16 Commits

Author SHA1 Message Date
Brues 1770f7b6e1 Make SendChatMessage reclaim cycle-safe and cover LVL
The previous reclaim stack-overflowed when LeafVillageAchievements loaded
after us (its captured "original" was our own function, so reclaiming onto
the top created an ours<->LVA loop). Add a reentrancy guard plus a base
SendChatMessage reference so a hook cycle routes straight to the base
function instead of recursing.

Gate the reclaim on LeafVillageAchievements OR LeafVillageLegends (both hook
SendChatMessage and can bump ours off the top -- LVA orphans it, LVL wraps
and re-installs on timers). Keep the anchored ^#showtooltip match since being
on top means we see the pristine line.
2026-07-24 14:09:36 -05:00
Brues d060b04908 Reclaim SendChatMessage hook so #showtooltip stays filtered
Our #showtooltip filter hooks the global SendChatMessage. An addon that
snapshots SendChatMessage at its own file-load and later calls that
snapshot directly (e.g. LeafVillageAchievements at PLAYER_ENTERING_WORLD+3s)
orphans our hook if it loaded before us -- its snapshot predates our filter,
so #showtooltip leaks to chat. This bites the fork specifically: it sorts
after LeafVillageAchievements alphabetically, so it loads too late to be in
the snapshot, whereas upstream "CleveRoidMacros" sorted before it.

Make the filter a named function and add EnsureSendChatMessageHook, which
re-asserts it as the outermost SendChatMessage hook (no-op once on top).
OnUpdate calls it each throttled tick via a cheap identity check, so we
reclaim the top of the chain within a frame of being displaced. Normal
messages still flow through the chained-over hook untouched.
2026-07-24 09:41:26 -05:00
Brues 6ac69501f5 pass base object rather than ItemLocation 2026-07-20 10:35:09 -05:00
Brues 782c685fba Replace tooltip-scanning GetSpellCost with ClassicAPI DBC reads
GetSpellCost now reads power cost and reagents straight from Spell.dbc via
C_Spell.GetSpellPowerCost (effective, talent-modified cost) and
C_Spell.GetSpellReagents (itemID), dropping the GameTooltip owner/scan
frames, their font strings, and all locale-dependent line parsing.

Reagent counting is now itemID-based end to end: GetReagentCount takes an
itemID and matches by id in the Items cache / bag scan. This removes the
hardcoded English reagent tables (_ReagentBySpell, _ReagentIdByName) and
the name-matching bag-scan tooltip, so it works on any client locale.
Verified in-game that GetSpellReagents covers DBC reagent spells (Vanish
-> Flash Powder), which the hand table previously special-cased.

The localized reagent name is still used for countedItemTypes registration
(recognizing a reagent item placed on the action bar); when that name
isn't cached yet, warm it via the ClassicAPI Item mixin
(Item:CreateFromItemID/ContinueOnItemLoad) and register it once it lands.
2026-07-19 16:34:19 -05:00
Brues 97e898f14c Add /cancelform command and CancelShapeshiftForm
Adds a new /cancelform slash command (Console.lua) wired to CleveRoids.DoCancelForm. Replaces the previous _unshiftAction with _cancelFormAction that calls CancelShapeshiftForm, and updates DoUnshift to delegate to DoCancelForm for backwards compatibility. Also fixes a unit name check by replacing GetUnitName with UnitName in DoRetarget.
2026-07-19 14:32:13 -05:00
Brues b84835a567 Use GetInventoryItemID instead of string parsing 2026-07-17 21:25:25 -05:00
Brues 40cf2c8010 More ClassicAPI porting 2026-07-15 19:45:31 -05:00
Brues a5a0b9c00a Adopt ClassicAPI C_Item.GetItemName in Utility.lua equip-modifier debug
Replace the debug-only GetInventoryItemLink name scrape with the
decorated C_Item.GetItemName location form.
2026-07-15 19:36:18 -05:00
Brues 6e57ff01dc Adopt ClassicAPI C_Item item reads in Tooltip/Generic.lua indexers
Migrate the link-scrape-then-discard sites to direct ClassicAPI reads:

- IndexEquippedItems / IndexEquipSlot: GetInventoryItemID for the id
  (GetItemInfo still supplies the stored base link/texture)
- IndexItems bag+equip scans: GetContainerItemID/GetInventoryItemID +
  C_Item.GetItemName (decorated) for the dedup fast-path; drop the now
  dead GetContainerItemLink/GetInventoryItemLink locals
- GetItemFast cache validation: alloc-free id compare via
  GetInventoryItemID/GetContainerItemID, decorated-name compare otherwise
- IsItemEquipped: GetInventoryItemID + C_Item.GetItemName

Left untouched: makeInventoryItem/makeBagItem and the GetItem/GetItemFast
scan loops, which build a real link that is stored on the item and later
fed to GameTooltip:SetHyperlink.

Note: the equipped-scan loops now start at slot 1 (GetInventoryItemID
requires slot>=1), so the ammo slot (0) is no longer walked by these
indexers -- ammo is not referenced by name anywhere in the addon.
2026-07-15 19:33:07 -05:00
Brues 9cd79d682d Adopt ClassicAPI C_Item item reads in Conditionals.lua
Replace GetInventoryItemLink/GetContainerItemLink link-scraping with
direct ClassicAPI reads across the item conditionals:

- [equipped] cache build: GetInventoryItemID + C_Item.GetItemName
  (decorated name replaces the old bracket-name / GetItemInfo two-step)
- slot-number -> item name resolves ([cd], [usable]/[nousable]):
  C_Item.GetItemName location form
- HasItem / GetItemCooldown substring fallbacks: match the decorated
  name instead of the raw link string
- numeric-slot presence check: GetInventoryItemID

Suffix decoration is preserved via the location form, so partial/
suffixed [equipped:...] matches behave as before.
2026-07-15 19:17:00 -05:00
Brues f54eda5ae3 Adopt ClassicAPI C_Item/C_Container item reads in Core.lua
Replace GetInventoryItemLink/GetContainerItemLink link-scraping (built
solely to regex out item:ID or the bracketed name) with direct ClassicAPI
reads:

- id/presence: GetInventoryItemID, C_Container.GetContainerItemID
- suffix-sensitive names (equip-by-name on gear): C_Item.GetItemName
  location form, which now carries random-suffix decoration
- suffix-free names (consumables/reagents/poisons) in hot bag scans:
  id + C_Item.GetItemNameByID (base name, zero table allocation)

Also covers /use equipped-slot resolution and the WDB warm scans. Drops
the now-dead GetContainerItemLink/GetInventoryItemLink/string_find
upvalue aliases. No behavior change; equip-by-name keeps full suffixed
matching via the decorated location form.
2026-07-15 19:12:56 -05:00
Brues 653f8db3d7 Reconcile /startattack against real action-bar state, not cached flag
The autoAttack flag could drift stale-true (optimistic set after
AttackTarget, or a target dying without PLAYER_LEAVE_COMBAT), making
/startattack skip the attack until the target was dropped and reselected.
The old fallback called the overridden IsCurrentAction, which just echoes
the cached flag for the attack slot, so it never detected drift. Use the
original Hooks.IsCurrentAction as ground truth and sync the flag to it.
2026-07-04 19:38:37 -05:00
Brues 86fb0254e6 Show autoattack icon and glow 2026-06-30 12:34:34 -05:00
Brues fc640abb07 Render known-spell action tooltips via spellbook slot, not spellID
GameTooltip.SetAction used GameTooltip:SetSpellByID for spell actions, which
renders the static DBC tooltip. For spells we resolved from the player's own
spellbook, use GameTooltip:SetSpell(spellSlot, bookType) instead so the
tooltip shows live player-accurate data (mana cost, cooldown, range coloring,
reagent counts). spellSlot/bookType/id all come from the same spellbook index
entry, so it renders the identical spell and rank. SetSpellByID remains as a
defensive fallback for entries without a slot. Applied to both the direct and
nested-macro tooltip paths.
2026-06-23 12:41:17 -05:00
Brues 3384765faa dont need pcall around registering events 2026-06-22 13:04:05 -05:00
Brues ceaf7c2c43 Refresh [moving] macro icons on movement via ClassicAPI
Register PLAYER_STARTED_MOVING (ClassicAPI, edge-detected off the WASD/
autorun key state) and queue an action update so [moving]/[nomoving] macro
icons repaint when movement starts.

PLAYER_STOPPED_MOVING is deliberately NOT used -- it's key-release based and
misses real stops (running into geometry, click-to-move, roots, knockback).
Instead, STARTED kicks off a 0.1s C_Timer.NewTicker that watches
IsPlayerMoving() (the same speed>0/falling signal [moving] evaluates) and, on
the actual stop, refreshes once and cancels itself. No timer exists while
stopped, so there's no idle cost; guarded on isShuttingDown and event-driven
mode (realtime==0).
2026-06-22 12:58:59 -05:00
5 changed files with 383 additions and 642 deletions
+41 -69
View File
@@ -273,24 +273,17 @@ local function BuildEquipmentCache()
end
end
-- Fallback: manual slot enumeration
-- Fallback: manual slot enumeration via ClassicAPI (id + decorated name),
-- no link string built. C_Item.GetItemName carries random-suffix decoration
-- and falls back to the base name internally, so it replaces the old
-- bracket-name / GetItemInfo two-step in a single call.
for slot = 1, 19 do
local link = GetInventoryItemLink("player", slot)
if link then
local _, _, id = string_find(link, "item:(%d+)")
local _, _, nameInBrackets = string_find(link, "%[(.+)%]")
if id then
_equippedItemIDs[slot] = tonumber(id)
end
if nameInBrackets then
_equippedItemNames[slot] = string_lower(nameInBrackets)
elseif id then
-- Fallback: resolve via GetItemInfo
local itemName = GetItemInfo(tonumber(id))
if itemName then
_equippedItemNames[slot] = string_lower(itemName)
end
local id = GetInventoryItemID("player", slot)
if id then
_equippedItemIDs[slot] = id
local name = C_Item.GetItemName({ equipmentSlotIndex = slot })
if name then
_equippedItemNames[slot] = string_lower(name)
end
end
end
@@ -350,8 +343,7 @@ function CleveRoids.FindItemLocation(item)
if numericItem then
-- Check if it's an equipment slot (1-19)
if numericItem >= 1 and numericItem <= 19 then
local link = GetInventoryItemLink("player", numericItem)
if link then
if GetInventoryItemID("player", numericItem) then
return { type = "inventory", inventoryID = numericItem }
end
return nil
@@ -3466,11 +3458,8 @@ function CleveRoids.ValidateCooldown(args, ignoreGCD)
-- If this is a numeric slot (1-19), resolve to the equipped item's name
local slotNum = tonumber(name)
if slotNum and slotNum >= 1 and slotNum <= 19 then
local link = GetInventoryItemLink("player", slotNum)
if link then
local _, _, itemName = string.find(link, "%[(.+)%]")
if itemName then name = itemName end
end
local itemName = C_Item.GetItemName({ equipmentSlotIndex = slotNum })
if itemName then name = itemName end
end
args = {name = name}
else
@@ -3481,11 +3470,8 @@ function CleveRoids.ValidateCooldown(args, ignoreGCD)
-- If this is a numeric slot (1-19), resolve to the equipped item's name
local slotNum = tonumber(name)
if slotNum and slotNum >= 1 and slotNum <= 19 then
local link = GetInventoryItemLink("player", slotNum)
if link then
local _, _, itemName = string.find(link, "%[(.+)%]")
if itemName then name = itemName end
end
local itemName = C_Item.GetItemName({ equipmentSlotIndex = slotNum })
if itemName then name = itemName end
end
args.name = name
else
@@ -4869,13 +4855,11 @@ function CleveRoids.HasItem(item)
if type(item) == "string" and item ~= "" then
local itemLower = string.lower(item)
-- Check equipped slots for substring match
for slot = 0, 19 do
local link = GetInventoryItemLink("player", slot)
if link then
if string.find(string.lower(link), itemLower, 1, true) then
return true
end
-- Check equipped slots for substring match (decorated name, no link build)
for slot = 1, 19 do
local name = C_Item.GetItemName({ equipmentSlotIndex = slot })
if name and string.find(string.lower(name), itemLower, 1, true) then
return true
end
end
@@ -4884,11 +4868,9 @@ function CleveRoids.HasItem(item)
local size = GetContainerNumSlots(bag)
if size and size > 0 then
for slotIndex = 1, size do
local link = GetContainerItemLink(bag, slotIndex)
if link then
if string.find(string.lower(link), itemLower, 1, true) then
return true
end
local name = C_Item.GetItemName({ bagID = bag, slotIndex = slotIndex })
if name and string.find(string.lower(name), itemLower, 1, true) then
return true
end
end
end
@@ -4933,14 +4915,12 @@ function CleveRoids.GetItemCooldown(item)
local itemLower = string.lower(item)
local start, dur, en
-- Check equipped slots for substring match
for slot = 0, 19 do
local link = GetInventoryItemLink("player", slot)
if link then
if string.find(string.lower(link), itemLower, 1, true) then
start, dur, en = GetInventoryItemCooldown("player", slot)
return _norm(start, dur, en)
end
-- Check equipped slots for substring match (decorated name, no link build)
for slot = 1, 19 do
local name = C_Item.GetItemName({ equipmentSlotIndex = slot })
if name and string.find(string.lower(name), itemLower, 1, true) then
start, dur, en = GetInventoryItemCooldown("player", slot)
return _norm(start, dur, en)
end
end
@@ -4949,12 +4929,10 @@ function CleveRoids.GetItemCooldown(item)
local size = GetContainerNumSlots(bag)
if size and size > 0 then
for slotIndex = 1, size do
local link = GetContainerItemLink(bag, slotIndex)
if link then
if string.find(string.lower(link), itemLower, 1, true) then
start, dur, en = GetContainerItemCooldown(bag, slotIndex)
return _norm(start, dur, en)
end
local name = C_Item.GetItemName({ bagID = bag, slotIndex = slotIndex })
if name and string.find(string.lower(name), itemLower, 1, true) then
start, dur, en = GetContainerItemCooldown(bag, slotIndex)
return _norm(start, dur, en)
end
end
end
@@ -5887,13 +5865,10 @@ CleveRoids.Keywords = {
local itemName = name
local slotNum = tonumber(name)
if slotNum and slotNum >= 1 and slotNum <= 19 then
-- Resolve slot number to item name
local link = GetInventoryItemLink("player", slotNum)
if link then
local _, _, extractedName = string.find(link, "%[(.+)%]")
if extractedName then
itemName = extractedName
end
-- Resolve slot number to item name (decorated, no link build)
local extractedName = C_Item.GetItemName({ equipmentSlotIndex = slotNum })
if extractedName then
itemName = extractedName
end
end
@@ -5925,13 +5900,10 @@ CleveRoids.Keywords = {
local itemName = name
local slotNum = tonumber(name)
if slotNum and slotNum >= 1 and slotNum <= 19 then
-- Resolve slot number to item name
local link = GetInventoryItemLink("player", slotNum)
if link then
local _, _, extractedName = string.find(link, "%[(.+)%]")
if extractedName then
itemName = extractedName
end
-- Resolve slot number to item name (decorated, no link build)
local extractedName = C_Item.GetItemName({ equipmentSlotIndex = slotNum })
if extractedName then
itemName = extractedName
end
end
+4
View File
@@ -67,6 +67,10 @@ SLASH_UNSHIFT1 = "/unshift"
SlashCmdList.UNSHIFT = CleveRoids.DoUnshift
SLASH_CANCELFORM1 = "/cancelform"
SlashCmdList.CANCELFORM = CleveRoids.DoCancelForm
SLASH_UNQUEUE1 = "/unqueue"
SlashCmdList.UNQUEUE = SpellStopCasting
+268 -469
View File
File diff suppressed because it is too large Load Diff
+69 -98
View File
@@ -58,11 +58,7 @@ function CleveRoids.IndexSpells()
bookType = CleveRoids.bookTypes[book]
spells[bookType] = {}
else
local cost, reagent = CleveRoids.GetSpellCost(i, bookType)
-- Fallback for known reagent spells if tooltip scan failed
if (not reagent or reagent == "") and CleveRoids.ReagentBySpell then
reagent = CleveRoids.ReagentBySpell[spellName]
end
local cost, reagent, reagentId = CleveRoids.GetSpellCost(i, bookType, spellId)
if not spells[bookType][spellName] then
spells[bookType][spellName] = {
spellSlot = i,
@@ -71,7 +67,7 @@ function CleveRoids.IndexSpells()
bookType = bookType,
texture = texture,
cost = cost,
reagent = reagent,
reagentId = reagentId,
}
end
if spellRank and not spells[bookType][spellName][spellRank] then
@@ -83,7 +79,7 @@ function CleveRoids.IndexSpells()
bookType = bookType,
texture = texture,
cost = cost,
reagent = reagent
reagentId = reagentId,
}
spells[bookType][spellName].highest = spells[bookType][spellName][spellRank]
end
@@ -94,6 +90,13 @@ function CleveRoids.IndexSpells()
if reagent then
CleveRoids.countedItemTypes[reagent] = true
elseif reagentId and Item then
Item:CreateFromItemID(reagentId):ContinueOnItemLoad(function()
local loadedName = C_Item.GetItemNameByID(reagentId)
if loadedName and loadedName ~= "" then
CleveRoids.countedItemTypes[loadedName] = true
end
end)
end
end
end
@@ -156,10 +159,9 @@ end
function CleveRoids.IndexEquippedItems()
local items = CleveRoids.Items or {}
for inventoryID = 0, 19 do
local link = GetInventoryItemLink("player", inventoryID)
if link then
local _, _, itemID = string.find(link, "item:(%d+)")
for inventoryID = 1, 19 do
local itemID = GetInventoryItemID("player", inventoryID)
if itemID then
local name, link, _, _, itemType, itemSubType, _, _, texture = GetItemInfo(itemID)
if name then
local count = GetInventoryItemCount("player", inventoryID)
@@ -199,10 +201,9 @@ function CleveRoids.IndexEquipSlot(inventoryID)
if not inventoryID then return end
local items = CleveRoids.Items or {}
local link = GetInventoryItemLink("player", inventoryID)
local itemID = GetInventoryItemID("player", inventoryID)
if link then
local _, _, itemID = string.find(link, "item:(%d+)")
if itemID then
local name, itemLink, _, _, itemType, itemSubType, _, _, texture = GetItemInfo(itemID)
if name then
local count = GetInventoryItemCount("player", inventoryID)
@@ -265,21 +266,17 @@ function CleveRoids.IndexItems()
-- PERFORMANCE: Local function references
local GetContainerNumSlots = GetContainerNumSlots
local GetContainerItemLink = GetContainerItemLink
local GetContainerItemInfo = GetContainerItemInfo
local GetInventoryItemLink = GetInventoryItemLink
local GetInventoryItemCount = GetInventoryItemCount
-- Scan bags (reverse order to prefer first stack)
for bagID = 0, NUM_BAG_SLOTS do
local numSlots = GetContainerNumSlots(bagID)
for slot = numSlots, 1, -1 do
local link = GetContainerItemLink(bagID, slot)
if link then
local _, _, itemID = string_find(link, "item:(%d+)")
-- PERFORMANCE: Try to extract name from link first to check for duplicates
local _, _, linkName = string_find(link, "%[(.+)%]")
local itemID = C_Container.GetContainerItemID(bagID, slot)
if itemID then
-- Decorated name for the duplicate fast-path (no link string built)
local linkName = C_Item.GetItemName({ bagID = bagID, slotIndex = slot })
local existing = linkName and items[linkName]
if existing then
@@ -317,13 +314,11 @@ function CleveRoids.IndexItems()
end
-- Scan equipped items
for inventoryID = 0, 19 do
local link = GetInventoryItemLink("player", inventoryID)
if link then
local _, _, itemID = string_find(link, "item:(%d+)")
-- PERFORMANCE: Try to extract name from link first
local _, _, linkName = string_find(link, "%[(.+)%]")
for inventoryID = 1, 19 do
local itemID = GetInventoryItemID("player", inventoryID)
if itemID then
-- Decorated name for the duplicate fast-path (no link string built)
local linkName = C_Item.GetItemName({ equipmentSlotIndex = inventoryID })
local existing = linkName and items[linkName]
if existing then
@@ -477,10 +472,8 @@ local function makeInventoryItem(inventoryID, link, Items)
if not link then link = GetInventoryItemLink("player", inventoryID) end
if not link then return end
local _, _, itemID = string_find(link, "item:(%d+)")
itemID = itemID and tonumber(itemID) or nil
local name = itemID and GetItemInfo(itemID) or nil
local itemID = GetInventoryItemID("player", inventoryID)
local name = C_Item.GetItemName({ equipmentSlotIndex = inventoryID })
local texture = GetInventoryItemTexture("player", inventoryID)
local count = GetInventoryItemCount("player", inventoryID)
@@ -509,14 +502,12 @@ local function makeBagItem(bagID, slot, link, Items)
end
if not link then return end
local _, _, itemID = string_find(link, "item:(%d+)")
itemID = itemID and tonumber(itemID) or nil
local itemID = C_Container.GetContainerItemID(bagID, slot)
local name, _, _, _, _, _, _, _, texture = GetItemInfo(itemID)
local name = C_Item.GetItemName({bagID = bagID, slotIndex = slot})
local count = 0
local tex, itemCount = GetContainerItemInfo(bagID, slot)
local texture, itemCount = GetContainerItemInfo(bagID, slot)
if itemCount then count = itemCount end
if not texture then texture = tex end
local it = {
bagID = bagID,
@@ -574,9 +565,7 @@ function CleveRoids.GetItem(text)
for inv = 1, 19 do
local link = GetInventoryItemLink("player", inv)
if link then
local _, _, itemID = string_find(link, "item:(%d+)")
itemID = itemID and tonumber(itemID) or nil
local itemID = GetInventoryItemID("player", inv)
if qid and itemID and qid == itemID then
return makeInventoryItem(inv, link, Items)
elseif qname then
@@ -595,9 +584,7 @@ function CleveRoids.GetItem(text)
for slot = 1, slots do
local link = GetContainerItemLink(bag, slot)
if link then
local _, _, itemID = string_find(link, "item:(%d+)")
itemID = itemID and tonumber(itemID) or nil
local itemID = C_Container.GetContainerItemID(bag, slot)
if qid and itemID and qid == itemID then
return makeBagItem(bag, slot, link, Items)
elseif qname then
@@ -720,18 +707,16 @@ function CleveRoids.FindItemQuick(text)
if cached then
-- Validate: check if item is actually at the cached location
if cached.inventoryID then
local link = GetInventoryItemLink("player", cached.inventoryID)
if link then
local nm = GetNameFromLink(link)
if qid then
if GetInventoryItemID("player", cached.inventoryID) == qid then
cached._validated = true
return cached -- Cache is valid
end
else
local nm = C_Item.GetItemName({ equipmentSlotIndex = cached.inventoryID })
if nm and qname and string_lower(nm) == qname then
cached._validated = true
return cached -- Cache is valid
elseif qid then
local _, _, itemID = string_find(link, "item:(%d+)")
if itemID and tonumber(itemID) == qid then
cached._validated = true
return cached -- Cache is valid
end
end
end
-- Cache is stale - item not at cached equipped slot, invalidate
@@ -740,18 +725,16 @@ function CleveRoids.FindItemQuick(text)
Items[string_lower(cached.name)] = nil
end
elseif cached.bagID and cached.slot then
local link = GetContainerItemLink(cached.bagID, cached.slot)
if link then
local nm = GetNameFromLink(link)
if qid then
if C_Container.GetContainerItemID(cached.bagID, cached.slot) == qid then
cached._validated = true
return cached -- Cache is valid
end
else
local nm = C_Item.GetItemName({ bagID = cached.bagID, slotIndex = cached.slot })
if nm and qname and string_lower(nm) == qname then
cached._validated = true
return cached -- Cache is valid
elseif qid then
local _, _, itemID = string_find(link, "item:(%d+)")
if itemID and tonumber(itemID) == qid then
cached._validated = true
return cached -- Cache is valid
end
end
end
-- Cache is stale - item not at cached bag slot, invalidate
@@ -767,20 +750,17 @@ function CleveRoids.FindItemQuick(text)
for inv = 1, 19 do
local link = GetInventoryItemLink("player", inv)
if link then
local _, _, itemID = string_find(link, "item:(%d+)")
if itemID then
itemID = tonumber(itemID)
-- ID match: fast path
if qid and qid == itemID then
local itemID = GetInventoryItemID("player", inv)
-- ID match: fast path
if qid and qid == itemID then
return makeInventoryItem(inv, link, Items)
end
-- Name match: extract name from link (faster than GetItemInfo)
if qname then
local nm = GetNameFromLink(link)
if nm and string_lower(nm) == qname then
return makeInventoryItem(inv, link, Items)
end
-- Name match: extract name from link (faster than GetItemInfo)
if qname then
local nm = GetNameFromLink(link)
if nm and string_lower(nm) == qname then
return makeInventoryItem(inv, link, Items)
end
end
end
end
end
@@ -791,20 +771,17 @@ function CleveRoids.FindItemQuick(text)
for slot = 1, slots do
local link = GetContainerItemLink(bag, slot)
if link then
local _, _, itemID = string_find(link, "item:(%d+)")
if itemID then
itemID = tonumber(itemID)
-- ID match: fast path
if qid and qid == itemID then
local itemID = C_Container.GetContainerItemID(bag, slot)
-- ID match: fast path
if qid and qid == itemID then
return makeBagItem(bag, slot, link, Items)
end
-- Name match: extract name from link (faster than GetItemInfo)
if qname then
local nm = GetNameFromLink(link)
if nm and string_lower(nm) == qname then
return makeBagItem(bag, slot, link, Items)
end
-- Name match: extract name from link (faster than GetItemInfo)
if qname then
local nm = GetNameFromLink(link)
if nm and string_lower(nm) == qname then
return makeBagItem(bag, slot, link, Items)
end
end
end
end
end
@@ -818,25 +795,19 @@ end
function CleveRoids.IsItemEquipped(text, inventoryId)
if not text or not inventoryId then return false end
local link = GetInventoryItemLink("player", inventoryId)
if not link then return false end
local _, _, currentID = string_find(link, "item:(%d+)")
local currentID = GetInventoryItemID("player", inventoryId)
if not currentID then return false end
-- Check by ID (fast path)
local textId = tonumber(text)
if textId and textId == tonumber(currentID) then
if textId and textId == currentID then
return true
end
-- Check by name - extract from link instead of GetItemInfo for performance
local currentName = GetNameFromLink(link)
if currentName then
local textLower = string_lower(text)
if string_lower(currentName) == textLower then
return true
end
-- Check by name (decorated, so suffixed gear still matches)
local currentName = C_Item.GetItemName({ equipmentSlotIndex = inventoryId })
if currentName and string_lower(currentName) == string_lower(text) then
return true
end
return false
+1 -6
View File
@@ -6918,12 +6918,7 @@ function CleveRoids.ApplyEquipmentModifier(spellID, baseDuration)
local modifiedDuration = modifier.modifier(baseDuration, itemID)
if modifiedDuration ~= baseDuration and CleveRoids.debug then
local itemName = "Unknown"
local itemLink = GetInventoryItemLink("player", modifier.slot)
if itemLink then
local _, _, _n = string.find(itemLink, "%[(.-)%]")
itemName = _n or "Unknown"
end
local itemName = C_Item.GetItemName({ equipmentSlotIndex = modifier.slot }) or "Unknown"
DEFAULT_CHAT_FRAME:AddMessage(
string.format("|cffff00ff[Equipment Modifier]|r %s (ID:%d): %ds -> %ds (item: %s [%d])",