Merge pull request #16 from Dusk-92/test/aoe-loot-classicapi-cleanup

Make AoE Loot authoritative across autoloot systems
This commit is contained in:
2026-09-04 18:28:05 +02:00
committed by GitHub
2 changed files with 89 additions and 71 deletions
+32
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@@ -50,6 +50,9 @@ API.containeritems = type(_G.C_Container) == "table"
API.containeriteminfo = type(_G.C_Container) == "table"
and type(_G.C_Container.GetContainerItemInfo) == "function"
API.containeropenable = type(_G.C_Container) == "table"
and type(_G.C_Container.IsContainerItemOpenable) == "function"
API.items = type(_G.C_Item) == "table"
API.iteminfo = API.items and type(_G.C_Item.GetItemInfo) == "function"
API.iteminfoinstant = API.items
@@ -119,6 +122,11 @@ API.loothistoryevents = API.loothistory and API.eventutils
and _G.C_EventUtils.IsEventValid("LOOT_HISTORY_FULL_UPDATE")
API.lootrollitemid = type(_G.GetLootRollItemID) == "function"
API.aoeloot = type(_G.C_Loot) == "table"
and type(_G.C_Loot.GetNearbyLootableUnits) == "function"
and type(_G.C_Loot.IsScanInProgress) == "function"
and type(_G.C_Loot.LootAllCorpses) == "function"
API.overridebindings = type(_G.SetOverrideBindingClick) == "function"
and type(_G.ClearOverrideBindings) == "function"
@@ -380,6 +388,30 @@ API.GetContainerNumFreeSlots = function(bag)
return 0, 0
end
API.IsContainerItemOpenable = function(bag, slot)
if API.containeropenable then
return _G.C_Container.IsContainerItemOpenable(bag, slot)
end
end
API.GetNearbyLootableUnits = function()
if API.aoeloot then
return _G.C_Loot.GetNearbyLootableUnits()
end
end
API.IsLootScanInProgress = function()
return API.aoeloot and _G.C_Loot.IsScanInProgress() or false
end
API.LootAllCorpses = function(maxCount)
if API.aoeloot then
if maxCount then return _G.C_Loot.LootAllCorpses(maxCount) end
return _G.C_Loot.LootAllCorpses()
end
return false
end
-- ClassicAPI updates its own left/right modifier bitmap before firing
-- MODIFIER_STATE_CHANGED. Prefer that state over vanilla's merged Win32 key
-- state when the richer ClassicAPI functions are available.
+57 -71
View File
@@ -1,6 +1,7 @@
-- Adapted from AoELoot by Sandrea / ChatGPT for ShaguTweaks-ClassicAPI.
local T = ShaguTweaks.T
local API = ShaguTweaks.API
local module = ShaguTweaks:register({
title = T["AoE Loot"],
@@ -11,15 +12,24 @@ local module = ShaguTweaks:register({
})
module.enable = function(self)
-- AoE Loot relies entirely on ClassicAPI's native corpse walker,
-- container classification and timer. Do not keep partial legacy behavior
-- when those capabilities are unavailable.
if not API or not API.aoeloot or not API.containeropenable or not API.timer then return end
local frame = CreateFrame("Frame", "ShaguTweaksAoELoot")
local pending = false
local releaseDeadline = 0
local containerLootDeadline = 0
local takeoverGeneration = 0
local TAKEOVER_DELAY = 0.3
local function CancelTakeover()
takeoverGeneration = takeoverGeneration + 1
pending = false
end
local function TrackContainerUse(bag, slot)
if not C_Container or not C_Container.IsContainerItemOpenable then return end
local isOpenable, canOpen = C_Container.IsContainerItemOpenable(bag, slot)
local isOpenable, canOpen = API.IsContainerItemOpenable(bag, slot)
if isOpenable and canOpen then
-- LOOT_OPENED is also fired by clams, lockboxes and similar bag items.
-- Mark that session before UseContainerItem runs so it remains under the
@@ -39,97 +49,73 @@ module.enable = function(self)
local function CanStartAoELoot()
if IsMasterLootActive() then return false end
if not C_Loot or not C_Loot.LootAllCorpses then return false end
if C_Loot.IsScanInProgress and C_Loot.IsScanInProgress() then
return false
end
if API.IsLootScanInProgress() then return false end
return true
end
local function HasNearbyLootableCorpse()
-- Older ClassicAPI builds may not expose the query yet. Keep AoE Loot
-- functional there; the container hook above still protects bag items.
if not C_Loot or not C_Loot.GetNearbyLootableUnits then return true end
local units = C_Loot.GetNearbyLootableUnits()
local units = API.GetNearbyLootableUnits()
return type(units) == "table" and table.getn(units) > 0
end
local function StartAoELoot()
-- Defer for one frame so the normal loot session can close cleanly.
frame:SetScript("OnUpdate", nil)
local function StartAoELoot(generation)
if generation ~= takeoverGeneration or not pending then return end
pending = false
releaseDeadline = 0
if CanStartAoELoot() then
C_Loot.LootAllCorpses()
API.LootAllCorpses()
end
end
local function QueueAoELoot()
releaseDeadline = 0
frame:SetScript("OnUpdate", StartAoELoot)
end
local function TakeOverLootSession()
-- AoE Loot owns corpse sessions while enabled. Close the normal client
-- window immediately so Vanilla autoloot, SuperAPI SetAutoloot modes and
-- quickloot-patched clients cannot keep control of the session.
takeoverGeneration = takeoverGeneration + 1
local generation = takeoverGeneration
pending = true
CloseLoot()
local function WaitForLootRelease()
-- Native Auto Loot can finish before this module receives LOOT_OPENED.
-- In that case LOOT_CLOSED has already passed, so use the empty session
-- as a fallback and queue the ClassicAPI walk on the following frame.
if pending and (not GetNumLootItems or GetNumLootItems() == 0) then
QueueAoELoot()
elseif pending and GetTime() >= releaseDeadline then
-- Never leave a per-frame waiter behind if the native loot session
-- cannot finish, for example because every inventory bag is full.
pending = false
releaseDeadline = 0
frame:SetScript("OnUpdate", nil)
end
-- Native autoloot may already have emitted loot packets before LOOT_OPENED
-- reaches Lua. ClassicAPI's own loot test uses the same 0.3s settling
-- window between loot operations; after it expires the native corpse walker
-- becomes the sole owner of all remaining nearby corpse loot.
C_Timer.After(TAKEOVER_DELAY, function()
StartAoELoot(generation)
end)
end
frame:RegisterEvent("LOOT_OPENED")
frame:RegisterEvent("LOOT_CLOSED")
frame:SetScript("OnEvent", function()
if event == "LOOT_OPENED" then
-- Inventory containers use the same loot events as corpses. Let the
-- normal client finish them instead of closing their loot session.
if containerLootDeadline > 0 then
local isContainerLoot = GetTime() <= containerLootDeadline
containerLootDeadline = 0
if isContainerLoot then return end
end
if event ~= "LOOT_OPENED" then return end
-- The master looter must keep the normal window to inspect and assign loot.
if IsMasterLootActive() then
pending = false
releaseDeadline = 0
frame:SetScript("OnUpdate", nil)
-- Inventory containers use the same loot event as corpses. Let the normal
-- client finish them instead of treating them as an AoE-loot trigger.
if containerLootDeadline > 0 then
local isContainerLoot = GetTime() <= containerLootDeadline
containerLootDeadline = 0
if isContainerLoot then
CancelTakeover()
return
end
end
-- Chests, fishing nodes and other non-corpse sources also emit
-- LOOT_OPENED. AoE Loot only has work to do when ClassicAPI can actually
-- see at least one nearby lootable unit.
if not HasNearbyLootableCorpse() then return end
if pending or not CanStartAoELoot() then return end
pending = true
releaseDeadline = GetTime() + 3
frame:SetScript("OnUpdate", WaitForLootRelease)
-- Close the normal session so ClassicAPI can take over. The temporary
-- waiter also handles clients whose native Auto Loot already completed
-- and fired LOOT_CLOSED before this module received LOOT_OPENED.
CloseLoot()
-- The master looter must keep the normal window to inspect and assign loot.
if IsMasterLootActive() then
CancelTakeover()
return
end
if event == "LOOT_CLOSED" and pending then
QueueAoELoot()
end
-- Chests, fishing nodes and other non-corpse sources also emit LOOT_OPENED.
-- Only take over when ClassicAPI can see at least one nearby lootable unit.
if not HasNearbyLootableCorpse() then return end
-- A queued takeover already owns this interaction. ClassicAPI suppresses
-- its own LOOT_OPENED/LOOT_CLOSED events while walking corpses, so no
-- additional session needs to be stacked here.
if pending then return end
TakeOverLootSession()
end)
end