Files
pfUI/libs/libbagsort.lua
T
Brues b57fc52f9a libbagsort: group gear by equip slot
Gear was split into four quality tiers and ordered by class, subclass
and name inside each, so a helm could sit between two pairs of boots.
Gear is now one category, ordered by class, then equip slot, then
subclass, then best quality first, then name.

The slot ranks come from a table keyed by the equipLoc token, not the
token's alphabetical order (which puts chest before head) or its INVTYPE
number (which parts robe from chest). The order matches ClassicAPI's
C_Container.SortBags and comes from Baganator.
2026-09-25 10:24:09 -05:00

360 lines
13 KiB
Lua

-- load pfUI environment
setfenv(1, pfUI:GetEnvironment())
-- return instantly when another libbagsort is already active
if pfUI.api.libbagsort then return end
-- Bag sorter: consolidates partial stacks then sorts by category/name.
-- Adapted from the algo in Bagnon/lib/BagSort.lua.
local libbagsort = CreateFrame("Frame", "pfLibBagSort")
pfUI.api.libbagsort = libbagsort
libbagsort.itemGrid = {}
libbagsort.bagList = nil
local ItemClass = Enum.ItemClass
local ItemQuality = Enum.ItemQuality
-- Lower prefix = sorted earlier in the bag.
local function SortCategoryPrefix(itemId, classID, quality)
if itemId == HEARTHSTONE_ITEM_ID then return "00" end
if quality == ItemQuality.Poor then return "13" end -- gray always last
if classID == ItemClass.Weapon or classID == ItemClass.Armor then return "01" end
if classID == ItemClass.Consumable then return "05" end
if classID == ItemClass.Reagent then return "06" end
if classID == ItemClass.Tradegoods then return "07" end
if classID == ItemClass.Questitem then return "08" end
-- Non-gear items without a specific type, sorted by quality
if quality and quality >= ItemQuality.Epic then return "09" end
if quality == ItemQuality.Rare then return "10" end
if quality == ItemQuality.Uncommon then return "11" end
return "12"
end
-- Larger stacks sort first among identically-named items; invert + zero-pad
-- so it sorts lexicographically.
local function SortCountSuffix(count)
local s = "000000" .. (999999 - (count or 0))
return string.sub(s, -6)
end
-- Gear's slot order, keyed by the equipLoc token (INVTYPE_*). Not the
-- token's alphabetical order, which puts chest before head, and not its
-- INVTYPE number, which parts robe (20) from chest (5). Same order as
-- ClassicAPI's C_Container.SortBags, taken from Baganator: weapons by hand,
-- ranged and ammo, then armor with shields and off-hands first, head to
-- feet, then jewelry, shirt and tabard.
local SLOT_ORDER = {
"INVTYPE_2HWEAPON", "INVTYPE_WEAPON", "INVTYPE_WEAPONMAINHAND",
"INVTYPE_SHIELD", "INVTYPE_HOLDABLE", "INVTYPE_RANGEDRIGHT",
"INVTYPE_WEAPONOFFHAND", "INVTYPE_RANGED", "INVTYPE_THROWN",
"INVTYPE_AMMO", "INVTYPE_QUIVER", "INVTYPE_RELIC",
"INVTYPE_HEAD", "INVTYPE_SHOULDER", "INVTYPE_CLOAK", "INVTYPE_CHEST",
"INVTYPE_ROBE", "INVTYPE_WRIST", "INVTYPE_HAND", "INVTYPE_WAIST",
"INVTYPE_LEGS", "INVTYPE_FEET",
"INVTYPE_NECK", "INVTYPE_FINGER", "INVTYPE_TRINKET", "INVTYPE_BODY",
"INVTYPE_TABARD", "INVTYPE_BAG",
}
local SLOT_RANK = {}
for i, token in ipairs(SLOT_ORDER) do SLOT_RANK[token] = i end
local function SortKey(itemId, name, classID, subClassID, quality, count, equipLoc)
-- Zero-pad the numeric fields so they sort numerically as strings ("10"
-- would otherwise precede "2").
local key = SortCategoryPrefix(itemId, classID, quality)
.. string.format("%02d|", classID or 99)
if classID == ItemClass.Weapon or classID == ItemClass.Armor then
-- Gear: slot, then subtype, then best quality first, so all helms sit
-- together, then all shoulders.
key = key .. string.format("%02d|%02d|%d|",
SLOT_RANK[equipLoc] or 99, subClassID or 99, 9 - (quality or 0))
else
key = key .. string.format("%02d|", subClassID or 99)
end
return key .. (name or "zzz") .. "|" .. SortCountSuffix(count)
end
local function ClearSortData()
libbagsort.itemGrid = {}
libbagsort.bagList = nil
libbagsort.opts = nil
libbagsort:UnregisterEvent("BAG_UPDATE_DELAYED")
libbagsort:SetScript("OnEvent", nil)
end
local function ReverseArray(t)
local i, j = 1, table.getn(t)
while i < j do
t[i], t[j] = t[j], t[i]
i = i + 1
j = j - 1
end
end
-- Two-pointer consolidation: sorts stacks largest-first, then merges from
-- both ends toward the middle. n is set explicitly so table.getn / table.sort
-- work correctly in Lua 5.0.
local function BuildConsolidateOps(bagList)
local groups = {}
for _, bag in ipairs(bagList) do
for slot = 1, GetContainerNumSlots(bag) do
local itemId = C_Container.GetContainerItemID(bag, slot)
if itemId then
local _, count = GetContainerItemInfo(bag, slot)
count = count or 0
local maxStack = C_Item.GetItemMaxStackSizeByID(itemId) or 1
if count > 0 and maxStack > 1 then
if not groups[itemId] then
groups[itemId] = {maxStack=maxStack, n=0}
end
local g = groups[itemId]
g.n = g.n + 1
g[g.n] = {bag=bag, slot=slot, count=count}
end
end
end
end
local ops = {}
for _, g in pairs(groups) do
local n = g.n
if n >= 2 then
local maxStack = g.maxStack
table.sort(g, function(a, b) return a.count > b.count end)
local lo, hi = 1, n
while lo < hi do
local space = maxStack - g[lo].count
if space == 0 then
lo = lo + 1
elseif space >= g[hi].count then
tinsert(ops, {
dstBag = g[lo].bag, dstSlot = g[lo].slot,
srcBag = g[hi].bag, srcSlot = g[hi].slot,
count = g[hi].count,
})
g[lo].count = g[lo].count + g[hi].count
hi = hi - 1
else
tinsert(ops, {
dstBag = g[lo].bag, dstSlot = g[lo].slot,
srcBag = g[hi].bag, srcSlot = g[hi].slot,
count = space,
})
g[hi].count = g[hi].count - space
g[lo].count = maxStack
lo = lo + 1
end
end
end
end
return ops
end
-- Bag family bitmask (1 << (familyID-1)); 0 = general-purpose (holds
-- anything). Backpack (0) and bank (-1) are always general. A specialty
-- bag's family comes from the equipped bag item -- ClassicAPI derives it
-- from the container subclass when the raw field is empty (Turtle leaves
-- bags' m_bagFamily at 0), so quivers/soul/profession bags report properly.
local function BagFamily(bag)
if bag == 0 or bag == -1 then return 0 end
local id = GetInventoryItemID("player", ContainerIDToInventoryID(bag))
return id and C_Item.GetItemFamily(id) or 0
end
local function BuildSortGrid()
local bagList = libbagsort.bagList
libbagsort.itemGrid = {}
local normalItems = {}
local poorItems = {}
-- Destination cells, split by the family they can accept. A specialty
-- bag's slots only take items of its own family; general slots take
-- anything. Cells are collected in forward order (bag order, slot 1..n).
local generalCells = {} -- { {bag=,slot=}, ... }
local specialtyCells = {} -- family -> { {bag=,slot=}, ... }
for _, bag in ipairs(bagList) do
local fam = BagFamily(bag)
local numSlots = GetContainerNumSlots(bag)
if numSlots > 0 then
libbagsort.itemGrid[bag] = {}
for slot = 1, numSlots do
if fam == 0 then
tinsert(generalCells, {bag=bag, slot=slot})
else
specialtyCells[fam] = specialtyCells[fam] or {}
tinsert(specialtyCells[fam], {bag=bag, slot=slot})
end
local itemId = C_Container.GetContainerItemID(bag, slot)
if itemId then
-- C_Item.GetItemInfo is the full 18-field tuple; classID/subClassID
-- sit at positions 12/13. We categorize on those numeric class IDs
-- rather than the localized itemType/itemSubType strings. (pfUI's
-- shimmed global GetItemInfo is only 10 fields and lacks them.)
local name, _, quality, _, _, _, _, _, equipLoc, _, _, classID, subClassID = C_Item.GetItemInfo(itemId)
local _, count = GetContainerItemInfo(bag, slot)
local item = {
key = SortKey(itemId, name, classID, subClassID, quality, count, equipLoc),
-- vanilla items carry at most one family bit, so equality
-- against a bag family suffices (no bit.band needed).
family = C_Item.GetItemFamily(itemId) or 0,
srcBag = bag,
srcSlot = slot,
curBag = bag,
curSlot = slot,
}
if quality == ItemQuality.Poor then
tinsert(poorItems, item)
else
tinsert(normalItems, item)
end
libbagsort.itemGrid[bag][slot] = item
end
end
end
end
local opts = libbagsort.opts or {}
local reverse = opts.reverse
local reversePrio = opts.reversePrio
if reverse then
ReverseArray(generalCells)
for _, cells in pairs(specialtyCells) do
ReverseArray(cells)
end
end
if reversePrio then
table.sort(normalItems, function(a, b) return a.key > b.key end)
else
table.sort(normalItems, function(a, b) return a.key < b.key end)
end
if reverse then
table.sort(poorItems, function(a, b) return a.key < b.key end)
else
table.sort(poorItems, function(a, b) return a.key > b.key end)
end
-- Forward pass: route each normal item into the next free cell that
-- accepts it -- a matching specialty bag first, overflowing to general.
local genIdx = 1
local specIdx = {} -- family -> next free index into specialtyCells[family]
for _, item in ipairs(normalItems) do
local cell
local fam = item.family
if fam ~= 0 and specialtyCells[fam] then
local i = specIdx[fam] or 1
if i <= table.getn(specialtyCells[fam]) then
cell = specialtyCells[fam][i]
specIdx[fam] = i + 1
end
end
if not cell and genIdx <= table.getn(generalCells) then
cell = generalCells[genIdx]
genIdx = genIdx + 1
end
if not cell then break end
item.destBag = cell.bag
item.destSlot = cell.slot
end
-- Reverse pass: poor items are general; fill remaining general cells from
-- the back, stopping before the ones the forward pass already claimed.
local genBack = table.getn(generalCells)
for _, item in ipairs(poorItems) do
if genBack < genIdx then break end
local cell = generalCells[genBack]
genBack = genBack - 1
item.destBag = cell.bag
item.destSlot = cell.slot
end
end
-- Build the sort grid (planned from current bag state) and fire every swap
-- needed to reach it. Items track their live position via curBag/curSlot so
-- we never read it back from a grid we're mutating.
local function RunSortPhase()
BuildSortGrid()
-- Snapshot items that need to move before any swap runs — iterating
-- pairs() while mutating itemGrid is undefined in Lua 5.0.
local toMove = {}
for _, bagGrid in pairs(libbagsort.itemGrid) do
for _, info in pairs(bagGrid) do
if info.destBag and (info.destBag ~= info.curBag or info.destSlot ~= info.curSlot) then
tinsert(toMove, info)
end
end
end
for _, info in ipairs(toMove) do
local curBag, curSlot = info.curBag, info.curSlot
local dBag, dSlot = info.destBag, info.destSlot
if dBag ~= curBag or dSlot ~= curSlot then
local _, _, lock1 = GetContainerItemInfo(curBag, curSlot)
local _, _, lock2 = GetContainerItemInfo(dBag, dSlot)
if not (lock1 or lock2) then
local displaced = libbagsort.itemGrid[dBag][dSlot]
C_Container.SwapItems(curBag, curSlot, dBag, dSlot)
libbagsort.itemGrid[dBag][dSlot] = info
libbagsort.itemGrid[curBag][curSlot] = displaced
info.curBag, info.curSlot = dBag, dSlot
if displaced then
displaced.curBag, displaced.curSlot = curBag, curSlot
end
end
end
end
ClearSortData()
end
-- Unregister immediately so the swaps we're about to fire don't re-enter
-- this handler via their own BAG_UPDATEs.
local function OnEvent()
if event == "BAG_UPDATE_DELAYED" then
libbagsort:UnregisterEvent("BAG_UPDATE_DELAYED")
libbagsort:SetScript("OnEvent", nil)
RunSortPhase()
end
end
-- Sort the listed bag IDs in-place: consolidate partial stacks (one
-- BAG_UPDATE_DELAYED cycle), then place items by category/name/quality.
-- e.g. `libbagsort:Sort({0, 1, 2, 3, 4})` for the main bags;
-- `{-1, 5, 6, 7, 8, 9, 10}` for the bank.
--
-- opts (optional): { reverse = bool, reversePrio = bool }
-- reverse - place the first-ranked item into the last slot of the last
-- bag (junk fills from the opposite end).
-- reversePrio - flip the category ranking (e.g. hearthstone sorts last).
function libbagsort:Sort(bagList, opts)
ClearSortData()
self.bagList = bagList
self.opts = opts
-- Phase 1: fire every consolidation op in a single batch.
local ops = BuildConsolidateOps(bagList)
local fired = false
for _, op in ipairs(ops) do
local _, _, lock1 = GetContainerItemInfo(op.srcBag, op.srcSlot)
local _, _, lock2 = GetContainerItemInfo(op.dstBag, op.dstSlot)
if not (lock1 or lock2) then
C_Container.MoveItem(op.srcBag, op.srcSlot, op.dstBag, op.dstSlot, op.count)
fired = true
end
end
if fired then
-- Wait for the server to confirm the merges so the sort grid reads
-- accurate slot contents.
self:SetScript("OnEvent", OnEvent)
self:RegisterEvent("BAG_UPDATE_DELAYED")
return
end
RunSortPhase()
end