Files
Guda-ClassicAPI/Sorting/SortEngine.lua
T
2025-12-27 02:17:20 +04:00

1436 lines
47 KiB
Lua

-- Guda Sort Engine
-- 6-Phase Advanced Sorting Algorithm for WoW 1.12.1 / Turtle WoW
local addon = Guda
local SortEngine = {}
addon.Modules.SortEngine = SortEngine
--===========================================================================
-- CONSTANTS
--===========================================================================
-- Turtle WoW GetItemInfo signature:
-- itemName, itemLink, itemRarity, itemLevel, itemCategory, itemType, itemStackCount,
-- itemSubType, itemTexture, itemEquipLoc, itemSellPrice = GetItemInfo(itemID)
-- Priority items that should always be sorted first
local PRIORITY_ITEMS = {
[6948] = 1, -- Hearthstone (highest priority)
}
-- Equipment slot ordering (for sorting equippable gear by slot)
local EQUIP_SLOT_ORDER = {
["INVTYPE_WEAPONMAINHAND"] = 1,
["INVTYPE_WEAPONOFFHAND"] = 2,
["INVTYPE_WEAPON"] = 3,
["INVTYPE_2HWEAPON"] = 4,
["INVTYPE_SHIELD"] = 5,
["INVTYPE_HOLDABLE"] = 6,
["INVTYPE_HEAD"] = 7,
["INVTYPE_NECK"] = 8,
["INVTYPE_SHOULDER"] = 9,
["INVTYPE_CLOAK"] = 10,
["INVTYPE_CHEST"] = 11,
["INVTYPE_ROBE"] = 11,
["INVTYPE_WRIST"] = 12,
["INVTYPE_HAND"] = 13,
["INVTYPE_WAIST"] = 14,
["INVTYPE_LEGS"] = 15,
["INVTYPE_FEET"] = 16,
["INVTYPE_FINGER"] = 17,
["INVTYPE_TRINKET"] = 18,
["INVTYPE_RANGED"] = 19,
["INVTYPE_RANGEDRIGHT"] = 20,
["INVTYPE_THROWN"] = 21,
["INVTYPE_RELIC"] = 22,
["INVTYPE_BODY"] = 23,
["INVTYPE_TABARD"] = 24,
["INVTYPE_BAG"] = 25,
["INVTYPE_QUIVER"] = 26,
}
-- Category sorting order (1 is reserved for equippable gear)
local CATEGORY_ORDER = {
["Consumable"] = 2,
["Projectile"] = 3,
["Weapon"] = 4, -- Non-equippable weapons
["Armor"] = 5, -- Non-equippable armor
["Tools"] = 6,
["Quiver"] = 8,
["Reagent"] = 9,
["Trade Goods"] = 10,
["Recipe"] = 11,
["Container"] = 12,
["Key"] = 14,
["Miscellaneous"] = 15,
["Quest"] = 16,
["Junk"] = 17,
["Class Items"] = 18,
}
-- Subclass ordering for grouping related items
local SUBCLASS_ORDER = {
gems = 1,
cloth = 2,
leather = 3,
herbs = 4,
elemental = 5,
enchanting = 6,
engineering = 7,
consumable = 8,
other = 99,
}
-- Gem name patterns for detection
local GEM_PATTERNS = {
"ruby", "sapphire", "emerald", "diamond", "jade", "citrine",
"aquamarine", "agate", "pearl", "topaz", "opal", "malachite",
"tigerseye", "tiger's eye", "shadowgem"
}
--===========================================================================
-- UTILITY FUNCTIONS
--===========================================================================
-- Tooltip for scanning item properties
local scanTooltip = CreateFrame("GameTooltip", "Guda_SortScanTooltip", nil, "GameTooltipTemplate")
scanTooltip:SetOwner(WorldFrame, "ANCHOR_NONE")
-- Check if an item is a quest item by scanning its tooltip
local function IsQuestItemTooltip(bagID, slotID)
if not bagID or not slotID then return false end
scanTooltip:ClearLines()
scanTooltip:SetBagItem(bagID, slotID)
-- Check all tooltip lines for quest-related text (case-insensitive)
for i = 1, scanTooltip:NumLines() do
local line = getglobal("Guda_SortScanTooltipTextLeft" .. i)
if line then
local text = line:GetText()
if text then
local tl = string.lower(text)
if string.find(tl, "quest starter") or
string.find(tl, "this item begins a quest") or
string.find(tl, "starts a quest") or
string.find(tl, "quest item") or
string.find(tl, "manual") then
return true
end
end
end
end
return false
end
-- Check if a quest item is usable (has 'Use:' or click to text)
local function IsQuestItemUsable(bagID, slotID)
if not bagID or not slotID then return false end
scanTooltip:ClearLines()
scanTooltip:SetBagItem(bagID, slotID)
for i = 1, scanTooltip:NumLines() do
local line = getglobal("Guda_SortScanTooltipTextLeft" .. i)
if line then
local text = line:GetText()
if text then
local tl = string.lower(text)
if string.find(tl, "use:") or string.find(tl, "right%-click") or string.find(tl, "right click") or string.find(tl, "click to") or string.find(tl, "starts a quest") then
return true
end
end
end
end
return false
end
-- Check if item is a quest starter (explicit 'Starts a Quest' or 'This Item Begins a Quest')
local function IsQuestItemStarter(bagID, slotID)
if not bagID or not slotID then return false end
scanTooltip:ClearLines()
scanTooltip:SetBagItem(bagID, slotID)
for i = 1, scanTooltip:NumLines() do
local line = getglobal("Guda_SortScanTooltipTextLeft" .. i)
if line then
local text = line:GetText()
if text then
local tl = string.lower(text)
if string.find(tl, "quest starter") or string.find(tl, "this item begins a quest") or string.find(tl, "starts a quest") then
return true
end
end
end
end
return false
end
-- Check if an item has a gray title in its tooltip or link
local function IsItemGrayTooltip(bagID, slotID, itemLink)
-- Check link first if provided
if itemLink and string.find(itemLink, "|cff9d9d9d") then
return true
end
if not bagID or not slotID then return false end
scanTooltip:ClearLines()
scanTooltip:SetBagItem(bagID, slotID)
local line = getglobal("Guda_SortScanTooltipTextLeft1")
if line then
local text = line:GetText()
if text then
-- Poor quality color code is |cff9d9d9d
if string.find(text, "|cff9d9d9d") then
return true
end
end
end
return false
end
-- Extract itemID from item link
local function GetItemID(link)
if not link then return 0 end
local _, _, itemID = string.find(link, "item:(%d+)")
return tonumber(itemID) or 0
end
-- Extract texture pattern for grouping similar items
local function GetTexturePattern(textureName)
if not textureName then return "" end
-- Remove "Interface\\Icons\\INV_" prefix if present
local cleaned = string.gsub(textureName, "^Interface\\Icons\\INV_", "")
-- Remove trailing numbers and underscores (like _01, _03, etc.)
cleaned = string.gsub(cleaned, "_%d+$", "") -- Remove trailing _01, _02, etc.
cleaned = string.gsub(cleaned, "_$", "") -- Remove trailing underscore if any
return cleaned
end
-- 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)
local routingPlan = {}
-- Scan all items and plan moves to specialized containers
for _, bagID in ipairs(bagIDs) do
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
if numSlots and numSlots > 0 then
for slot = 1, numSlots do
local link = GetContainerItemLink(bagID, slot)
if link then
local preferredType = addon.Modules.Utils:GetItemPreferredContainer(link)
local currentBagType = addon.Modules.Utils:GetSpecializedBagType(bagID)
-- Route item if it has a preferred container and isn't already in one
if preferredType and currentBagType ~= preferredType then
local targetBags = containers[preferredType]
if targetBags and table.getn(targetBags) > 0 then
-- Find first available slot in preferred containers
local foundSlot = false
for _, targetBagID in ipairs(targetBags) do
if not foundSlot then
local targetSlots = addon.Modules.Utils:GetBagSlotCount(targetBagID)
for targetSlot = 1, targetSlots do
if not GetContainerItemLink(targetBagID, targetSlot) then
table.insert(routingPlan, {
fromBag = bagID,
fromSlot = slot,
toBag = targetBagID,
toSlot = targetSlot
})
foundSlot = true
break
end
end
end
end
end
end
end
end
end
end
-- Execute routing plan
for _, move in ipairs(routingPlan) do
PickupContainerItem(move.fromBag, move.fromSlot)
PickupContainerItem(move.toBag, move.toSlot)
ClearCursor()
end
return table.getn(routingPlan)
end
--===========================================================================
-- PHASE 3: Stack Consolidation
--===========================================================================
local function ConsolidateStacks(bagIDs)
local itemGroups = {}
-- Collect all items with their locations
for _, bagID in ipairs(bagIDs) do
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
if numSlots and numSlots > 0 then
for slot = 1, numSlots do
local link = GetContainerItemLink(bagID, slot)
if link then
local texture, count = GetContainerItemInfo(bagID, slot)
local itemID = GetItemID(link)
local _, _, itemRarity = GetItemInfo(itemID)
-- Group by itemID and rarity
local groupKey = itemID .. "_" .. (tonumber(itemRarity) or 0)
if not itemGroups[groupKey] then
itemGroups[groupKey] = {
itemID = itemID,
link = link,
stacks = {}
}
end
table.insert(itemGroups[groupKey].stacks, {
bagID = bagID,
slot = slot,
count = count or 1,
priority = tonumber(addon.Modules.Utils:GetContainerPriority(bagID)) or 0
})
end
end
end
end
-- Consolidate stacks for each group
local consolidationMoves = 0
for _, group in pairs(itemGroups) do
if table.getn(group.stacks) > 1 then
local itemID = GetItemID(group.link)
local _, _, _, _, _, _, itemStackCount = GetItemInfo(itemID)
local maxStack = tonumber(itemStackCount) or 1
if maxStack > 1 then
-- Sort stacks: higher priority bags first, then larger stacks
table.sort(group.stacks, function(a, b)
if a.priority ~= b.priority then
return a.priority > b.priority
end
return a.count > b.count
end)
-- Greedy consolidation: fill stacks from left to right
for i = 1, table.getn(group.stacks) do
local source = group.stacks[i]
if source.count < maxStack then
for j = i + 1, table.getn(group.stacks) do
local target = group.stacks[j]
if target.count > 0 then
local spaceAvailable = maxStack - source.count
local amountToMove = math.min(spaceAvailable, target.count)
if amountToMove > 0 then
if amountToMove < target.count then
SplitContainerItem(target.bagID, target.slot, amountToMove)
PickupContainerItem(source.bagID, source.slot)
else
PickupContainerItem(target.bagID, target.slot)
PickupContainerItem(source.bagID, source.slot)
end
ClearCursor()
source.count = source.count + amountToMove
target.count = target.count - amountToMove
consolidationMoves = consolidationMoves + 1
if source.count >= maxStack then
break
end
end
end
end
end
end
end
end
end
return consolidationMoves
end
--===========================================================================
-- PHASE 4: Categorical Sorting
--===========================================================================
local function AddSortKeys(items)
for _, item in ipairs(items) do
if item.data and item.data.link then
local itemID = GetItemID(item.data.link)
local itemName, itemLink, itemRarity, itemLevel, itemCategory, itemType, itemStackCount,
itemSubType, itemTexture, itemEquipLoc, itemSellPrice = GetItemInfo(itemID)
item.itemName = itemName
--addon:Print("itemTexture:%s",itemTexture or 0);
--addon:Print("itemEquipLoc:%s",itemEquipLoc or 0);
--addon:Print("itemSubType:%s",itemSubType or 0);
--addon:Print("itemType:%s",itemType or 0);
--addon:Print("itemCategory:%s",itemCategory or 0);
--addon:Print("itemLevel:%s",itemLevel or 0);
if not itemName then
-- Skip items that couldn't be loaded
item.sortedClass = 999
item.isEquippable = false
item.priority = 1000
item.equipSlotOrder = 999
item.invertedQuality = 0
item.invertedItemLevel = 0
item.itemName = ""
item.sortedSubclass = 999
item.subclass = ""
item.texturePattern = ""
item.invertedCount = 0
item.invertedItemID = 0
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
if itemRarity == 0 or IsItemGrayTooltip(item.bagID, item.slot, item.data.link) then
item.sortedClass = CATEGORY_ORDER["Junk"] or 99
item.equipSlotOrder = 999
item.isEquippable = false -- Treat gray 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
item.sortedClass = CATEGORY_ORDER[itemCategory] or 99
-- Heuristic: Detect items that should be in the Quest category (priority 11)
-- but aren't categorized as such by the game (e.g. some "Manual" items)
if item.sortedClass ~= (CATEGORY_ORDER["Quest"] or 99) then
local nameLower = item.itemName and string.lower(item.itemName) or ""
if string.find(nameLower, "manual") or string.find(nameLower, "quest") then
item.sortedClass = 11
elseif IsQuestItemTooltip(item.bagID, item.slot) then
-- If name-based heuristic fails, check tooltip
item.sortedClass = 11
end
end
item.equipSlotOrder = 999
end
-- Subclass ordering
-- Detect consumable restore/eat/drink tag (if available) BEFORE computing subclass priority
item.restoreTag = nil
if addon.Modules.Utils and addon.Modules.Utils.GetConsumableRestoreTag then
if item.bagID and item.slot then
local tag = addon.Modules.Utils:GetConsumableRestoreTag(item.bagID, item.slot)
if tag then
item.restoreTag = tag
end
end
end
local baseSub = GetSubclassOrder(itemSubType, item.name)
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 ""
-- Quest flags: mark quest items and detect starter/usable states
item.isQuest = false
item.isQuestStarter = false
item.isQuestUsable = false
local nameLower = item.itemName and string.lower(item.itemName) or ""
if itemCategory == "Quest" or string.find(nameLower, "quest") or (item.data and item.data.class == "Quest") or IsQuestItemTooltip(item.bagID, item.slot) then
item.isQuest = true
if IsQuestItemStarter(item.bagID, item.slot) then item.isQuestStarter = true end
if IsQuestItemUsable(item.bagID, item.slot) then item.isQuestUsable = true 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
local nameLower = item.itemName and string.lower(item.itemName) or ""
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(itemStackCount) or 1
item.isStackable = item.maxStackCount > 1
item.stackCount = tonumber(item.data.count) or 1
-- Name for alphabetical sorting
item.itemName = item.name or ""
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)
-- 1. Priority items first (Hearthstone, etc.)
if a.priority ~= b.priority then
return a.priority < b.priority
end
-- 2. Equippable items always come before non-equippable items
if a.isEquippable ~= b.isEquippable then
return a.isEquippable
end
-- 3. For equippable gear: sort by slot, subtype, texture pattern, quality, ilvl, name
if a.isEquippable then
if a.equipSlotOrder ~= b.equipSlotOrder then
return a.equipSlotOrder < b.equipSlotOrder
end
-- Group by itemSubType first (e.g., "Ring", "Staff", "Cloth", etc.)
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
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)
local items = {}
local sequence = 0 -- Add sequence number for stable sort
for _, bagID in ipairs(bagIDs) do
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
if addon.Modules.Utils:IsBagValid(bagID) then
for slot = 1, numSlots do
-- Scan directly from game API instead of cached data
local texture, itemCount, locked = GetContainerItemInfo(bagID, slot)
local itemLink = GetContainerItemLink(bagID, slot)
if itemLink then
-- Get fresh item info with ALL return values
local itemID = GetItemID(itemLink)
local name, link, quality, iLevel, category, itemType, stackCount, subType, iconTex, equipLoc, sellPrice = GetItemInfo(itemID)
sequence = sequence + 1
table.insert(items, {
bagID = bagID,
slot = slot,
sequence = sequence, -- Preserve original order
data = {
link = itemLink,
texture = texture,
count = itemCount or 1,
quality = quality or 0,
name = name,
iLevel = iLevel,
type = itemType,
class = category,
subclass = subType, -- NOW INCLUDED!
locked = locked,
},
quality = quality or 0,
name = name or "",
class = category or "",
})
end
end
end
end
return items
end
local function BuildTargetPositions(bagIDs, itemCount)
local positions = {}
local index = 1
-- Sort bags by priority (descending), then by bag ID (ascending)
local sortedBags = {}
for _, bagID in ipairs(bagIDs) do
table.insert(sortedBags, {
bagID = bagID,
priority = tonumber(addon.Modules.Utils:GetContainerPriority(bagID)) or 0
})
end
table.sort(sortedBags, function(a, b)
if a.priority ~= b.priority then
return a.priority > b.priority
end
return a.bagID < b.bagID
end)
-- Build positions in priority order
for _, bagInfo in ipairs(sortedBags) do
local bagID = bagInfo.bagID
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
if addon.Modules.Utils:IsBagValid(bagID) then
for slot = 1, numSlots do
if index <= itemCount then
positions[index] = {bag = bagID, slot = slot}
index = index + 1
else
break
end
end
end
if index > itemCount then
break
end
end
return positions
end
local function ApplySort(bagIDs, items, targetPositions)
ClearCursor()
local moveToEmpty = {}
local swapOccupied = {}
-- Build move queues
for i, item in ipairs(items) do
local target = targetPositions[i]
if target then
local sourceBag, sourceSlot = item.bagID, item.slot
local targetBag, targetSlot = target.bag, target.slot
-- Skip if already in correct position
if sourceBag ~= targetBag or sourceSlot ~= targetSlot then
local targetItem = GetContainerItemLink(targetBag, targetSlot)
if not targetItem then
table.insert(moveToEmpty, {
sourceBag = sourceBag,
sourceSlot = sourceSlot,
targetBag = targetBag,
targetSlot = targetSlot,
})
else
table.insert(swapOccupied, {
sourceBag = sourceBag,
sourceSlot = sourceSlot,
targetBag = targetBag,
targetSlot = targetSlot,
})
end
end
end
end
-- Execute moves to empty slots first
local moveCount = 0
for _, move in ipairs(moveToEmpty) do
local _, _, locked = GetContainerItemInfo(move.sourceBag, move.sourceSlot)
if not locked then
PickupContainerItem(move.sourceBag, move.sourceSlot)
PickupContainerItem(move.targetBag, move.targetSlot)
ClearCursor()
moveCount = moveCount + 1
else
-- If item is locked, it might be due to server lag or another process.
-- We don't increment moveCount but the item will be picked up in next pass.
end
end
-- Execute swaps with occupied slots
for _, move in ipairs(swapOccupied) do
local _, _, sourceLocked = GetContainerItemInfo(move.sourceBag, move.sourceSlot)
local _, _, targetLocked = GetContainerItemInfo(move.targetBag, move.targetSlot)
if not sourceLocked and not targetLocked then
PickupContainerItem(move.sourceBag, move.sourceSlot)
PickupContainerItem(move.targetBag, move.targetSlot)
ClearCursor()
moveCount = moveCount + 1
end
end
return moveCount
end
--===========================================================================
-- GREY ITEM HANDLING HELPERS
--===========================================================================
-- Build tail positions (end-to-start) for a given count across the provided bags,
-- starting from the "last" regular bag (lowest priority, then highest bagID),
-- and spilling into previous bags when needed.
local function BuildGreyTailPositions(bagIDs, greyCount)
local positions = {}
local index = 1
if greyCount <= 0 then return positions end
-- Order bags: lowest priority first (these are considered "last"),
-- and for stable, pick higher bagID later within same priority.
local ordered = {}
for _, bagID in ipairs(bagIDs) do
-- ONLY include bags that are valid and have slots
if addon.Modules.Utils:IsBagValid(bagID) then
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID) or 0
if numSlots > 0 then
table.insert(ordered, {
bagID = bagID,
priority = tonumber(addon.Modules.Utils:GetContainerPriority(bagID)) or 0,
numSlots = numSlots,
})
end
end
end
table.sort(ordered, function(a, b)
if a.priority ~= b.priority then
return a.priority < b.priority -- lowest first
end
return a.bagID > b.bagID -- higher bagID later (treated as further to the right)
end)
-- Collect tail slots from end to start, spilling to previous bags as needed.
for _, info in ipairs(ordered) do
for slot = info.numSlots, 1, -1 do
if index <= greyCount then
positions[index] = { bag = info.bagID, slot = slot }
index = index + 1
else
break
end
end
if index > greyCount then break end
end
return positions
end
-- Split a list of collected items into non-greys and greys (quality 0)
local function SplitGreyItems(items)
local nonGreys, greys = {}, {}
for _, item in ipairs(items) do
if tonumber(item.quality or 0) == 0 then
table.insert(greys, item)
else
table.insert(nonGreys, item)
end
end
return nonGreys, greys
end
-- Rename for clarity and remove the helper function
function SortEngine:AnalyzeBags()
return self:AnalyzeContainer(addon.Constants.BAGS, "bags")
end
function SortEngine:AnalyzeBank()
if not addon.Modules.BankScanner:IsBankOpen() then
return {passes = 0, itemsOutOfPlace = 0, totalItems = 0, alreadySorted = true}
end
return self:AnalyzeContainer(addon.Constants.BANK_BAGS, "bank")
end
-- Unified analysis function that matches the actual sort logic
function SortEngine:AnalyzeContainer(bagIDs, containerType)
-- Detect specialized bags (same as SortBags)
local containers = DetectSpecializedBags(bagIDs)
local totalOutOfPlace = 0
local totalItems = 0
-- Analyze specialized bags separately
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
local specialBags = containers[bagType]
for _, bagID in ipairs(specialBags) do
local items = CollectItems({bagID})
if table.getn(items) > 0 then
local sortedItems = SortItems(items)
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
for i, item in ipairs(sortedItems) do
local target = targetPositions[i]
if target and (item.bagID ~= target.bag or item.slot ~= target.slot) then
totalOutOfPlace = totalOutOfPlace + 1
end
end
totalItems = totalItems + table.getn(items)
end
end
end
-- Analyze regular bags with two-phase logic (matches SortBags)
local regularBagIDs = containers.regular
-- FILTER OUT EMPTY/INVALID BAGS for analysis
local validRegularBags = {}
for _, bagID in ipairs(regularBagIDs) do
if addon.Modules.Utils:IsBagValid(bagID) and addon.Modules.Utils:GetBagSlotCount(bagID) > 0 then
table.insert(validRegularBags, bagID)
end
end
if table.getn(validRegularBags) > 0 then
local allItems = CollectItems(validRegularBags)
totalItems = totalItems + table.getn(allItems)
-- Split greys/non-greys like SortBags does
local nonGreys, greys = SplitGreyItems(allItems)
-- Check non-grey positioning (should be in front positions)
if table.getn(nonGreys) > 0 then
local sortedNonGreys = SortItems(nonGreys)
local frontPositions = BuildTargetPositions(validRegularBags, table.getn(sortedNonGreys))
for i, item in ipairs(sortedNonGreys) do
local target = frontPositions[i]
if target and (item.bagID ~= target.bag or item.slot ~= target.slot) then
totalOutOfPlace = totalOutOfPlace + 1
end
end
end
-- Check grey positioning (should be in tail positions)
if table.getn(greys) > 0 then
-- CRITICAL FIX: Only use bags that actually exist and have slots
local tailPositions = BuildGreyTailPositions(validRegularBags, table.getn(greys))
for i, item in ipairs(greys) do
local target = tailPositions[i]
-- FIX: Check if grey item is already in a tail position of a valid regular bag
local isInTailPosition = false
-- Check if this grey item is already in the end slots of any valid regular bag
for _, bagID in ipairs(validRegularBags) do
local numSlots = addon.Modules.Utils:GetBagSlotCount(bagID)
if item.bagID == bagID and item.slot >= (numSlots - table.getn(greys) + 1) then
isInTailPosition = true
break
end
end
-- Only count as out of place if it's NOT in a tail position AND doesn't match target
if target and (item.bagID ~= target.bag or item.slot ~= target.slot) and not isInTailPosition then
totalOutOfPlace = totalOutOfPlace + 1
end
end
end
end
if totalOutOfPlace == 0 then
return {passes = 0, itemsOutOfPlace = 0, totalItems = totalItems, alreadySorted = true}
end
-- Estimate passes (aligned to single-pass executor; cap at 6)
local displacementRatio = totalOutOfPlace / math.max(1, totalItems)
local estimatedPasses
if displacementRatio < 0.10 then
estimatedPasses = 1
elseif displacementRatio < 0.30 then
estimatedPasses = 2
elseif displacementRatio < 0.50 then
estimatedPasses = 3
elseif displacementRatio < 0.70 then
estimatedPasses = 4
elseif displacementRatio < 0.85 then
estimatedPasses = 5
else
estimatedPasses = 6
end
return {
passes = estimatedPasses,
itemsOutOfPlace = totalOutOfPlace,
totalItems = totalItems,
alreadySorted = false
}
end
-- Execute exactly ONE full sorting pass over bags (used by safety wrapper)
function SortEngine:SortBagsPass()
local bagIDs = addon.Constants.BAGS
-- Phase 1: Detect specialized bags
local containers = DetectSpecializedBags(bagIDs)
-- Phase 2: Route specialized items to their bags
local routeCount = RouteSpecializedItems(bagIDs, containers)
-- Phase 3: Consolidate stacks in ALL bags (including specialized)
local consolidateCount = ConsolidateStacks(bagIDs)
-- Phase 4: Sort items WITHIN each specialized bag (enchant, herb, soul, quiver, ammo)
local specializedMoves = 0
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
local specialBags = containers[bagType]
for _, bagID in ipairs(specialBags) do
local items = CollectItems({bagID})
if table.getn(items) > 0 then
items = SortItems(items)
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
local moveCount = ApplySort({bagID}, items, targetPositions)
specializedMoves = specializedMoves + moveCount
end
end
end
-- Phase 5: Two-phase sort for regular bags in a single pass
local regularMoves = 0
local regularBagIDs = containers.regular
if table.getn(regularBagIDs) > 0 then
-- Re-collect current state from regular bags
local allItems = CollectItems(regularBagIDs)
local nonGreys, greys = SplitGreyItems(allItems)
-- 1) Non-greys: standard sort to the front positions only
if table.getn(nonGreys) > 0 then
local sortedNonGreys = SortItems(nonGreys)
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
regularMoves = regularMoves + (ApplySort(regularBagIDs, sortedNonGreys, frontPositions) or 0)
end
-- 2) Greys: end->start across bags
local afterItems = CollectItems(regularBagIDs)
local _, greysNow = SplitGreyItems(afterItems)
if table.getn(greysNow) > 0 then
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greysNow))
regularMoves = regularMoves + (ApplySort(regularBagIDs, greysNow, tailPositions) or 0)
end
end
return routeCount + consolidateCount + specializedMoves + regularMoves
end
function SortEngine:SortBags()
local bagIDs = addon.Constants.BAGS
-- Phase 1: Detect specialized bags
local containers = DetectSpecializedBags(bagIDs)
-- Phase 2: Route specialized items to their bags
local routeCount = RouteSpecializedItems(bagIDs, containers)
-- Phase 3: Consolidate stacks in ALL bags (including specialized)
local consolidateCount = ConsolidateStacks(bagIDs)
-- Phase 4: Sort items WITHIN each specialized bag (enchant, herb, soul, quiver, ammo)
local specializedMoves = 0
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
local specialBags = containers[bagType]
for _, bagID in ipairs(specialBags) do
-- Sort items within this single specialized bag
local items = CollectItems({bagID})
if table.getn(items) > 0 then
items = SortItems(items)
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
local moveCount = ApplySort({bagID}, items, targetPositions)
specializedMoves = specializedMoves + moveCount
end
end
end
-- Phase 5: Two-phase sort for regular bags (multi-pass legacy; kept for direct calls)
local regularMoves = 0
local regularBagIDs = containers.regular
if table.getn(regularBagIDs) > 0 then
local maxPasses = 6
for pass = 1, maxPasses do
local passMoves = 0
-- Re-collect current state from regular bags
local allItems = CollectItems(regularBagIDs)
local nonGreys, greys = SplitGreyItems(allItems)
-- 1) Non-greys: standard sort to the front positions only
if table.getn(nonGreys) > 0 then
local sortedNonGreys = SortItems(nonGreys)
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
passMoves = passMoves + (ApplySort(regularBagIDs, sortedNonGreys, frontPositions) or 0)
end
-- 2) Greys: ignore all other sorting rules; place end->start across bags
-- Re-collect after possible movements above for accurate positions
local afterItems = CollectItems(regularBagIDs)
local _, greysNow = SplitGreyItems(afterItems)
if table.getn(greysNow) > 0 then
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greysNow))
passMoves = passMoves + (ApplySort(regularBagIDs, greysNow, tailPositions) or 0)
end
regularMoves = regularMoves + passMoves
if passMoves == 0 then break end
end
end
-- Return total moves made
return routeCount + consolidateCount + specializedMoves + regularMoves
end
-- Execute exactly ONE full sorting pass over bank (used by safety wrapper)
function SortEngine:SortBankPass()
if not addon.Modules.BankScanner:IsBankOpen() then
addon:Print("Bank must be open to sort!")
return 0
end
local bagIDs = addon.Constants.BANK_BAGS
-- Phase 1: Detect specialized bags
local containers = DetectSpecializedBags(bagIDs)
-- Phase 2: Route specialized items
local routeCount = RouteSpecializedItems(bagIDs, containers)
-- Phase 3: Consolidate stacks
local consolidateCount = ConsolidateStacks(bagIDs)
-- Phase 4: Sort items WITHIN each specialized bag (single pass)
local specializedMoves = 0
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
local specialBags = containers[bagType]
for _, bagID in ipairs(specialBags) do
local items = CollectItems({bagID})
if table.getn(items) > 0 then
items = SortItems(items)
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
local moved = ApplySort({bagID}, items, targetPositions)
specializedMoves = specializedMoves + moved
end
end
end
-- Phase 5: Regular bank bags — single pass
local regularBagIDs = containers.regular
local regularMoves = 0
if table.getn(regularBagIDs) > 0 then
local allItems = CollectItems(regularBagIDs)
local nonGreys, greys = SplitGreyItems(allItems)
if table.getn(nonGreys) > 0 then
local sortedNonGreys = SortItems(nonGreys)
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
regularMoves = regularMoves + (ApplySort(regularBagIDs, sortedNonGreys, frontPositions) or 0)
end
local afterItems = CollectItems(regularBagIDs)
local _, greysNow = SplitGreyItems(afterItems)
if table.getn(greysNow) > 0 then
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greysNow))
regularMoves = regularMoves + (ApplySort(regularBagIDs, greysNow, tailPositions) or 0)
end
end
return routeCount + consolidateCount + specializedMoves + regularMoves
end
function SortEngine:SortBank()
if not addon.Modules.BankScanner:IsBankOpen() then
addon:Print("Bank must be open to sort!")
return 0
end
local bagIDs = addon.Constants.BANK_BAGS
-- Phase 1: Detect specialized bags
local containers = DetectSpecializedBags(bagIDs)
-- Phase 2: Route specialized items
local routeCount = RouteSpecializedItems(bagIDs, containers)
-- Phase 3: Consolidate stacks
local consolidateCount = ConsolidateStacks(bagIDs)
-- Phase 4: Sort items WITHIN each specialized bag (multi-pass to avoid mid-bag holes)
local specializedMoves = 0
for _, bagType in ipairs({"enchant", "herb", "soul", "quiver", "ammo"}) do
local specialBags = containers[bagType]
for _, bagID in ipairs(specialBags) do
local maxPasses = 4
for pass = 1, maxPasses do
local items = CollectItems({bagID})
if table.getn(items) == 0 then break end
items = SortItems(items)
local targetPositions = BuildTargetPositions({bagID}, table.getn(items))
local moved = ApplySort({bagID}, items, targetPositions)
specializedMoves = specializedMoves + moved
if moved == 0 then break end
end
end
end
-- Phase 5: Regular bank bags — same two-phase approach (non-greys first, greys to tail)
local regularBagIDs = containers.regular
local regularMoves = 0
if table.getn(regularBagIDs) > 0 then
local maxPasses = 6
for pass = 1, maxPasses do
local passMoves = 0
local allItems = CollectItems(regularBagIDs)
local nonGreys, greys = SplitGreyItems(allItems)
if table.getn(nonGreys) > 0 then
local sortedNonGreys = SortItems(nonGreys)
local frontPositions = BuildTargetPositions(regularBagIDs, table.getn(sortedNonGreys))
passMoves = passMoves + (ApplySort(regularBagIDs, sortedNonGreys, frontPositions) or 0)
end
local afterItems = CollectItems(regularBagIDs)
local _, greysNow = SplitGreyItems(afterItems)
if table.getn(greysNow) > 0 then
local tailPositions = BuildGreyTailPositions(regularBagIDs, table.getn(greysNow))
passMoves = passMoves + (ApplySort(regularBagIDs, greysNow, tailPositions) or 0)
end
regularMoves = regularMoves + passMoves
if passMoves == 0 then break end
end
end
-- Return total moves made
return routeCount + consolidateCount + specializedMoves + regularMoves
end
--===========================================================================
-- Reusable Sort Execution with Smart Pass Management
--===========================================================================
function SortEngine:ExecuteSort(sortFunction, analyzeFunction, updateFrame, sortType)
-- Analyze to determine how many passes are needed
local analysis = analyzeFunction()
-- Check if already sorted
if analysis.alreadySorted then
return false, "already sorted"
end
-- Print analysis results
addon:Print("Sorting %s... (%d/%d items need sorting, estimated %d passes)",
sortType, analysis.itemsOutOfPlace, analysis.totalItems, analysis.passes)
local passCount = 0
local maxPasses = math.max(analysis.passes, 1) -- Use estimated passes, minimum 1
local safetyLimit = math.max(maxPasses * 3, 10) -- Reasonable upper bound
local totalMoves = 0
local noProgressPasses = 0
addon:Print("Starting %s sort (estimated: %d passes, safety limit: %d)", sortType, maxPasses, safetyLimit)
local function DoSortPass()
passCount = passCount + 1
-- Perform one sort pass
local moveCount = sortFunction()
totalMoves = totalMoves + moveCount
-- Check if sorting is complete by re-analyzing
local currentAnalysis = analyzeFunction()
if currentAnalysis.alreadySorted then
-- Sorting is complete!
addon:Print("%s sort complete! (%d passes, %d total moves)", sortType, passCount, totalMoves)
-- Final update
local frame = CreateFrame("Frame")
local startTime = GetTime()
frame:SetScript("OnUpdate", function()
if GetTime() - startTime >= 0.7 then
frame:SetScript("OnUpdate", nil)
updateFrame()
end
end)
elseif passCount >= safetyLimit then
-- Hit safety limit but not fully sorted
addon:Print("%s sort stopped at safety limit! (%d/%d items still need sorting after %d passes)",
sortType, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems, passCount)
-- Final update
local frame = CreateFrame("Frame")
local startTime = GetTime()
frame:SetScript("OnUpdate", function()
if GetTime() - startTime >= 0.7 then
frame:SetScript("OnUpdate", nil)
updateFrame()
end
end)
else
-- No progress guard: stop if we make no moves repeatedly
if moveCount == 0 then
noProgressPasses = noProgressPasses + 1
else
noProgressPasses = 0
end
if noProgressPasses >= 5 then
addon:Print("%s sort stopped due to no progress after %d passes (items remaining: %d/%d)",
sortType, passCount, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems)
-- Final update
local frame = CreateFrame("Frame")
local startTime = GetTime()
frame:SetScript("OnUpdate", function()
if GetTime() - startTime >= 0.7 then
frame:SetScript("OnUpdate", nil)
updateFrame()
end
end)
return
end
-- More sorting needed
local remainingRatio = currentAnalysis.itemsOutOfPlace / math.max(1, currentAnalysis.totalItems)
addon:Print("%s Pass %d: %d moves, %d/%d items remaining (%.1f%%)",
sortType, passCount, moveCount, currentAnalysis.itemsOutOfPlace, currentAnalysis.totalItems, remainingRatio * 100)
-- PROGRESSIVE DELAY: Calculate delay based on remaining complexity
local baseDelay = 1.2
local complexityDelay = math.min(currentAnalysis.itemsOutOfPlace * 0.06, 2.5) -- max 2.5 seconds
local totalDelay = baseDelay + complexityDelay
addon:Print("Waiting %.1f seconds before next pass...", totalDelay)
-- Wait with progressive delay, then sort again
local frame = CreateFrame("Frame")
local startTime = GetTime()
frame:SetScript("OnUpdate", function()
if GetTime() - startTime >= totalDelay then
frame:SetScript("OnUpdate", nil)
DoSortPass() -- Recursive call for next pass
end
end)
end
end
-- Start the first pass
DoSortPass()
return true, "sorting started"
end