mirror of
https://github.com/brues-code/SuperCleveRoidMacros.git
synced 2026-09-16 03:38:00 +00:00
544 lines
18 KiB
Lua
544 lines
18 KiB
Lua
--[[
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Author: Dennis Werner Garske (DWG) / brian / Mewtiny
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License: MIT License
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]]
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local _G = _G or getfenv(0)
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local CleveRoids = _G.CleveRoids or {}
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-- PERFORMANCE: Upvalues for frequently called functions
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local GetTime = GetTime
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local GetContainerItemLink = GetContainerItemLink
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local GetContainerItemInfo = GetContainerItemInfo
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local GetContainerNumSlots = GetContainerNumSlots
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local GetInventoryItemLink = GetInventoryItemLink
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local GetInventoryItemTexture = GetInventoryItemTexture
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local GetInventoryItemCount = GetInventoryItemCount
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local GetItemInfo = GetItemInfo
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local GetSpellName = GetSpellName
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local GetSpellTexture = GetSpellTexture
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local tonumber = tonumber
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local type = type
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local pairs = pairs
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local string_find = string.find
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local string_lower = string.lower
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local string_gsub = string.gsub
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local table_insert = table.insert
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local table_getn = table.getn
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-- Indexes all spells the current player and pet knows
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function CleveRoids.IndexSpells()
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local spells = {}
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local i = 0
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local book = 1
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local bookType = CleveRoids.bookTypes[book]
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local maxBooks = table.getn(CleveRoids.bookTypes)
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spells[bookType] = {}
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while true do
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i = i + 1
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local spellName, spellRank = GetSpellName(i, bookType)
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if not spellName then
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i = 0
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book = book + 1
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if book > maxBooks then
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break
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end
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bookType = CleveRoids.bookTypes[book]
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spells[bookType] = {}
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else
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local cost, reagent = CleveRoids.GetSpellCost(i, bookType)
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local texture = GetSpellTexture(i, bookType)
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if not spells[bookType][spellName] then
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spells[bookType][spellName] = {
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spellSlot = i,
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name = spellName,
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bookType = bookType,
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texture = texture,
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cost = cost,
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reagent = reagent,
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}
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end
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if spellRank and not spells[bookType][spellName][spellRank] then
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spells[bookType][spellName][spellRank] = {
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spellSlot = i,
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name = spellName,
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rank = spellRank,
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bookType = bookType,
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texture = texture,
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cost = cost,
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reagent = reagent
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}
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spells[bookType][spellName].highest = spells[bookType][spellName][spellRank]
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end
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if reagent then
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CleveRoids.countedItemTypes[reagent] = true
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end
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end
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end
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CleveRoids.Spells = spells
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end
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-- Indexes all pet spells and their action bar slots
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function CleveRoids.IndexPetSpells()
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local petSpells = {}
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if not UnitExists("pet") then
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CleveRoids.PetSpells = petSpells
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return
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end
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for i = 1, NUM_PET_ACTION_SLOTS do
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local name, subtext, texture, isToken = GetPetActionInfo(i)
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if name and not isToken then
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-- Store the spell name and its slot
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petSpells[name] = {
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slot = i,
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name = name,
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subtext = subtext,
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texture = texture
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}
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end
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end
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CleveRoids.PetSpells = petSpells
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end
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-- Gets a pet spell by name
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function CleveRoids.GetPetSpell(spellName)
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if not spellName or not CleveRoids.PetSpells then
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return nil
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end
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spellName = CleveRoids.Trim(spellName)
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return CleveRoids.PetSpells[spellName]
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end
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function CleveRoids.IndexTalents()
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local talents = {[1] = true}
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for tab = 1, GetNumTalentTabs() do
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for i = 1, GetNumTalents(tab) do
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local name, _, _, _, rank = GetTalentInfo(tab, i)
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talents[name] = tonumber(rank)
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end
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end
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CleveRoids.Talents = talents
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end
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-- Lightweight equipment-only indexing for combat situations
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-- Updates existing cache rather than rebuilding it
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function CleveRoids.IndexEquippedItems()
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local items = CleveRoids.Items or {}
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for inventoryID = 0, 19 do
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local link = GetInventoryItemLink("player", inventoryID)
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if link then
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local _, _, itemID = string.find(link, "item:(%d+)")
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local name, link, _, _, itemType, itemSubType, _, _, texture = GetItemInfo(itemID)
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if name then
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local count = GetInventoryItemCount("player", inventoryID)
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if not items[name] then
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items[name] = {
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inventoryID = inventoryID,
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id = itemID,
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name = name,
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count = count,
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texture = texture,
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link = link,
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}
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items[itemID] = name
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local lowerName = string.lower(name)
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if lowerName ~= name then
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items[lowerName] = name
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end
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else
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-- Update existing entry with current equipment state
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items[name].inventoryID = inventoryID
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items[name].count = count
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end
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end
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else
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-- Slot is now empty - clear inventoryID from any item that was there
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-- This is handled lazily by GetItem() fallback, so we skip expensive iteration
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end
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end
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CleveRoids.lastGetItem = nil
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CleveRoids.Items = items
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end
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function CleveRoids.IndexItems()
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local items = {}
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local NUM_BAG_SLOTS = NUM_BAG_SLOTS -- Upvalue for bag constant
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-- Scan bags (reverse order to prefer first stack)
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for bagID = 0, NUM_BAG_SLOTS do
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local numSlots = GetContainerNumSlots(bagID)
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for slot = numSlots, 1, -1 do
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local link = GetContainerItemLink(bagID, slot)
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if link then
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local _, _, itemID = string_find(link, "item:(%d+)")
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local name, itemLink, _, _, itemType, itemSubType, _, _, texture = GetItemInfo(itemID)
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if name then
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local _, count = GetContainerItemInfo(bagID, slot)
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local existing = items[name]
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if not existing then
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items[name] = {
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bagID = bagID,
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slot = slot,
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id = itemID,
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name = name,
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type = itemType,
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count = count,
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texture = texture,
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link = itemLink,
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bagSlots = {{bagID, slot}},
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slotsIndex = 1,
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}
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items[itemID] = name
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local lowerName = string_lower(name)
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if lowerName ~= name then
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items[lowerName] = name
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end
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else
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existing.count = (existing.count or 0) + (count or 0)
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table_insert(existing.bagSlots, {bagID, slot})
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end
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end
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end
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end
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end
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-- Scan equipped items
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for inventoryID = 0, 19 do
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local link = GetInventoryItemLink("player", inventoryID)
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if link then
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local _, _, itemID = string_find(link, "item:(%d+)")
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local name, itemLink, _, _, itemType, itemSubType, _, _, texture = GetItemInfo(itemID)
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if name then
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local count = GetInventoryItemCount("player", inventoryID)
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local existing = items[name]
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if not existing then
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items[name] = {
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inventoryID = inventoryID,
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id = itemID,
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name = name,
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count = count,
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texture = texture,
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link = itemLink,
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}
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items[itemID] = name
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local lowerName = string_lower(name)
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if lowerName ~= name then
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items[lowerName] = name
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end
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else
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existing.inventoryID = inventoryID
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existing.count = (existing.count or 0) + (count or 0)
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end
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end
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end
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end
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CleveRoids.lastGetItem = nil
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CleveRoids.Items = items
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-- relink an item action to the item if it wasn't in inventory/bags before
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for slot, actions in CleveRoids.Actions do
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for i, action in actions.list do
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if action.item then
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action.item = CleveRoids.GetItem(action.action)
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end
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end
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end
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end
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function CleveRoids.ClearSlot(slots, slot)
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if slots[slot] then
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slots[slots[slot]] = nil
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end
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slots[slot] = nil
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end
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-- Local helper for 1.12.1: safely get action button info via tooltip
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function CleveRoids.GetActionButtonInfo(slot)
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if not CleveRoidsActionTooltip then
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CreateFrame("GameTooltip", "CleveRoidsActionTooltip", UIParent, "GameTooltipTemplate")
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end
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local tooltip = CleveRoidsActionTooltip
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tooltip:SetOwner(UIParent, "ANCHOR_NONE")
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tooltip:ClearLines()
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tooltip:SetAction(slot)
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local name, rank
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local text = _G["CleveRoidsActionTooltipTextLeft1"]
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if text then name = text:GetText() end
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local text2 = _G["CleveRoidsActionTooltipTextLeft2"]
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if text2 then
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local maybeRank = text2:GetText()
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-- Rank lines usually start with "Rank"
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if maybeRank and string.find(maybeRank, "Rank") then
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rank = maybeRank
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end
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end
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-- Determine if it's an item or spell based on texture (heuristic)
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local tex = GetActionTexture(slot)
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local actionType = tex and "SPELL" or "ITEM"
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return actionType, tex, name, rank
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end
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function CleveRoids.IndexActionSlot(slot)
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if not HasAction(slot) then
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CleveRoids.Actions[slot] = nil
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-- When clearing a reactive slot, check if we need to find it elsewhere
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local clearedReactiveName = CleveRoids.reactiveSlots[slot]
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CleveRoids.ClearSlot(CleveRoids.reactiveSlots, slot)
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CleveRoids.ClearSlot(CleveRoids.actionSlots, slot)
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-- If we cleared a reactive spell, rescan to find it in another slot
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if clearedReactiveName then
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for i = 1, 120 do
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if i ~= slot and HasAction(i) then
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local _, _, scanName = CleveRoids.GetActionButtonInfo(i)
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if scanName == clearedReactiveName then
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CleveRoids.reactiveSlots[clearedReactiveName] = i
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CleveRoids.reactiveSlots[i] = clearedReactiveName
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break
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end
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end
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end
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end
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else
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local actionType, _, name, rank = CleveRoids.GetActionButtonInfo(slot)
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if name then
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local reactiveName = CleveRoids.reactiveSpells[name] and name
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local actionSlotName = name..(rank and ("("..rank..")") or "")
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if reactiveName then
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-- Always update the mapping to ensure we track the correct slot
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-- Clear old mapping for this spell name first
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local oldSlot = CleveRoids.reactiveSlots[reactiveName]
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if oldSlot and oldSlot ~= slot then
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CleveRoids.reactiveSlots[oldSlot] = nil
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end
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CleveRoids.reactiveSlots[reactiveName] = slot
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CleveRoids.reactiveSlots[slot] = reactiveName
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elseif not reactiveName then
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CleveRoids.ClearSlot(CleveRoids.reactiveSlots, slot)
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end
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if actionType == "SPELL" or actionType == "ITEM" then
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if not CleveRoids.actionSlots[actionSlotName] then
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CleveRoids.actionSlots[actionSlotName] = slot
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CleveRoids.actionSlots[slot] = actionSlotName
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end
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end
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end
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end
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CleveRoids.TestForActiveAction(CleveRoids.GetAction(slot))
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CleveRoids.SendEventForAction(slot, "ACTIONBAR_SLOT_CHANGED", slot)
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end
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function CleveRoids.IndexActionBars()
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for i = 1, 120 do
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CleveRoids.IndexActionSlot(i)
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end
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end
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function CleveRoids.GetSpell(text)
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text = CleveRoids.Trim(text)
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local rs, _, rank = string.find(text, "[^%s]%((Rank %d+)%)$")
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local name = rank and string.sub(text, 1, rs) or text
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for book, spells in CleveRoids.Spells do
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if spells and spells[name] then
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return spells[name][rank or "highest"]
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end
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end
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end
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function CleveRoids.GetTalent(text)
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text = CleveRoids.Trim(text)
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return CleveRoids.Talents[text]
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end
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-- PERFORMANCE: Helper functions defined once (not inline per-call)
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local function makeInventoryItem(inventoryID, link, Items)
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if not link then link = GetInventoryItemLink("player", inventoryID) end
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if not link then return end
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local _, _, itemID = string_find(link, "item:(%d+)")
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itemID = itemID and tonumber(itemID) or nil
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local name = itemID and GetItemInfo(itemID) or nil
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local texture = GetInventoryItemTexture("player", inventoryID)
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local count = GetInventoryItemCount("player", inventoryID)
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local it = {
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inventoryID = inventoryID,
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id = itemID,
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name = name,
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texture = texture,
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link = link,
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count = count
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}
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if name then
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Items[name] = it
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local lowerName = string_lower(name)
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if lowerName ~= name then
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Items[lowerName] = name
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end
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end
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if itemID then Items[itemID] = name end
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return it
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end
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local function makeBagItem(bagID, slot, link, Items)
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if not link then
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link = GetContainerItemLink(bagID, slot)
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end
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if not link then return end
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local _, _, itemID = string_find(link, "item:(%d+)")
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itemID = itemID and tonumber(itemID) or nil
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local name, _, _, _, _, _, _, _, texture = GetItemInfo(itemID)
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local count = 0
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local tex, itemCount = GetContainerItemInfo(bagID, slot)
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if itemCount then count = itemCount end
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if not texture then texture = tex end
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local it = {
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bagID = bagID,
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slot = slot,
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id = itemID,
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name = name,
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texture = texture,
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link = link,
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count = count,
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bagSlots = { { bagID, slot } },
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slotsIndex = 1
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}
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if name then
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Items[name] = it
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local lowerName = string_lower(name)
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if lowerName ~= name then
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Items[lowerName] = name
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end
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end
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if itemID then Items[itemID] = name end
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return it
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end
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function CleveRoids.GetItem(text)
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if not text or text == "" then return end
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local Items = CleveRoids.Items
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local item = Items[text] or Items[tostring(text)]
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if not item then
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local lowerText = string_lower(text)
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local canonicalName = Items[lowerText]
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if canonicalName and type(canonicalName) == "string" then
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item = Items[canonicalName]
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end
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end
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if item then
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if type(item) == "table" then
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return item
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else
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return Items[tostring(item)]
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end
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end
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local qid = tonumber(text)
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local qname = (type(text) == "string") and string_lower(text) or nil
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-- Direct inventory slot lookup by ID
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if qid and qid >= 1 and qid <= 19 then
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local it = makeInventoryItem(qid, nil, Items)
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if it then return it end
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end
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-- Scan equipped items
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for inv = 1, 19 do
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local link = GetInventoryItemLink("player", inv)
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if link then
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local _, _, itemID = string_find(link, "item:(%d+)")
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itemID = itemID and tonumber(itemID) or nil
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if qid and itemID and qid == itemID then
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return makeInventoryItem(inv, link, Items)
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elseif qname and itemID then
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local nm = GetItemInfo(itemID)
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if nm and string_lower(nm) == qname then
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return makeInventoryItem(inv, link, Items)
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end
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end
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end
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end
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-- Scan bags
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for bag = 0, 4 do
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local slots = GetContainerNumSlots(bag) or 0
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for slot = 1, slots do
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local link = GetContainerItemLink(bag, slot)
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if link then
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local _, _, itemID = string_find(link, "item:(%d+)")
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itemID = itemID and tonumber(itemID) or nil
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if qid and itemID and qid == itemID then
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return makeBagItem(bag, slot, link, Items)
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elseif qname and itemID then
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local nm = GetItemInfo(itemID)
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if nm and string_lower(nm) == qname then
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return makeBagItem(bag, slot, link, Items)
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end
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end
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end
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end
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end
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local name, link, _, _, _, _, _, _, texture = GetItemInfo(text)
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if not name then return end
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local fallback = { id = text, name = name, link = link, texture = texture }
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CleveRoids.Items[name] = fallback
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local lowerName = string.lower(name)
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if lowerName ~= name then
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CleveRoids.Items[lowerName] = name
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end
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return fallback
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end
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function CleveRoids.GetNextBagSlotForUse(item, text)
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if not item then return end
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if CleveRoids.lastGetItem == CleveRoids.GetItem(text) then
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if table.getn(item.bagSlots) > item.slotsIndex then
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item.slotsIndex = item.slotsIndex + 1
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item.bagID, item.slot = unpack(item.bagSlots[item.slotsIndex])
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end
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end
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CleveRoids.lastGetItem = item
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return item
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end
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local Extension = CleveRoids.RegisterExtension("Generic_show")
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Extension.RegisterEvent("SPELLS_CHANGED", "SPELLS_CHANGED")
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function Extension.OnLoad()
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end
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function Extension.SPELLS_CHANGED()
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end
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