Let native autoloot settle before AoE loot

This commit is contained in:
Dusk-92
2026-09-03 23:30:23 +02:00
parent 5c609a438f
commit 8c070ac1b2
+36 -55
View File
@@ -19,7 +19,6 @@ module.enable = function(self)
local frame = CreateFrame("Frame", "ShaguTweaksAoELoot")
local pending = false
local releaseDeadline = 0
local containerLootDeadline = 0
local function TrackContainerUse(bag, slot)
@@ -53,78 +52,60 @@ module.enable = function(self)
end
local function StartAoELoot()
-- Defer for one frame so the normal loot session can close cleanly.
frame:SetScript("OnUpdate", nil)
pending = false
releaseDeadline = 0
if CanStartAoELoot() then
API.LootAllCorpses()
end
end
local function QueueAoELoot()
releaseDeadline = 0
local function ResolveLootSession()
-- Give the client's own autoloot path one frame to act before taking over.
-- This avoids closing the loot session underneath SuperWoW/SuperAPI or a
-- quickloot-patched client while remaining independent of either mod.
frame:SetScript("OnUpdate", nil)
if not pending then return end
-- Manual loot still has items after that frame. Close only in that case;
-- when native autoloot already emptied/closed the session, leave it alone.
if GetNumLootItems and GetNumLootItems() > 0 then
CloseLoot()
end
-- The original path already waits one frame after CloseLoot before handing
-- control to ClassicAPI. Keep that release frame for both manual and native
-- autoloot paths.
frame:SetScript("OnUpdate", StartAoELoot)
end
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
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)
return
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()
-- 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 return end
end
-- The master looter must keep the normal window to inspect and assign loot.
if IsMasterLootActive() then
pending = false
frame:SetScript("OnUpdate", nil)
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
if pending or not CanStartAoELoot() then return end
pending = true
frame:SetScript("OnUpdate", ResolveLootSession)
end)
end