Files
Guda-ClassicAPI/Sorting/SortEngine.lua
T
Salikh Gurgenidze 23d9290c2d fix: sorting
2025-11-19 15:40:25 +04:00

652 lines
19 KiB
Lua

-- Guda Sort Engine
-- 6-Phase Advanced Sorting Algorithm for WoW 1.12.1 / Turtle WoW
local addon = Guda
local SortEngine = {}
addon.Modules.SortEngine = SortEngine
--===========================================================================
-- CONSTANTS
--===========================================================================
-- Turtle WoW GetItemInfo signature:
-- itemName, itemLink, itemRarity, itemLevel, itemCategory, itemType, itemStackCount,
-- itemSubType, itemTexture, itemEquipLoc, itemSellPrice = GetItemInfo(itemID)
-- Priority items that should always be sorted first
local PRIORITY_ITEMS = {
[6948] = true, -- Hearthstone
}
-- Equipment slot ordering (for sorting equippable gear by slot)
local EQUIP_SLOT_ORDER = {
["INVTYPE_HEAD"] = 1,
["INVTYPE_NECK"] = 2,
["INVTYPE_SHOULDER"] = 3,
["INVTYPE_CLOAK"] = 4,
["INVTYPE_CHEST"] = 5,
["INVTYPE_ROBE"] = 5,
["INVTYPE_BODY"] = 6,
["INVTYPE_TABARD"] = 7,
["INVTYPE_WRIST"] = 8,
["INVTYPE_HAND"] = 9,
["INVTYPE_WAIST"] = 10,
["INVTYPE_LEGS"] = 11,
["INVTYPE_FEET"] = 12,
["INVTYPE_FINGER"] = 13,
["INVTYPE_TRINKET"] = 14,
["INVTYPE_WEAPONMAINHAND"] = 15,
["INVTYPE_WEAPONOFFHAND"] = 16,
["INVTYPE_WEAPON"] = 17,
["INVTYPE_2HWEAPON"] = 18,
["INVTYPE_SHIELD"] = 19,
["INVTYPE_HOLDABLE"] = 20,
["INVTYPE_RANGED"] = 21,
["INVTYPE_RANGEDRIGHT"] = 22,
["INVTYPE_THROWN"] = 23,
["INVTYPE_RELIC"] = 24,
["INVTYPE_BAG"] = 25,
["INVTYPE_QUIVER"] = 26,
}
-- Category sorting order (1 is reserved for equippable gear)
local CATEGORY_ORDER = {
["Consumable"] = 2,
["Projectile"] = 3,
["Weapon"] = 4, -- Non-equippable weapons
["Armor"] = 5, -- Non-equippable armor
["Quiver"] = 6,
["Reagent"] = 7,
["Trade Goods"] = 8,
["Recipe"] = 9,
["Container"] = 10,
["Quest"] = 11,
["Key"] = 12,
["Miscellaneous"] = 13,
}
-- Subclass ordering for grouping related items
local SUBCLASS_ORDER = {
gems = 1,
cloth = 2,
leather = 3,
herbs = 4,
elemental = 5,
enchanting = 6,
engineering = 7,
consumable = 8,
other = 99,
}
-- Gem name patterns for detection
local GEM_PATTERNS = {
"ruby", "sapphire", "emerald", "diamond", "jade", "citrine",
"aquamarine", "agate", "pearl", "topaz", "opal", "malachite",
"tigerseye", "tiger's eye", "shadowgem"
}
--===========================================================================
-- UTILITY FUNCTIONS
--===========================================================================
-- Extract itemID from item link
local function GetItemID(link)
if not link then return 0 end
local _, _, itemID = string.find(link, "item:(%d+)")
return tonumber(itemID) or 0
end
-- Extract texture pattern for grouping similar items
local function GetTexturePattern(textureName)
if not textureName then return "" end
-- Remove "Interface\\Icons\\INV_" prefix if present
local cleaned = string.gsub(textureName, "^Interface\\Icons\\INV_", "")
-- Remove trailing numbers and underscores (like _01, _03, etc.)
cleaned = string.gsub(cleaned, "_%d+$", "") -- Remove trailing _01, _02, etc.
cleaned = string.gsub(cleaned, "_$", "") -- Remove trailing underscore if any
return cleaned
end
-- Determine subclass order for grouping related items
local function GetSubclassOrder(subclass, itemName)
if not subclass then return 50 end
local subLower = string.lower(subclass)
local nameLower = itemName and string.lower(itemName) or ""
-- Check for gems (by subclass or name)
if string.find(subLower, "metal") or string.find(subLower, "stone") or string.find(subLower, "gem") then
return SUBCLASS_ORDER.gems
end
for _, gemPattern in ipairs(GEM_PATTERNS) do
if string.find(nameLower, gemPattern) then
return SUBCLASS_ORDER.gems
end
end
-- Check other categories
if string.find(subLower, "cloth") then return SUBCLASS_ORDER.cloth end
if string.find(subLower, "leather") then return SUBCLASS_ORDER.leather end
if string.find(subLower, "herb") then return SUBCLASS_ORDER.herbs end
if string.find(subLower, "elemental") then return SUBCLASS_ORDER.elemental end
if string.find(subLower, "enchanting") then return SUBCLASS_ORDER.enchanting end
if string.find(subLower, "engineering") or string.find(subLower, "parts") or string.find(subLower, "device") then
return SUBCLASS_ORDER.engineering
end
if string.find(subLower, "consumable") or string.find(subLower, "food") or string.find(subLower, "drink") then
return SUBCLASS_ORDER.consumable
end
if string.find(subLower, "trade goods") or string.find(subLower, "other") then
return SUBCLASS_ORDER.other
end
return 50 -- Default for unknown types
end
--===========================================================================
-- PHASE 1: Special Container Detection
--===========================================================================
local function DetectSpecializedBags(bagIDs)
local containers = {
soul = {},
quiver = {},
ammo = {},
regular = {}
}
for _, bagID in ipairs(bagIDs) do
local bagType = addon.Modules.Utils:GetSpecializedBagType(bagID)
if bagType == "soul" then
table.insert(containers.soul, bagID)
elseif bagType == "quiver" then
table.insert(containers.quiver, bagID)
elseif bagType == "ammo" then
table.insert(containers.ammo, bagID)
else
table.insert(containers.regular, bagID)
end
end
return containers
end
--===========================================================================
-- PHASE 2: Specialized Item Routing
--===========================================================================
local function RouteSpecializedItems(bagIDs, containers)
local routingPlan = {}
-- Scan all items and plan moves to specialized containers
for _, bagID in ipairs(bagIDs) do
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
if numSlots and numSlots > 0 then
for slot = 1, numSlots do
local link = GetContainerItemLink(bagID, slot)
if link then
local preferredType = addon.Modules.Utils:GetItemPreferredContainer(link)
local currentBagType = addon.Modules.Utils:GetSpecializedBagType(bagID)
-- Route item if it has a preferred container and isn't already in one
if preferredType and currentBagType ~= preferredType then
local targetBags = containers[preferredType]
if targetBags and table.getn(targetBags) > 0 then
-- Find first available slot in preferred containers
local foundSlot = false
for _, targetBagID in ipairs(targetBags) do
if not foundSlot then
local targetSlots = addon.Modules.Utils:GetBagSlotCount(targetBagID)
for targetSlot = 1, targetSlots do
if not GetContainerItemLink(targetBagID, targetSlot) then
table.insert(routingPlan, {
fromBag = bagID,
fromSlot = slot,
toBag = targetBagID,
toSlot = targetSlot
})
foundSlot = true
break
end
end
end
end
end
end
end
end
end
end
-- Execute routing plan
for _, move in ipairs(routingPlan) do
PickupContainerItem(move.fromBag, move.fromSlot)
PickupContainerItem(move.toBag, move.toSlot)
ClearCursor()
end
return table.getn(routingPlan)
end
--===========================================================================
-- PHASE 3: Stack Consolidation
--===========================================================================
local function ConsolidateStacks(bagIDs)
local itemGroups = {}
-- Collect all items with their locations
for _, bagID in ipairs(bagIDs) do
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
if numSlots and numSlots > 0 then
for slot = 1, numSlots do
local link = GetContainerItemLink(bagID, slot)
if link then
local texture, count = GetContainerItemInfo(bagID, slot)
local itemID = GetItemID(link)
local _, _, itemRarity = GetItemInfo(itemID)
-- Group by itemID and rarity
local groupKey = itemID .. "_" .. (tonumber(itemRarity) or 0)
if not itemGroups[groupKey] then
itemGroups[groupKey] = {
itemID = itemID,
link = link,
stacks = {}
}
end
table.insert(itemGroups[groupKey].stacks, {
bagID = bagID,
slot = slot,
count = count or 1,
priority = tonumber(addon.Modules.Utils:GetContainerPriority(bagID)) or 0
})
end
end
end
end
-- Consolidate stacks for each group
local consolidationMoves = 0
for _, group in pairs(itemGroups) do
if table.getn(group.stacks) > 1 then
local itemID = GetItemID(group.link)
local _, _, _, _, _, _, itemStackCount = GetItemInfo(itemID)
local maxStack = tonumber(itemStackCount) or 1
if maxStack > 1 then
-- Sort stacks: higher priority bags first, then larger stacks
table.sort(group.stacks, function(a, b)
if a.priority ~= b.priority then
return a.priority > b.priority
end
return a.count > b.count
end)
-- Greedy consolidation: fill stacks from left to right
for i = 1, table.getn(group.stacks) do
local source = group.stacks[i]
if source.count < maxStack then
for j = i + 1, table.getn(group.stacks) do
local target = group.stacks[j]
if target.count > 0 then
local spaceAvailable = maxStack - source.count
local amountToMove = math.min(spaceAvailable, target.count)
if amountToMove > 0 then
if amountToMove < target.count then
SplitContainerItem(target.bagID, target.slot, amountToMove)
PickupContainerItem(source.bagID, source.slot)
else
PickupContainerItem(target.bagID, target.slot)
PickupContainerItem(source.bagID, source.slot)
end
ClearCursor()
source.count = source.count + amountToMove
target.count = target.count - amountToMove
consolidationMoves = consolidationMoves + 1
if source.count >= maxStack then
break
end
end
end
end
end
end
end
end
end
return consolidationMoves
end
--===========================================================================
-- PHASE 4: Categorical Sorting
--===========================================================================
local function AddSortKeys(items)
for _, item in ipairs(items) do
if item.data and item.data.link then
local itemID = GetItemID(item.data.link)
local itemName, itemLink, itemRarity, itemLevel, itemCategory, itemType, itemStackCount,
itemSubType, itemTexture, itemEquipLoc, itemSellPrice = GetItemInfo(itemID)
if not itemName then
-- Skip items that couldn't be loaded
item.sortedClass = 999
item.isEquippable = false
item.priority = 1000
item.equipSlotOrder = 999
item.invertedQuality = 0
item.invertedItemLevel = 0
item.itemName = ""
item.sortedSubclass = 999
item.subclass = ""
item.texturePattern = ""
item.invertedCount = 0
item.invertedItemID = 0
else
-- Check if item is equippable (Armor or Weapon category)
local isEquippable = itemCategory == "Armor" or itemCategory == "Weapon"
-- Priority
item.priority = PRIORITY_ITEMS[itemID] and 1 or 1000
item.isEquippable = isEquippable
-- Class and slot ordering
if isEquippable then
item.sortedClass = 1 -- All equippable gear gets priority class
item.equipSlotOrder = EQUIP_SLOT_ORDER[itemEquipLoc] or 999
else
item.sortedClass = CATEGORY_ORDER[itemCategory] or 99
item.equipSlotOrder = 999
end
-- Subclass ordering
item.sortedSubclass = GetSubclassOrder(itemSubType, item.name)
item.subclass = itemSubType or ""
-- Texture pattern for grouping similar items (especially trade goods)
item.texturePattern = GetTexturePattern(itemTexture)
-- Inverted values for descending sorts
item.invertedQuality = -(tonumber(itemRarity) or 0)
item.invertedItemLevel = -(tonumber(itemLevel) or 0)
item.invertedCount = -(tonumber(item.data.count) or 1)
item.invertedItemID = -tonumber(itemID)
-- Name for alphabetical sorting
item.itemName = item.name or ""
end
end
end
end
local function SortItems(items)
AddSortKeys(items)
table.sort(items, function(a, b)
-- 1. Priority items first (Hearthstone, etc.)
if a.priority ~= b.priority then
return a.priority < b.priority
end
-- 2. Equippable items always come before non-equippable items
if a.isEquippable ~= b.isEquippable then
return a.isEquippable
end
-- 3. For equippable gear: sort by slot, quality, ilvl, name
if a.isEquippable then
if a.equipSlotOrder ~= b.equipSlotOrder then
return a.equipSlotOrder < b.equipSlotOrder
end
if a.invertedQuality ~= b.invertedQuality then
return a.invertedQuality < b.invertedQuality
end
if a.invertedItemLevel ~= b.invertedItemLevel then
return a.invertedItemLevel < b.invertedItemLevel
end
if a.itemName ~= b.itemName then
return a.itemName < b.itemName
end
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
if a.invertedItemLevel ~= b.invertedItemLevel then
return a.invertedItemLevel < b.invertedItemLevel
end
if a.invertedItemID ~= b.invertedItemID then
return a.invertedItemID < b.invertedItemID
end
return a.invertedCount < b.invertedCount
end)
return items
end
--===========================================================================
-- PHASE 5: Empty Slot Management & Apply Sort
--===========================================================================
local function CollectItems(bagIDs)
local items = {}
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
local itemData = addon.Modules.BagScanner:ScanSlot(bagID, slot)
if itemData then
table.insert(items, {
bagID = bagID,
slot = slot,
data = itemData,
quality = itemData.quality or 0,
name = itemData.name or "",
class = itemData.class 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
--===========================================================================
-- Main Sort Functions
--===========================================================================
function SortEngine:SortBags()
local bagIDs = addon.Constants.BAGS
-- Phase 1: Detect specialized bags
local containers = DetectSpecializedBags(bagIDs)
-- Phase 2: Route specialized items to their preferred bags
local routeCount = RouteSpecializedItems(bagIDs, containers)
-- Phase 3: Consolidate stacks in all bags
local consolidateCount = ConsolidateStacks(bagIDs)
-- Phase 4: Sort all bags together (ensures all equippable gear is grouped)
local items = CollectItems(bagIDs)
local sortMoves = 0
if table.getn(items) > 0 then
items = SortItems(items)
local targetPositions = BuildTargetPositions(bagIDs, table.getn(items))
sortMoves = ApplySort(bagIDs, items, targetPositions)
end
return routeCount + consolidateCount + sortMoves
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 all bags together
local items = CollectItems(bagIDs)
local sortMoves = 0
if table.getn(items) > 0 then
items = SortItems(items)
local targetPositions = BuildTargetPositions(bagIDs, table.getn(items))
sortMoves = ApplySort(bagIDs, items, targetPositions)
end
return routeCount + consolidateCount + sortMoves
end