fix: sorting is fixed
This commit is contained in:
+240
-191
@@ -21,31 +21,31 @@ local PRIORITY_ITEMS = {
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-- Equipment slot ordering (for sorting equippable gear by slot)
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local EQUIP_SLOT_ORDER = {
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["INVTYPE_HEAD"] = 1,
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["INVTYPE_NECK"] = 2,
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["INVTYPE_SHOULDER"] = 3,
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["INVTYPE_CLOAK"] = 4,
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["INVTYPE_CHEST"] = 5,
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["INVTYPE_ROBE"] = 5,
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["INVTYPE_BODY"] = 6,
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["INVTYPE_TABARD"] = 7,
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["INVTYPE_WRIST"] = 8,
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["INVTYPE_HAND"] = 9,
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["INVTYPE_WAIST"] = 10,
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["INVTYPE_LEGS"] = 11,
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["INVTYPE_FEET"] = 12,
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["INVTYPE_FINGER"] = 13,
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["INVTYPE_TRINKET"] = 14,
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["INVTYPE_WEAPONMAINHAND"] = 15,
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["INVTYPE_WEAPONOFFHAND"] = 16,
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["INVTYPE_WEAPON"] = 17,
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["INVTYPE_2HWEAPON"] = 18,
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["INVTYPE_SHIELD"] = 19,
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["INVTYPE_HOLDABLE"] = 20,
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["INVTYPE_RANGED"] = 21,
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["INVTYPE_RANGEDRIGHT"] = 22,
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["INVTYPE_THROWN"] = 23,
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["INVTYPE_RELIC"] = 24,
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["INVTYPE_WEAPONMAINHAND"] = 1,
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["INVTYPE_WEAPONOFFHAND"] = 2,
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["INVTYPE_WEAPON"] = 3,
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["INVTYPE_2HWEAPON"] = 4,
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["INVTYPE_SHIELD"] = 5,
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["INVTYPE_HOLDABLE"] = 6,
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["INVTYPE_HEAD"] = 7,
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["INVTYPE_NECK"] = 8,
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["INVTYPE_SHOULDER"] = 9,
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["INVTYPE_CLOAK"] = 10,
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["INVTYPE_CHEST"] = 11,
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["INVTYPE_ROBE"] = 11,
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["INVTYPE_WRIST"] = 12,
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["INVTYPE_HAND"] = 13,
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["INVTYPE_WAIST"] = 14,
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["INVTYPE_LEGS"] = 15,
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["INVTYPE_FEET"] = 16,
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["INVTYPE_FINGER"] = 17,
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["INVTYPE_TRINKET"] = 18,
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["INVTYPE_RANGED"] = 19,
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["INVTYPE_RANGEDRIGHT"] = 20,
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["INVTYPE_THROWN"] = 21,
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["INVTYPE_RELIC"] = 22,
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["INVTYPE_BODY"] = 23,
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["INVTYPE_TABARD"] = 24,
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["INVTYPE_BAG"] = 25,
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["INVTYPE_QUIVER"] = 26,
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}
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@@ -379,9 +379,8 @@ local function AddSortKeys(items)
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item.invertedCount = 0
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item.invertedItemID = 0
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else
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-- Check if item is equippable (Armor or Weapon category)
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-- Check if item is equippable (Armor or Weapon category)
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local isEquippable = itemCategory == "Armor" or itemCategory == "Weapon"
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-- Check if item is a mount (by texture path)
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local isMount = IsMount(itemTexture)
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@@ -399,7 +398,7 @@ local function AddSortKeys(items)
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-- Class and slot ordering
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if isEquippable then
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item.sortedClass = 1 -- All equippable gear gets priority class
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item.equipSlotOrder = EQUIP_SLOT_ORDER[itemEquipLoc] or 999
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item.equipSlotOrder = EQUIP_SLOT_ORDER[itemSubType] or 999
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else
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item.sortedClass = CATEGORY_ORDER[itemCategory] or 99
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item.equipSlotOrder = 999
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@@ -672,43 +671,49 @@ end
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-- starting from the "last" regular bag (lowest priority, then highest bagID),
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-- and spilling into previous bags when needed.
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local function BuildGreyTailPositions(bagIDs, greyCount)
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local positions = {}
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local index = 1
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local positions = {}
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local index = 1
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if greyCount <= 0 then return positions end
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if greyCount <= 0 then return positions end
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-- Order bags: lowest priority first (these are considered "last"),
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-- and for stable, pick higher bagID later within same priority.
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local ordered = {}
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for _, bagID in ipairs(bagIDs) do
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table.insert(ordered, {
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bagID = bagID,
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priority = tonumber(addon.Modules.Utils:GetContainerPriority(bagID)) or 0,
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numSlots = addon.Modules.Utils:GetBagSlotCount(bagID) or 0,
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})
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end
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-- Order bags: lowest priority first (these are considered "last"),
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-- and for stable, pick higher bagID later within same priority.
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local ordered = {}
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for _, bagID in ipairs(bagIDs) do
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-- ONLY include bags that are valid and have slots
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if addon.Modules.Utils:IsBagValid(bagID) then
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local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID) or 0
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if numSlots > 0 then
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table.insert(ordered, {
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bagID = bagID,
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priority = tonumber(addon.Modules.Utils:GetContainerPriority(bagID)) or 0,
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numSlots = numSlots,
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})
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end
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end
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end
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table.sort(ordered, function(a, b)
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if a.priority ~= b.priority then
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return a.priority < b.priority -- lowest first
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end
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return a.bagID > b.bagID -- higher bagID later (treated as further to the right)
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end)
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table.sort(ordered, function(a, b)
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if a.priority ~= b.priority then
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return a.priority < b.priority -- lowest first
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end
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return a.bagID > b.bagID -- higher bagID later (treated as further to the right)
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end)
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-- Collect tail slots from end to start, spilling to previous bags as needed.
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for _, info in ipairs(ordered) do
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for slot = info.numSlots, 1, -1 do
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if index <= greyCount then
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positions[index] = { bag = info.bagID, slot = slot }
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index = index + 1
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else
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break
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end
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end
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if index > greyCount then break end
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end
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-- Collect tail slots from end to start, spilling to previous bags as needed.
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for _, info in ipairs(ordered) do
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for slot = info.numSlots, 1, -1 do
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if index <= greyCount then
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positions[index] = { bag = info.bagID, slot = slot }
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index = index + 1
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else
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break
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end
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end
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if index > greyCount then break end
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end
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return positions
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return positions
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end
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-- Split a list of collected items into non-greys and greys (quality 0)
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@@ -724,88 +729,110 @@ local function SplitGreyItems(items)
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return nonGreys, greys
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end
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--===========================================================================
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-- PHASE 6: Sort Complexity Analysis
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--===========================================================================
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-- Rename for clarity and remove the helper function
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function SortEngine:AnalyzeBags()
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return self:AnalyzeContainer(addon.Constants.BAGS, "bags")
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end
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-- Analyze how many sorting passes are needed
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-- Returns: {passes, itemsOutOfPlace, totalItems, alreadySorted}
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local function AnalyzeSortComplexity(bagIDs)
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-- Collect current items
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local items = CollectItems(bagIDs)
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local totalItems = table.getn(items)
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if totalItems == 0 then
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function SortEngine:AnalyzeBank()
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if not addon.Modules.BankScanner:IsBankOpen() then
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return {passes = 0, itemsOutOfPlace = 0, totalItems = 0, alreadySorted = true}
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end
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return self:AnalyzeContainer(addon.Constants.BANK_BAGS, "bank")
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end
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-- Sort to get desired order
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local sortedItems = SortItems(items)
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-- Unified analysis function that matches the actual sort logic
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function SortEngine:AnalyzeContainer(bagIDs, containerType)
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-- Detect specialized bags (same as SortBags)
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local containers = DetectSpecializedBags(bagIDs)
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-- Build target positions
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local targetPositions = BuildTargetPositions(bagIDs, totalItems)
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local totalOutOfPlace = 0
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local totalItems = 0
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-- Create position maps for quick lookup
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local currentPositions = {} -- [bagID_slot] = itemLink
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local targetMap = {} -- [itemLink] = {targetBag, targetSlot, currentIndex}
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-- Analyze specialized bags separately
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for _, bagType in ipairs({"soul", "quiver", "ammo"}) do
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local specialBags = containers[bagType]
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for _, bagID in ipairs(specialBags) do
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local items = CollectItems({bagID})
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if table.getn(items) > 0 then
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local sortedItems = SortItems(items)
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local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
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for i, item in ipairs(items) do
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local key = item.bagID .. "_" .. item.slot
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currentPositions[key] = item.data.link
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end
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for i, item in ipairs(sortedItems) do
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local target = targetPositions[i]
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if target and item.data.link then
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if not targetMap[item.data.link] then
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targetMap[item.data.link] = {}
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for i, item in ipairs(sortedItems) do
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local target = targetPositions[i]
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if target and (item.bagID ~= target.bag or item.slot ~= target.slot) then
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totalOutOfPlace = totalOutOfPlace + 1
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end
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end
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totalItems = totalItems + table.getn(items)
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end
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table.insert(targetMap[item.data.link], {
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targetBag = target.bag,
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targetSlot = target.slot,
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currentIndex = i,
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sourceBag = item.bagID,
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sourceSlot = item.slot
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})
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end
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end
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-- Count items that are already in correct position
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local itemsInPlace = 0
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local itemsOutOfPlace = 0
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local maxDisplacement = 0
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-- Analyze regular bags with two-phase logic (matches SortBags)
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local regularBagIDs = containers.regular
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for i, item in ipairs(sortedItems) do
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local target = targetPositions[i]
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if target then
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local sourceBag, sourceSlot = item.bagID, item.slot
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local targetBag, targetSlot = target.bag, target.slot
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-- FILTER OUT EMPTY/INVALID BAGS for analysis
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local validRegularBags = {}
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for _, bagID in ipairs(regularBagIDs) do
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if addon.Modules.Utils:IsBagValid(bagID) and addon.Modules.Utils:GetBagSlotCount(bagID) > 0 then
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table.insert(validRegularBags, bagID)
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end
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end
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if sourceBag == targetBag and sourceSlot == targetSlot then
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itemsInPlace = itemsInPlace + 1
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else
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itemsOutOfPlace = itemsOutOfPlace + 1
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if table.getn(validRegularBags) > 0 then
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local allItems = CollectItems(validRegularBags)
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totalItems = totalItems + table.getn(allItems)
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-- Calculate displacement (how far the item needs to move)
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local displacement = math.abs(i - itemsInPlace - itemsOutOfPlace)
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if displacement > maxDisplacement then
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maxDisplacement = displacement
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-- Split greys/non-greys like SortBags does
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local nonGreys, greys = SplitGreyItems(allItems)
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-- Check non-grey positioning (should be in front positions)
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if table.getn(nonGreys) > 0 then
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local sortedNonGreys = SortItems(nonGreys)
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local frontPositions = BuildTargetPositions(validRegularBags, table.getn(sortedNonGreys))
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for i, item in ipairs(sortedNonGreys) do
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local target = frontPositions[i]
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if target and (item.bagID ~= target.bag or item.slot ~= target.slot) then
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totalOutOfPlace = totalOutOfPlace + 1
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end
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end
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end
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-- Check grey positioning (should be in tail positions)
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if table.getn(greys) > 0 then
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-- CRITICAL FIX: Only use bags that actually exist and have slots
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local tailPositions = BuildGreyTailPositions(validRegularBags, table.getn(greys))
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for i, item in ipairs(greys) do
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local target = tailPositions[i]
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-- FIX: Check if grey item is already in a tail position of a valid regular bag
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local isInTailPosition = false
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-- Check if this grey item is already in the end slots of any valid regular bag
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for _, bagID in ipairs(validRegularBags) do
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local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
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if item.bagID == bagID and item.slot >= (numSlots - table.getn(greys) + 1) then
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isInTailPosition = true
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break
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end
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end
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-- Only count as out of place if it's NOT in a tail position AND doesn't match target
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if target and (item.bagID ~= target.bag or item.slot ~= target.slot) and not isInTailPosition then
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totalOutOfPlace = totalOutOfPlace + 1
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end
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end
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end
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end
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-- If all items are in place, no sorting needed
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if itemsOutOfPlace == 0 then
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if totalOutOfPlace == 0 then
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return {passes = 0, itemsOutOfPlace = 0, totalItems = totalItems, alreadySorted = true}
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end
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-- Estimate passes needed based on displacement complexity
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-- Simple heuristic:
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-- - If displacement is low (< 20% of items), probably 1-2 passes
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-- - If displacement is medium (20-50%), probably 2-4 passes
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-- - If displacement is high (>50%), might need 3-6 passes
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local displacementRatio = itemsOutOfPlace / totalItems
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-- Estimate passes (same logic as before)
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local displacementRatio = totalOutOfPlace / math.max(1, totalItems)
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local estimatedPasses
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if displacementRatio < 0.1 then
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@@ -814,87 +841,18 @@ local function AnalyzeSortComplexity(bagIDs)
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estimatedPasses = 2
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elseif displacementRatio < 0.5 then
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estimatedPasses = 3
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elseif displacementRatio < 0.7 then
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estimatedPasses = 4
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else
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-- High complexity - analyze cycles
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-- Count how many swaps are needed vs moves to empty
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local needsSwap = 0
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for i, item in ipairs(sortedItems) do
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local target = targetPositions[i]
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if target then
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local sourceBag, sourceSlot = item.bagID, item.slot
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local targetBag, targetSlot = target.bag, target.slot
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if sourceBag ~= targetBag or sourceSlot ~= targetSlot then
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local targetKey = targetBag .. "_" .. targetSlot
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local targetOccupied = currentPositions[targetKey]
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if targetOccupied then
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needsSwap = needsSwap + 1
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end
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end
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end
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end
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-- More swaps needed = more passes
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local swapRatio = needsSwap / itemsOutOfPlace
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if swapRatio > 0.8 then
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estimatedPasses = 6
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elseif swapRatio > 0.5 then
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estimatedPasses = 5
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else
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estimatedPasses = 4
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end
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estimatedPasses = 4
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end
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return {
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passes = estimatedPasses,
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itemsOutOfPlace = itemsOutOfPlace,
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itemsOutOfPlace = totalOutOfPlace,
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totalItems = totalItems,
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alreadySorted = false
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}
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end
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--===========================================================================
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-- Main Sort Functions
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--===========================================================================
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-- Analyze bags to determine how many passes are needed
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function SortEngine:AnalyzeBags()
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local bagIDs = addon.Constants.BAGS
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-- Detect specialized bags
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local containers = DetectSpecializedBags(bagIDs)
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-- Analyze regular bags only (specialized bags sort separately)
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local regularBagIDs = containers.regular
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if table.getn(regularBagIDs) > 0 then
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return AnalyzeSortComplexity(regularBagIDs)
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else
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return {passes = 0, itemsOutOfPlace = 0, totalItems = 0, alreadySorted = true}
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end
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end
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-- Analyze bank to determine how many passes are needed
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function SortEngine:AnalyzeBank()
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if not addon.Modules.BankScanner:IsBankOpen() then
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return {passes = 0, itemsOutOfPlace = 0, totalItems = 0, alreadySorted = true}
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end
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local bagIDs = addon.Constants.BANK_BAGS
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-- Detect specialized bags
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local containers = DetectSpecializedBags(bagIDs)
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-- Analyze regular bags only
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local regularBagIDs = containers.regular
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if table.getn(regularBagIDs) > 0 then
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return AnalyzeSortComplexity(regularBagIDs)
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else
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return {passes = 0, itemsOutOfPlace = 0, totalItems = 0, alreadySorted = true}
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end
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end
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function SortEngine:SortBags()
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local bagIDs = addon.Constants.BAGS
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@@ -1028,4 +986,95 @@ function SortEngine:SortBank()
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-- Return total moves made
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return routeCount + consolidateCount + specializedMoves + regularMoves
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end
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--===========================================================================
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-- Reusable Sort Execution with Smart Pass Management
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--===========================================================================
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function SortEngine:ExecuteSort(sortFunction, analyzeFunction, updateFrame, sortType)
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-- Analyze to determine how many passes are needed
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local analysis = analyzeFunction()
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-- Check if already sorted
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if analysis.alreadySorted then
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return false, "already sorted"
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end
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-- Print analysis results
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addon:Print("Sorting %s... (%d/%d items need sorting, estimated %d passes)",
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sortType, analysis.itemsOutOfPlace, analysis.totalItems, analysis.passes)
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local passCount = 0
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local maxPasses = math.max(analysis.passes, 1) -- Use estimated passes, minimum 1
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local safetyLimit = math.max(maxPasses * 2, 6) -- Reasonable upper bound
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local totalMoves = 0
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addon:Print("Starting %s sort (estimated: %d passes, safety limit: %d)", sortType, maxPasses, safetyLimit)
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local function DoSortPass()
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passCount = passCount + 1
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-- Perform one sort pass
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local moveCount = sortFunction()
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totalMoves = totalMoves + moveCount
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-- Check if sorting is complete by re-analyzing
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local currentAnalysis = analyzeFunction()
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if currentAnalysis.alreadySorted then
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-- Sorting is complete!
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addon:Print("%s sort complete! (%d passes, %d total moves)", sortType, passCount, totalMoves)
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-- Final update
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local frame = CreateFrame("Frame")
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||||
local startTime = GetTime()
|
||||
frame:SetScript("OnUpdate", function()
|
||||
if GetTime() - startTime >= 0.7 then
|
||||
frame:SetScript("OnUpdate", nil)
|
||||
updateFrame()
|
||||
end
|
||||
end)
|
||||
elseif passCount >= safetyLimit then
|
||||
-- Hit safety limit but not fully sorted
|
||||
addon:Print("%s sort stopped at safety limit! (%d/%d items still need sorting after %d passes)",
|
||||
sortType, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems, passCount)
|
||||
|
||||
-- Final update
|
||||
local frame = CreateFrame("Frame")
|
||||
local startTime = GetTime()
|
||||
frame:SetScript("OnUpdate", function()
|
||||
if GetTime() - startTime >= 0.7 then
|
||||
frame:SetScript("OnUpdate", nil)
|
||||
updateFrame()
|
||||
end
|
||||
end)
|
||||
else
|
||||
-- More sorting needed
|
||||
local remainingRatio = currentAnalysis.itemsOutOfPlace / math.max(1, currentAnalysis.totalItems)
|
||||
addon:Print("%s Pass %d: %d moves, %d/%d items remaining (%.1f%%)",
|
||||
sortType, passCount, moveCount, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems, remainingRatio * 100)
|
||||
|
||||
-- PROGRESSIVE DELAY: Calculate delay based on remaining complexity
|
||||
local baseDelay = 0.7
|
||||
local complexityDelay = math.min(currentAnalysis.itemsOutOfPlace * 0.05, 2.0) -- max 2 seconds
|
||||
local totalDelay = baseDelay + complexityDelay
|
||||
|
||||
addon:Print("Waiting %.1f seconds before next pass...", totalDelay)
|
||||
|
||||
-- Wait with progressive delay, then sort again
|
||||
local frame = CreateFrame("Frame")
|
||||
local startTime = GetTime()
|
||||
frame:SetScript("OnUpdate", function()
|
||||
if GetTime() - startTime >= totalDelay then
|
||||
frame:SetScript("OnUpdate", nil)
|
||||
DoSortPass() -- Recursive call for next pass
|
||||
end
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
-- Start the first pass
|
||||
DoSortPass()
|
||||
return true, "sorting started"
|
||||
end
|
||||
Reference in New Issue
Block a user