commit 3a9b1f0c4b9b6a0fdfb670123efe1690f9d8e28d Author: Lacustat Date: Tue Oct 27 01:49:07 2026 +0100 Freewood-OctoWoW-Loot 0.1.136 Co-Authored-By: Claude Sonnet 5.5 Claude-Session: https://claude.ai/code/session_016onJCSHLwhs9udhC9ZLzk9 diff --git a/Freewood-OctoWoW-Loot.toc b/Freewood-OctoWoW-Loot.toc new file mode 100644 index 0000000..c1dc4c7 --- /dev/null +++ b/Freewood-OctoWoW-Loot.toc @@ -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 diff --git a/LICENSE b/LICENSE new file mode 100644 index 0000000..f288702 --- /dev/null +++ b/LICENSE @@ -0,0 +1,674 @@ + GNU GENERAL PUBLIC LICENSE + Version 3, 29 June 2007 + + Copyright (C) 2007 Free Software Foundation, Inc. + 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. + + + Copyright (C) + + 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 . + +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: + + Copyright (C) + 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 +. + + 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 +. diff --git a/Locales.lua b/Locales.lua new file mode 100644 index 0000000..cd809f7 --- /dev/null +++ b/Locales.lua @@ -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", +}) diff --git a/Loot.lua b/Loot.lua new file mode 100644 index 0000000..61952cd --- /dev/null +++ b/Loot.lua @@ -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 diff --git a/LootUI.lua b/LootUI.lua new file mode 100644 index 0000000..5369b75 --- /dev/null +++ b/LootUI.lua @@ -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 diff --git a/README.md b/README.md new file mode 100644 index 0000000..1247673 --- /dev/null +++ b/README.md @@ -0,0 +1,2 @@ +# Freewood-OctoWoW-Loot +Freewood-OctoWoW-Loot