mirror of
https://github.com/Lacustat/Freewood-OctoWoW-Loot.git
synced 2026-11-07 13:49:00 +00:00
Freewood-OctoWoW-Loot 0.1.136
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_016onJCSHLwhs9udhC9ZLzk9
This commit is contained in:
@@ -0,0 +1,11 @@
|
||||
## Interface: 11200
|
||||
## Title: Freewood |cffc89b3cLoot|r
|
||||
## Notes: Blacklist for loot: picks up listed items and deletes them with your next click in the world.
|
||||
## Notes-deDE: Blacklist für Beute: nimmt gelistete Items mit und löscht sie mit deinem nächsten Klick in der Spielwelt.
|
||||
## Author: Lacustat
|
||||
## Version: 0.1.136
|
||||
## Dependencies: Freewood-OctoWoW-Core
|
||||
|
||||
Locales.lua
|
||||
Loot.lua
|
||||
LootUI.lua
|
||||
@@ -0,0 +1,674 @@
|
||||
GNU GENERAL PUBLIC LICENSE
|
||||
Version 3, 29 June 2007
|
||||
|
||||
Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
|
||||
Everyone is permitted to copy and distribute verbatim copies
|
||||
of this license document, but changing it is not allowed.
|
||||
|
||||
Preamble
|
||||
|
||||
The GNU General Public License is a free, copyleft license for
|
||||
software and other kinds of works.
|
||||
|
||||
The licenses for most software and other practical works are designed
|
||||
to take away your freedom to share and change the works. By contrast,
|
||||
the GNU General Public License is intended to guarantee your freedom to
|
||||
share and change all versions of a program--to make sure it remains free
|
||||
software for all its users. We, the Free Software Foundation, use the
|
||||
GNU General Public License for most of our software; it applies also to
|
||||
any other work released this way by its authors. You can apply it to
|
||||
your programs, too.
|
||||
|
||||
When we speak of free software, we are referring to freedom, not
|
||||
price. Our General Public Licenses are designed to make sure that you
|
||||
have the freedom to distribute copies of free software (and charge for
|
||||
them if you wish), that you receive source code or can get it if you
|
||||
want it, that you can change the software or use pieces of it in new
|
||||
free programs, and that you know you can do these things.
|
||||
|
||||
To protect your rights, we need to prevent others from denying you
|
||||
these rights or asking you to surrender the rights. Therefore, you have
|
||||
certain responsibilities if you distribute copies of the software, or if
|
||||
you modify it: responsibilities to respect the freedom of others.
|
||||
|
||||
For example, if you distribute copies of such a program, whether
|
||||
gratis or for a fee, you must pass on to the recipients the same
|
||||
freedoms that you received. You must make sure that they, too, receive
|
||||
or can get the source code. And you must show them these terms so they
|
||||
know their rights.
|
||||
|
||||
Developers that use the GNU GPL protect your rights with two steps:
|
||||
(1) assert copyright on the software, and (2) offer you this License
|
||||
giving you legal permission to copy, distribute and/or modify it.
|
||||
|
||||
For the developers' and authors' protection, the GPL clearly explains
|
||||
that there is no warranty for this free software. For both users' and
|
||||
authors' sake, the GPL requires that modified versions be marked as
|
||||
changed, so that their problems will not be attributed erroneously to
|
||||
authors of previous versions.
|
||||
|
||||
Some devices are designed to deny users access to install or run
|
||||
modified versions of the software inside them, although the manufacturer
|
||||
can do so. This is fundamentally incompatible with the aim of
|
||||
protecting users' freedom to change the software. The systematic
|
||||
pattern of such abuse occurs in the area of products for individuals to
|
||||
use, which is precisely where it is most unacceptable. Therefore, we
|
||||
have designed this version of the GPL to prohibit the practice for those
|
||||
products. If such problems arise substantially in other domains, we
|
||||
stand ready to extend this provision to those domains in future versions
|
||||
of the GPL, as needed to protect the freedom of users.
|
||||
|
||||
Finally, every program is threatened constantly by software patents.
|
||||
States should not allow patents to restrict development and use of
|
||||
software on general-purpose computers, but in those that do, we wish to
|
||||
avoid the special danger that patents applied to a free program could
|
||||
make it effectively proprietary. To prevent this, the GPL assures that
|
||||
patents cannot be used to render the program non-free.
|
||||
|
||||
The precise terms and conditions for copying, distribution and
|
||||
modification follow.
|
||||
|
||||
TERMS AND CONDITIONS
|
||||
|
||||
0. Definitions.
|
||||
|
||||
"This License" refers to version 3 of the GNU General Public License.
|
||||
|
||||
"Copyright" also means copyright-like laws that apply to other kinds of
|
||||
works, such as semiconductor masks.
|
||||
|
||||
"The Program" refers to any copyrightable work licensed under this
|
||||
License. Each licensee is addressed as "you". "Licensees" and
|
||||
"recipients" may be individuals or organizations.
|
||||
|
||||
To "modify" a work means to copy from or adapt all or part of the work
|
||||
in a fashion requiring copyright permission, other than the making of an
|
||||
exact copy. The resulting work is called a "modified version" of the
|
||||
earlier work or a work "based on" the earlier work.
|
||||
|
||||
A "covered work" means either the unmodified Program or a work based
|
||||
on the Program.
|
||||
|
||||
To "propagate" a work means to do anything with it that, without
|
||||
permission, would make you directly or secondarily liable for
|
||||
infringement under applicable copyright law, except executing it on a
|
||||
computer or modifying a private copy. Propagation includes copying,
|
||||
distribution (with or without modification), making available to the
|
||||
public, and in some countries other activities as well.
|
||||
|
||||
To "convey" a work means any kind of propagation that enables other
|
||||
parties to make or receive copies. Mere interaction with a user through
|
||||
a computer network, with no transfer of a copy, is not conveying.
|
||||
|
||||
An interactive user interface displays "Appropriate Legal Notices"
|
||||
to the extent that it includes a convenient and prominently visible
|
||||
feature that (1) displays an appropriate copyright notice, and (2)
|
||||
tells the user that there is no warranty for the work (except to the
|
||||
extent that warranties are provided), that licensees may convey the
|
||||
work under this License, and how to view a copy of this License. If
|
||||
the interface presents a list of user commands or options, such as a
|
||||
menu, a prominent item in the list meets this criterion.
|
||||
|
||||
1. Source Code.
|
||||
|
||||
The "source code" for a work means the preferred form of the work
|
||||
for making modifications to it. "Object code" means any non-source
|
||||
form of a work.
|
||||
|
||||
A "Standard Interface" means an interface that either is an official
|
||||
standard defined by a recognized standards body, or, in the case of
|
||||
interfaces specified for a particular programming language, one that
|
||||
is widely used among developers working in that language.
|
||||
|
||||
The "System Libraries" of an executable work include anything, other
|
||||
than the work as a whole, that (a) is included in the normal form of
|
||||
packaging a Major Component, but which is not part of that Major
|
||||
Component, and (b) serves only to enable use of the work with that
|
||||
Major Component, or to implement a Standard Interface for which an
|
||||
implementation is available to the public in source code form. A
|
||||
"Major Component", in this context, means a major essential component
|
||||
(kernel, window system, and so on) of the specific operating system
|
||||
(if any) on which the executable work runs, or a compiler used to
|
||||
produce the work, or an object code interpreter used to run it.
|
||||
|
||||
The "Corresponding Source" for a work in object code form means all
|
||||
the source code needed to generate, install, and (for an executable
|
||||
work) run the object code and to modify the work, including scripts to
|
||||
control those activities. However, it does not include the work's
|
||||
System Libraries, or general-purpose tools or generally available free
|
||||
programs which are used unmodified in performing those activities but
|
||||
which are not part of the work. For example, Corresponding Source
|
||||
includes interface definition files associated with source files for
|
||||
the work, and the source code for shared libraries and dynamically
|
||||
linked subprograms that the work is specifically designed to require,
|
||||
such as by intimate data communication or control flow between those
|
||||
subprograms and other parts of the work.
|
||||
|
||||
The Corresponding Source need not include anything that users
|
||||
can regenerate automatically from other parts of the Corresponding
|
||||
Source.
|
||||
|
||||
The Corresponding Source for a work in source code form is that
|
||||
same work.
|
||||
|
||||
2. Basic Permissions.
|
||||
|
||||
All rights granted under this License are granted for the term of
|
||||
copyright on the Program, and are irrevocable provided the stated
|
||||
conditions are met. This License explicitly affirms your unlimited
|
||||
permission to run the unmodified Program. The output from running a
|
||||
covered work is covered by this License only if the output, given its
|
||||
content, constitutes a covered work. This License acknowledges your
|
||||
rights of fair use or other equivalent, as provided by copyright law.
|
||||
|
||||
You may make, run and propagate covered works that you do not
|
||||
convey, without conditions so long as your license otherwise remains
|
||||
in force. You may convey covered works to others for the sole purpose
|
||||
of having them make modifications exclusively for you, or provide you
|
||||
with facilities for running those works, provided that you comply with
|
||||
the terms of this License in conveying all material for which you do
|
||||
not control copyright. Those thus making or running the covered works
|
||||
for you must do so exclusively on your behalf, under your direction
|
||||
and control, on terms that prohibit them from making any copies of
|
||||
your copyrighted material outside their relationship with you.
|
||||
|
||||
Conveying under any other circumstances is permitted solely under
|
||||
the conditions stated below. Sublicensing is not allowed; section 10
|
||||
makes it unnecessary.
|
||||
|
||||
3. Protecting Users' Legal Rights From Anti-Circumvention Law.
|
||||
|
||||
No covered work shall be deemed part of an effective technological
|
||||
measure under any applicable law fulfilling obligations under article
|
||||
11 of the WIPO copyright treaty adopted on 20 December 1996, or
|
||||
similar laws prohibiting or restricting circumvention of such
|
||||
measures.
|
||||
|
||||
When you convey a covered work, you waive any legal power to forbid
|
||||
circumvention of technological measures to the extent such circumvention
|
||||
is effected by exercising rights under this License with respect to
|
||||
the covered work, and you disclaim any intention to limit operation or
|
||||
modification of the work as a means of enforcing, against the work's
|
||||
users, your or third parties' legal rights to forbid circumvention of
|
||||
technological measures.
|
||||
|
||||
4. Conveying Verbatim Copies.
|
||||
|
||||
You may convey verbatim copies of the Program's source code as you
|
||||
receive it, in any medium, provided that you conspicuously and
|
||||
appropriately publish on each copy an appropriate copyright notice;
|
||||
keep intact all notices stating that this License and any
|
||||
non-permissive terms added in accord with section 7 apply to the code;
|
||||
keep intact all notices of the absence of any warranty; and give all
|
||||
recipients a copy of this License along with the Program.
|
||||
|
||||
You may charge any price or no price for each copy that you convey,
|
||||
and you may offer support or warranty protection for a fee.
|
||||
|
||||
5. Conveying Modified Source Versions.
|
||||
|
||||
You may convey a work based on the Program, or the modifications to
|
||||
produce it from the Program, in the form of source code under the
|
||||
terms of section 4, provided that you also meet all of these conditions:
|
||||
|
||||
a) The work must carry prominent notices stating that you modified
|
||||
it, and giving a relevant date.
|
||||
|
||||
b) The work must carry prominent notices stating that it is
|
||||
released under this License and any conditions added under section
|
||||
7. This requirement modifies the requirement in section 4 to
|
||||
"keep intact all notices".
|
||||
|
||||
c) You must license the entire work, as a whole, under this
|
||||
License to anyone who comes into possession of a copy. This
|
||||
License will therefore apply, along with any applicable section 7
|
||||
additional terms, to the whole of the work, and all its parts,
|
||||
regardless of how they are packaged. This License gives no
|
||||
permission to license the work in any other way, but it does not
|
||||
invalidate such permission if you have separately received it.
|
||||
|
||||
d) If the work has interactive user interfaces, each must display
|
||||
Appropriate Legal Notices; however, if the Program has interactive
|
||||
interfaces that do not display Appropriate Legal Notices, your
|
||||
work need not make them do so.
|
||||
|
||||
A compilation of a covered work with other separate and independent
|
||||
works, which are not by their nature extensions of the covered work,
|
||||
and which are not combined with it such as to form a larger program,
|
||||
in or on a volume of a storage or distribution medium, is called an
|
||||
"aggregate" if the compilation and its resulting copyright are not
|
||||
used to limit the access or legal rights of the compilation's users
|
||||
beyond what the individual works permit. Inclusion of a covered work
|
||||
in an aggregate does not cause this License to apply to the other
|
||||
parts of the aggregate.
|
||||
|
||||
6. Conveying Non-Source Forms.
|
||||
|
||||
You may convey a covered work in object code form under the terms
|
||||
of sections 4 and 5, provided that you also convey the
|
||||
machine-readable Corresponding Source under the terms of this License,
|
||||
in one of these ways:
|
||||
|
||||
a) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by the
|
||||
Corresponding Source fixed on a durable physical medium
|
||||
customarily used for software interchange.
|
||||
|
||||
b) Convey the object code in, or embodied in, a physical product
|
||||
(including a physical distribution medium), accompanied by a
|
||||
written offer, valid for at least three years and valid for as
|
||||
long as you offer spare parts or customer support for that product
|
||||
model, to give anyone who possesses the object code either (1) a
|
||||
copy of the Corresponding Source for all the software in the
|
||||
product that is covered by this License, on a durable physical
|
||||
medium customarily used for software interchange, for a price no
|
||||
more than your reasonable cost of physically performing this
|
||||
conveying of source, or (2) access to copy the
|
||||
Corresponding Source from a network server at no charge.
|
||||
|
||||
c) Convey individual copies of the object code with a copy of the
|
||||
written offer to provide the Corresponding Source. This
|
||||
alternative is allowed only occasionally and noncommercially, and
|
||||
only if you received the object code with such an offer, in accord
|
||||
with subsection 6b.
|
||||
|
||||
d) Convey the object code by offering access from a designated
|
||||
place (gratis or for a charge), and offer equivalent access to the
|
||||
Corresponding Source in the same way through the same place at no
|
||||
further charge. You need not require recipients to copy the
|
||||
Corresponding Source along with the object code. If the place to
|
||||
copy the object code is a network server, the Corresponding Source
|
||||
may be on a different server (operated by you or a third party)
|
||||
that supports equivalent copying facilities, provided you maintain
|
||||
clear directions next to the object code saying where to find the
|
||||
Corresponding Source. Regardless of what server hosts the
|
||||
Corresponding Source, you remain obligated to ensure that it is
|
||||
available for as long as needed to satisfy these requirements.
|
||||
|
||||
e) Convey the object code using peer-to-peer transmission, provided
|
||||
you inform other peers where the object code and Corresponding
|
||||
Source of the work are being offered to the general public at no
|
||||
charge under subsection 6d.
|
||||
|
||||
A separable portion of the object code, whose source code is excluded
|
||||
from the Corresponding Source as a System Library, need not be
|
||||
included in conveying the object code work.
|
||||
|
||||
A "User Product" is either (1) a "consumer product", which means any
|
||||
tangible personal property which is normally used for personal, family,
|
||||
or household purposes, or (2) anything designed or sold for incorporation
|
||||
into a dwelling. In determining whether a product is a consumer product,
|
||||
doubtful cases shall be resolved in favor of coverage. For a particular
|
||||
product received by a particular user, "normally used" refers to a
|
||||
typical or common use of that class of product, regardless of the status
|
||||
of the particular user or of the way in which the particular user
|
||||
actually uses, or expects or is expected to use, the product. A product
|
||||
is a consumer product regardless of whether the product has substantial
|
||||
commercial, industrial or non-consumer uses, unless such uses represent
|
||||
the only significant mode of use of the product.
|
||||
|
||||
"Installation Information" for a User Product means any methods,
|
||||
procedures, authorization keys, or other information required to install
|
||||
and execute modified versions of a covered work in that User Product from
|
||||
a modified version of its Corresponding Source. The information must
|
||||
suffice to ensure that the continued functioning of the modified object
|
||||
code is in no case prevented or interfered with solely because
|
||||
modification has been made.
|
||||
|
||||
If you convey an object code work under this section in, or with, or
|
||||
specifically for use in, a User Product, and the conveying occurs as
|
||||
part of a transaction in which the right of possession and use of the
|
||||
User Product is transferred to the recipient in perpetuity or for a
|
||||
fixed term (regardless of how the transaction is characterized), the
|
||||
Corresponding Source conveyed under this section must be accompanied
|
||||
by the Installation Information. But this requirement does not apply
|
||||
if neither you nor any third party retains the ability to install
|
||||
modified object code on the User Product (for example, the work has
|
||||
been installed in ROM).
|
||||
|
||||
The requirement to provide Installation Information does not include a
|
||||
requirement to continue to provide support service, warranty, or updates
|
||||
for a work that has been modified or installed by the recipient, or for
|
||||
the User Product in which it has been modified or installed. Access to a
|
||||
network may be denied when the modification itself materially and
|
||||
adversely affects the operation of the network or violates the rules and
|
||||
protocols for communication across the network.
|
||||
|
||||
Corresponding Source conveyed, and Installation Information provided,
|
||||
in accord with this section must be in a format that is publicly
|
||||
documented (and with an implementation available to the public in
|
||||
source code form), and must require no special password or key for
|
||||
unpacking, reading or copying.
|
||||
|
||||
7. Additional Terms.
|
||||
|
||||
"Additional permissions" are terms that supplement the terms of this
|
||||
License by making exceptions from one or more of its conditions.
|
||||
Additional permissions that are applicable to the entire Program shall
|
||||
be treated as though they were included in this License, to the extent
|
||||
that they are valid under applicable law. If additional permissions
|
||||
apply only to part of the Program, that part may be used separately
|
||||
under those permissions, but the entire Program remains governed by
|
||||
this License without regard to the additional permissions.
|
||||
|
||||
When you convey a copy of a covered work, you may at your option
|
||||
remove any additional permissions from that copy, or from any part of
|
||||
it. (Additional permissions may be written to require their own
|
||||
removal in certain cases when you modify the work.) You may place
|
||||
additional permissions on material, added by you to a covered work,
|
||||
for which you have or can give appropriate copyright permission.
|
||||
|
||||
Notwithstanding any other provision of this License, for material you
|
||||
add to a covered work, you may (if authorized by the copyright holders of
|
||||
that material) supplement the terms of this License with terms:
|
||||
|
||||
a) Disclaiming warranty or limiting liability differently from the
|
||||
terms of sections 15 and 16 of this License; or
|
||||
|
||||
b) Requiring preservation of specified reasonable legal notices or
|
||||
author attributions in that material or in the Appropriate Legal
|
||||
Notices displayed by works containing it; or
|
||||
|
||||
c) Prohibiting misrepresentation of the origin of that material, or
|
||||
requiring that modified versions of such material be marked in
|
||||
reasonable ways as different from the original version; or
|
||||
|
||||
d) Limiting the use for publicity purposes of names of licensors or
|
||||
authors of the material; or
|
||||
|
||||
e) Declining to grant rights under trademark law for use of some
|
||||
trade names, trademarks, or service marks; or
|
||||
|
||||
f) Requiring indemnification of licensors and authors of that
|
||||
material by anyone who conveys the material (or modified versions of
|
||||
it) with contractual assumptions of liability to the recipient, for
|
||||
any liability that these contractual assumptions directly impose on
|
||||
those licensors and authors.
|
||||
|
||||
All other non-permissive additional terms are considered "further
|
||||
restrictions" within the meaning of section 10. If the Program as you
|
||||
received it, or any part of it, contains a notice stating that it is
|
||||
governed by this License along with a term that is a further
|
||||
restriction, you may remove that term. If a license document contains
|
||||
a further restriction but permits relicensing or conveying under this
|
||||
License, you may add to a covered work material governed by the terms
|
||||
of that license document, provided that the further restriction does
|
||||
not survive such relicensing or conveying.
|
||||
|
||||
If you add terms to a covered work in accord with this section, you
|
||||
must place, in the relevant source files, a statement of the
|
||||
additional terms that apply to those files, or a notice indicating
|
||||
where to find the applicable terms.
|
||||
|
||||
Additional terms, permissive or non-permissive, may be stated in the
|
||||
form of a separately written license, or stated as exceptions;
|
||||
the above requirements apply either way.
|
||||
|
||||
8. Termination.
|
||||
|
||||
You may not propagate or modify a covered work except as expressly
|
||||
provided under this License. Any attempt otherwise to propagate or
|
||||
modify it is void, and will automatically terminate your rights under
|
||||
this License (including any patent licenses granted under the third
|
||||
paragraph of section 11).
|
||||
|
||||
However, if you cease all violation of this License, then your
|
||||
license from a particular copyright holder is reinstated (a)
|
||||
provisionally, unless and until the copyright holder explicitly and
|
||||
finally terminates your license, and (b) permanently, if the copyright
|
||||
holder fails to notify you of the violation by some reasonable means
|
||||
prior to 60 days after the cessation.
|
||||
|
||||
Moreover, your license from a particular copyright holder is
|
||||
reinstated permanently if the copyright holder notifies you of the
|
||||
violation by some reasonable means, this is the first time you have
|
||||
received notice of violation of this License (for any work) from that
|
||||
copyright holder, and you cure the violation prior to 30 days after
|
||||
your receipt of the notice.
|
||||
|
||||
Termination of your rights under this section does not terminate the
|
||||
licenses of parties who have received copies or rights from you under
|
||||
this License. If your rights have been terminated and not permanently
|
||||
reinstated, you do not qualify to receive new licenses for the same
|
||||
material under section 10.
|
||||
|
||||
9. Acceptance Not Required for Having Copies.
|
||||
|
||||
You are not required to accept this License in order to receive or
|
||||
run a copy of the Program. Ancillary propagation of a covered work
|
||||
occurring solely as a consequence of using peer-to-peer transmission
|
||||
to receive a copy likewise does not require acceptance. However,
|
||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
+109
@@ -0,0 +1,109 @@
|
||||
-- Freewood-OctoWoW-Loot: Texte
|
||||
local ADDON, NS = ...
|
||||
|
||||
local FW = _G.Freewood
|
||||
if not FW then
|
||||
return
|
||||
end
|
||||
|
||||
FW:AddLocale("enUS", {
|
||||
LOOT_TITLE = "Loot Blacklist",
|
||||
LOOT_DESC = "Picks up listed items and deletes them with your next click in the world.",
|
||||
LOOT_TAB = "Loot",
|
||||
|
||||
LOOT_LIST_HEADER = "Blacklist (this character)",
|
||||
LOOT_LIST_EMPTY = "The blacklist is empty. Add items on the right.",
|
||||
LOOT_PENDING = "waiting: %d",
|
||||
LOOT_REMOVE = "Remove from blacklist",
|
||||
|
||||
LOOT_ADD_HEADER = "Add item",
|
||||
LOOT_ADD_DROP = "Drop an item from your bags here",
|
||||
LOOT_ADD_BOX = "Item link or ID",
|
||||
LOOT_ADD_BUTTON = "Add",
|
||||
LOOT_ADD_OK = "Added: %s",
|
||||
LOOT_ADD_ALREADY = "Already on the blacklist.",
|
||||
LOOT_ADD_INVALID = "Not a valid item.",
|
||||
LOOT_ADD_FULL = "The blacklist is full.",
|
||||
LOOT_ADD_HINT = "Shift-click an item link into the field, or type the item ID.",
|
||||
|
||||
LOOT_RECENT_HEADER = "Recently received",
|
||||
LOOT_RECENT_EMPTY = "Nothing looted yet.",
|
||||
LOOT_RECENT_ADD = "+ List",
|
||||
LOOT_RECENT_LISTED = "listed",
|
||||
|
||||
LOOT_LOG_HEADER = "Deleted",
|
||||
LOOT_LOG_EMPTY = "Nothing deleted yet.",
|
||||
LOOT_LOG_LINE = "%s %s x%d",
|
||||
|
||||
LOOT_SET_HEADER = "Loot blacklist",
|
||||
LOOT_SET_ENABLED = "Delete listed items on my next click in the world",
|
||||
LOOT_SET_AUTOLOOT = "Pick up listed items automatically from loot windows",
|
||||
LOOT_SET_CHAT = "Report deleted items in chat",
|
||||
LOOT_SET_NOTE = "Deleting needs a click from you: the game allows addons to delete only one item per mouse click.",
|
||||
|
||||
LOOT_DELETED = "Deleted: %s x%d",
|
||||
LOOT_BLOCKED = "The game blocked deleting items. Waiting items stay in your bags. Use /fwloot test.",
|
||||
|
||||
LOOT_TEST_API = "API: container %s, delete %s, world click %s",
|
||||
LOOT_TEST_PENDING = "Waiting items: %d. Click into the game world to delete one.",
|
||||
LOOT_TEST_NONE = "No listed item in your bags. Put a listed item in your bags and try again.",
|
||||
LOOT_TEST_RESET = "Block flag reset.",
|
||||
LOOT_YES = "yes",
|
||||
LOOT_NO = "no",
|
||||
|
||||
LOOT_EXPORT_LABEL = "Loot blacklist",
|
||||
LOOT_IMPORT_STATS = "%d new, %d already listed",
|
||||
LOOT_IMPORT_EMPTY = "no valid entries",
|
||||
LOOT_IMPORT_TOO_MANY = "too many entries",
|
||||
})
|
||||
|
||||
FW:AddLocale("deDE", {
|
||||
LOOT_TITLE = "Beute-Blacklist",
|
||||
LOOT_DESC = "Nimmt gelistete Items mit und löscht sie mit deinem nächsten Klick in der Spielwelt.",
|
||||
LOOT_TAB = "Beute",
|
||||
|
||||
LOOT_LIST_HEADER = "Blacklist (dieser Charakter)",
|
||||
LOOT_LIST_EMPTY = "Die Blacklist ist leer. Füge rechts Items hinzu.",
|
||||
LOOT_PENDING = "wartend: %d",
|
||||
LOOT_REMOVE = "Von der Blacklist entfernen",
|
||||
|
||||
LOOT_ADD_HEADER = "Item hinzufügen",
|
||||
LOOT_ADD_DROP = "Item aus der Tasche hier ablegen",
|
||||
LOOT_ADD_BOX = "Item-Link oder ID",
|
||||
LOOT_ADD_BUTTON = "Hinzufügen",
|
||||
LOOT_ADD_OK = "Hinzugefügt: %s",
|
||||
LOOT_ADD_ALREADY = "Steht schon auf der Blacklist.",
|
||||
LOOT_ADD_INVALID = "Kein gültiges Item.",
|
||||
LOOT_ADD_FULL = "Die Blacklist ist voll.",
|
||||
LOOT_ADD_HINT = "Item-Link mit Shift-Klick ins Feld setzen oder die Item-ID eintippen.",
|
||||
|
||||
LOOT_RECENT_HEADER = "Zuletzt erhalten",
|
||||
LOOT_RECENT_EMPTY = "Noch nichts gelootet.",
|
||||
LOOT_RECENT_ADD = "+ Listen",
|
||||
LOOT_RECENT_LISTED = "gelistet",
|
||||
|
||||
LOOT_LOG_HEADER = "Gelöscht",
|
||||
LOOT_LOG_EMPTY = "Noch nichts gelöscht.",
|
||||
LOOT_LOG_LINE = "%s %s x%d",
|
||||
|
||||
LOOT_SET_HEADER = "Beute-Blacklist",
|
||||
LOOT_SET_ENABLED = "Gelistete Items mit meinem nächsten Klick in der Spielwelt löschen",
|
||||
LOOT_SET_AUTOLOOT = "Gelistete Items aus Beutefenstern automatisch mitnehmen",
|
||||
LOOT_SET_CHAT = "Gelöschte Items im Chat melden",
|
||||
LOOT_SET_NOTE = "Zum Löschen braucht es einen Klick von dir: das Spiel erlaubt Addons nur ein gelöschtes Item pro Mausklick.",
|
||||
|
||||
LOOT_DELETED = "Gelöscht: %s x%d",
|
||||
LOOT_BLOCKED = "Das Spiel hat das Löschen blockiert. Wartende Items bleiben in deinen Taschen. Nutze /fwloot test.",
|
||||
|
||||
LOOT_TEST_API = "API: Container %s, Löschen %s, Weltklick %s",
|
||||
LOOT_TEST_PENDING = "Wartende Items: %d. Klicke in die Spielwelt, um eins zu löschen.",
|
||||
LOOT_TEST_NONE = "Kein gelistetes Item in deinen Taschen. Lege eins in die Tasche und versuche es erneut.",
|
||||
LOOT_TEST_RESET = "Sperrmarke zurückgesetzt.",
|
||||
LOOT_YES = "ja",
|
||||
LOOT_NO = "nein",
|
||||
|
||||
LOOT_EXPORT_LABEL = "Beute-Blacklist",
|
||||
LOOT_IMPORT_STATS = "%d neu, %d schon gelistet",
|
||||
LOOT_IMPORT_EMPTY = "keine gültigen Einträge",
|
||||
LOOT_IMPORT_TOO_MANY = "zu viele Einträge",
|
||||
})
|
||||
@@ -0,0 +1,542 @@
|
||||
-- Freewood-OctoWoW-Loot: Blacklist fuer Beute.
|
||||
--
|
||||
-- Ablauf:
|
||||
-- 1. Steht ein Blacklist-Item im Beutefenster, wird es automatisch mitgenommen
|
||||
-- (damit die Leiche leer ist und sich haeuten laesst).
|
||||
-- 2. Liegt ein Blacklist-Item in den Taschen, kommt es in die Warteschlange (Loot.pending).
|
||||
-- 3. Der naechste Mausklick in der Spielwelt loescht ein wartendes Item.
|
||||
-- Grund: das Spiel erlaubt Addons das Loeschen nur waehrend einer echten Eingabe
|
||||
-- (Hardware-Ereignis) und nur ein Item pro Eingabe.
|
||||
--
|
||||
-- Gespeichert pro Charakter in Loot.chardb (Einstellungen Account-weit in Loot.db):
|
||||
-- blacklist = { [itemID] = { name, added } }
|
||||
-- recent = { { id, t }, ... } zuletzt erhaltene Items, neueste zuerst
|
||||
-- log = { { id, name, count, t }, ... } zuletzt geloeschte Items, neueste zuerst
|
||||
-- settings = { enabled, autoLoot, chat }
|
||||
|
||||
local ADDON, NS = ...
|
||||
|
||||
local FW = _G.Freewood
|
||||
if not FW or not FW:RequireAPI(1, ADDON) then
|
||||
return
|
||||
end
|
||||
|
||||
local Util = FW.Util
|
||||
local L = FW.L
|
||||
|
||||
local MAX_LIST = 500
|
||||
local MAX_RECENT = 20
|
||||
local MAX_LOG = 30
|
||||
local MAX_IMPORT = 500
|
||||
local MAX_FAILURES = 3
|
||||
|
||||
local function GetMeta(field)
|
||||
local fn = (C_AddOns and C_AddOns.GetAddOnMetadata) or GetAddOnMetadata
|
||||
if fn then
|
||||
local ok, value = pcall(fn, ADDON, field)
|
||||
if ok then
|
||||
return value
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local Loot = FW:NewModule("Loot", {
|
||||
version = GetMeta("Version") or "dev",
|
||||
title = L.LOOT_TITLE,
|
||||
description = L.LOOT_DESC,
|
||||
-- Einstellungen gelten fuer den Account, Blacklist/Zuletzt/Protokoll nur fuer den Charakter
|
||||
defaults = {
|
||||
settings = { enabled = true, autoLoot = true, chat = true },
|
||||
},
|
||||
charDefaults = {
|
||||
blacklist = {},
|
||||
recent = {},
|
||||
log = {},
|
||||
},
|
||||
})
|
||||
NS.Loot = Loot
|
||||
FW.Loot = Loot
|
||||
|
||||
Loot.pending = {} -- { { bag, slot, id, count } }
|
||||
Loot.failures = 0
|
||||
Loot.blocked = false
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Zugriff auf Taschen (neue und alte API)
|
||||
------------------------------------------------------------------------
|
||||
|
||||
local function NumSlots(bag)
|
||||
local fn = (C_Container and C_Container.GetContainerNumSlots) or GetContainerNumSlots
|
||||
if type(fn) ~= "function" then
|
||||
return 0
|
||||
end
|
||||
local ok, n = pcall(fn, bag)
|
||||
return (ok and tonumber(n)) or 0
|
||||
end
|
||||
|
||||
-- Rueckgabe: itemID, Anzahl, gesperrt
|
||||
local function SlotItem(bag, slot)
|
||||
if C_Container and C_Container.GetContainerItemInfo then
|
||||
local ok, info = pcall(C_Container.GetContainerItemInfo, bag, slot)
|
||||
if ok and type(info) == "table" then
|
||||
return tonumber(info.itemID), tonumber(info.stackCount) or 1, info.isLocked and true or false
|
||||
end
|
||||
return nil
|
||||
end
|
||||
if GetContainerItemInfo then
|
||||
local ok, _, count, locked, _, _, _, link, _, _, itemID = pcall(GetContainerItemInfo, bag, slot)
|
||||
if ok then
|
||||
return tonumber(itemID) or (type(link) == "string" and tonumber(link:match("item:(%d+)"))) or nil,
|
||||
tonumber(count) or 1, locked and true or false
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function PickupSlot(bag, slot)
|
||||
local fn = (C_Container and C_Container.PickupContainerItem) or PickupContainerItem
|
||||
if type(fn) == "function" then
|
||||
fn(bag, slot)
|
||||
end
|
||||
end
|
||||
|
||||
local function BagCount()
|
||||
return tonumber(_G.NUM_BAG_SLOTS) or 4
|
||||
end
|
||||
|
||||
local function CursorItemID()
|
||||
if not GetCursorInfo then
|
||||
return nil
|
||||
end
|
||||
local kind, id = GetCursorInfo()
|
||||
if kind == "item" then
|
||||
return tonumber(id)
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
local function CursorHasAnything()
|
||||
return GetCursorInfo and GetCursorInfo() ~= nil
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Blacklist
|
||||
------------------------------------------------------------------------
|
||||
|
||||
function Loot:IsListed(itemID)
|
||||
return itemID ~= nil and self.chardb.blacklist[itemID] ~= nil
|
||||
end
|
||||
|
||||
function Loot:Count()
|
||||
local n = 0
|
||||
for _ in pairs(self.chardb.blacklist) do
|
||||
n = n + 1
|
||||
end
|
||||
return n
|
||||
end
|
||||
|
||||
-- Item-ID aus Zahl, Text oder Item-Link; nil bei Unsinn
|
||||
function Loot.ParseItem(input)
|
||||
local id
|
||||
if type(input) == "number" then
|
||||
id = input
|
||||
elseif type(input) == "string" then
|
||||
id = tonumber(input:match("item:(%d+)")) or tonumber(input:match("^%s*(%d+)%s*$"))
|
||||
end
|
||||
if not id or id ~= math.floor(id) or id < 1 or id > 10000000 then
|
||||
return nil
|
||||
end
|
||||
return id
|
||||
end
|
||||
|
||||
local function ItemName(itemID)
|
||||
local info = Util.GetItem and Util.GetItem(itemID)
|
||||
if info and info.name then
|
||||
return info.name
|
||||
end
|
||||
if C_Item and C_Item.GetItemNameByID then
|
||||
local ok, name = pcall(C_Item.GetItemNameByID, itemID)
|
||||
if ok and type(name) == "string" then
|
||||
return name
|
||||
end
|
||||
end
|
||||
return nil
|
||||
end
|
||||
|
||||
-- Rueckgabe: true oder false, Grund ("invalid" | "already" | "full")
|
||||
function Loot:Add(input)
|
||||
local id = self.ParseItem(input)
|
||||
if not id then
|
||||
return false, "invalid"
|
||||
end
|
||||
if self.chardb.blacklist[id] then
|
||||
return false, "already"
|
||||
end
|
||||
if self:Count() >= MAX_LIST then
|
||||
return false, "full"
|
||||
end
|
||||
local name = ItemName(id)
|
||||
self.chardb.blacklist[id] = { name = name and name:sub(1, 80) or nil, added = time() }
|
||||
FW:Fire("LOOT_LIST_CHANGED")
|
||||
self:Scan()
|
||||
return true, id
|
||||
end
|
||||
|
||||
function Loot:Remove(itemID)
|
||||
if self.chardb.blacklist[itemID] then
|
||||
self.chardb.blacklist[itemID] = nil
|
||||
FW:Fire("LOOT_LIST_CHANGED")
|
||||
self:Scan()
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Sortierte Liste { { id, name } } (nach Name, unbekannte ans Ende)
|
||||
function Loot:List()
|
||||
local list = {}
|
||||
for id, entry in pairs(self.chardb.blacklist) do
|
||||
local name = ItemName(id) or entry.name
|
||||
if name and entry.name ~= name then
|
||||
entry.name = name:sub(1, 80)
|
||||
end
|
||||
list[#list + 1] = { id = id, name = name }
|
||||
end
|
||||
table.sort(list, function(a, b)
|
||||
local an, bn = a.name and a.name:lower() or "\255", b.name and b.name:lower() or "\255"
|
||||
if an ~= bn then
|
||||
return an < bn
|
||||
end
|
||||
return a.id < b.id
|
||||
end)
|
||||
return list
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Zuletzt erhalten, Protokoll
|
||||
------------------------------------------------------------------------
|
||||
|
||||
function Loot:NoteLooted(itemID)
|
||||
if not itemID then
|
||||
return
|
||||
end
|
||||
local recent = self.chardb.recent
|
||||
for i = #recent, 1, -1 do
|
||||
if recent[i].id == itemID then
|
||||
table.remove(recent, i)
|
||||
end
|
||||
end
|
||||
table.insert(recent, 1, { id = itemID, t = time() })
|
||||
while #recent > MAX_RECENT do
|
||||
table.remove(recent)
|
||||
end
|
||||
FW:Fire("LOOT_RECENT_CHANGED")
|
||||
end
|
||||
|
||||
local function AddLog(self, itemID, count)
|
||||
local log = self.chardb.log
|
||||
local name = ItemName(itemID) or (self.chardb.blacklist[itemID] and self.chardb.blacklist[itemID].name) or ("#" .. itemID)
|
||||
table.insert(log, 1, { id = itemID, name = name:sub(1, 80), count = count or 1, t = time() })
|
||||
while #log > MAX_LOG do
|
||||
table.remove(log)
|
||||
end
|
||||
return name
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Taschen durchsuchen
|
||||
------------------------------------------------------------------------
|
||||
|
||||
-- Fruehere Versionen (<= 0.1.1) legten die Blacklist Account-weit ab. Jeder Charakter
|
||||
-- uebernimmt diese alte Liste einmalig als Kopie, danach sind die Listen unabhaengig.
|
||||
function Loot:OnInitialize()
|
||||
local old = self.db.blacklist
|
||||
if type(old) == "table" and not self.chardb.migrated then
|
||||
self.chardb.migrated = true
|
||||
for id, entry in pairs(old) do
|
||||
if self.chardb.blacklist[id] == nil and type(entry) == "table" then
|
||||
self.chardb.blacklist[id] = { name = entry.name, added = entry.added }
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Loot:Scan()
|
||||
local list = {}
|
||||
if self.chardb then
|
||||
for bag = 0, BagCount() do
|
||||
for slot = 1, NumSlots(bag) do
|
||||
local id, count = SlotItem(bag, slot)
|
||||
if id and self.chardb.blacklist[id] then
|
||||
list[#list + 1] = { bag = bag, slot = slot, id = id, count = count }
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local changed = #list ~= #self.pending
|
||||
self.pending = list
|
||||
if changed then
|
||||
FW:Fire("LOOT_PENDING_CHANGED", #list)
|
||||
end
|
||||
return #list
|
||||
end
|
||||
|
||||
function Loot:PendingCount()
|
||||
return #self.pending
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Loeschen (nur im Moment einer Mausaktion in der Spielwelt)
|
||||
------------------------------------------------------------------------
|
||||
|
||||
function Loot:CanDelete()
|
||||
local s = self.db and self.db.settings
|
||||
if not s or not s.enabled or self.blocked then
|
||||
return false
|
||||
end
|
||||
if InCombatLockdown and InCombatLockdown() then
|
||||
return false
|
||||
end
|
||||
if CursorHasAnything() then
|
||||
return false
|
||||
end
|
||||
if _G.LootFrame and _G.LootFrame.IsShown and _G.LootFrame:IsShown() then
|
||||
return false
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
-- Loescht ein wartendes Item. Rueckgabe: true bei Erfolg, sonst false und Grund.
|
||||
function Loot:DeleteOne()
|
||||
if not self:CanDelete() then
|
||||
return false, "blocked"
|
||||
end
|
||||
-- Frisch suchen, falls sich die Taschen seit dem letzten Durchlauf geaendert haben
|
||||
self:Scan()
|
||||
local entry = self.pending[1]
|
||||
if not entry then
|
||||
return false, "none"
|
||||
end
|
||||
local id, count, locked = SlotItem(entry.bag, entry.slot)
|
||||
if id ~= entry.id or locked or not self.chardb.blacklist[id] then
|
||||
return false, "changed"
|
||||
end
|
||||
|
||||
PickupSlot(entry.bag, entry.slot)
|
||||
if CursorItemID() ~= entry.id then
|
||||
if CursorHasAnything() then
|
||||
ClearCursor()
|
||||
end
|
||||
return false, "pickup"
|
||||
end
|
||||
|
||||
local fn = _G.DeleteCursorItem
|
||||
if type(fn) ~= "function" then
|
||||
ClearCursor()
|
||||
return false, "noapi"
|
||||
end
|
||||
pcall(fn)
|
||||
|
||||
if CursorHasAnything() then
|
||||
-- Das Spiel hat das Loeschen nicht ausgefuehrt
|
||||
ClearCursor()
|
||||
self.failures = self.failures + 1
|
||||
if self.failures >= MAX_FAILURES and not self.blocked then
|
||||
self.blocked = true
|
||||
FW:Print(FW.L.LOOT_BLOCKED)
|
||||
end
|
||||
return false, "denied"
|
||||
end
|
||||
|
||||
self.failures = 0
|
||||
local name = AddLog(self, entry.id, count)
|
||||
if self.db.settings.chat then
|
||||
FW:Print(string.format(FW.L.LOOT_DELETED, name, count or 1))
|
||||
end
|
||||
FW:Fire("LOOT_LOG_CHANGED")
|
||||
self:Scan()
|
||||
return true
|
||||
end
|
||||
|
||||
local lastClick = 0
|
||||
function Loot:OnWorldClick()
|
||||
if #self.pending == 0 then
|
||||
return
|
||||
end
|
||||
local now = GetTime and GetTime() or 0
|
||||
if now - lastClick < 0.15 then
|
||||
return
|
||||
end
|
||||
lastClick = now
|
||||
self:DeleteOne()
|
||||
end
|
||||
|
||||
function Loot:InstallHook()
|
||||
if self.hooked then
|
||||
return true
|
||||
end
|
||||
if _G.WorldFrame and _G.WorldFrame.HookScript then
|
||||
_G.WorldFrame:HookScript("OnMouseUp", function()
|
||||
Loot:OnWorldClick()
|
||||
end)
|
||||
self.hooked = true
|
||||
return true
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Beute
|
||||
------------------------------------------------------------------------
|
||||
|
||||
function Loot:OnLootOpened()
|
||||
pcall(self.LootOpenedImpl, self)
|
||||
end
|
||||
|
||||
function Loot:LootOpenedImpl()
|
||||
if not GetNumLootItems then
|
||||
return
|
||||
end
|
||||
local autoLoot = self.db.settings.autoLoot
|
||||
for slot = GetNumLootItems(), 1, -1 do
|
||||
local link = GetLootSlotLink and Util.Clean(GetLootSlotLink(slot))
|
||||
local id = type(link) == "string" and tonumber(link:match("item:(%d+)")) or nil
|
||||
if id then
|
||||
self:NoteLooted(id)
|
||||
if autoLoot and self.chardb.blacklist[id] and (not LootSlotHasItem or LootSlotHasItem(slot)) then
|
||||
pcall(LootSlot, slot)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function Loot:OnChatLoot(text, ...)
|
||||
-- Geheime Werte (secret values) werden ignoriert
|
||||
pcall(function(...)
|
||||
if Util.IsSecret(text) or type(text) ~= "string" then
|
||||
return
|
||||
end
|
||||
local guid = select(11, ...)
|
||||
if Util.IsSecret(guid) then
|
||||
return
|
||||
end
|
||||
if guid and UnitGUID and guid ~= UnitGUID("player") then
|
||||
return
|
||||
end
|
||||
local id = tonumber(text:match("item:(%d+)"))
|
||||
if id then
|
||||
self:NoteLooted(id)
|
||||
end
|
||||
end, ...)
|
||||
end
|
||||
|
||||
function Loot:OnBagUpdate()
|
||||
self:Scan()
|
||||
end
|
||||
|
||||
function Loot:OnEnable()
|
||||
self:InstallHook()
|
||||
FW:RegisterEvent("LOOT_OPENED", self.OnLootOpened, self)
|
||||
FW:RegisterEvent("CHAT_MSG_LOOT", self.OnChatLoot, self)
|
||||
FW:RegisterEvent("BAG_UPDATE_DELAYED", self.OnBagUpdate, self)
|
||||
FW:RegisterEvent("PLAYER_ENTERING_WORLD", self.OnBagUpdate, self)
|
||||
if C_Timer and C_Timer.After then
|
||||
C_Timer.After(2, function()
|
||||
Loot:Scan()
|
||||
end)
|
||||
end
|
||||
end
|
||||
|
||||
function Loot:OnDisable()
|
||||
for _, event in ipairs({ "LOOT_OPENED", "CHAT_MSG_LOOT", "BAG_UPDATE_DELAYED", "PLAYER_ENTERING_WORLD" }) do
|
||||
FW:UnregisterEvent(event, self)
|
||||
end
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Export / Import der Blacklist
|
||||
------------------------------------------------------------------------
|
||||
|
||||
function Loot:ExportData()
|
||||
local list = {}
|
||||
for _, e in ipairs(self:List()) do
|
||||
list[#list + 1] = { id = e.id, name = e.name }
|
||||
end
|
||||
if #list == 0 then
|
||||
return {}
|
||||
end
|
||||
return { list = list }
|
||||
end
|
||||
|
||||
function Loot:ValidateImport(data)
|
||||
if type(data) ~= "table" or type(data.list) ~= "table" or #data.list == 0 then
|
||||
return false, L.LOOT_IMPORT_EMPTY
|
||||
end
|
||||
if #data.list > MAX_IMPORT then
|
||||
return false, L.LOOT_IMPORT_TOO_MANY
|
||||
end
|
||||
return true
|
||||
end
|
||||
|
||||
function Loot:ImportData(data)
|
||||
local added, known = 0, 0
|
||||
for _, e in ipairs(data.list or {}) do
|
||||
local id = type(e) == "table" and self.ParseItem(e.id) or nil
|
||||
if id then
|
||||
if self.chardb.blacklist[id] then
|
||||
known = known + 1
|
||||
elseif self:Count() < MAX_LIST then
|
||||
local name = type(e.name) == "string" and e.name:sub(1, 80) or ItemName(id)
|
||||
self.chardb.blacklist[id] = { name = name, added = time() }
|
||||
added = added + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
FW:Fire("LOOT_LIST_CHANGED")
|
||||
self:Scan()
|
||||
return string.format(FW.L.LOOT_IMPORT_STATS, added, known)
|
||||
end
|
||||
|
||||
if FW.Export and FW.Export.RegisterHandler then
|
||||
FW.Export.RegisterHandler("lootlist", {
|
||||
label = function()
|
||||
return FW.L.LOOT_EXPORT_LABEL
|
||||
end,
|
||||
export = function()
|
||||
return Loot:ExportData()
|
||||
end,
|
||||
validate = function(data)
|
||||
return Loot:ValidateImport(data)
|
||||
end,
|
||||
import = function(data)
|
||||
return Loot:ImportData(data)
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Test im Spiel: /fwloot test
|
||||
------------------------------------------------------------------------
|
||||
|
||||
function Loot:RunTest()
|
||||
local Lc = FW.L
|
||||
local function yn(v)
|
||||
return v and Lc.LOOT_YES or Lc.LOOT_NO
|
||||
end
|
||||
FW:Print(string.format(Lc.LOOT_TEST_API,
|
||||
yn(C_Container and C_Container.PickupContainerItem or PickupContainerItem),
|
||||
yn(type(_G.DeleteCursorItem) == "function"),
|
||||
yn(self.hooked)))
|
||||
if self.blocked then
|
||||
self.blocked = false
|
||||
self.failures = 0
|
||||
FW:Print(Lc.LOOT_TEST_RESET)
|
||||
end
|
||||
local n = self:Scan()
|
||||
if n == 0 then
|
||||
FW:Print(Lc.LOOT_TEST_NONE)
|
||||
else
|
||||
FW:Print(string.format(Lc.LOOT_TEST_PENDING, n))
|
||||
end
|
||||
end
|
||||
+413
@@ -0,0 +1,413 @@
|
||||
-- Freewood-OctoWoW-Loot: Tab "Beute" und Einstellungsabschnitt
|
||||
-- Links die Blacklist, rechts Hinzufuegen, Zuletzt erhalten und das Protokoll der geloeschten Items.
|
||||
|
||||
local ADDON, NS = ...
|
||||
|
||||
local FW = _G.Freewood
|
||||
local Loot = NS.Loot
|
||||
if not FW or not Loot then
|
||||
return
|
||||
end
|
||||
|
||||
local UI = FW.UI
|
||||
|
||||
local LIST_W = 380
|
||||
local ROW_H, ROW_GAP = 38, 4
|
||||
local SMALL_H = 30
|
||||
|
||||
local function ColoredName(name, quality, id)
|
||||
local text = name or ("#" .. tostring(id))
|
||||
return "|cff" .. UI.RarityHex(quality) .. text .. "|r"
|
||||
end
|
||||
|
||||
local function ListRow(parent)
|
||||
local row = UI.CreatePanel(parent, "card", "bronze")
|
||||
row:SetHeight(ROW_H)
|
||||
row.icon = row:CreateTexture(nil, "ARTWORK")
|
||||
row.icon:SetSize(28, 28)
|
||||
row.icon:SetPoint("LEFT", row, "LEFT", 6, 0)
|
||||
row.icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)
|
||||
row.name = UI.CreateLabel(row, "", { size = 12 })
|
||||
row.name:SetPoint("LEFT", row.icon, "RIGHT", 10, 0)
|
||||
row.name:SetPoint("RIGHT", row, "RIGHT", -112, 0)
|
||||
row.name:SetWordWrap(false)
|
||||
row.idLabel = UI.CreateLabel(row, "", { size = 10, color = "textDim", justify = "RIGHT" })
|
||||
row.idLabel:SetPoint("RIGHT", row, "RIGHT", -40, 0)
|
||||
row.remove = UI.CreateButton(row, "X", 26, 24, nil, "danger")
|
||||
row.remove:SetPoint("RIGHT", row, "RIGHT", -6, 0)
|
||||
UI.AttachTooltip(row.remove, function() return FW.L.LOOT_REMOVE end, "")
|
||||
-- Tooltip des Items beim Darueberfahren
|
||||
row:EnableMouse(true)
|
||||
row:SetScript("OnEnter", function(self)
|
||||
if self.itemID and GameTooltip then
|
||||
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
|
||||
pcall(GameTooltip.SetItemByID, GameTooltip, self.itemID)
|
||||
GameTooltip:Show()
|
||||
end
|
||||
end)
|
||||
row:SetScript("OnLeave", function()
|
||||
if GameTooltip then GameTooltip:Hide() end
|
||||
end)
|
||||
return row
|
||||
end
|
||||
|
||||
-- Setzt Symbol und Name einer Zeile (die Item-Daten koennen verzoegert kommen)
|
||||
local function FillItem(row, id, fallbackName)
|
||||
row.itemID = id
|
||||
row.icon:SetTexture("Interface\\Icons\\INV_Misc_QuestionMark")
|
||||
row.name:SetText(ColoredName(fallbackName, 1, id))
|
||||
FW.Util.RequestItem(id, function(info)
|
||||
if row.itemID ~= id or not info then
|
||||
return
|
||||
end
|
||||
row.icon:SetTexture(info.icon)
|
||||
row.name:SetText(ColoredName(info.name, info.quality, id))
|
||||
end)
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Tab
|
||||
------------------------------------------------------------------------
|
||||
|
||||
local function Build(content)
|
||||
local L = FW.L
|
||||
local f = CreateFrame("Frame", nil, content)
|
||||
|
||||
local listRows, recentRows, logRows = {}, {}, {}
|
||||
|
||||
---------------- links: Blacklist ----------------
|
||||
local listTitle = UI.CreateLabel(f, L.LOOT_LIST_HEADER, { font = "heading", size = 14, color = "goldLight" })
|
||||
listTitle:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
|
||||
local pendingLabel = UI.CreateLabel(f, "", { size = 11, color = "textDim", justify = "RIGHT" })
|
||||
pendingLabel:SetPoint("TOPRIGHT", f, "TOPLEFT", LIST_W, -4)
|
||||
local listDivider = UI.CreateDivider(f)
|
||||
listDivider:SetPoint("TOPLEFT", f, "TOPLEFT", 0, -26)
|
||||
listDivider:SetWidth(LIST_W)
|
||||
|
||||
local listScroll = UI.CreateScrollFrame(f)
|
||||
listScroll:SetPoint("TOPLEFT", f, "TOPLEFT", 0, -36)
|
||||
listScroll:SetPoint("BOTTOMLEFT", f, "BOTTOMLEFT", 0, 0)
|
||||
listScroll:SetWidth(LIST_W)
|
||||
|
||||
local listEmpty = UI.CreateLabel(listScroll.child, L.LOOT_LIST_EMPTY, { size = 12, color = "textDim", justifyV = "TOP" })
|
||||
listEmpty:SetPoint("TOPLEFT", listScroll.child, "TOPLEFT", 4, -6)
|
||||
listEmpty:SetPoint("TOPRIGHT", listScroll.child, "TOPRIGHT", -4, -6)
|
||||
listEmpty:SetWordWrap(true)
|
||||
|
||||
local separator = f:CreateTexture(nil, "ARTWORK")
|
||||
separator:SetColorTexture(UI.Color("bronze", 0.5))
|
||||
separator:SetWidth(1)
|
||||
separator:SetPoint("TOPLEFT", f, "TOPLEFT", LIST_W + 10, 0)
|
||||
separator:SetPoint("BOTTOMLEFT", f, "BOTTOMLEFT", LIST_W + 10, 0)
|
||||
|
||||
---------------- rechts ----------------
|
||||
local right = CreateFrame("Frame", nil, f)
|
||||
right:SetPoint("TOPLEFT", f, "TOPLEFT", LIST_W + 22, 0)
|
||||
right:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", 0, 0)
|
||||
|
||||
local addTitle = UI.CreateLabel(right, L.LOOT_ADD_HEADER, { font = "heading", size = 14, color = "goldLight" })
|
||||
addTitle:SetPoint("TOPLEFT", right, "TOPLEFT", 0, 0)
|
||||
local addDivider = UI.CreateDivider(right)
|
||||
addDivider:SetPoint("TOPLEFT", right, "TOPLEFT", 0, -26)
|
||||
addDivider:SetPoint("TOPRIGHT", right, "TOPRIGHT", 0, -26)
|
||||
|
||||
local status = UI.CreateLabel(right, "", { size = 11, color = "textDim" })
|
||||
local function SetStatus(text, colorKey)
|
||||
status:SetText(text or "")
|
||||
status:SetTextColor(UI.Color(colorKey or "textDim"))
|
||||
end
|
||||
local function TryAdd(input)
|
||||
local ok, result = Loot:Add(input)
|
||||
if ok then
|
||||
local info = FW.Util.GetItem and FW.Util.GetItem(result)
|
||||
SetStatus(string.format(FW.L.LOOT_ADD_OK, (info and info.name) or ("#" .. result)), "success")
|
||||
return true
|
||||
end
|
||||
if result == "already" then
|
||||
SetStatus(FW.L.LOOT_ADD_ALREADY, "goldLight")
|
||||
elseif result == "full" then
|
||||
SetStatus(FW.L.LOOT_ADD_FULL, "danger")
|
||||
else
|
||||
SetStatus(FW.L.LOOT_ADD_INVALID, "danger")
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
-- Ablagefeld fuer Items aus der Tasche
|
||||
local drop = UI.CreateItemSlot(right, 44)
|
||||
drop:SetPoint("TOPLEFT", right, "TOPLEFT", 0, -38)
|
||||
drop:EnableMouse(true)
|
||||
local function OnDrop()
|
||||
local kind, id = GetCursorInfo()
|
||||
if kind == "item" then
|
||||
ClearCursor()
|
||||
TryAdd(id)
|
||||
end
|
||||
end
|
||||
drop:SetScript("OnReceiveDrag", OnDrop)
|
||||
drop:SetScript("OnMouseUp", OnDrop)
|
||||
local dropLabel = UI.CreateLabel(right, L.LOOT_ADD_DROP, { size = 12, color = "textDim" })
|
||||
dropLabel:SetPoint("LEFT", drop, "RIGHT", 12, 0)
|
||||
|
||||
-- Eingabefeld
|
||||
local box = UI.CreatePanel(right, "bgDeep", "bronze")
|
||||
box:SetHeight(26)
|
||||
box:SetPoint("TOPLEFT", right, "TOPLEFT", 0, -92)
|
||||
box:SetPoint("TOPRIGHT", right, "TOPRIGHT", -118, -92)
|
||||
local edit = CreateFrame("EditBox", nil, box)
|
||||
edit:SetAutoFocus(false)
|
||||
edit:SetPoint("TOPLEFT", box, "TOPLEFT", 8, -2)
|
||||
edit:SetPoint("BOTTOMRIGHT", box, "BOTTOMRIGHT", -8, 2)
|
||||
edit:SetMaxLetters(200)
|
||||
if not edit:SetFont(UI.GetFontPath("body"), 12, "") then
|
||||
edit:SetFont("Fonts\\FRIZQT__.TTF", 12, "")
|
||||
end
|
||||
edit:SetTextColor(UI.Color("text"))
|
||||
edit:SetScript("OnEscapePressed", function(self) self:ClearFocus() end)
|
||||
local function Submit()
|
||||
local text = edit:GetText()
|
||||
if text and text ~= "" and TryAdd(text) then
|
||||
edit:SetText("")
|
||||
edit:ClearFocus()
|
||||
end
|
||||
end
|
||||
edit:SetScript("OnEnterPressed", Submit)
|
||||
local boxHint = UI.CreateLabel(box, L.LOOT_ADD_BOX, { size = 12, color = "textDim" })
|
||||
boxHint:SetPoint("LEFT", box, "LEFT", 10, 0)
|
||||
edit:SetScript("OnTextChanged", function(self)
|
||||
if self:GetText() == "" then boxHint:Show() else boxHint:Hide() end
|
||||
end)
|
||||
local addButton = UI.CreateButton(right, L.LOOT_ADD_BUTTON, 110, 26, Submit, "primary")
|
||||
addButton:SetPoint("TOPRIGHT", right, "TOPRIGHT", 0, -92)
|
||||
|
||||
-- Shift-Klick auf Item-Links in unser Feld
|
||||
local function InsertLink(link)
|
||||
if type(link) == "string" and edit:HasFocus() then
|
||||
edit:Insert(link)
|
||||
end
|
||||
end
|
||||
if hooksecurefunc then
|
||||
if _G.ChatEdit_InsertLink then
|
||||
hooksecurefunc("ChatEdit_InsertLink", InsertLink)
|
||||
elseif _G.ChatFrameUtil and _G.ChatFrameUtil.InsertLink then
|
||||
hooksecurefunc(_G.ChatFrameUtil, "InsertLink", InsertLink)
|
||||
end
|
||||
end
|
||||
|
||||
local hint = UI.CreateLabel(right, L.LOOT_ADD_HINT, { size = 11, color = "textDim", justifyV = "TOP" })
|
||||
hint:SetPoint("TOPLEFT", right, "TOPLEFT", 0, -126)
|
||||
hint:SetPoint("TOPRIGHT", right, "TOPRIGHT", 0, -126)
|
||||
hint:SetHeight(28)
|
||||
hint:SetWordWrap(true)
|
||||
status:SetPoint("TOPLEFT", right, "TOPLEFT", 0, -156)
|
||||
status:SetPoint("TOPRIGHT", right, "TOPRIGHT", 0, -156)
|
||||
status:SetWordWrap(false)
|
||||
|
||||
-- Zuletzt erhalten
|
||||
local recentTitle = UI.CreateLabel(right, L.LOOT_RECENT_HEADER, { font = "heading", size = 14, color = "goldLight" })
|
||||
recentTitle:SetPoint("TOPLEFT", right, "TOPLEFT", 0, -182)
|
||||
local recentDivider = UI.CreateDivider(right)
|
||||
recentDivider:SetPoint("TOPLEFT", right, "TOPLEFT", 0, -206)
|
||||
recentDivider:SetPoint("TOPRIGHT", right, "TOPRIGHT", 0, -206)
|
||||
local recentScroll = UI.CreateScrollFrame(right)
|
||||
recentScroll:SetPoint("TOPLEFT", right, "TOPLEFT", 0, -214)
|
||||
recentScroll:SetPoint("BOTTOMRIGHT", right, "BOTTOMRIGHT", 0, 164)
|
||||
local recentEmpty = UI.CreateLabel(recentScroll.child, L.LOOT_RECENT_EMPTY, { size = 12, color = "textDim" })
|
||||
recentEmpty:SetPoint("TOPLEFT", recentScroll.child, "TOPLEFT", 4, -6)
|
||||
|
||||
-- Protokoll
|
||||
local logTitle = UI.CreateLabel(right, L.LOOT_LOG_HEADER, { font = "heading", size = 14, color = "goldLight" })
|
||||
logTitle:SetPoint("BOTTOMLEFT", right, "BOTTOMLEFT", 0, 134)
|
||||
local logDivider = UI.CreateDivider(right)
|
||||
logDivider:SetPoint("BOTTOMLEFT", right, "BOTTOMLEFT", 0, 128)
|
||||
logDivider:SetPoint("BOTTOMRIGHT", right, "BOTTOMRIGHT", 0, 128)
|
||||
local logScroll = UI.CreateScrollFrame(right)
|
||||
logScroll:SetPoint("BOTTOMLEFT", right, "BOTTOMLEFT", 0, 0)
|
||||
logScroll:SetPoint("BOTTOMRIGHT", right, "BOTTOMRIGHT", 0, 0)
|
||||
logScroll:SetHeight(120)
|
||||
local logEmpty = UI.CreateLabel(logScroll.child, L.LOOT_LOG_EMPTY, { size = 12, color = "textDim" })
|
||||
logEmpty:SetPoint("TOPLEFT", logScroll.child, "TOPLEFT", 4, -6)
|
||||
|
||||
---------------- Aktualisieren ----------------
|
||||
local function RefreshList()
|
||||
local list = Loot:List()
|
||||
for i, entry in ipairs(list) do local entry = entry
|
||||
local row = listRows[i]
|
||||
if not row then
|
||||
row = ListRow(listScroll.child)
|
||||
listRows[i] = row
|
||||
end
|
||||
row:ClearAllPoints()
|
||||
local y = (i - 1) * (ROW_H + ROW_GAP)
|
||||
row:SetPoint("TOPLEFT", listScroll.child, "TOPLEFT", 0, -y)
|
||||
row:SetPoint("TOPRIGHT", listScroll.child, "TOPRIGHT", 0, -y)
|
||||
FillItem(row, entry.id, entry.name)
|
||||
row.idLabel:SetText(tostring(entry.id))
|
||||
row.remove:SetScript("OnClick", function()
|
||||
Loot:Remove(entry.id)
|
||||
end)
|
||||
row:Show()
|
||||
end
|
||||
for i = #list + 1, #listRows do
|
||||
listRows[i]:Hide()
|
||||
end
|
||||
listEmpty:SetShown(#list == 0)
|
||||
listScroll:SetContentHeight(#list * (ROW_H + ROW_GAP))
|
||||
local pending = Loot:PendingCount()
|
||||
pendingLabel:SetText(pending > 0 and string.format(FW.L.LOOT_PENDING, pending) or "")
|
||||
end
|
||||
|
||||
local function RefreshRecent()
|
||||
local recent = Loot.chardb.recent
|
||||
for i, entry in ipairs(recent) do local entry = entry
|
||||
local row = recentRows[i]
|
||||
if not row then
|
||||
row = UI.CreatePanel(recentScroll.child, "card", "bronze")
|
||||
row:SetHeight(SMALL_H)
|
||||
row.icon = row:CreateTexture(nil, "ARTWORK")
|
||||
row.icon:SetSize(22, 22)
|
||||
row.icon:SetPoint("LEFT", row, "LEFT", 5, 0)
|
||||
row.icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)
|
||||
row.name = UI.CreateLabel(row, "", { size = 12 })
|
||||
row.name:SetPoint("LEFT", row.icon, "RIGHT", 8, 0)
|
||||
row.name:SetWordWrap(false)
|
||||
row.add = UI.CreateButton(row, FW.L.LOOT_RECENT_ADD, 84, 22, nil, "default")
|
||||
row.add:SetPoint("RIGHT", row, "RIGHT", -4, 0)
|
||||
row.listed = UI.CreateLabel(row, FW.L.LOOT_RECENT_LISTED, { size = 10, color = "textDim", justify = "RIGHT" })
|
||||
row.listed:SetPoint("RIGHT", row, "RIGHT", -12, 0)
|
||||
row.name:SetPoint("RIGHT", row, "RIGHT", -96, 0)
|
||||
recentRows[i] = row
|
||||
end
|
||||
row:ClearAllPoints()
|
||||
local y = (i - 1) * (SMALL_H + 4)
|
||||
row:SetPoint("TOPLEFT", recentScroll.child, "TOPLEFT", 0, -y)
|
||||
row:SetPoint("TOPRIGHT", recentScroll.child, "TOPRIGHT", 0, -y)
|
||||
FillItem(row, entry.id)
|
||||
local listed = Loot:IsListed(entry.id)
|
||||
row.add:SetShown(not listed)
|
||||
row.listed:SetShown(listed)
|
||||
row.add:SetScript("OnClick", function()
|
||||
TryAdd(entry.id)
|
||||
end)
|
||||
row:Show()
|
||||
end
|
||||
for i = #recent + 1, #recentRows do
|
||||
recentRows[i]:Hide()
|
||||
end
|
||||
recentEmpty:SetShown(#recent == 0)
|
||||
recentScroll:SetContentHeight(#recent * (SMALL_H + 4))
|
||||
end
|
||||
|
||||
local function RefreshLog()
|
||||
local log = Loot.chardb.log
|
||||
for i, entry in ipairs(log) do
|
||||
local line = logRows[i]
|
||||
if not line then
|
||||
line = UI.CreateLabel(logScroll.child, "", { size = 11 })
|
||||
logRows[i] = line
|
||||
end
|
||||
line:ClearAllPoints()
|
||||
line:SetPoint("TOPLEFT", logScroll.child, "TOPLEFT", 4, -((i - 1) * 18 + 4))
|
||||
line:SetPoint("TOPRIGHT", logScroll.child, "TOPRIGHT", -4, -((i - 1) * 18 + 4))
|
||||
line:SetWordWrap(false)
|
||||
line:SetText(string.format(FW.L.LOOT_LOG_LINE, date("%H:%M", entry.t or 0), entry.name or "?", entry.count or 1))
|
||||
line:Show()
|
||||
end
|
||||
for i = #log + 1, #logRows do
|
||||
logRows[i]:Hide()
|
||||
end
|
||||
logEmpty:SetShown(#log == 0)
|
||||
logScroll:SetContentHeight(#log * 18 + 8)
|
||||
end
|
||||
|
||||
function f.Refresh()
|
||||
RefreshList()
|
||||
RefreshRecent()
|
||||
RefreshLog()
|
||||
end
|
||||
|
||||
local function IfShown(fn)
|
||||
return function()
|
||||
if f:IsShown() then
|
||||
fn()
|
||||
end
|
||||
end
|
||||
end
|
||||
FW:On("LOOT_LIST_CHANGED", IfShown(function() f.Refresh() end), f)
|
||||
FW:On("LOOT_PENDING_CHANGED", IfShown(RefreshList), f)
|
||||
FW:On("LOOT_RECENT_CHANGED", IfShown(RefreshRecent), f)
|
||||
FW:On("LOOT_LOG_CHANGED", IfShown(RefreshLog), f)
|
||||
|
||||
return f
|
||||
end
|
||||
|
||||
UI:RegisterTab("loot", {
|
||||
label = function()
|
||||
return FW.L.LOOT_TAB
|
||||
end,
|
||||
order = 70,
|
||||
build = Build,
|
||||
onShow = function(f)
|
||||
Loot:Scan()
|
||||
f.Refresh()
|
||||
end,
|
||||
})
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Einstellungen
|
||||
------------------------------------------------------------------------
|
||||
|
||||
if UI.RegisterSettingsSection then
|
||||
UI:RegisterSettingsSection("loot", {
|
||||
order = 110,
|
||||
height = 180,
|
||||
build = function(parent)
|
||||
local L = FW.L
|
||||
local f, stack = UI.CreateSection(parent, L.LOOT_SET_HEADER)
|
||||
|
||||
local boxes = {}
|
||||
local defs = {
|
||||
{ key = "enabled", label = L.LOOT_SET_ENABLED },
|
||||
{ key = "autoLoot", label = L.LOOT_SET_AUTOLOOT },
|
||||
{ key = "chat", label = L.LOOT_SET_CHAT },
|
||||
}
|
||||
for _, def in ipairs(defs) do local def = def
|
||||
local cb = UI.CreateCheckbox(f, def.label, function()
|
||||
return Loot.db.settings[def.key]
|
||||
end, function(value)
|
||||
Loot.db.settings[def.key] = value and true or false
|
||||
end)
|
||||
stack:Add(cb, { fit = true, gap = 4 })
|
||||
boxes[#boxes + 1] = cb
|
||||
end
|
||||
|
||||
local note = UI.CreateLabel(f, L.LOOT_SET_NOTE, { size = 11, color = "textDim", justifyV = "TOP" })
|
||||
stack:Add(note, { fit = true, gap = 10 })
|
||||
|
||||
function f.Refresh()
|
||||
for _, cb in ipairs(boxes) do
|
||||
cb:Refresh()
|
||||
end
|
||||
end
|
||||
stack:Layout()
|
||||
return f
|
||||
end,
|
||||
refresh = function(frame)
|
||||
frame.Refresh()
|
||||
end,
|
||||
})
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------
|
||||
-- Befehl
|
||||
------------------------------------------------------------------------
|
||||
|
||||
SLASH_FREEWOODLOOT1 = "/fwloot"
|
||||
SlashCmdList["FREEWOODLOOT"] = function(msg)
|
||||
msg = (msg or ""):lower():match("^%s*(.-)%s*$")
|
||||
if msg == "test" then
|
||||
Loot:RunTest()
|
||||
else
|
||||
UI:Toggle("loot")
|
||||
end
|
||||
end
|
||||
Reference in New Issue
Block a user