber].questID); SAvQ(AvailableQuests[TI_availnumber].questID);
TI_debug("Selecting Available Quest ".. TI_availnumber); TI_debug("Selecting Available Quest ".. TI_availnumber);
TI_ResetPointers();
return; return;
elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then
while TI_activenumber <= #ActiveQuests do while TI_activenumber <= #ActiveQuests do
@ -603,7 +603,8 @@ function TI_HandleGossipWindow(gorq)
for j,val in ipairs(GossipOptions) do for j,val in ipairs(GossipOptions) do
if(val.type == current.type) then if(val.type == current.type) then
TI_ResetPointers(); TI_ResetPointers();
TI_FunctionList.g.gossip(j); TI_debug("Selecting Gossip Option "..j)
TI_FunctionList.g.gossip(val.args);
return; return;
end end
end end
@ -676,19 +677,7 @@ function TI_StripDescriptors(...)
return x; return x;
end end
function TI_TabulateGossipOptions_Classic(...) function TI_TabulateGossipQuestUIInfo(gquis)
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
function TI_TabulateGossipQuestUIInfo_Retail(gquis)
local x = {}; local x = {};
for i,gqui in ipairs(gquis) do for i,gqui in ipairs(gquis) do
@ -710,7 +699,7 @@ function TI_TabulateGossipQuestUIInfo_Retail(gquis)
return x; return x;
end end
function TI_TabulateGossipUIInfo_Retail(guis) function TI_TabulateGossipUIInfo(guis)
local x = {}; local x = {};
table.sort(guis, GossipOptionSort); table.sort(guis, GossipOptionSort);
for i,gui in ipairs(guis) do for i,gui in ipairs(guis) do
@ -724,109 +713,85 @@ function TI_TabulateGossipUIInfo_Retail(guis)
temp.icon = gui.icon; temp.icon = gui.icon;
temp.gossipOptionID = gui.gossipOptionID temp.gossipOptionID = gui.gossipOptionID
temp.orderIndex = gui.orderIndex temp.orderIndex = gui.orderIndex
temp.args = gui.orderIndex
table.insert(x, temp); table.insert(x, temp);
end end
return x; return x;
end end
function TI_TabulateGossipAvailableQuests_Classic(...)
function TI_TabulateGossipAvailableQuests_Classic(gquis)
local x = {}; local x = {};
local idx = 1;
for i=1, select("#", ...), 7 do for i,gqui in ipairs(gquis) do
local temp = {}; local temp = {};
temp.name = select(i, ...); temp.name = gqui.title;
local isTrivial = select(i+2, ...); if ( gqui.repeatable ) then
local isDaily = select(i+3, ...);
local isRepeatable = select(i+4, ...);
local isLegendary = select(i+5, ...);
local isIgnored = select(i+6, ...);
if ( isDaily ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon"; temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( isRepeatable ) then elseif ( gqui.isLegendary ) then
temp.icon = "Interface\\GossipFrame\\DailyActiveQuestIcon";
elseif ( isLegendary ) then
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon"; temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
else else
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon"; temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
end end
temp.questID = idx; temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;
table.insert(x, temp); table.insert(x, temp);
idx = idx + 1;
end end
return x; return x;
end end
function TI_TabulateGossipActiveQuests_Classic(...) function TI_TabulateGossipActiveQuests_Classic(gquis)
local x = {}; local x = {};
local idx = 1;
for i=1, select("#", ...), 6 do for i,gqui in ipairs(gquis) do
local temp = {}; local temp = {};
temp.name = select(i, ...); temp.name = gqui.title;
local isComplete = select(i+3, ...); if ( gqui.repeatable ) then
temp.isComplete = isComplete; temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
local isLegendary = select(i+4, ...); elseif ( gqui.isLegendary ) then
if(isComplete) then temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
if(isLegendary) then
temp.icon = "Interface\\GossipFrame\\ActiveLegendaryQuestIcon";
else
temp.icon = "Interface\\GossipFrame\\ActiveQuestIcon";
end
else else
temp.icon = "Interface\\GossipFrame\\IncompleteQuestIcon"; temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
end end
temp.questID = idx; temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;
table.insert(x, temp); table.insert(x, temp);
idx = idx + 1;
end end
return x; return x;
end end
-- set up functions by release type TI_FunctionList = {}
if (TI_IsRetail()) then function TI_SetupFunctions()
TI_FunctionList = { TI_FunctionList = {
g = { g = {
availquest = C_GossipInfo.SelectAvailableQuest, availquest = C_GossipInfo.SelectAvailableQuest,
activequest = C_GossipInfo.SelectActiveQuest, activequest = C_GossipInfo.SelectActiveQuest,
gossip = SelectGossipOption, gossip = C_GossipInfo.SelectOptionByIndex,
getavailquests = C_GossipInfo.GetAvailableQuests, getavailquests = C_GossipInfo.GetAvailableQuests,
getactivequests = C_GossipInfo.GetActiveQuests, getactivequests = C_GossipInfo.GetActiveQuests,
getoptions = C_GossipInfo.GetOptions, getoptions = C_GossipInfo.GetOptions,
tabulateAvailable = TI_TabulateGossipQuestUIInfo_Retail, tabulateOptions = TI_TabulateGossipUIInfo,
tabulateActive = TI_TabulateGossipQuestUIInfo_Retail,
tabulateOptions = TI_TabulateGossipUIInfo_Retail,
}, },
q = { q = {
activequest = SelectActiveQuest, activequest = SelectActiveQuest,
availquest = SelectAvailableQuest, availquest = SelectAvailableQuest,
} }
}; }
else if QuestUtil.GetQuestIconOffer then
TI_FunctionList = { TI_FunctionList.g.tabulateAvailable = TI_TabulateGossipQuestUIInfo
g = { TI_FunctionList.g.tabulateActive = TI_TabulateGossipQuestUIInfo
availquest = C_GossipInfo.SelectAvailableQuest, else
activequest = C_GossipInfo.SelectActiveQuest, TI_FunctionList.g.tabulateAvailable = TI_TabulateGossipAvailableQuests_Classic
gossip = SelectGossipOption, TI_FunctionList.g.tabulateActive = TI_TabulateGossipActiveQuests_Classic
getavailquests = C_GossipInfo.GetAvailableQuests, end
getactivequests = C_GossipInfo.GetActiveQuests,
getoptions = C_GossipInfo.GetOptions,
tabulateAvailable = TI_TabulateGossipQuestUIInfo_Retail,
tabulateActive = TI_TabulateGossipQuestUIInfo_Retail,
tabulateOptions = TI_TabulateGossipUIInfo_Retail,
},
q = {
activequest = SelectActiveQuest,
availquest = SelectAvailableQuest,
}
};
end end
TI_SetupFunctions()
--[[this function stolen from WhisperCast by Sarris, whom I love dearly for his contribution to Paladins everywhere.
]]
function TI_copyTable( src ) function TI_copyTable( src )
local copy = {} local copy = {}
for k1,v1 in pairs(src) do for k1,v1 in pairs(src) do

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@ -1,5 +1,5 @@
## Interface: 100005 ## Interface: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508
## X-Compatible-With: 100005 ## X-Compatible-With: 120100, 120000, 120001, 50503, 40402, 30405, 20505, 11508
## Title: Turn In ## Title: Turn In
## Notes: Automates the selection of quest and gossip options. ## Notes: Automates the selection of quest and gossip options.
## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex ## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex

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@ -1,7 +0,0 @@
## Interface: 30401
## X-Compatible-With: 30401
## Title: Turn In
## Notes: Automates the selection of quest and gossip options.
## SavedVariables: TI_status, TI_NPCDB, TI_NPCIndex
## Version: 2.2
TurnIn.xml