turn-in/TurnIn.lua

816 lines
19 KiB
Lua
Executable File

--[[
Turn-In Mod
version 2.3
Authored by Ian Friedman
Sabindeus of Terenas (Alliance)
The repeatable quest turn in automating machine.
Thanks to Arcanemagus of Hyjal for extra bug fixes and coding input
]]
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_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"
};
local TI_GossipIconNameToId = {
["activequesticon"] = 132048,
["availablequesticon"] = 132049,
["banker"] = 132050,
["battlemaster"] = 132051,
["binder"] = 132052,
["gossip"] = 132053,
["healer"] = 132054,
["petition"] = 132055,
["tabard"] = 132056,
["taxi"] = 132057,
["trainer"] = 132058,
["unlearn"] = 132059,
["vendor"] = 132060,
["incompletequest"] = 365195,
["dailyquest"] = 368364,
["dailyactivequest"] = 368577,
["auctioneer"] = 528409,
["activelegendaryquest"] = 646979,
["availablelegendaryquest"] = 646980,
["chatbubble"] = 1019848,
["workorder"] = 1130518,
["transmogrify"] = 1673939,
["campaignactivequest"] = 3532316,
["campaignavailablequest"] = 3532317,
["campaignincompletequest"] = 3532318,
["campaigngossipicons"] = 3595324,
}
local function TI_InvertDictionary(input)
local s={}
for k,v in pairs(input) do
s[v]=k
end
return s
end
local TI_GossipIconIdToName = TI_InvertDictionary(TI_GossipIconNameToId)
local function TI_TranslateIconToType(iconId)
return TI_GossipIconIdToName[iconId]
end
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
C_AddOns.LoadAddOn("Blizzard_DebugTools")
local x = {...};
for k,v in pairs(x) do
if type(v) == "table" and DevTools_Dump then
DevTools_Dump(v)
else
DEFAULT_CHAT_FRAME:AddMessage(tostring(v));
end
end
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_debug("resetting pointers")
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
end,
window = function ()
TI_OptionsFrame:Show();
end,
config = 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 2.1 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(self, 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
TI_HandleAcceptQuest();
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_HandleAcceptQuest()
--QuestInfoFadingFrame_OnUpdate(QuestInfoFadingFrame, 1); -- does not exist anymore in 6.0
QuestDetailAcceptButton_OnClick();
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
TI_debug("quest is completable, completeing");
CompleteQuest();
TI_ResetPointers();
else
TI_debug("quest is not completable, declining");
TI_availnumber = TI_availnumber + 1;
QuestDetailDeclineButton_OnClick();
end
end
function TI_GetQuests(type)
local numQuests = (getglobal("GetNum"..type.."Quests"))();
local qfn = getglobal("Get"..type.."Title");
local ret = {};
local i=1;
for i=1,numQuests do
local qname, isComplete = qfn(i);
ret[i] = {name=qname, questID=i, isComplete=isComplete};
end
return ret;
end
function TI_HandleGossipWindow(gorq)
local SAcQ;
local SAvQ;
local AvailableQuests;
local ActiveQuests;
local GossipOptions;
TI_debug(gorq);
if(gorq == "g") then
AvailableQuests = TI_FunctionList.g.tabulateAvailable(TI_FunctionList.g.getavailquests());
ActiveQuests = TI_FunctionList.g.tabulateActive(TI_FunctionList.g.getactivequests());
GossipOptions = TI_FunctionList.g.tabulateOptions(TI_FunctionList.g.getoptions());
SAcQ = TI_FunctionList.g.activequest;
SAvQ = TI_FunctionList.g.availquest;
elseif(gorq == "q") then
AvailableQuests = TI_GetQuests("Available");
ActiveQuests = TI_GetQuests("Active");
GossipOptions = {};
SAcQ=TI_FunctionList.q.activequest;
SAvQ=TI_FunctionList.q.availquest;
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.icon = v.icon;
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.icon = v.icon;
x.state = false;
table.insert(ListEntry, x);
end
for i,v in ipairs(GossipOptions) do
local x={};
x.name = v.name;
x.gorq = gorq;
if x.orderIndex then
x.args = v.orderIndex;
else
x.args = i;
end
x.type = v.type;
x.icon = v.icon;
x.state = false;
table.insert(ListEntry, x);
end
ListEntry.state = false;
local TotalOptions = #AvailableQuests+#ActiveQuests+#GossipOptions;
if(TotalOptions < 1) then
return;
end
local npcname = UnitName("npc");
if not issecretvalue(npcname) then
TI_AddNPCToTempList(npcname, ListEntry);
if(TI_status.autoadd and (not TI_NPCDB[npcname])) then
TI_debug("autoadd on, adding this NPC", TI_status.autoadd, TI_NPCDB[npcname]);
TI_AddNPCToList(ListEntry, npcname);
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 (TI_NPCDB[npcname]) then
for k1, v1 in ipairs(ListEntry) do
local found = false;
for k2, v2 in ipairs(TI_NPCDB[npcname]) do
if (v2.type == v1.type and v2.name == v1.name) then
found = true;
end
end
if (not found) then
table.insert(TI_NPCDB[npcname], v1)
TI_PopulateOptions("npclist updated");
end
end
end
if(TI_availnumber > TotalOptions or TI_activenumber > TotalOptions) then
TI_debug("Out of available/active quests, giving up ");
TI_ResetPointers();
return;
end
TI_debug(npcname);
if(TI_NPCDB[npcname]) then
local thisnpc = TI_NPCDB[npcname];
if(thisnpc.state) then
TI_debug("npc is active, using his options");
for i1,current in ipairs(thisnpc) do
if (current.state == true) then
TI_debug("Current Quest: "..current.name);
if (TI_specnum == 0 or i1 > TI_specnum) then
TI_specnum = i1;
if (current.type == "availquest") then
for i2,v2 in ipairs(AvailableQuests) do
if (v2.name == current.name) then
TI_debug(i1.."-Available Match Found: "..current.name);
SAvQ(v2.questID);
return;
end
end
elseif (current.type == "activequest") then
for i2,v2 in ipairs(ActiveQuests) do
if (v2.name == current.name) then
TI_debug(i1.."-Active Match Found: "..current.name..", "..current.type);
SAcQ(v2.questID);
return;
end
end
else
for i2,v2 in ipairs(GossipOptions) do
if (v2.name == current.name) then
TI_debug(i1.."-Gossip Match Found: "..current.name..", "..current.type);
if(v2.args) then
TI_FunctionList.g.gossip(v2.args);
else
TI_FunctionList.g.gossip(i2);
end
return;
end
end
end
end
end
end
return;
else
TI_debug("npc in list, but not active");
end
else
TI_debug("npc not in list");
end
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
SAvQ(AvailableQuests[TI_availnumber].questID);
TI_debug("Selecting Available Quest ".. TI_availnumber);
return;
elseif(current.type == "activequest" and #ActiveQuests > 0 and TI_activenumber <= #ActiveQuests) then
while TI_activenumber <= #ActiveQuests do
if ActiveQuests[TI_activenumber].isComplete then
TI_debug("Selecting Active Quest ".. TI_activenumber .. " " .. ActiveQuests[TI_activenumber].name );
SAcQ(ActiveQuests[TI_activenumber].questID);
TI_ResetPointers();
return;
else
TI_debug("Active Quest ".. TI_activenumber .. " " .. ActiveQuests[TI_activenumber].name .. " is not complete")
TI_activenumber = TI_activenumber + 1;
end
end
elseif(#GossipOptions > 0) then
for j,val in ipairs(GossipOptions) do
if(val.type == current.type) then
TI_ResetPointers();
TI_debug("Selecting Gossip Option "..j)
TI_FunctionList.g.gossip(val.args);
return;
end
end
end
end
end
end
function TI_AddNPCToList(OptList, npcname, confirminquestion)
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;
local subZone = GetSubZoneText();
local realZone = GetRealZoneText();
if(subZone == "") then
temp.location = realZone;
else
temp.location = subZone .. ", " .. realZone;
end
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_TabulateGossipQuestUIInfo(gquis)
local x = {};
for i,gqui in ipairs(gquis) do
local temp = {};
temp.name = gqui.title;
temp.icon = QuestUtil.GetQuestIconOffer(
gqui.isLegendary,
gqui.frequency,
gqui.isRepeatable,
false,
false
);
temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;
table.insert(x, temp);
end
return x;
end
function TI_TabulateGossipUIInfo(guis)
local x = {};
table.sort(guis, GossipOptionSort);
for i,gui in ipairs(guis) do
local temp = {};
temp.name = gui.name;
local gossipType = TI_TranslateIconToType(gui.icon)
if gossipType == "chatbubble" then
gossipType = "gossip"
end
temp.type = gossipType;
temp.icon = gui.icon;
temp.gossipOptionID = gui.gossipOptionID
temp.orderIndex = gui.orderIndex
temp.args = gui.orderIndex
table.insert(x, temp);
end
return x;
end
function TI_TabulateGossipAvailableQuests_Classic(gquis)
local x = {};
for i,gqui in ipairs(gquis) do
local temp = {};
temp.name = gqui.title;
if ( gqui.repeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( gqui.isLegendary ) then
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
else
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
end
temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;
table.insert(x, temp);
end
return x;
end
function TI_TabulateGossipActiveQuests_Classic(gquis)
local x = {};
for i,gqui in ipairs(gquis) do
local temp = {};
temp.name = gqui.title;
if ( gqui.repeatable ) then
temp.icon = "Interface\\GossipFrame\\DailyQuestIcon";
elseif ( gqui.isLegendary ) then
temp.icon = "Interface\\GossipFrame\\AvailableLegendaryQuestIcon";
else
temp.icon = "Interface\\GossipFrame\\AvailableQuestIcon";
end
temp.questID = gqui.questID;
temp.isComplete = gqui.isComplete;
table.insert(x, temp);
end
return x;
end
TI_FunctionList = {}
function TI_SetupFunctions()
TI_FunctionList = {
g = {
availquest = C_GossipInfo.SelectAvailableQuest,
activequest = C_GossipInfo.SelectActiveQuest,
gossip = C_GossipInfo.SelectOptionByIndex,
getavailquests = C_GossipInfo.GetAvailableQuests,
getactivequests = C_GossipInfo.GetActiveQuests,
getoptions = C_GossipInfo.GetOptions,
tabulateOptions = TI_TabulateGossipUIInfo,
},
q = {
activequest = SelectActiveQuest,
availquest = SelectAvailableQuest,
}
}
if QuestUtil.GetQuestIconOffer then
TI_FunctionList.g.tabulateAvailable = TI_TabulateGossipQuestUIInfo
TI_FunctionList.g.tabulateActive = TI_TabulateGossipQuestUIInfo
else
TI_FunctionList.g.tabulateAvailable = TI_TabulateGossipAvailableQuests_Classic
TI_FunctionList.g.tabulateActive = TI_TabulateGossipActiveQuests_Classic
end
end
TI_SetupFunctions()
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