2107 lines
73 KiB
Lua
2107 lines
73 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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-- Flag to track if sorting is currently in progress
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SortEngine.sortingInProgress = false
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-- Performance: Max items to move per cycle
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-- Smaller batches prevent overwhelming the server with rapid moves,
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-- which can leave items permanently stuck in a locked (greyed-out) state.
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local MAX_MOVES_PER_CYCLE = 10
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-- Bank needs slightly more due to larger capacity (240 vs 160 slots)
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local MAX_BANK_MOVES_PER_CYCLE = 12
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-- Current sort context (set by ExecuteSort, used by ApplySort)
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local currentSortType = "bags"
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-- Swap deduplication: track swapped slot pairs from the PREVIOUS pass only
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-- Prevents oscillation where pass N swaps A↔B and pass N+1 swaps B↔A
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-- Only blocks immediate re-swaps; allows the same pair again after one pass gap
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local previousPassSwaps = {}
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local currentPassSwaps = {}
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-- Generate a canonical key for a swap pair (order-independent)
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local function SwapKey(bag1, slot1, bag2, slot2)
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local a = bag1 * 1000 + slot1
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local b = bag2 * 1000 + slot2
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if a > b then a, b = b, a end
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return a .. ":" .. b
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end
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-- Transfer status constants (like Baganator's SortStatus)
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local TransferStatus = {
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Complete = 0, -- All moves done
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WaitingMove = 1, -- Waiting for item move to complete
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WaitingUnlock = 2, -- Item is locked, waiting
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Partial = 3, -- Some moves done, more pending
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}
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--===========================================================================
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-- LOCK TRACKING & EVENT-DRIVEN PASS SCHEDULING
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-- Tracks which slots were recently moved so we can wait for server to
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-- release their locks before starting the next sort pass.
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--===========================================================================
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local sortProcessFrame = CreateFrame("Frame")
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local pendingLockSlots = {} -- flat array: {bagID1, slot1, bagID2, slot2, ...}
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local pendingLockCount = 0
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local pendingLockSet = {} -- bagID*1000+slot -> true (O(1) lookup)
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local waitingForLocks = false
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local onLocksCleared = nil -- callback when all pending locks clear
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local function AddPendingLock(bagID, slot)
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local key = bagID * 1000 + slot
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if not pendingLockSet[key] then
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pendingLockSet[key] = true
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pendingLockCount = pendingLockCount + 1
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pendingLockSlots[pendingLockCount * 2 - 1] = bagID
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pendingLockSlots[pendingLockCount * 2] = slot
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end
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end
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local function ClearPendingLocks()
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for k in pairs(pendingLockSet) do pendingLockSet[k] = nil end
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for i = 1, pendingLockCount * 2 do pendingLockSlots[i] = nil end
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pendingLockCount = 0
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end
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local function AnyPendingLocked()
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if pendingLockCount == 0 then return false end
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for i = 1, pendingLockCount do
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local bagID = pendingLockSlots[i * 2 - 1]
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local slot = pendingLockSlots[i * 2]
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if bagID and slot then
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local _, _, locked = GetContainerItemInfo(bagID, slot)
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if locked then return true 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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-- Event handler: when ITEM_LOCK_CHANGED fires, check if all pending locks cleared
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sortProcessFrame:RegisterEvent("ITEM_LOCK_CHANGED")
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sortProcessFrame:SetScript("OnEvent", function()
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if waitingForLocks and onLocksCleared then
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if not AnyPendingLocked() then
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waitingForLocks = false
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local cb = onLocksCleared
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onLocksCleared = nil
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ClearPendingLocks()
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cb()
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end
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end
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end)
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-- Wait for all pending locks to clear, then call callback.
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-- Always waits a minimum delay first to let the server process moves,
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-- then uses ITEM_LOCK_CHANGED events with a fallback timeout.
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local function WaitForLocksCleared(callback, timeout)
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-- Always wait a minimum delay to let the server apply and process locks.
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-- Without this, GetContainerItemInfo may not yet reflect the lock state,
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-- causing us to proceed before the server has finished processing.
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local minDelay = 0.5
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Guda_ScheduleTimer(minDelay, function()
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-- After minimum delay, check if locks have already cleared
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if not AnyPendingLocked() then
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ClearPendingLocks()
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callback()
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return
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end
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-- Still locked — wait for ITEM_LOCK_CHANGED events
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waitingForLocks = true
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onLocksCleared = callback
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-- Safety timeout: if locks don't clear via events, proceed anyway
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local remaining = (timeout or 2.0) - minDelay
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if remaining < 0.5 then remaining = 0.5 end
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Guda_ScheduleTimer(remaining, function()
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if waitingForLocks then
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addon:DebugSort("Lock wait timed out after %.1fs, proceeding anyway", timeout or 2.0)
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waitingForLocks = false
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onLocksCleared = nil
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ClearPendingLocks()
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ClearCursor()
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callback()
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end
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end)
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end)
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end
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-- Update sort button appearance based on sorting state
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function SortEngine:UpdateSortButtonState(isDisabled)
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local buttons = {
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getglobal("Guda_BagFrame_SortButton"),
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getglobal("Guda_BankFrame_SortButton")
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}
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for _, btn in ipairs(buttons) do
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if btn then
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local icon = getglobal(btn:GetName() .. "_Icon")
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if icon then
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if isDisabled then
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icon:SetVertexColor(0.4, 0.4, 0.4)
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else
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icon:SetVertexColor(0.8, 0.8, 0.8)
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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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--===========================================================================
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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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["Quest"] = 7,
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["Quiver"] = 8,
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["Reagent"] = 9,
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["Trade Goods"] = 10,
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["Recipe"] = 11,
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["Container"] = 12,
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["Key"] = 14,
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["Miscellaneous"] = 15,
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["Junk"] = 17,
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["Class Items"] = 18,
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}
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-- Weapon subclass ordering: 1H weapons grouped first, then 2H, then ranged
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-- Includes both singular and plural forms for TurtleWoW API compatibility
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local WEAPON_SUBCLASS_ORDER = {
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["Dagger"] = 1, ["Daggers"] = 1,
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["Fist Weapon"] = 2, ["Fist Weapons"] = 2,
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["One-Handed Sword"] = 3, ["One-Handed Swords"] = 3,
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["One-Handed Mace"] = 4, ["One-Handed Maces"] = 4,
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["One-Handed Axe"] = 5, ["One-Handed Axes"] = 5,
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["Sword"] = 6, ["Swords"] = 6,
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["Mace"] = 7, ["Maces"] = 7,
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["Axe"] = 8, ["Axes"] = 8,
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["Two-Handed Sword"] = 10, ["Two-Handed Swords"] = 10,
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["Two-Handed Mace"] = 11, ["Two-Handed Maces"] = 11,
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["Two-Handed Axe"] = 12, ["Two-Handed Axes"] = 12,
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["Polearm"] = 13, ["Polearms"] = 13,
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["Staff"] = 14, ["Staves"] = 14,
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["Fishing Pole"] = 15, ["Fishing Poles"] = 15,
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["Bow"] = 18, ["Bows"] = 18,
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["Crossbow"] = 19, ["Crossbows"] = 19,
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["Gun"] = 20, ["Guns"] = 20,
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["Wand"] = 21, ["Wands"] = 21,
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["Thrown"] = 22,
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}
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-- Armor subclass ordering: heavy armor first, then light, then accessories
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local ARMOR_SUBCLASS_ORDER = {
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["Plate"] = 1,
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["Mail"] = 2,
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["Leather"] = 3,
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["Cloth"] = 4,
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["Shield"] = 5, ["Shields"] = 5,
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["Libram"] = 6, ["Librams"] = 6,
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["Idol"] = 7, ["Idols"] = 7,
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["Totem"] = 8, ["Totems"] = 8,
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["Buckler"] = 9, ["Bucklers"] = 9,
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["Miscellaneous"] = 10,
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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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-- Uses shared tooltip from Utils module
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--===========================================================================
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-- Check if an item can be placed in a target bag (bag family constraint validation)
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local function CanItemGoInBag(itemLink, targetBagID)
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-- Backpack, bank main, and keyring accept all items
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if targetBagID == 0 or targetBagID == -1 or targetBagID == -2 then
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return true
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end
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local bagType = addon.Modules.Utils:GetSpecializedBagType(targetBagID)
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-- Regular bags accept all items
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if not bagType then
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return true
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end
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-- Specialized bags: check if item matches the bag's type
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local preferredType = addon.Modules.Utils:GetItemPreferredContainer(itemLink)
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return preferredType == bagType
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end
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-- Extract item ID from an item link string
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local function GetItemIDFromLink(link)
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if not link then return nil end
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local _, _, id = string.find(link, "item:(%d+)")
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return id
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end
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-- Property cache to prevent race conditions during rapid moves
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-- With size limits to prevent unbounded memory growth (Baganator pattern)
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local propertyCache = {}
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local propertyCacheSize = 0
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local PROPERTY_CACHE_MAX = 500 -- Prevent memory leaks from unbounded cache
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function SortEngine:ClearCache()
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propertyCache = {}
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propertyCacheSize = 0
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end
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-- Get cache statistics for performance monitoring
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function SortEngine:GetCacheStats()
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return {
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size = propertyCacheSize,
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maxSize = PROPERTY_CACHE_MAX,
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}
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end
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local function GetItemProperties(bagID, slotID, itemLink)
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if not itemLink then return nil end
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-- Extract base item link for stable caching (item:ID:Enchant:...)
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local _, _, baseLink = string.find(itemLink, "(item:%d+:%d+:%d+:%d+:%d+:%d+:%d+:%d+)")
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local cacheKey = baseLink or itemLink
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if propertyCache[cacheKey] then
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return propertyCache[cacheKey]
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end
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-- Evict cache if it exceeds max size to prevent memory leaks
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if propertyCacheSize >= PROPERTY_CACHE_MAX then
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propertyCache = {}
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propertyCacheSize = 0
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end
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local props = {
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isQuest = false,
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isQuestStarter = false,
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isQuestUsable = false,
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isPermanentEnchant = false, -- "Use: Permanently adds" items
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isGray = false,
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restoreTag = nil
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}
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-- Quality check from link color code (|cff9d9d9d is gray)
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if string.find(itemLink, "|cff9d9d9d") then
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props.isGray = true
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end
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if bagID and slotID then
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-- Use shared tooltip from Utils module
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local scanTooltip, tooltipName = addon.Modules.Utils:GetScanTooltip()
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scanTooltip:ClearLines()
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scanTooltip:SetBagItem(bagID, slotID)
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local numLines = scanTooltip:NumLines()
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if numLines and numLines > 0 then
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for i = 1, numLines do
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local line = getglobal(tooltipName .. "TextLeft" .. 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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local tl = string.lower(text)
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-- Quest item check
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if string.find(tl, "quest starter") or
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string.find(tl, "this item begins a quest") or
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string.find(tl, "starts a quest") or
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string.find(tl, "quest item") or
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string.find(tl, "manual") then
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props.isQuest = true
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end
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-- Starter check
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if string.find(tl, "quest starter") or
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string.find(tl, "this item begins a quest") or
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string.find(tl, "starts a quest") then
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props.isQuestStarter = true
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end
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-- Usable check
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if string.find(tl, "use:") or
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string.find(tl, "right%-click") or
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string.find(tl, "right click") or
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string.find(tl, "click to") then
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props.isQuestUsable = true
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end
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-- Permanent enchant check (scrolls with "Permanently...")
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-- Check for "permanently" anywhere in the line (green text doesn't have "Use:" prefix)
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if string.find(tl, "permanently") then
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props.isPermanentEnchant = true
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end
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-- Restore tag check (higher priority tags override lower ones)
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if string.find(tl, "while eating") then
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props.restoreTag = "eat"
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elseif string.find(tl, "while drinking") then
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if props.restoreTag ~= "eat" then
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props.restoreTag = "drink"
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end
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elseif string.find(tl, "use: restores") then
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if not props.restoreTag then
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props.restoreTag = "restore"
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end
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end
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-- Gray check (header line color fallback)
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if i == 1 and string.find(text, "|cff9d9d9d") then
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props.isGray = 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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end
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end
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propertyCache[cacheKey] = props
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propertyCacheSize = propertyCacheSize + 1
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return props
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end
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-- Check if an item is a quest item by scanning its tooltip
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-- Uses centralized ItemDetection when available
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local function IsQuestItemTooltip(bagID, slotID, itemData)
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if not bagID or not slotID then return false end
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-- Use ItemDetection if available
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if addon.Modules.ItemDetection and itemData then
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local props = addon.Modules.ItemDetection:GetItemProperties(itemData, bagID, slotID)
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return props.isQuestItem
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end
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-- Fallback to local GetItemProperties
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local link = GetContainerItemLink(bagID, slotID)
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local props = GetItemProperties(bagID, slotID, link)
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return props and props.isQuest or false
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end
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-- Check if a quest item is usable (has 'Use:' or click to text)
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-- Uses centralized ItemDetection when available
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local function IsQuestItemUsable(bagID, slotID, itemData)
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if not bagID or not slotID then return false end
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-- Use ItemDetection if available
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if addon.Modules.ItemDetection and itemData then
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local props = addon.Modules.ItemDetection:GetItemProperties(itemData, bagID, slotID)
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return props.isQuestUsable
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end
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-- Fallback to local GetItemProperties
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local link = GetContainerItemLink(bagID, slotID)
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local props = GetItemProperties(bagID, slotID, link)
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return props and props.isQuestUsable or false
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end
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-- Check if item is a quest starter (explicit 'Starts a Quest' or 'This Item Begins a Quest')
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-- Uses centralized ItemDetection when available
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local function IsQuestItemStarter(bagID, slotID, itemData)
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if not bagID or not slotID then return false end
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-- Use ItemDetection if available
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if addon.Modules.ItemDetection and itemData then
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local props = addon.Modules.ItemDetection:GetItemProperties(itemData, bagID, slotID)
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return props.isQuestStarter
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end
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-- Fallback to local GetItemProperties
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local link = GetContainerItemLink(bagID, slotID)
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local props = GetItemProperties(bagID, slotID, link)
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return props and props.isQuestStarter or false
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end
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-- Check if an item has a gray title in its tooltip or link
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local function IsItemGrayTooltip(bagID, slotID, itemLink)
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local props = GetItemProperties(bagID, slotID, itemLink)
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return props and props.isGray or false
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end
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-- Check if an item has a restore tag (eat, drink, or restore)
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local function GetItemRestoreTagTooltip(bagID, slotID)
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if not bagID or not slotID then return nil end
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local link = GetContainerItemLink(bagID, slotID)
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local props = GetItemProperties(bagID, slotID, link)
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return props and props.restoreTag or nil
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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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-- Get item quality from link color code
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local function GetQualityFromLink(link)
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if not link then return 1 end
|
|
if string.find(link, "|cff9d9d9d") then return 0 end -- Gray
|
|
if string.find(link, "|cffffffff") then return 1 end -- White
|
|
if string.find(link, "|cff1eff00") then return 2 end -- Green
|
|
if string.find(link, "|cff0070dd") then return 3 end -- Blue
|
|
if string.find(link, "|cffa335ee") then return 4 end -- Purple
|
|
if string.find(link, "|cffff8000") then return 5 end -- Orange
|
|
if string.find(link, "|cffe6cc80") then return 6 end -- Red/Artifact
|
|
return 1
|
|
end
|
|
|
|
-- Check if an item is a profession tool (should NOT be treated as junk)
|
|
local function IsProfessionTool(itemLink, itemSubclass)
|
|
-- Check by item ID
|
|
if itemLink then
|
|
local itemID = GetItemID(itemLink)
|
|
if itemID and addon.Constants.PROFESSION_TOOL_IDS and addon.Constants.PROFESSION_TOOL_IDS[itemID] then
|
|
return true
|
|
end
|
|
end
|
|
|
|
-- Check by subtype (e.g., Fishing Pole)
|
|
if itemSubclass and addon.Constants.PROFESSION_TOOL_SUBTYPES and addon.Constants.PROFESSION_TOOL_SUBTYPES[itemSubclass] then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
|
|
-- Check if an item has special tooltip text (Use:, Equip:, green text)
|
|
-- These items should NOT be treated as junk
|
|
local function HasSpecialTooltipText(bagID, slotID, itemLink)
|
|
if addon.Modules.Utils and addon.Modules.Utils.HasSpecialTooltipText then
|
|
return addon.Modules.Utils:HasSpecialTooltipText(bagID, slotID, itemLink)
|
|
end
|
|
return false
|
|
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
|
|
|
|
-- Check if an item is a mount by texture path
|
|
function SortEngine.IsMount(itemTexture)
|
|
if not itemTexture then return false end
|
|
|
|
local textureLower = string.lower(itemTexture)
|
|
|
|
-- Check for mount patterns in texture path
|
|
-- Mount textures typically contain "mount" or "ability_mount"
|
|
if string.find(textureLower, "_mount_") then
|
|
return true
|
|
end
|
|
|
|
return false
|
|
end
|
|
local IsMount = SortEngine.IsMount
|
|
|
|
-- 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
|
|
-- Group metals, stones, ores, bars together with gems
|
|
if string.find(subLower, "metal") or string.find(subLower, "stone") or
|
|
string.find(nameLower, "ore") or string.find(nameLower, "bar") or string.find(nameLower, "stone") then
|
|
return SUBCLASS_ORDER.gems -- Group ores/bars/stones with gems
|
|
end
|
|
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 = {},
|
|
herb = {},
|
|
enchant = {},
|
|
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 == "herb" then
|
|
table.insert(containers.herb, bagID)
|
|
elseif bagType == "enchant" then
|
|
table.insert(containers.enchant, 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, pinnedSlots)
|
|
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
|
|
-- Skip pinned slots
|
|
if not (pinnedSlots and pinnedSlots[bagID * 1000 + slot]) then
|
|
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)
|
|
and not (pinnedSlots and pinnedSlots[targetBagID * 1000 + targetSlot]) then
|
|
table.insert(routingPlan, {
|
|
fromBag = bagID,
|
|
fromSlot = slot,
|
|
toBag = targetBagID,
|
|
toSlot = targetSlot
|
|
})
|
|
foundSlot = true
|
|
break
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end -- pinned check
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Execute routing plan
|
|
for _, move in ipairs(routingPlan) do
|
|
PickupContainerItem(move.fromBag, move.fromSlot)
|
|
PickupContainerItem(move.toBag, move.toSlot)
|
|
ClearCursor()
|
|
AddPendingLock(move.fromBag, move.fromSlot)
|
|
AddPendingLock(move.toBag, move.toSlot)
|
|
end
|
|
|
|
return table.getn(routingPlan)
|
|
end
|
|
|
|
--===========================================================================
|
|
-- PHASE 3: Stack Consolidation
|
|
--===========================================================================
|
|
|
|
local function ConsolidateStacks(bagIDs, pinnedSlots)
|
|
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
|
|
-- Skip pinned slots
|
|
if pinnedSlots and pinnedSlots[bagID * 1000 + slot] then
|
|
-- do nothing
|
|
else
|
|
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 -- pinned check
|
|
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 not a then return false end
|
|
if not b then return true end
|
|
if (a.priority or 0) ~= (b.priority or 0) then
|
|
return (a.priority or 0) > (b.priority or 0)
|
|
end
|
|
return (a.count or 0) > (b.count or 0)
|
|
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()
|
|
AddPendingLock(target.bagID, target.slot)
|
|
AddPendingLock(source.bagID, source.slot)
|
|
|
|
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)
|
|
|
|
-- Use data collected during the initial scan (item.data) for absolute stability
|
|
local d = item.data
|
|
local itemName = d.name
|
|
local itemLink = d.link
|
|
local itemRarity = d.quality
|
|
local itemLevel = d.iLevel
|
|
local itemCategory = d.class
|
|
local itemType = d.type
|
|
local itemSubType = d.subclass
|
|
local itemTexture = d.texture
|
|
local itemStackSize = d.stackSize or 1
|
|
|
|
item.itemName = itemName or ""
|
|
|
|
if not itemName then
|
|
-- Skip items that couldn't be loaded (fallback safety)
|
|
item.sortedClass = 999
|
|
item.isEquippable = false
|
|
item.priority = 1000
|
|
item.equipSlotOrder = 999
|
|
item.invertedQuality = 0
|
|
item.invertedItemLevel = 0
|
|
item.sortedSubclass = 999
|
|
item.subclass = ""
|
|
item.texturePattern = ""
|
|
item.invertedCount = 0
|
|
item.invertedItemID = 0
|
|
item.maxStackCount = 1
|
|
item.isStackable = false
|
|
item.stackCount = 1
|
|
else
|
|
-- Check if item is equippable (Armor or Weapon category)
|
|
local isEquippable = itemCategory == "Armor" or itemCategory == "Weapon"
|
|
-- Check if item is a mount (by texture path)
|
|
local isMount = IsMount(itemTexture)
|
|
|
|
-- Priority (1 = hearthstone, 2 = mounts, 1000 = everything else)
|
|
if PRIORITY_ITEMS[itemID] then
|
|
item.priority = PRIORITY_ITEMS[itemID]
|
|
elseif isMount then
|
|
item.priority = 2
|
|
else
|
|
item.priority = 1000
|
|
end
|
|
item.isEquippable = isEquippable
|
|
item.isMount = isMount
|
|
|
|
-- Class and slot ordering
|
|
-- Check for items that should be treated as junk
|
|
-- Use centralized ItemDetection when available
|
|
local isJunkItem = false
|
|
if addon.Modules.ItemDetection then
|
|
local props = addon.Modules.ItemDetection:GetItemProperties(item.data, item.bagID, item.slot)
|
|
isJunkItem = props.isJunk
|
|
else
|
|
-- Fallback: manual junk detection
|
|
local isGrayItem = itemRarity == 0 or IsItemGrayTooltip(item.bagID, item.slot, item.data.link)
|
|
local isWhiteEquip = false
|
|
|
|
if itemRarity == 1 and (itemCategory == "Weapon" or itemCategory == "Armor") then
|
|
addon:Debug("SortEngine isJunk: name='%s', subclass='%s', class='%s'",
|
|
tostring(itemName), tostring(itemSubType), tostring(itemCategory))
|
|
|
|
local isSpecialSlot = (itemSubType == "INVTYPE_TRINKET" or
|
|
itemSubType == "INVTYPE_FINGER" or
|
|
itemSubType == "INVTYPE_NECK" or
|
|
itemSubType == "INVTYPE_TABARD" or
|
|
itemSubType == "INVTYPE_BODY")
|
|
|
|
if not isSpecialSlot then
|
|
local isProfTool = IsProfessionTool(item.data.link, itemSubType)
|
|
local hasSpecialText = false
|
|
if not isProfTool then
|
|
hasSpecialText = HasSpecialTooltipText(item.bagID, item.slot, item.data.link)
|
|
end
|
|
if not isProfTool and not hasSpecialText then
|
|
isWhiteEquip = true
|
|
end
|
|
end
|
|
end
|
|
isJunkItem = isGrayItem or isWhiteEquip
|
|
end
|
|
|
|
if isJunkItem then
|
|
item.sortedClass = CATEGORY_ORDER["Junk"] or 99
|
|
item.equipSlotOrder = 999
|
|
item.isEquippable = false -- Treat junk gear as junk, not gear
|
|
elseif isEquippable then
|
|
item.sortedClass = 1 -- All equippable gear gets priority class
|
|
item.equipSlotOrder = EQUIP_SLOT_ORDER[itemSubType] or 999
|
|
else
|
|
-- Override misclassified Quest items (e.g. Juju consumables) to Consumable
|
|
if itemCategory == "Quest" and (addon.Constants.QUEST_CATEGORY_EXCLUSIONS and addon.Constants.QUEST_CATEGORY_EXCLUSIONS[itemID]) then
|
|
item.sortedClass = CATEGORY_ORDER["Consumable"] or 2
|
|
else
|
|
item.sortedClass = CATEGORY_ORDER[itemCategory] or 99
|
|
end
|
|
|
|
-- Check if item is a permanent enchant (should NOT be Quest)
|
|
local itemProps = GetItemProperties(item.bagID, item.slot, item.data.link)
|
|
local isPermanentEnchant = itemProps and itemProps.isPermanentEnchant or false
|
|
|
|
-- Permanent enchant items always sort BEFORE quest items (category 6)
|
|
-- regardless of their itemCategory or itemType
|
|
if isPermanentEnchant then
|
|
item.sortedClass = 6 -- Same as Tools, comes before Quest (7)
|
|
-- Heuristic: Detect items that should be in the Quest category (priority 7)
|
|
-- but aren't categorized as such by the game (e.g. some "Manual" items)
|
|
-- Skip items with a known non-Quest category (e.g. Consumable, Trade Goods)
|
|
elseif item.sortedClass ~= (CATEGORY_ORDER["Quest"] or 7) and not CATEGORY_ORDER[itemCategory] then
|
|
local nameLower = string.lower(item.itemName)
|
|
if string.find(nameLower, "manual") then
|
|
item.sortedClass = CATEGORY_ORDER["Quest"] or 7
|
|
elseif IsQuestItemTooltip(item.bagID, item.slot, item.data) then
|
|
item.sortedClass = CATEGORY_ORDER["Quest"] or 7
|
|
elseif addon.IsQuestItemByID then
|
|
-- Check QuestItemsDB for faction-specific quest items
|
|
local playerFaction = UnitFactionGroup("player")
|
|
if addon:IsQuestItemByID(itemID, playerFaction) then
|
|
item.sortedClass = CATEGORY_ORDER["Quest"] or 7
|
|
end
|
|
end
|
|
end
|
|
item.equipSlotOrder = 999
|
|
end
|
|
|
|
-- Subclass ordering
|
|
-- Detect consumable restore/eat/drink tag (if available) BEFORE computing subclass priority
|
|
item.restoreTag = GetItemRestoreTagTooltip(item.bagID, item.slot)
|
|
|
|
local baseSub = GetSubclassOrder(itemSubType, item.itemName)
|
|
local function _cons_prk(t)
|
|
if t == "eat" then return -300 end
|
|
if t == "drink" then return -200 end
|
|
if t == "restore" then return -100 end
|
|
return 0
|
|
end
|
|
item.sortedSubclass = _cons_prk(item.restoreTag) + baseSub
|
|
item.subclass = itemSubType or ""
|
|
|
|
-- Numeric subclass order for logical weapon/armor grouping
|
|
if itemCategory == "Weapon" and WEAPON_SUBCLASS_ORDER[itemSubType] then
|
|
item.numericSubclassOrder = WEAPON_SUBCLASS_ORDER[itemSubType]
|
|
elseif itemCategory == "Armor" and ARMOR_SUBCLASS_ORDER[itemSubType] then
|
|
item.numericSubclassOrder = ARMOR_SUBCLASS_ORDER[itemSubType]
|
|
else
|
|
item.numericSubclassOrder = 99
|
|
end
|
|
|
|
-- Quest flags: mark quest items and detect starter/usable states
|
|
-- Note: permanent enchant items should NOT be marked as quest items
|
|
item.isQuest = false
|
|
item.isQuestStarter = false
|
|
item.isQuestUsable = false
|
|
item.isPermanentEnchant = isPermanentEnchant -- Store for potential use in sorting
|
|
local nameLower = string.lower(item.itemName)
|
|
if not isPermanentEnchant and not (addon.Constants.QUEST_CATEGORY_EXCLUSIONS and addon.Constants.QUEST_CATEGORY_EXCLUSIONS[itemID]) then
|
|
if itemCategory == "Quest" or item.data.class == "Quest" or IsQuestItemTooltip(item.bagID, item.slot, item.data) then
|
|
item.isQuest = true
|
|
if IsQuestItemStarter(item.bagID, item.slot, item.data) then item.isQuestStarter = true end
|
|
if IsQuestItemUsable(item.bagID, item.slot, item.data) then item.isQuestUsable = true end
|
|
elseif addon.IsQuestItemByID then
|
|
-- Check QuestItemsDB for faction-specific quest items
|
|
local playerFaction = UnitFactionGroup("player")
|
|
if addon:IsQuestItemByID(itemID, playerFaction) then
|
|
item.isQuest = true
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Texture pattern for grouping similar items (especially trade goods)
|
|
item.texturePattern = GetTexturePattern(itemTexture)
|
|
-- Group Trade Goods: meats (names ending with 'meat') before eggs
|
|
if itemType == "Trade Goods" then
|
|
if string.find(nameLower, "meat$") then
|
|
item.texturePattern = "trade_meat"
|
|
elseif string.find(nameLower, "egg") then
|
|
item.texturePattern = "trade_egg"
|
|
end
|
|
end
|
|
|
|
-- 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)
|
|
|
|
-- Stack info for reverse stack sorting
|
|
item.maxStackCount = tonumber(itemStackSize) or 1
|
|
item.isStackable = item.maxStackCount > 1
|
|
item.stackCount = tonumber(item.data.count) or 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local function SortItems(items)
|
|
AddSortKeys(items)
|
|
|
|
-- Get reverse stack sort setting from DB
|
|
local reverseStackSort = false
|
|
if addon.Modules.DB and addon.Modules.DB.GetSetting then
|
|
reverseStackSort = addon.Modules.DB:GetSetting("reverseStackSort")
|
|
if reverseStackSort == nil then
|
|
reverseStackSort = false
|
|
end
|
|
end
|
|
|
|
table.sort(items, function(a, b)
|
|
-- Guard against nil entries
|
|
if not a then return false end
|
|
if not b then return true end
|
|
|
|
-- 1. Priority items first (Hearthstone, etc.)
|
|
if (a.priority or 0) ~= (b.priority or 0) then
|
|
return (a.priority or 0) < (b.priority or 0)
|
|
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, subtype, texture pattern, quality, ilvl, name
|
|
if a.isEquippable then
|
|
if a.equipSlotOrder ~= b.equipSlotOrder then
|
|
return a.equipSlotOrder < b.equipSlotOrder
|
|
end
|
|
-- Group by subclass using numeric order (1H before 2H, plate before cloth)
|
|
local aOrder = a.numericSubclassOrder or 99
|
|
local bOrder = b.numericSubclassOrder or 99
|
|
if aOrder ~= bOrder then
|
|
return aOrder < bOrder
|
|
end
|
|
-- Fallback to string comparison for unknown subtypes
|
|
if a.subclass ~= b.subclass then
|
|
return a.subclass < b.subclass
|
|
end
|
|
-- Then group items with similar textures together
|
|
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.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: prioritize consumable restoreTag, then class, subclass, texture pattern, quality, name
|
|
-- If either item has a restoreTag, compare their priority (eat>drink>restore>none)
|
|
local pa = a.restoreTag or nil
|
|
local pb = b.restoreTag or nil
|
|
local function pr(t)
|
|
if t == "eat" then return 3 end
|
|
if t == "drink" then return 2 end
|
|
if t == "restore" then return 1 end
|
|
return 0
|
|
end
|
|
if pr(pa) ~= pr(pb) then
|
|
return pr(pa) > pr(pb)
|
|
end
|
|
if a.sortedClass ~= b.sortedClass then
|
|
return a.sortedClass < b.sortedClass
|
|
end
|
|
-- If both items are in the Quest class, apply quest-specific ordering
|
|
-- If both items are detected as quest items, apply quest-specific ordering
|
|
if a.isQuest and b.isQuest then
|
|
local function qrank(it)
|
|
if it.isQuestStarter then return 3 end
|
|
if it.isQuestUsable then return 2 end
|
|
if it.isQuest then return 1 end
|
|
return 0
|
|
end
|
|
local ra, rb = qrank(a), qrank(b)
|
|
if ra ~= rb then
|
|
return ra > rb
|
|
end
|
|
elseif a.isQuest ~= b.isQuest then
|
|
-- If only one is a quest item and they are in the same sortedClass,
|
|
-- put the quest item first within that class (or just let sortedClass handle it)
|
|
-- Since we moved Quest to its own class 7, this might not be needed unless
|
|
-- they are in different classes but one is marked isQuest.
|
|
-- However, if they have same sortedClass, we want quest items first.
|
|
return a.isQuest
|
|
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
|
|
-- If reverse stack sort is enabled AND both items are the same stackable item,
|
|
-- place smaller stacks before larger ones
|
|
if a.invertedCount ~= b.invertedCount then
|
|
-- Check if both items are the same stackable item (same itemID)
|
|
if reverseStackSort and a.isStackable and b.isStackable and a.invertedItemID == b.invertedItemID then
|
|
-- Reverse: smaller stacks first (compare stackCount ascending)
|
|
return a.stackCount < b.stackCount
|
|
else
|
|
-- Normal: larger stacks first (use invertedCount)
|
|
return a.invertedCount < b.invertedCount
|
|
end
|
|
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, pinnedSlots)
|
|
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
|
|
-- Skip pinned slots — they are not touched by sorting
|
|
if pinnedSlots and pinnedSlots[bagID * 1000 + slot] then
|
|
-- do nothing, slot is pinned
|
|
else
|
|
-- 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)
|
|
|
|
-- Fallback for quality if GetItemInfo fails (ensures stability)
|
|
if not quality then
|
|
quality = GetQualityFromLink(itemLink)
|
|
end
|
|
|
|
sequence = sequence + 1
|
|
table.insert(items, {
|
|
bagID = bagID,
|
|
slot = slot,
|
|
sequence = sequence, -- Preserve original order
|
|
data = {
|
|
link = itemLink,
|
|
texture = texture or iconTex,
|
|
count = itemCount or 1,
|
|
quality = quality or 0,
|
|
name = name,
|
|
iLevel = iLevel,
|
|
type = itemType,
|
|
class = category,
|
|
subclass = subType,
|
|
equipLoc = equipLoc,
|
|
stackSize = stackCount or 1,
|
|
locked = locked,
|
|
},
|
|
quality = quality or 0,
|
|
name = name or "",
|
|
class = category or "",
|
|
})
|
|
end
|
|
end -- if pinnedSlots
|
|
end
|
|
end
|
|
end
|
|
|
|
return items
|
|
end
|
|
|
|
local function BuildTargetPositions(bagIDs, itemCount, pinnedSlots)
|
|
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
|
|
|
|
-- Only sort if we have more than one element
|
|
if table.getn(sortedBags) > 1 then
|
|
table.sort(sortedBags, function(a, b)
|
|
if not a then return false end
|
|
if not b then return true end
|
|
if (a.priority or 0) ~= (b.priority or 0) then
|
|
return (a.priority or 0) > (b.priority or 0)
|
|
end
|
|
return (a.bagID or 0) < (b.bagID or 0)
|
|
end)
|
|
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
|
|
-- Skip pinned slots
|
|
if not (pinnedSlots and pinnedSlots[bagID * 1000 + slot]) then
|
|
positions[index] = {bag = bagID, slot = slot}
|
|
index = index + 1
|
|
end
|
|
else
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
if index > itemCount then
|
|
break
|
|
end
|
|
end
|
|
|
|
return positions
|
|
end
|
|
|
|
local function ApplySort(bagIDs, items, targetPositions)
|
|
ClearCursor()
|
|
|
|
-- Clear any pending event flags before sorting
|
|
-- (Event pending check is for manual transfers, not sorting)
|
|
addon.Modules.BagScanner:ClearEventPending()
|
|
if addon.Modules.BankScanner:IsBankOpen() then
|
|
addon.Modules.BankScanner:ClearEventPending()
|
|
end
|
|
|
|
local moveToEmpty = {}
|
|
local swapOccupied = {}
|
|
|
|
-- Use bank-specific move limit (bank has 50% more slots)
|
|
local maxMoves = (currentSortType == "bank") and MAX_BANK_MOVES_PER_CYCLE or MAX_MOVES_PER_CYCLE
|
|
|
|
-- 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
|
|
-- Skip swap if both slots contain identical items (same ID and stack count)
|
|
local sourceLink = GetContainerItemLink(sourceBag, sourceSlot)
|
|
local sourceID = GetItemIDFromLink(sourceLink)
|
|
local targetID = GetItemIDFromLink(targetItem)
|
|
local _, sourceCount = GetContainerItemInfo(sourceBag, sourceSlot)
|
|
local _, targetCount = GetContainerItemInfo(targetBag, targetSlot)
|
|
if sourceID and targetID and sourceID == targetID and (sourceCount or 1) == (targetCount or 1) then
|
|
-- Identical items, no visual change from swapping
|
|
addon:DebugSort("Swap skipped: identical items (%s) at (%d:%d) and (%d:%d)", sourceID, sourceBag, sourceSlot, targetBag, targetSlot)
|
|
else
|
|
table.insert(swapOccupied, {
|
|
sourceBag = sourceBag,
|
|
sourceSlot = sourceSlot,
|
|
targetBag = targetBag,
|
|
targetSlot = targetSlot,
|
|
})
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Execute moves to empty slots first (with limit per cycle)
|
|
local moveCount = 0
|
|
local lockedCount = 0
|
|
|
|
for _, move in ipairs(moveToEmpty) do
|
|
-- Limit moves per cycle to prevent slot locking (like Baganator)
|
|
if moveCount >= maxMoves then
|
|
break
|
|
end
|
|
|
|
-- Validate bag family constraint before moving
|
|
local sourceLink = GetContainerItemLink(move.sourceBag, move.sourceSlot)
|
|
if sourceLink and not CanItemGoInBag(sourceLink, move.targetBag) then
|
|
addon:DebugSort("Move skipped: item can't go in bag %d", move.targetBag)
|
|
elseif not sourceLink then
|
|
-- Source slot is now empty, skip
|
|
else
|
|
local _, _, locked = GetContainerItemInfo(move.sourceBag, move.sourceSlot)
|
|
if not locked then
|
|
PickupContainerItem(move.sourceBag, move.sourceSlot)
|
|
PickupContainerItem(move.targetBag, move.targetSlot)
|
|
ClearCursor()
|
|
AddPendingLock(move.sourceBag, move.sourceSlot)
|
|
AddPendingLock(move.targetBag, move.targetSlot)
|
|
moveCount = moveCount + 1
|
|
else
|
|
lockedCount = lockedCount + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Execute swaps with occupied slots (if we haven't hit the limit)
|
|
-- Be conservative with swaps - they can cause chain reactions
|
|
-- Limit swaps to half of max moves to leave room for next pass corrections
|
|
local maxSwaps = math.floor(maxMoves / 2)
|
|
local swapCount = 0
|
|
|
|
for _, move in ipairs(swapOccupied) do
|
|
-- Limit total moves and swaps separately
|
|
if moveCount >= maxMoves or swapCount >= maxSwaps then
|
|
break
|
|
end
|
|
|
|
-- Check swap deduplication: skip if this pair was swapped in the previous pass (oscillation)
|
|
local swapKey = SwapKey(move.sourceBag, move.sourceSlot, move.targetBag, move.targetSlot)
|
|
if previousPassSwaps[swapKey] then
|
|
addon:DebugSort("Swap dedup: skipping oscillating pair (%d:%d) <-> (%d:%d)", move.sourceBag, move.sourceSlot, move.targetBag, move.targetSlot)
|
|
else
|
|
-- Verify source item is still there (previous swaps may have moved it)
|
|
local sourceLink = GetContainerItemLink(move.sourceBag, move.sourceSlot)
|
|
if not sourceLink then
|
|
-- Source slot is now empty, skip this swap (will be handled next pass)
|
|
addon:DebugSort("Swap skipped: source slot now empty (%d:%d)", move.sourceBag, move.sourceSlot)
|
|
else
|
|
-- Validate bag family constraints for both directions
|
|
local targetLink = GetContainerItemLink(move.targetBag, move.targetSlot)
|
|
if not CanItemGoInBag(sourceLink, move.targetBag) or (targetLink and not CanItemGoInBag(targetLink, move.sourceBag)) then
|
|
addon:DebugSort("Swap skipped: bag constraint violation (%d:%d) <-> (%d:%d)", move.sourceBag, move.sourceSlot, move.targetBag, move.targetSlot)
|
|
else
|
|
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()
|
|
AddPendingLock(move.sourceBag, move.sourceSlot)
|
|
AddPendingLock(move.targetBag, move.targetSlot)
|
|
moveCount = moveCount + 1
|
|
swapCount = swapCount + 1
|
|
currentPassSwaps[swapKey] = true
|
|
else
|
|
lockedCount = lockedCount + 1
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Debug: report locked items if any
|
|
if lockedCount > 0 then
|
|
addon:DebugSort("ApplySort: %d moves completed, %d items were locked", moveCount, lockedCount)
|
|
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, pinnedSlots)
|
|
local positions = {}
|
|
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
|
|
|
|
-- Only sort if we have more than one element
|
|
if table.getn(ordered) > 1 then
|
|
table.sort(ordered, function(a, b)
|
|
if not a then return false end
|
|
if not b then return true end
|
|
if (a.priority or 0) ~= (b.priority or 0) then
|
|
return (a.priority or 0) < (b.priority or 0) -- lowest first
|
|
end
|
|
return (a.bagID or 0) > (b.bagID or 0) -- higher bagID later (treated as further to the right)
|
|
end)
|
|
end
|
|
|
|
-- Collect tail slots from end to start, spilling to previous bags as needed.
|
|
local tailSlots = {}
|
|
for _, info in ipairs(ordered) do
|
|
for slot = info.numSlots, 1, -1 do
|
|
if table.getn(tailSlots) < greyCount and not (pinnedSlots and pinnedSlots[info.bagID * 1000 + slot]) then
|
|
table.insert(tailSlots, { bag = info.bagID, slot = slot })
|
|
else
|
|
break
|
|
end
|
|
end
|
|
if table.getn(tailSlots) >= greyCount then break end
|
|
end
|
|
|
|
-- STABILITY FIX: Sort the collected tail slots to match the ascending scan order.
|
|
-- This ensures that identical items don't swap places every pass.
|
|
-- Ascending order: Priority DESC, BagID ASC, Slot ASC (matching BuildTargetPositions)
|
|
if table.getn(tailSlots) > 1 then
|
|
table.sort(tailSlots, function(a, b)
|
|
if not a then return false end
|
|
if not b then return true end
|
|
local aPrio = tonumber(addon.Modules.Utils:GetContainerPriority(a.bag)) or 0
|
|
local bPrio = tonumber(addon.Modules.Utils:GetContainerPriority(b.bag)) or 0
|
|
if aPrio ~= bPrio then
|
|
return aPrio > bPrio
|
|
end
|
|
if (a.bag or 0) ~= (b.bag or 0) then
|
|
return (a.bag or 0) < (b.bag or 0)
|
|
end
|
|
return (a.slot or 0) < (b.slot or 0)
|
|
end)
|
|
end
|
|
|
|
return tailSlots
|
|
end
|
|
|
|
-- Split a list of collected items into non-junk and junk items
|
|
-- Junk includes: gray items (quality 0), gray tooltip items, white equippable items (quality 1 Weapon/Armor)
|
|
-- Uses centralized ItemDetection module
|
|
local function SplitGreyItems(items)
|
|
local nonGreys, greys = {}, {}
|
|
for _, item in ipairs(items) do
|
|
local isJunk = false
|
|
if addon.Modules.ItemDetection and item.data then
|
|
local props = addon.Modules.ItemDetection:GetItemProperties(item.data, item.bagID, item.slot)
|
|
isJunk = props.isJunk
|
|
end
|
|
|
|
if isJunk 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]
|
|
-- Only count as out of place if it doesn't match the specific stable target
|
|
if target and (item.bagID ~= target.bag or item.slot ~= target.slot) 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
|
|
|
|
-- Cache pinned slots for this pass
|
|
local pinnedSlots = addon.Modules.DB and addon.Modules.DB:GetPinnedSlotSet() or {}
|
|
|
|
-- Phase 1: Detect specialized bags
|
|
local containers = DetectSpecializedBags(bagIDs)
|
|
|
|
-- Phase 2: Route specialized items to their bags
|
|
local routeCount = RouteSpecializedItems(bagIDs, containers, pinnedSlots)
|
|
|
|
-- Phase 3: Consolidate stacks in ALL bags (including specialized)
|
|
local consolidateCount = ConsolidateStacks(bagIDs, pinnedSlots)
|
|
|
|
-- 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}, pinnedSlots)
|
|
if table.getn(items) > 0 then
|
|
items = SortItems(items)
|
|
local targetPositions = BuildTargetPositions({bagID}, table.getn(items), pinnedSlots)
|
|
local moveCount = ApplySort({bagID}, items, targetPositions)
|
|
specializedMoves = specializedMoves + moveCount
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Phase 5: Combined sort for regular bags — single ApplySort call
|
|
-- Non-greys go to front positions, greys go to tail positions.
|
|
-- Using a single call avoids within-pass lock conflicts where the first
|
|
-- ApplySort locks slots that the second one needs.
|
|
local regularMoves = 0
|
|
local regularBagIDs = containers.regular
|
|
if table.getn(regularBagIDs) > 0 then
|
|
local allItems = CollectItems(regularBagIDs, pinnedSlots)
|
|
local nonGreys, greys = SplitGreyItems(allItems)
|
|
|
|
local combinedItems = {}
|
|
local combinedPositions = {}
|
|
|
|
-- Non-greys: sorted to front positions
|
|
if table.getn(nonGreys) > 0 then
|
|
local sortedNonGreys = SortItems(nonGreys)
|
|
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys), pinnedSlots)
|
|
for i, item in ipairs(sortedNonGreys) do
|
|
table.insert(combinedItems, item)
|
|
table.insert(combinedPositions, frontPositions[i])
|
|
end
|
|
end
|
|
|
|
-- Greys: to tail positions (end->start)
|
|
if table.getn(greys) > 0 then
|
|
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greys), pinnedSlots)
|
|
for i, item in ipairs(greys) do
|
|
table.insert(combinedItems, item)
|
|
table.insert(combinedPositions, tailPositions[i])
|
|
end
|
|
end
|
|
|
|
if table.getn(combinedItems) > 0 then
|
|
regularMoves = ApplySort(regularBagIDs, combinedItems, combinedPositions) or 0
|
|
end
|
|
end
|
|
|
|
return routeCount + consolidateCount + specializedMoves + regularMoves
|
|
end
|
|
|
|
function SortEngine:SortBags()
|
|
-- Clear property cache to ensure fresh detection
|
|
propertyCache = {}
|
|
|
|
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: Combined sort for regular bags (multi-pass, single ApplySort per pass)
|
|
local regularMoves = 0
|
|
local regularBagIDs = containers.regular
|
|
if table.getn(regularBagIDs) > 0 then
|
|
local maxPasses = 6
|
|
for pass = 1, maxPasses do
|
|
local allItems = CollectItems(regularBagIDs)
|
|
local nonGreys, greys = SplitGreyItems(allItems)
|
|
|
|
local combinedItems = {}
|
|
local combinedPositions = {}
|
|
|
|
if table.getn(nonGreys) > 0 then
|
|
local sortedNonGreys = SortItems(nonGreys)
|
|
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
|
|
for i, item in ipairs(sortedNonGreys) do
|
|
table.insert(combinedItems, item)
|
|
table.insert(combinedPositions, frontPositions[i])
|
|
end
|
|
end
|
|
|
|
if table.getn(greys) > 0 then
|
|
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greys))
|
|
for i, item in ipairs(greys) do
|
|
table.insert(combinedItems, item)
|
|
table.insert(combinedPositions, tailPositions[i])
|
|
end
|
|
end
|
|
|
|
local passMoves = 0
|
|
if table.getn(combinedItems) > 0 then
|
|
passMoves = ApplySort(regularBagIDs, combinedItems, combinedPositions) or 0
|
|
end
|
|
regularMoves = regularMoves + passMoves
|
|
if passMoves == 0 then break end
|
|
end
|
|
end
|
|
|
|
-- Clear bag position cache after sorting to ensure fresh slot data on next UI update
|
|
-- NOTE: Don't clear ItemDetection cache - item properties don't change when items move
|
|
addon.Modules.BagScanner:ClearCache()
|
|
|
|
-- 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()
|
|
-- Clear property cache to ensure fresh detection
|
|
propertyCache = {}
|
|
|
|
if not addon.Modules.BankScanner:IsBankOpen() then
|
|
addon:Print("Bank must be open to sort!")
|
|
return 0
|
|
end
|
|
|
|
local bagIDs = addon.Constants.BANK_BAGS
|
|
|
|
-- Cache pinned slots for this pass
|
|
local pinnedSlots = addon.Modules.DB and addon.Modules.DB:GetPinnedSlotSet() or {}
|
|
|
|
-- Phase 1: Detect specialized bags
|
|
local containers = DetectSpecializedBags(bagIDs)
|
|
|
|
-- Phase 2: Route specialized items
|
|
local routeCount = RouteSpecializedItems(bagIDs, containers, pinnedSlots)
|
|
|
|
-- Phase 3: Consolidate stacks
|
|
local consolidateCount = ConsolidateStacks(bagIDs, pinnedSlots)
|
|
|
|
-- 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}, pinnedSlots)
|
|
if table.getn(items) > 0 then
|
|
items = SortItems(items)
|
|
local targetPositions = BuildTargetPositions({bagID}, table.getn(items), pinnedSlots)
|
|
local moved = ApplySort({bagID}, items, targetPositions)
|
|
specializedMoves = specializedMoves + moved
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Phase 5: Regular bank bags — single combined ApplySort
|
|
local regularBagIDs = containers.regular
|
|
local regularMoves = 0
|
|
if table.getn(regularBagIDs) > 0 then
|
|
local allItems = CollectItems(regularBagIDs, pinnedSlots)
|
|
local nonGreys, greys = SplitGreyItems(allItems)
|
|
|
|
local combinedItems = {}
|
|
local combinedPositions = {}
|
|
|
|
if table.getn(nonGreys) > 0 then
|
|
local sortedNonGreys = SortItems(nonGreys)
|
|
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys), pinnedSlots)
|
|
for i, item in ipairs(sortedNonGreys) do
|
|
table.insert(combinedItems, item)
|
|
table.insert(combinedPositions, frontPositions[i])
|
|
end
|
|
end
|
|
|
|
if table.getn(greys) > 0 then
|
|
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greys), pinnedSlots)
|
|
for i, item in ipairs(greys) do
|
|
table.insert(combinedItems, item)
|
|
table.insert(combinedPositions, tailPositions[i])
|
|
end
|
|
end
|
|
|
|
if table.getn(combinedItems) > 0 then
|
|
regularMoves = ApplySort(regularBagIDs, combinedItems, combinedPositions) 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 — combined sort (single ApplySort per pass)
|
|
local regularBagIDs = containers.regular
|
|
local regularMoves = 0
|
|
if table.getn(regularBagIDs) > 0 then
|
|
local maxPasses = 6
|
|
for pass = 1, maxPasses do
|
|
local allItems = CollectItems(regularBagIDs)
|
|
local nonGreys, greys = SplitGreyItems(allItems)
|
|
|
|
local combinedItems = {}
|
|
local combinedPositions = {}
|
|
|
|
if table.getn(nonGreys) > 0 then
|
|
local sortedNonGreys = SortItems(nonGreys)
|
|
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
|
|
for i, item in ipairs(sortedNonGreys) do
|
|
table.insert(combinedItems, item)
|
|
table.insert(combinedPositions, frontPositions[i])
|
|
end
|
|
end
|
|
|
|
if table.getn(greys) > 0 then
|
|
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greys))
|
|
for i, item in ipairs(greys) do
|
|
table.insert(combinedItems, item)
|
|
table.insert(combinedPositions, tailPositions[i])
|
|
end
|
|
end
|
|
|
|
local passMoves = 0
|
|
if table.getn(combinedItems) > 0 then
|
|
passMoves = ApplySort(regularBagIDs, combinedItems, combinedPositions) or 0
|
|
end
|
|
regularMoves = regularMoves + passMoves
|
|
if passMoves == 0 then break end
|
|
end
|
|
end
|
|
|
|
-- Clear bag position cache after sorting to ensure fresh slot data on next UI update
|
|
-- NOTE: Don't clear ItemDetection cache - item properties don't change when items move
|
|
addon.Modules.BankScanner:ClearCache()
|
|
|
|
-- Return total moves made
|
|
return routeCount + consolidateCount + specializedMoves + regularMoves
|
|
end
|
|
|
|
--===========================================================================
|
|
-- Reusable Sort Execution with Smart Pass Management
|
|
--===========================================================================
|
|
|
|
function SortEngine:ExecuteSort(sortFunction, analyzeFunction, updateFrame, sortType)
|
|
-- Check if sorting is already in progress
|
|
if self.sortingInProgress then
|
|
addon:Print("Sorting already in progress, please wait...")
|
|
return false, "sorting in progress"
|
|
end
|
|
|
|
-- Set current sort context so ApplySort uses correct move limits
|
|
currentSortType = sortType or "bags"
|
|
|
|
-- Clear property cache and swap dedup tracking at the start of a sort session
|
|
self:ClearCache()
|
|
previousPassSwaps = {}
|
|
currentPassSwaps = {}
|
|
|
|
-- Analyze to determine how many passes are needed
|
|
local analysis = analyzeFunction()
|
|
|
|
-- Check if already sorted
|
|
if analysis.alreadySorted then
|
|
currentSortType = "bags" -- Reset to default
|
|
return false, "already sorted"
|
|
end
|
|
|
|
-- Set sorting flag and update button appearance
|
|
self.sortingInProgress = true
|
|
self:UpdateSortButtonState(true)
|
|
|
|
-- Print analysis results (only when debug sort is enabled)
|
|
addon:DebugSort("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
|
|
-- With smaller batch sizes (10 moves/pass), more passes are needed.
|
|
local safetyLimit = (sortType == "bank") and math.max(maxPasses * 5, 20) or math.max(maxPasses * 4, 15)
|
|
local totalMoves = 0
|
|
local noProgressPasses = 0
|
|
local lastItemsOutOfPlace = analysis.itemsOutOfPlace
|
|
local stuckPasses = 0
|
|
|
|
-- Mute sound effects during sort to prevent rapid-fire pickup sounds
|
|
-- Try Sound_EnableSFX first (modern), then Sound_EnableAllSound (vanilla 1.12.1)
|
|
local sfxCVar = nil
|
|
local originalSFX = nil
|
|
for _, cvar in ipairs({"Sound_EnableSFX", "Sound_EnableAllSound", "EnableAllSound"}) do
|
|
local ok, val = pcall(GetCVar, cvar)
|
|
if ok and val ~= nil then
|
|
sfxCVar = cvar
|
|
originalSFX = val
|
|
pcall(SetCVar, cvar, "0")
|
|
break
|
|
end
|
|
end
|
|
|
|
addon:DebugSort("Starting %s sort (estimated: %d passes, safety limit: %d)", sortType, maxPasses, safetyLimit)
|
|
|
|
local function FinishSort()
|
|
if sfxCVar then pcall(SetCVar, sfxCVar, originalSFX) end
|
|
-- Clean up lock tracking state
|
|
ClearPendingLocks()
|
|
waitingForLocks = false
|
|
onLocksCleared = nil
|
|
ClearCursor()
|
|
SortEngine.sortingInProgress = false
|
|
SortEngine:UpdateSortButtonState(false)
|
|
currentSortType = "bags"
|
|
if sortType == "bank" then
|
|
addon.Modules.BankScanner:ClearCache()
|
|
else
|
|
addon.Modules.BagScanner:ClearCache()
|
|
end
|
|
updateFrame()
|
|
-- Refresh bars that were suppressed during sorting
|
|
if addon.Modules.QuestItemBar then addon.Modules.QuestItemBar:Update() end
|
|
if addon.Modules.TrackedItemBar then addon.Modules.TrackedItemBar:Update() end
|
|
end
|
|
|
|
local function DoSortPass()
|
|
passCount = passCount + 1
|
|
|
|
-- Clear pending lock tracking from previous pass
|
|
ClearPendingLocks()
|
|
|
|
-- Rotate swap tracking: previous pass swaps become the block list, current pass starts fresh
|
|
previousPassSwaps = currentPassSwaps
|
|
currentPassSwaps = {}
|
|
|
|
-- 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:DebugSort("%s sort complete! (%d passes, %d total moves)", sortType, passCount, totalMoves)
|
|
|
|
-- Final update (cache clearing happens after delay, uses pooled timer)
|
|
WaitForLocksCleared(FinishSort, 1.0)
|
|
elseif passCount >= safetyLimit then
|
|
-- Hit safety limit but not fully sorted
|
|
addon:DebugSort("%s sort stopped at safety limit! (%d/%d items still need sorting after %d passes)",
|
|
sortType, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems, passCount)
|
|
|
|
-- Final update (cache clearing happens after delay, uses pooled timer)
|
|
WaitForLocksCleared(FinishSort, 1.0)
|
|
else
|
|
-- No progress guard: stop if we make no moves repeatedly
|
|
if moveCount == 0 then
|
|
noProgressPasses = noProgressPasses + 1
|
|
else
|
|
noProgressPasses = 0
|
|
end
|
|
|
|
if noProgressPasses >= 5 then
|
|
addon:DebugSort("%s sort stopped due to no progress after %d passes (items remaining: %d/%d)",
|
|
sortType, passCount, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems)
|
|
|
|
-- Final update (cache clearing happens after delay, uses pooled timer)
|
|
WaitForLocksCleared(FinishSort, 1.0)
|
|
return
|
|
end
|
|
|
|
-- Stuck detection: abort if items out of place aren't decreasing despite moves.
|
|
-- With event-driven lock waiting, swaps can temporarily displace items,
|
|
-- so allow more passes before declaring stuck.
|
|
if moveCount > 0 and currentAnalysis.itemsOutOfPlace >= lastItemsOutOfPlace then
|
|
stuckPasses = stuckPasses + 1
|
|
else
|
|
stuckPasses = 0
|
|
end
|
|
lastItemsOutOfPlace = currentAnalysis.itemsOutOfPlace
|
|
|
|
if stuckPasses >= 3 then
|
|
addon:DebugSort("%s sort stuck: items not decreasing after %d passes with moves (remaining: %d/%d)",
|
|
sortType, stuckPasses, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems)
|
|
|
|
WaitForLocksCleared(FinishSort, 1.0)
|
|
return
|
|
end
|
|
|
|
-- More sorting needed
|
|
local remainingRatio = currentAnalysis.itemsOutOfPlace / math.max(1, currentAnalysis.totalItems)
|
|
addon:DebugSort("%s Pass %d: %d moves, %d/%d items remaining (%.1f%%)",
|
|
sortType, passCount, moveCount, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems, remainingRatio * 100)
|
|
|
|
-- EVENT-DRIVEN WAIT: Wait for ITEM_LOCK_CHANGED events to confirm
|
|
-- the server has processed all moves before starting next pass.
|
|
-- Falls back to timer if locks don't clear within timeout.
|
|
local fallbackTimeout = (sortType == "bank") and 3.0 or 2.5
|
|
|
|
addon:DebugSort("Waiting for item locks to clear before next pass (timeout: %.1fs)...", fallbackTimeout)
|
|
|
|
-- Wait for locks to clear via ITEM_LOCK_CHANGED events, then sort again
|
|
WaitForLocksCleared(DoSortPass, fallbackTimeout)
|
|
end
|
|
end
|
|
|
|
-- Hard timeout safety net: force-reset sortingInProgress after max reasonable time
|
|
-- With 10 moves/pass, ~0.5s min delay + up to 2.5s lock wait per pass
|
|
local hardTimeout = (sortType == "bank") and 45 or 35
|
|
Guda_ScheduleTimer(hardTimeout, function()
|
|
if SortEngine.sortingInProgress then
|
|
addon:DebugSort("%s sort force-stopped after %ds timeout", sortType, hardTimeout)
|
|
FinishSort()
|
|
end
|
|
end)
|
|
|
|
-- Start the first pass
|
|
DoSortPass()
|
|
return true, "sorting started"
|
|
end |