1269 lines
42 KiB
Lua
1269 lines
42 KiB
Lua
-- Guda Sort Engine
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-- 6-Phase Advanced Sorting Algorithm for WoW 1.12.1 / Turtle WoW
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local addon = Guda
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local SortEngine = {}
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addon.Modules.SortEngine = SortEngine
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--===========================================================================
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-- CONSTANTS
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--===========================================================================
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-- Turtle WoW GetItemInfo signature:
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-- itemName, itemLink, itemRarity, itemLevel, itemCategory, itemType, itemStackCount,
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-- itemSubType, itemTexture, itemEquipLoc, itemSellPrice = GetItemInfo(itemID)
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-- Priority items that should always be sorted first
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local PRIORITY_ITEMS = {
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[6948] = 1, -- Hearthstone (highest priority)
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}
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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_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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-- Category sorting order (1 is reserved for equippable gear)
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local CATEGORY_ORDER = {
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["Consumable"] = 2,
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["Projectile"] = 3,
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["Weapon"] = 4, -- Non-equippable weapons
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["Armor"] = 5, -- Non-equippable armor
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["Tools"] = 6,
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["Quiver"] = 7,
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["Reagent"] = 8,
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["Trade Goods"] = 9,
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["Recipe"] = 10,
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["Container"] = 11,
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["Quest"] = 12,
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["Key"] = 13,
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["Miscellaneous"] = 14,
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}
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-- Subclass ordering for grouping related items
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local SUBCLASS_ORDER = {
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gems = 1,
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cloth = 2,
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leather = 3,
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herbs = 4,
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elemental = 5,
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enchanting = 6,
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engineering = 7,
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consumable = 8,
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other = 99,
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}
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-- Gem name patterns for detection
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local GEM_PATTERNS = {
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"ruby", "sapphire", "emerald", "diamond", "jade", "citrine",
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"aquamarine", "agate", "pearl", "topaz", "opal", "malachite",
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"tigerseye", "tiger's eye", "shadowgem"
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}
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--===========================================================================
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-- UTILITY FUNCTIONS
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--===========================================================================
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-- Tooltip for scanning item properties
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local scanTooltip = CreateFrame("GameTooltip", "Guda_SortScanTooltip", nil, "GameTooltipTemplate")
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scanTooltip:SetOwner(WorldFrame, "ANCHOR_NONE")
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-- Check if an item is a quest item by scanning its tooltip
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local function IsQuestItemTooltip(bagID, slotID)
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if not bagID or not slotID then return false end
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scanTooltip:ClearLines()
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scanTooltip:SetBagItem(bagID, slotID)
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-- Check all tooltip lines for quest-related text
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for i = 1, scanTooltip:NumLines() do
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local line = getglobal("Guda_SortScanTooltipTextLeft" .. i)
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if line then
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local text = line:GetText()
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if text then
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-- Check for quest starter patterns
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if string.find(text, "Quest Starter") or
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string.find(text, "This Item Begins a Quest") or
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string.find(text, "Use: Starts a Quest") then
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return true
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-- Check for regular quest item patterns
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elseif string.find(text, "Quest Item") or
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string.find(text, "Manual") then
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return true
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end
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end
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end
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end
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return false
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end
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-- Extract itemID from item link
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local function GetItemID(link)
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if not link then return 0 end
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local _, _, itemID = string.find(link, "item:(%d+)")
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return tonumber(itemID) or 0
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end
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-- Extract texture pattern for grouping similar items
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local function GetTexturePattern(textureName)
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if not textureName then return "" end
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-- Remove "Interface\\Icons\\INV_" prefix if present
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local cleaned = string.gsub(textureName, "^Interface\\Icons\\INV_", "")
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-- Remove trailing numbers and underscores (like _01, _03, etc.)
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cleaned = string.gsub(cleaned, "_%d+$", "") -- Remove trailing _01, _02, etc.
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cleaned = string.gsub(cleaned, "_$", "") -- Remove trailing underscore if any
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return cleaned
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end
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-- Check if an item is a mount by texture path
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function SortEngine.IsMount(itemTexture)
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if not itemTexture then return false end
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local textureLower = string.lower(itemTexture)
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-- Check for mount patterns in texture path
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-- Mount textures typically contain "mount" or "ability_mount"
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if string.find(textureLower, "mount") then
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return true
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end
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return false
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end
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local IsMount = SortEngine.IsMount
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-- Determine subclass order for grouping related items
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local function GetSubclassOrder(subclass, itemName)
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if not subclass then return 50 end
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local subLower = string.lower(subclass)
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local nameLower = itemName and string.lower(itemName) or ""
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-- Check for gems (by subclass or name)
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if string.find(subLower, "metal") or string.find(subLower, "stone") or string.find(subLower, "gem") then
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return SUBCLASS_ORDER.gems
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end
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for _, gemPattern in ipairs(GEM_PATTERNS) do
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if string.find(nameLower, gemPattern) then
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return SUBCLASS_ORDER.gems
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end
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end
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-- Check other categories
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-- Group metals, stones, ores, bars together with gems
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if string.find(subLower, "metal") or string.find(subLower, "stone") or
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string.find(nameLower, "ore") or string.find(nameLower, "bar") or string.find(nameLower, "stone") then
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return SUBCLASS_ORDER.gems -- Group ores/bars/stones with gems
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end
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if string.find(subLower, "cloth") then return SUBCLASS_ORDER.cloth end
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if string.find(subLower, "leather") then return SUBCLASS_ORDER.leather end
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if string.find(subLower, "herb") then return SUBCLASS_ORDER.herbs end
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if string.find(subLower, "elemental") then return SUBCLASS_ORDER.elemental end
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if string.find(subLower, "enchanting") then return SUBCLASS_ORDER.enchanting end
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if string.find(subLower, "engineering") or string.find(subLower, "parts") or string.find(subLower, "device") then
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return SUBCLASS_ORDER.engineering
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end
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if string.find(subLower, "consumable") or string.find(subLower, "food") or string.find(subLower, "drink") then
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return SUBCLASS_ORDER.consumable
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end
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if string.find(subLower, "trade goods") or string.find(subLower, "other") then
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return SUBCLASS_ORDER.other
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end
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return 50 -- Default for unknown types
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end
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--===========================================================================
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-- PHASE 1: Special Container Detection
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--===========================================================================
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local function DetectSpecializedBags(bagIDs)
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local containers = {
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soul = {},
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herb = {},
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enchant = {},
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quiver = {},
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ammo = {},
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regular = {}
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}
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for _, bagID in ipairs(bagIDs) do
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local bagType = addon.Modules.Utils:GetSpecializedBagType(bagID)
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if bagType == "soul" then
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table.insert(containers.soul, bagID)
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elseif bagType == "herb" then
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table.insert(containers.herb, bagID)
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elseif bagType == "enchant" then
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table.insert(containers.enchant, bagID)
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elseif bagType == "quiver" then
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table.insert(containers.quiver, bagID)
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elseif bagType == "ammo" then
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table.insert(containers.ammo, bagID)
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else
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table.insert(containers.regular, bagID)
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end
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end
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return containers
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end
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--===========================================================================
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-- PHASE 2: Specialized Item Routing
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--===========================================================================
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local function RouteSpecializedItems(bagIDs, containers)
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local routingPlan = {}
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-- Scan all items and plan moves to specialized containers
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for _, bagID in ipairs(bagIDs) do
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local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
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if numSlots and numSlots > 0 then
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for slot = 1, numSlots do
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local link = GetContainerItemLink(bagID, slot)
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if link then
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local preferredType = addon.Modules.Utils:GetItemPreferredContainer(link)
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local currentBagType = addon.Modules.Utils:GetSpecializedBagType(bagID)
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-- Route item if it has a preferred container and isn't already in one
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if preferredType and currentBagType ~= preferredType then
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local targetBags = containers[preferredType]
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if targetBags and table.getn(targetBags) > 0 then
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-- Find first available slot in preferred containers
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local foundSlot = false
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for _, targetBagID in ipairs(targetBags) do
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if not foundSlot then
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local targetSlots = addon.Modules.Utils:GetBagSlotCount(targetBagID)
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for targetSlot = 1, targetSlots do
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if not GetContainerItemLink(targetBagID, targetSlot) then
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table.insert(routingPlan, {
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fromBag = bagID,
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fromSlot = slot,
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toBag = targetBagID,
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toSlot = targetSlot
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})
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foundSlot = true
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break
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end
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end
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end
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end
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end
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end
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end
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end
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end
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end
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-- Execute routing plan
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for _, move in ipairs(routingPlan) do
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PickupContainerItem(move.fromBag, move.fromSlot)
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PickupContainerItem(move.toBag, move.toSlot)
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ClearCursor()
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end
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return table.getn(routingPlan)
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end
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--===========================================================================
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-- PHASE 3: Stack Consolidation
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--===========================================================================
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local function ConsolidateStacks(bagIDs)
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local itemGroups = {}
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-- Collect all items with their locations
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for _, bagID in ipairs(bagIDs) do
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local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
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if numSlots and numSlots > 0 then
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for slot = 1, numSlots do
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local link = GetContainerItemLink(bagID, slot)
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if link then
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local texture, count = GetContainerItemInfo(bagID, slot)
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local itemID = GetItemID(link)
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local _, _, itemRarity = GetItemInfo(itemID)
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-- Group by itemID and rarity
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local groupKey = itemID .. "_" .. (tonumber(itemRarity) or 0)
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if not itemGroups[groupKey] then
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itemGroups[groupKey] = {
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itemID = itemID,
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link = link,
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stacks = {}
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}
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end
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table.insert(itemGroups[groupKey].stacks, {
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bagID = bagID,
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slot = slot,
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count = count or 1,
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priority = tonumber(addon.Modules.Utils:GetContainerPriority(bagID)) or 0
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})
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end
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end
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end
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end
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-- Consolidate stacks for each group
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local consolidationMoves = 0
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for _, group in pairs(itemGroups) do
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if table.getn(group.stacks) > 1 then
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local itemID = GetItemID(group.link)
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local _, _, _, _, _, _, itemStackCount = GetItemInfo(itemID)
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local maxStack = tonumber(itemStackCount) or 1
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if maxStack > 1 then
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-- Sort stacks: higher priority bags first, then larger stacks
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table.sort(group.stacks, function(a, b)
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if a.priority ~= b.priority then
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return a.priority > b.priority
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end
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return a.count > b.count
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end)
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-- Greedy consolidation: fill stacks from left to right
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for i = 1, table.getn(group.stacks) do
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local source = group.stacks[i]
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if source.count < maxStack then
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for j = i + 1, table.getn(group.stacks) do
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local target = group.stacks[j]
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if target.count > 0 then
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local spaceAvailable = maxStack - source.count
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local amountToMove = math.min(spaceAvailable, target.count)
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if amountToMove > 0 then
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if amountToMove < target.count then
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SplitContainerItem(target.bagID, target.slot, amountToMove)
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PickupContainerItem(source.bagID, source.slot)
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else
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PickupContainerItem(target.bagID, target.slot)
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PickupContainerItem(source.bagID, source.slot)
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end
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ClearCursor()
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source.count = source.count + amountToMove
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target.count = target.count - amountToMove
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consolidationMoves = consolidationMoves + 1
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if source.count >= maxStack then
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break
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end
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end
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end
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end
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end
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end
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end
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end
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end
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return consolidationMoves
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end
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--===========================================================================
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-- PHASE 4: Categorical Sorting
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--===========================================================================
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local function AddSortKeys(items)
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for _, item in ipairs(items) do
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if item.data and item.data.link then
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local itemID = GetItemID(item.data.link)
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local itemName, itemLink, itemRarity, itemLevel, itemCategory, itemType, itemStackCount,
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itemSubType, itemTexture, itemEquipLoc, itemSellPrice = GetItemInfo(itemID)
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--addon:Print("itemTexture:%s",itemTexture or 0);
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--addon:Print("itemEquipLoc:%s",itemEquipLoc or 0);
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--addon:Print("itemSubType:%s",itemSubType or 0);
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--addon:Print("itemType:%s",itemType or 0);
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--addon:Print("itemCategory:%s",itemCategory or 0);
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--addon:Print("itemLevel:%s",itemLevel or 0);
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if not itemName then
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-- Skip items that couldn't be loaded
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item.sortedClass = 999
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item.isEquippable = false
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item.priority = 1000
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item.equipSlotOrder = 999
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item.invertedQuality = 0
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item.invertedItemLevel = 0
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item.itemName = ""
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item.sortedSubclass = 999
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item.subclass = ""
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item.texturePattern = ""
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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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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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-- Priority (1 = hearthstone, 2 = mounts, 1000 = everything else)
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if PRIORITY_ITEMS[itemID] then
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item.priority = PRIORITY_ITEMS[itemID]
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elseif isMount then
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item.priority = 2
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else
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item.priority = 1000
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end
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item.isEquippable = isEquippable
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item.isMount = isMount
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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[itemSubType] or 999
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else
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item.sortedClass = CATEGORY_ORDER[itemCategory] or 99
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-- Heuristic: Detect items that should be in the Quest category (priority 11)
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-- but aren't categorized as such by the game (e.g. some "Manual" items)
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if item.sortedClass ~= 11 then
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local nameLower = item.itemName and string.lower(item.itemName) or ""
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if string.find(nameLower, "manual") or string.find(nameLower, "quest") then
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item.sortedClass = 11
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elseif IsQuestItemTooltip(item.bagID, item.slot) then
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-- If name-based heuristic fails, check tooltip
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item.sortedClass = 11
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end
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end
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item.equipSlotOrder = 999
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end
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-- Subclass ordering
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item.sortedSubclass = GetSubclassOrder(itemSubType, item.name)
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item.subclass = itemSubType or ""
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-- Texture pattern for grouping similar items (especially trade goods)
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item.texturePattern = GetTexturePattern(itemTexture)
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-- Inverted values for descending sorts
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item.invertedQuality = -(tonumber(itemRarity) or 0)
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item.invertedItemLevel = -(tonumber(itemLevel) or 0)
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item.invertedCount = -(tonumber(item.data.count) or 1)
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item.invertedItemID = -tonumber(itemID)
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-- Name for alphabetical sorting
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item.itemName = item.name or ""
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end
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end
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end
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end
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local function SortItems(items)
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AddSortKeys(items)
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table.sort(items, function(a, b)
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-- 1. Priority items first (Hearthstone, etc.)
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if a.priority ~= b.priority then
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return a.priority < b.priority
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end
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-- 2. Equippable items always come before non-equippable items
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if a.isEquippable ~= b.isEquippable then
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return a.isEquippable
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end
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-- 3. For equippable gear: sort by slot, subtype, texture pattern, quality, ilvl, name
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if a.isEquippable then
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if a.equipSlotOrder ~= b.equipSlotOrder then
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return a.equipSlotOrder < b.equipSlotOrder
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end
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-- Group by itemSubType first (e.g., "Ring", "Staff", "Cloth", etc.)
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if a.subclass ~= b.subclass then
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return a.subclass < b.subclass
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end
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-- Then group items with similar textures together
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if a.texturePattern ~= b.texturePattern then
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return a.texturePattern < b.texturePattern
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end
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if a.invertedQuality ~= b.invertedQuality then
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return a.invertedQuality < b.invertedQuality
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end
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if a.invertedItemLevel ~= b.invertedItemLevel then
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return a.invertedItemLevel < b.invertedItemLevel
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end
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if a.itemName ~= b.itemName then
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return a.itemName < b.itemName
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end
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|
else
|
|
-- 4. For non-equippable items: sort by class, subclass, texture pattern, quality, name
|
|
if a.sortedClass ~= b.sortedClass then
|
|
return a.sortedClass < b.sortedClass
|
|
end
|
|
if a.sortedSubclass ~= b.sortedSubclass then
|
|
return a.sortedSubclass < b.sortedSubclass
|
|
end
|
|
if a.subclass ~= b.subclass then
|
|
return a.subclass < b.subclass
|
|
end
|
|
-- Group items with similar textures (e.g., all "Misc_Food", all "Fabric_Linen")
|
|
if a.texturePattern ~= b.texturePattern then
|
|
return a.texturePattern < b.texturePattern
|
|
end
|
|
if a.invertedQuality ~= b.invertedQuality then
|
|
return a.invertedQuality < b.invertedQuality
|
|
end
|
|
if a.itemName ~= b.itemName then
|
|
return a.itemName < b.itemName
|
|
end
|
|
end
|
|
|
|
-- 5. Final tiebreakers (group identical items together)
|
|
-- Sort by itemID first to ensure identical items are adjacent
|
|
if a.invertedItemID ~= b.invertedItemID then
|
|
return a.invertedItemID < b.invertedItemID
|
|
end
|
|
-- Then by item level
|
|
if a.invertedItemLevel ~= b.invertedItemLevel then
|
|
return a.invertedItemLevel < b.invertedItemLevel
|
|
end
|
|
-- Then by stack count (larger stacks first)
|
|
if a.invertedCount ~= b.invertedCount then
|
|
return a.invertedCount < b.invertedCount
|
|
end
|
|
-- Final stable sort: preserve original collection order for identical items
|
|
-- This prevents unnecessary reshuffling when items are already sorted
|
|
return a.sequence < b.sequence
|
|
end)
|
|
|
|
return items
|
|
end
|
|
|
|
--===========================================================================
|
|
-- PHASE 5: Empty Slot Management & Apply Sort
|
|
--===========================================================================
|
|
|
|
local function CollectItems(bagIDs)
|
|
local items = {}
|
|
local sequence = 0 -- Add sequence number for stable sort
|
|
|
|
for _, bagID in ipairs(bagIDs) do
|
|
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
|
|
|
|
if addon.Modules.Utils:IsBagValid(bagID) then
|
|
for slot = 1, numSlots do
|
|
-- Scan directly from game API instead of cached data
|
|
local texture, itemCount, locked = GetContainerItemInfo(bagID, slot)
|
|
local itemLink = GetContainerItemLink(bagID, slot)
|
|
|
|
if itemLink then
|
|
-- Get fresh item info with ALL return values
|
|
local itemID = GetItemID(itemLink)
|
|
local name, link, quality, iLevel, category, itemType, stackCount, subType, iconTex, equipLoc, sellPrice = GetItemInfo(itemID)
|
|
|
|
sequence = sequence + 1
|
|
table.insert(items, {
|
|
bagID = bagID,
|
|
slot = slot,
|
|
sequence = sequence, -- Preserve original order
|
|
data = {
|
|
link = itemLink,
|
|
texture = texture,
|
|
count = itemCount or 1,
|
|
quality = quality or 0,
|
|
name = name,
|
|
iLevel = iLevel,
|
|
class = category,
|
|
subclass = subType, -- NOW INCLUDED!
|
|
locked = locked,
|
|
},
|
|
quality = quality or 0,
|
|
name = name or "",
|
|
class = category or "",
|
|
})
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
return items
|
|
end
|
|
|
|
local function BuildTargetPositions(bagIDs, itemCount)
|
|
local positions = {}
|
|
local index = 1
|
|
|
|
-- Sort bags by priority (descending), then by bag ID (ascending)
|
|
local sortedBags = {}
|
|
for _, bagID in ipairs(bagIDs) do
|
|
table.insert(sortedBags, {
|
|
bagID = bagID,
|
|
priority = tonumber(addon.Modules.Utils:GetContainerPriority(bagID)) or 0
|
|
})
|
|
end
|
|
|
|
table.sort(sortedBags, function(a, b)
|
|
if a.priority ~= b.priority then
|
|
return a.priority > b.priority
|
|
end
|
|
return a.bagID < b.bagID
|
|
end)
|
|
|
|
-- Build positions in priority order
|
|
for _, bagInfo in ipairs(sortedBags) do
|
|
local bagID = bagInfo.bagID
|
|
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
|
|
|
|
if addon.Modules.Utils:IsBagValid(bagID) then
|
|
for slot = 1, numSlots do
|
|
if index <= itemCount then
|
|
positions[index] = {bag = bagID, slot = slot}
|
|
index = index + 1
|
|
else
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if index > itemCount then
|
|
break
|
|
end
|
|
end
|
|
|
|
return positions
|
|
end
|
|
|
|
local function ApplySort(bagIDs, items, targetPositions)
|
|
ClearCursor()
|
|
|
|
local moveToEmpty = {}
|
|
local swapOccupied = {}
|
|
|
|
-- Build move queues
|
|
for i, item in ipairs(items) do
|
|
local target = targetPositions[i]
|
|
|
|
if target then
|
|
local sourceBag, sourceSlot = item.bagID, item.slot
|
|
local targetBag, targetSlot = target.bag, target.slot
|
|
|
|
-- Skip if already in correct position
|
|
if sourceBag ~= targetBag or sourceSlot ~= targetSlot then
|
|
local targetItem = GetContainerItemLink(targetBag, targetSlot)
|
|
|
|
if not targetItem then
|
|
table.insert(moveToEmpty, {
|
|
sourceBag = sourceBag,
|
|
sourceSlot = sourceSlot,
|
|
targetBag = targetBag,
|
|
targetSlot = targetSlot,
|
|
})
|
|
else
|
|
table.insert(swapOccupied, {
|
|
sourceBag = sourceBag,
|
|
sourceSlot = sourceSlot,
|
|
targetBag = targetBag,
|
|
targetSlot = targetSlot,
|
|
})
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Execute moves to empty slots first
|
|
local moveCount = 0
|
|
for _, move in ipairs(moveToEmpty) do
|
|
local _, _, locked = GetContainerItemInfo(move.sourceBag, move.sourceSlot)
|
|
if not locked then
|
|
PickupContainerItem(move.sourceBag, move.sourceSlot)
|
|
PickupContainerItem(move.targetBag, move.targetSlot)
|
|
ClearCursor()
|
|
moveCount = moveCount + 1
|
|
end
|
|
end
|
|
|
|
-- Execute swaps with occupied slots
|
|
for _, move in ipairs(swapOccupied) do
|
|
local _, _, sourceLocked = GetContainerItemInfo(move.sourceBag, move.sourceSlot)
|
|
local _, _, targetLocked = GetContainerItemInfo(move.targetBag, move.targetSlot)
|
|
|
|
if not sourceLocked and not targetLocked then
|
|
PickupContainerItem(move.sourceBag, move.sourceSlot)
|
|
PickupContainerItem(move.targetBag, move.targetSlot)
|
|
ClearCursor()
|
|
moveCount = moveCount + 1
|
|
end
|
|
end
|
|
|
|
return moveCount
|
|
end
|
|
|
|
--===========================================================================
|
|
-- GREY ITEM HANDLING HELPERS
|
|
--===========================================================================
|
|
|
|
-- Build tail positions (end-to-start) for a given count across the provided bags,
|
|
-- starting from the "last" regular bag (lowest priority, then highest bagID),
|
|
-- and spilling into previous bags when needed.
|
|
local function BuildGreyTailPositions(bagIDs, greyCount)
|
|
local positions = {}
|
|
local index = 1
|
|
|
|
if greyCount <= 0 then return positions end
|
|
|
|
-- Order bags: lowest priority first (these are considered "last"),
|
|
-- and for stable, pick higher bagID later within same priority.
|
|
local ordered = {}
|
|
for _, bagID in ipairs(bagIDs) do
|
|
-- ONLY include bags that are valid and have slots
|
|
if addon.Modules.Utils:IsBagValid(bagID) then
|
|
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID) or 0
|
|
if numSlots > 0 then
|
|
table.insert(ordered, {
|
|
bagID = bagID,
|
|
priority = tonumber(addon.Modules.Utils:GetContainerPriority(bagID)) or 0,
|
|
numSlots = numSlots,
|
|
})
|
|
end
|
|
end
|
|
end
|
|
|
|
table.sort(ordered, function(a, b)
|
|
if a.priority ~= b.priority then
|
|
return a.priority < b.priority -- lowest first
|
|
end
|
|
return a.bagID > b.bagID -- higher bagID later (treated as further to the right)
|
|
end)
|
|
|
|
-- Collect tail slots from end to start, spilling to previous bags as needed.
|
|
for _, info in ipairs(ordered) do
|
|
for slot = info.numSlots, 1, -1 do
|
|
if index <= greyCount then
|
|
positions[index] = { bag = info.bagID, slot = slot }
|
|
index = index + 1
|
|
else
|
|
break
|
|
end
|
|
end
|
|
if index > greyCount then break end
|
|
end
|
|
|
|
return positions
|
|
end
|
|
|
|
-- Split a list of collected items into non-greys and greys (quality 0)
|
|
local function SplitGreyItems(items)
|
|
local nonGreys, greys = {}, {}
|
|
for _, item in ipairs(items) do
|
|
if tonumber(item.quality or 0) == 0 then
|
|
table.insert(greys, item)
|
|
else
|
|
table.insert(nonGreys, item)
|
|
end
|
|
end
|
|
return nonGreys, greys
|
|
end
|
|
|
|
-- Rename for clarity and remove the helper function
|
|
function SortEngine:AnalyzeBags()
|
|
return self:AnalyzeContainer(addon.Constants.BAGS, "bags")
|
|
end
|
|
|
|
function SortEngine:AnalyzeBank()
|
|
if not addon.Modules.BankScanner:IsBankOpen() then
|
|
return {passes = 0, itemsOutOfPlace = 0, totalItems = 0, alreadySorted = true}
|
|
end
|
|
return self:AnalyzeContainer(addon.Constants.BANK_BAGS, "bank")
|
|
end
|
|
|
|
-- Unified analysis function that matches the actual sort logic
|
|
function SortEngine:AnalyzeContainer(bagIDs, containerType)
|
|
-- Detect specialized bags (same as SortBags)
|
|
local containers = DetectSpecializedBags(bagIDs)
|
|
|
|
local totalOutOfPlace = 0
|
|
local totalItems = 0
|
|
|
|
-- Analyze specialized bags separately
|
|
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
|
|
local specialBags = containers[bagType]
|
|
for _, bagID in ipairs(specialBags) do
|
|
local items = CollectItems({bagID})
|
|
if table.getn(items) > 0 then
|
|
local sortedItems = SortItems(items)
|
|
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
|
|
|
|
for i, item in ipairs(sortedItems) do
|
|
local target = targetPositions[i]
|
|
if target and (item.bagID ~= target.bag or item.slot ~= target.slot) then
|
|
totalOutOfPlace = totalOutOfPlace + 1
|
|
end
|
|
end
|
|
totalItems = totalItems + table.getn(items)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Analyze regular bags with two-phase logic (matches SortBags)
|
|
local regularBagIDs = containers.regular
|
|
|
|
-- FILTER OUT EMPTY/INVALID BAGS for analysis
|
|
local validRegularBags = {}
|
|
for _, bagID in ipairs(regularBagIDs) do
|
|
if addon.Modules.Utils:IsBagValid(bagID) and addon.Modules.Utils:GetBagSlotCount(bagID) > 0 then
|
|
table.insert(validRegularBags, bagID)
|
|
end
|
|
end
|
|
|
|
if table.getn(validRegularBags) > 0 then
|
|
local allItems = CollectItems(validRegularBags)
|
|
totalItems = totalItems + table.getn(allItems)
|
|
|
|
-- Split greys/non-greys like SortBags does
|
|
local nonGreys, greys = SplitGreyItems(allItems)
|
|
|
|
-- Check non-grey positioning (should be in front positions)
|
|
if table.getn(nonGreys) > 0 then
|
|
local sortedNonGreys = SortItems(nonGreys)
|
|
local frontPositions = BuildTargetPositions(validRegularBags, table.getn(sortedNonGreys))
|
|
|
|
for i, item in ipairs(sortedNonGreys) do
|
|
local target = frontPositions[i]
|
|
if target and (item.bagID ~= target.bag or item.slot ~= target.slot) then
|
|
totalOutOfPlace = totalOutOfPlace + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Check grey positioning (should be in tail positions)
|
|
if table.getn(greys) > 0 then
|
|
-- CRITICAL FIX: Only use bags that actually exist and have slots
|
|
local tailPositions = BuildGreyTailPositions(validRegularBags, table.getn(greys))
|
|
|
|
for i, item in ipairs(greys) do
|
|
local target = tailPositions[i]
|
|
-- FIX: Check if grey item is already in a tail position of a valid regular bag
|
|
local isInTailPosition = false
|
|
|
|
-- Check if this grey item is already in the end slots of any valid regular bag
|
|
for _, bagID in ipairs(validRegularBags) do
|
|
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
|
|
if item.bagID == bagID and item.slot >= (numSlots - table.getn(greys) + 1) then
|
|
isInTailPosition = true
|
|
break
|
|
end
|
|
end
|
|
|
|
-- Only count as out of place if it's NOT in a tail position AND doesn't match target
|
|
if target and (item.bagID ~= target.bag or item.slot ~= target.slot) and not isInTailPosition then
|
|
totalOutOfPlace = totalOutOfPlace + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if totalOutOfPlace == 0 then
|
|
return {passes = 0, itemsOutOfPlace = 0, totalItems = totalItems, alreadySorted = true}
|
|
end
|
|
|
|
-- Estimate passes (aligned to single-pass executor; cap at 6)
|
|
local displacementRatio = totalOutOfPlace / math.max(1, totalItems)
|
|
local estimatedPasses
|
|
|
|
if displacementRatio < 0.10 then
|
|
estimatedPasses = 1
|
|
elseif displacementRatio < 0.30 then
|
|
estimatedPasses = 2
|
|
elseif displacementRatio < 0.50 then
|
|
estimatedPasses = 3
|
|
elseif displacementRatio < 0.70 then
|
|
estimatedPasses = 4
|
|
elseif displacementRatio < 0.85 then
|
|
estimatedPasses = 5
|
|
else
|
|
estimatedPasses = 6
|
|
end
|
|
|
|
return {
|
|
passes = estimatedPasses,
|
|
itemsOutOfPlace = totalOutOfPlace,
|
|
totalItems = totalItems,
|
|
alreadySorted = false
|
|
}
|
|
end
|
|
|
|
-- Execute exactly ONE full sorting pass over bags (used by safety wrapper)
|
|
function SortEngine:SortBagsPass()
|
|
local bagIDs = addon.Constants.BAGS
|
|
|
|
-- Phase 1: Detect specialized bags
|
|
local containers = DetectSpecializedBags(bagIDs)
|
|
|
|
-- Phase 2: Route specialized items to their bags
|
|
local routeCount = RouteSpecializedItems(bagIDs, containers)
|
|
|
|
-- Phase 3: Consolidate stacks in ALL bags (including specialized)
|
|
local consolidateCount = ConsolidateStacks(bagIDs)
|
|
|
|
-- Phase 4: Sort items WITHIN each specialized bag (enchant, herb, soul, quiver, ammo)
|
|
local specializedMoves = 0
|
|
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
|
|
local specialBags = containers[bagType]
|
|
for _, bagID in ipairs(specialBags) do
|
|
local items = CollectItems({bagID})
|
|
if table.getn(items) > 0 then
|
|
items = SortItems(items)
|
|
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
|
|
local moveCount = ApplySort({bagID}, items, targetPositions)
|
|
specializedMoves = specializedMoves + moveCount
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Phase 5: Two-phase sort for regular bags in a single pass
|
|
local regularMoves = 0
|
|
local regularBagIDs = containers.regular
|
|
if table.getn(regularBagIDs) > 0 then
|
|
-- Re-collect current state from regular bags
|
|
local allItems = CollectItems(regularBagIDs)
|
|
local nonGreys, greys = SplitGreyItems(allItems)
|
|
|
|
-- 1) Non-greys: standard sort to the front positions only
|
|
if table.getn(nonGreys) > 0 then
|
|
local sortedNonGreys = SortItems(nonGreys)
|
|
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
|
|
regularMoves = regularMoves + (ApplySort(regularBagIDs, sortedNonGreys, frontPositions) or 0)
|
|
end
|
|
|
|
-- 2) Greys: end->start across bags
|
|
local afterItems = CollectItems(regularBagIDs)
|
|
local _, greysNow = SplitGreyItems(afterItems)
|
|
if table.getn(greysNow) > 0 then
|
|
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greysNow))
|
|
regularMoves = regularMoves + (ApplySort(regularBagIDs, greysNow, tailPositions) or 0)
|
|
end
|
|
end
|
|
|
|
return routeCount + consolidateCount + specializedMoves + regularMoves
|
|
end
|
|
|
|
function SortEngine:SortBags()
|
|
local bagIDs = addon.Constants.BAGS
|
|
|
|
-- Phase 1: Detect specialized bags
|
|
local containers = DetectSpecializedBags(bagIDs)
|
|
|
|
-- Phase 2: Route specialized items to their bags
|
|
local routeCount = RouteSpecializedItems(bagIDs, containers)
|
|
|
|
-- Phase 3: Consolidate stacks in ALL bags (including specialized)
|
|
local consolidateCount = ConsolidateStacks(bagIDs)
|
|
|
|
-- Phase 4: Sort items WITHIN each specialized bag (enchant, herb, soul, quiver, ammo)
|
|
local specializedMoves = 0
|
|
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
|
|
local specialBags = containers[bagType]
|
|
for _, bagID in ipairs(specialBags) do
|
|
-- Sort items within this single specialized bag
|
|
local items = CollectItems({bagID})
|
|
if table.getn(items) > 0 then
|
|
items = SortItems(items)
|
|
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
|
|
local moveCount = ApplySort({bagID}, items, targetPositions)
|
|
specializedMoves = specializedMoves + moveCount
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Phase 5: Two-phase sort for regular bags (multi-pass legacy; kept for direct calls)
|
|
local regularMoves = 0
|
|
local regularBagIDs = containers.regular
|
|
if table.getn(regularBagIDs) > 0 then
|
|
local maxPasses = 6
|
|
for pass = 1, maxPasses do
|
|
local passMoves = 0
|
|
|
|
-- Re-collect current state from regular bags
|
|
local allItems = CollectItems(regularBagIDs)
|
|
local nonGreys, greys = SplitGreyItems(allItems)
|
|
|
|
-- 1) Non-greys: standard sort to the front positions only
|
|
if table.getn(nonGreys) > 0 then
|
|
local sortedNonGreys = SortItems(nonGreys)
|
|
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
|
|
passMoves = passMoves + (ApplySort(regularBagIDs, sortedNonGreys, frontPositions) or 0)
|
|
end
|
|
|
|
-- 2) Greys: ignore all other sorting rules; place end->start across bags
|
|
-- Re-collect after possible movements above for accurate positions
|
|
local afterItems = CollectItems(regularBagIDs)
|
|
local _, greysNow = SplitGreyItems(afterItems)
|
|
if table.getn(greysNow) > 0 then
|
|
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greysNow))
|
|
passMoves = passMoves + (ApplySort(regularBagIDs, greysNow, tailPositions) or 0)
|
|
end
|
|
|
|
regularMoves = regularMoves + passMoves
|
|
if passMoves == 0 then break end
|
|
end
|
|
end
|
|
|
|
-- Return total moves made
|
|
return routeCount + consolidateCount + specializedMoves + regularMoves
|
|
end
|
|
|
|
-- Execute exactly ONE full sorting pass over bank (used by safety wrapper)
|
|
function SortEngine:SortBankPass()
|
|
if not addon.Modules.BankScanner:IsBankOpen() then
|
|
addon:Print("Bank must be open to sort!")
|
|
return 0
|
|
end
|
|
|
|
local bagIDs = addon.Constants.BANK_BAGS
|
|
|
|
-- Phase 1: Detect specialized bags
|
|
local containers = DetectSpecializedBags(bagIDs)
|
|
|
|
-- Phase 2: Route specialized items
|
|
local routeCount = RouteSpecializedItems(bagIDs, containers)
|
|
|
|
-- Phase 3: Consolidate stacks
|
|
local consolidateCount = ConsolidateStacks(bagIDs)
|
|
|
|
-- Phase 4: Sort items WITHIN each specialized bag (single pass)
|
|
local specializedMoves = 0
|
|
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
|
|
local specialBags = containers[bagType]
|
|
for _, bagID in ipairs(specialBags) do
|
|
local items = CollectItems({bagID})
|
|
if table.getn(items) > 0 then
|
|
items = SortItems(items)
|
|
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
|
|
local moved = ApplySort({bagID}, items, targetPositions)
|
|
specializedMoves = specializedMoves + moved
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Phase 5: Regular bank bags — single pass
|
|
local regularBagIDs = containers.regular
|
|
local regularMoves = 0
|
|
if table.getn(regularBagIDs) > 0 then
|
|
local allItems = CollectItems(regularBagIDs)
|
|
local nonGreys, greys = SplitGreyItems(allItems)
|
|
|
|
if table.getn(nonGreys) > 0 then
|
|
local sortedNonGreys = SortItems(nonGreys)
|
|
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
|
|
regularMoves = regularMoves + (ApplySort(regularBagIDs, sortedNonGreys, frontPositions) or 0)
|
|
end
|
|
|
|
local afterItems = CollectItems(regularBagIDs)
|
|
local _, greysNow = SplitGreyItems(afterItems)
|
|
if table.getn(greysNow) > 0 then
|
|
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greysNow))
|
|
regularMoves = regularMoves + (ApplySort(regularBagIDs, greysNow, tailPositions) or 0)
|
|
end
|
|
end
|
|
|
|
return routeCount + consolidateCount + specializedMoves + regularMoves
|
|
end
|
|
|
|
function SortEngine:SortBank()
|
|
if not addon.Modules.BankScanner:IsBankOpen() then
|
|
addon:Print("Bank must be open to sort!")
|
|
return 0
|
|
end
|
|
|
|
local bagIDs = addon.Constants.BANK_BAGS
|
|
|
|
-- Phase 1: Detect specialized bags
|
|
local containers = DetectSpecializedBags(bagIDs)
|
|
|
|
-- Phase 2: Route specialized items
|
|
local routeCount = RouteSpecializedItems(bagIDs, containers)
|
|
|
|
-- Phase 3: Consolidate stacks
|
|
local consolidateCount = ConsolidateStacks(bagIDs)
|
|
|
|
-- Phase 4: Sort items WITHIN each specialized bag (multi-pass to avoid mid-bag holes)
|
|
local specializedMoves = 0
|
|
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
|
|
local specialBags = containers[bagType]
|
|
for _, bagID in ipairs(specialBags) do
|
|
local maxPasses = 4
|
|
for pass = 1, maxPasses do
|
|
local items = CollectItems({bagID})
|
|
if table.getn(items) == 0 then break end
|
|
items = SortItems(items)
|
|
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
|
|
local moved = ApplySort({bagID}, items, targetPositions)
|
|
specializedMoves = specializedMoves + moved
|
|
if moved == 0 then break end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Phase 5: Regular bank bags — same two-phase approach (non-greys first, greys to tail)
|
|
local regularBagIDs = containers.regular
|
|
local regularMoves = 0
|
|
if table.getn(regularBagIDs) > 0 then
|
|
local maxPasses = 6
|
|
for pass = 1, maxPasses do
|
|
local passMoves = 0
|
|
|
|
local allItems = CollectItems(regularBagIDs)
|
|
local nonGreys, greys = SplitGreyItems(allItems)
|
|
|
|
if table.getn(nonGreys) > 0 then
|
|
local sortedNonGreys = SortItems(nonGreys)
|
|
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
|
|
passMoves = passMoves + (ApplySort(regularBagIDs, sortedNonGreys, frontPositions) or 0)
|
|
end
|
|
|
|
local afterItems = CollectItems(regularBagIDs)
|
|
local _, greysNow = SplitGreyItems(afterItems)
|
|
if table.getn(greysNow) > 0 then
|
|
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greysNow))
|
|
passMoves = passMoves + (ApplySort(regularBagIDs, greysNow, tailPositions) or 0)
|
|
end
|
|
|
|
regularMoves = regularMoves + passMoves
|
|
if passMoves == 0 then break end
|
|
end
|
|
end
|
|
|
|
-- Return total moves made
|
|
return routeCount + consolidateCount + specializedMoves + regularMoves
|
|
end
|
|
|
|
--===========================================================================
|
|
-- Reusable Sort Execution with Smart Pass Management
|
|
--===========================================================================
|
|
|
|
function SortEngine:ExecuteSort(sortFunction, analyzeFunction, updateFrame, sortType)
|
|
-- Analyze to determine how many passes are needed
|
|
local analysis = analyzeFunction()
|
|
|
|
-- Check if already sorted
|
|
if analysis.alreadySorted then
|
|
return false, "already sorted"
|
|
end
|
|
|
|
-- Print analysis results
|
|
addon:Print("Sorting %s... (%d/%d items need sorting, estimated %d passes)",
|
|
sortType, analysis.itemsOutOfPlace, analysis.totalItems, analysis.passes)
|
|
|
|
local passCount = 0
|
|
local maxPasses = math.max(analysis.passes, 1) -- Use estimated passes, minimum 1
|
|
local safetyLimit = math.max(maxPasses * 2, 6) -- Reasonable upper bound
|
|
local totalMoves = 0
|
|
local noProgressPasses = 0
|
|
|
|
addon:Print("Starting %s sort (estimated: %d passes, safety limit: %d)", sortType, maxPasses, safetyLimit)
|
|
|
|
local function DoSortPass()
|
|
passCount = passCount + 1
|
|
|
|
-- Perform one sort pass
|
|
local moveCount = sortFunction()
|
|
totalMoves = totalMoves + moveCount
|
|
|
|
-- Check if sorting is complete by re-analyzing
|
|
local currentAnalysis = analyzeFunction()
|
|
|
|
if currentAnalysis.alreadySorted then
|
|
-- Sorting is complete!
|
|
addon:Print("%s sort complete! (%d passes, %d total moves)", sortType, passCount, totalMoves)
|
|
|
|
-- 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)
|
|
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
|
|
-- No progress guard: stop if we make no moves repeatedly
|
|
if moveCount == 0 then
|
|
noProgressPasses = noProgressPasses + 1
|
|
else
|
|
noProgressPasses = 0
|
|
end
|
|
|
|
if noProgressPasses >= 3 then
|
|
addon:Print("%s sort stopped due to no progress after %d passes (items remaining: %d/%d)",
|
|
sortType, passCount, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems)
|
|
-- 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)
|
|
return
|
|
end
|
|
|
|
-- 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 |