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https://github.com/brues-code/pfUI.git
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Bag Sort
This commit is contained in:
+336
-1
@@ -7,6 +7,270 @@ pfUI:RegisterModule("bags", function ()
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}
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local scanner = libtipscan:GetScanner("openable")
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-- ============================================================================
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-- Bag sorter: consolidates partial stacks then sorts by category/name.
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-- Adapted from the algo in Bagnon/lib/BagSort.lua.
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-- ============================================================================
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local sorter = CreateFrame("Frame")
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sorter.itemGrid = {}
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sorter.bagList = nil
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local HEARTHSTONE_ITEM_ID = 6948
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-- Lower prefix = sorted earlier in the bag.
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local function SortCategoryPrefix(itemId, itemType, itemSubType, quality)
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if itemId == HEARTHSTONE_ITEM_ID then return "00" end
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if quality == 0 then return "13" end -- Poor (gray) always last
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if itemType == "Weapon" or itemType == "Armor" then
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if quality and quality >= 4 then return "01" end -- Epic+ gear
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if quality == 3 then return "02" end -- Rare gear
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if quality == 2 then return "03" end -- Uncommon gear
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return "04" -- Common/poor gear
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end
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if itemType == "Consumable" then return "05" end
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if itemType == "Reagent" then return "06" end
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if itemType == "Trade Goods" then return "07" end
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if itemType == "Quest" then return "08" end
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-- Non-gear items without a specific type, sorted by quality
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if quality and quality >= 4 then return "09" end
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if quality == 3 then return "10" end
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if quality == 2 then return "11" end
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return "12"
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end
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-- Larger stacks sort first among identically-named items; invert + zero-pad
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-- so it sorts lexicographically.
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local function SortCountSuffix(count)
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local s = "000000" .. (999999 - (count or 0))
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return string.sub(s, -6)
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end
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local function SortKey(itemId, name, itype, subtype, quality, count)
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return SortCategoryPrefix(itemId, itype, subtype, quality)
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.. (itype or "") .. "|" .. (subtype or "") .. "|" .. (name or "zzz") .. "|" .. SortCountSuffix(count)
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end
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local function ClearSortData()
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sorter.itemGrid = {}
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sorter.bagList = nil
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sorter:UnregisterEvent("BAG_UPDATE_DELAYED")
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sorter:SetScript("OnEvent", nil)
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end
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-- Two-pointer consolidation: sorts stacks largest-first, then merges from
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-- both ends toward the middle. n is set explicitly so table.getn / table.sort
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-- work correctly in Lua 5.0.
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local function BuildConsolidateOps(bagList)
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local groups = {}
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for _, bag in ipairs(bagList) do
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for slot = 1, GetContainerNumSlots(bag) do
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local itemId = C_Container.GetContainerItemID(bag, slot)
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if itemId then
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local _, count = GetContainerItemInfo(bag, slot)
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count = count or 0
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local maxStack = C_Item.GetItemMaxStackSizeByID(itemId) or 1
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if count > 0 and maxStack > 1 then
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if not groups[itemId] then
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groups[itemId] = {maxStack=maxStack, n=0}
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end
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local g = groups[itemId]
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g.n = g.n + 1
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g[g.n] = {bag=bag, slot=slot, count=count}
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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 ops = {}
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for _, g in pairs(groups) do
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local n = g.n
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if n >= 2 then
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local maxStack = g.maxStack
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table.sort(g, function(a, b) return a.count > b.count end)
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local lo, hi = 1, n
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while lo < hi do
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local space = maxStack - g[lo].count
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if space == 0 then
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lo = lo + 1
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elseif space >= g[hi].count then
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tinsert(ops, {
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dstBag = g[lo].bag, dstSlot = g[lo].slot,
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srcBag = g[hi].bag, srcSlot = g[hi].slot,
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count = g[hi].count,
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})
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g[lo].count = g[lo].count + g[hi].count
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hi = hi - 1
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else
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tinsert(ops, {
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dstBag = g[lo].bag, dstSlot = g[lo].slot,
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srcBag = g[hi].bag, srcSlot = g[hi].slot,
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count = space,
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})
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g[hi].count = g[hi].count - space
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g[lo].count = maxStack
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lo = lo + 1
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end
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end
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end
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end
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return ops
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end
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local function BuildSortGrid()
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local bagList = sorter.bagList
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sorter.itemGrid = {}
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local normalItems = {}
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local poorItems = {}
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local bagCount = 0
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local bagSlots = {}
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for _, bag in ipairs(bagList) do
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bagCount = bagCount + 1
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local numSlots = GetContainerNumSlots(bag)
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bagSlots[bagCount] = numSlots
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if numSlots > 0 then
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sorter.itemGrid[bag] = {}
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for slot = 1, numSlots do
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local itemId = C_Container.GetContainerItemID(bag, slot)
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if itemId then
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local name, _, quality, _, itype, subtype = GetItemInfo(itemId)
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local _, count = GetContainerItemInfo(bag, slot)
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local item = {
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key = SortKey(itemId, name, itype, subtype, quality, count),
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srcBag = bag,
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srcSlot = slot,
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curBag = bag,
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curSlot = slot,
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}
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if quality == 0 then
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tinsert(poorItems, item)
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else
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tinsert(normalItems, item)
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end
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sorter.itemGrid[bag][slot] = item
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end
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end
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end
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end
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table.sort(normalItems, function(a, b) return a.key < b.key end)
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-- Sort poor items descending so they read in ascending order when placed
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-- back-to-front (last poor item lands on the last slot).
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table.sort(poorItems, function(a, b) return a.key > b.key end)
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-- Forward pass: assign normal items from slot 1 of bag 1 onward
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local bagIdx, destSlot = 1, 1
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while bagIdx <= bagCount and bagSlots[bagIdx] == 0 do
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bagIdx = bagIdx + 1
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end
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for _, item in ipairs(normalItems) do
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while bagIdx <= bagCount do
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if destSlot <= bagSlots[bagIdx] then break end
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bagIdx = bagIdx + 1
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destSlot = 1
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end
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if bagIdx > bagCount then break end
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local grid = sorter.itemGrid[item.srcBag][item.srcSlot]
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grid.destBag = bagList[bagIdx]
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grid.destSlot = destSlot
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destSlot = destSlot + 1
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end
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-- Reverse pass: assign poor items from the last slot of the last bag backward
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local rBagIdx = bagCount
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local rDestSlot = 0
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while rBagIdx >= 1 do
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if bagSlots[rBagIdx] > 0 then rDestSlot = bagSlots[rBagIdx]; break end
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rBagIdx = rBagIdx - 1
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end
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for _, item in ipairs(poorItems) do
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while rBagIdx >= 1 and rDestSlot < 1 do
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rBagIdx = rBagIdx - 1
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rDestSlot = rBagIdx >= 1 and bagSlots[rBagIdx] or 0
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end
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if rBagIdx < 1 then break end
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local grid = sorter.itemGrid[item.srcBag][item.srcSlot]
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grid.destBag = bagList[rBagIdx]
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grid.destSlot = rDestSlot
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rDestSlot = rDestSlot - 1
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end
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end
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-- Build the sort grid (planned from current bag state) and fire every swap
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-- needed to reach it. Items track their live position via curBag/curSlot so
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-- we never read it back from a grid we're mutating.
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local function RunSortPhase()
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BuildSortGrid()
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-- Snapshot items that need to move before any swap runs — iterating
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-- pairs() while mutating itemGrid is undefined in Lua 5.0.
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local toMove = {}
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for _, bagGrid in pairs(sorter.itemGrid) do
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for _, info in pairs(bagGrid) do
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if info.destBag and (info.destBag ~= info.curBag or info.destSlot ~= info.curSlot) then
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tinsert(toMove, info)
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end
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end
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end
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for _, info in ipairs(toMove) do
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local curBag, curSlot = info.curBag, info.curSlot
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local dBag, dSlot = info.destBag, info.destSlot
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if dBag ~= curBag or dSlot ~= curSlot then
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local _, _, lock1 = GetContainerItemInfo(curBag, curSlot)
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local _, _, lock2 = GetContainerItemInfo(dBag, dSlot)
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if not (lock1 or lock2) then
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local displaced = sorter.itemGrid[dBag][dSlot]
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C_Container.SwapItems(curBag, curSlot, dBag, dSlot)
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sorter.itemGrid[dBag][dSlot] = info
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sorter.itemGrid[curBag][curSlot] = displaced
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info.curBag, info.curSlot = dBag, dSlot
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if displaced then
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displaced.curBag, displaced.curSlot = curBag, curSlot
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end
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end
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end
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end
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ClearSortData()
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end
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-- Unregister immediately so the swaps we're about to fire don't re-enter
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-- this handler via their own BAG_UPDATEs.
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local function SorterOnEvent()
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if event == "BAG_UPDATE_DELAYED" then
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sorter:UnregisterEvent("BAG_UPDATE_DELAYED")
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sorter:SetScript("OnEvent", nil)
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RunSortPhase()
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end
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end
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local function StartSort(bagList)
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ClearSortData()
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sorter.bagList = bagList
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-- Phase 1: fire every consolidation op in a single batch.
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local ops = BuildConsolidateOps(bagList)
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local fired = false
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for _, op in ipairs(ops) do
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local _, _, lock1 = GetContainerItemInfo(op.srcBag, op.srcSlot)
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local _, _, lock2 = GetContainerItemInfo(op.dstBag, op.dstSlot)
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if not (lock1 or lock2) then
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C_Container.MoveItem(op.srcBag, op.srcSlot, op.dstBag, op.dstSlot, op.count)
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fired = true
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end
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end
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if fired then
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-- Wait for the server to confirm the merges so the sort grid reads
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-- accurate slot contents.
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sorter:SetScript("OnEvent", SorterOnEvent)
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sorter:RegisterEvent("BAG_UPDATE_DELAYED")
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return
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end
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RunSortPhase()
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end
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-- function to detect openable items in inventory
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local openable = { bag = nil, slot = nil, icon = nil }
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local function GetNextOpenable()
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@@ -963,6 +1227,42 @@ pfUI:RegisterModule("bags", function ()
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end)
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end
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-- sort button (anchors to keys, which is the always-present leftmost
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-- button in the dynamic chain — picklock and disenchant are class-gated)
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if not frame.sort then
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frame.sort = CreateFrame("Button", "pfBagSort", frame)
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frame.sort:SetPoint("TOPRIGHT", frame.keys, "TOPLEFT", -default_border*3, 0)
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CreateBackdrop(frame.sort, default_border)
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frame.sort:SetHeight(12)
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frame.sort:SetWidth(12)
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frame.sort.texture = frame.sort:CreateTexture("pfBagSortIcon")
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frame.sort.texture:SetTexture(pfUI.media["img:sort"])
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frame.sort.texture:ClearAllPoints()
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frame.sort.texture:SetPoint("TOPLEFT", frame.sort, "TOPLEFT", 2, -2)
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frame.sort.texture:SetPoint("BOTTOMRIGHT", frame.sort, "BOTTOMRIGHT", -2, 2)
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frame.sort.texture:SetVertexColor(.25,.25,.25,1)
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frame.sort:SetScript("OnEnter", function ()
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frame.sort.backdrop:SetBackdropBorderColor(1,1,.25,1)
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frame.sort.texture:SetVertexColor(1,1,.25,1)
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetText("Sort Bags")
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GameTooltip:Show()
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end)
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frame.sort:SetScript("OnLeave", function ()
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CreateBackdrop(frame.sort, default_border)
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frame.sort.texture:SetVertexColor(.25,.25,.25,1)
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if GameTooltip:IsOwned(this) then
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GameTooltip:Hide()
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end
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end)
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frame.sort:SetScript("OnClick", function()
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StartSort({0, 1, 2, 3, 4})
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end)
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end
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-- gold string
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if not frame.gold and (C.appearance.bags.movable == "1" or not pfUI.panel) then
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frame.gold = CreateFrame("Frame", "pfBagGoldString", frame)
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@@ -987,7 +1287,7 @@ pfUI:RegisterModule("bags", function ()
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frame.search.db = {}
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frame.search:SetHeight(12)
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frame.search:SetPoint("TOPLEFT", frame, "TOPLEFT", default_border, -default_border)
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frame.search:SetPoint("TOPRIGHT", frame.keys, "TOPLEFT", -default_border*3, -default_border)
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frame.search:SetPoint("TOPRIGHT", frame.sort, "TOPLEFT", -default_border*3, -default_border)
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CreateBackdrop(frame.search, default_border)
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frame.search.edit = CreateFrame("EditBox", "pfUIBagSearch", frame.search, "InputBoxTemplate")
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@@ -1165,6 +1465,41 @@ pfUI:RegisterModule("bags", function ()
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end
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end)
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end
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-- sort button (bank)
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if not frame.sort then
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frame.sort = CreateFrame("Button", "pfBankSort", frame)
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frame.sort:SetPoint("TOPRIGHT", frame.bags, "TOPLEFT", -default_border*3, 0)
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CreateBackdrop(frame.sort, default_border)
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frame.sort:SetHeight(12)
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frame.sort:SetWidth(12)
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frame.sort.texture = frame.sort:CreateTexture("pfBankSortIcon")
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frame.sort.texture:SetTexture(pfUI.media["img:sort"])
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frame.sort.texture:ClearAllPoints()
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frame.sort.texture:SetPoint("TOPLEFT", frame.sort, "TOPLEFT", 2, -2)
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frame.sort.texture:SetPoint("BOTTOMRIGHT", frame.sort, "BOTTOMRIGHT", -2, 2)
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frame.sort.texture:SetVertexColor(.25,.25,.25,1)
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frame.sort:SetScript("OnEnter", function ()
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frame.sort.backdrop:SetBackdropBorderColor(1,1,.25,1)
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frame.sort.texture:SetVertexColor(1,1,.25,1)
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GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
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GameTooltip:SetText("Sort Bank")
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GameTooltip:Show()
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end)
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frame.sort:SetScript("OnLeave", function ()
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CreateBackdrop(frame.sort, default_border)
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frame.sort.texture:SetVertexColor(.25,.25,.25,1)
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if GameTooltip:IsOwned(this) then
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GameTooltip:Hide()
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end
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end)
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frame.sort:SetScript("OnClick", function()
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StartSort({-1, 5, 6, 7, 8, 9, 10})
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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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