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FSLootTracker.lua
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1203 lines (1070 loc) · 46.8 KB
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------------------------------------------------------------------------------------------------
-- FSLootTracker ver. @project-version@
-- by Chronosis--Caretaker-US
-- Build @project-hash@
-- Copyright (c) Chronosis. All rights reserved
--
-- https://github.com/chronosis/FSLootTracker
------------------------------------------------------------------------------------------------
-- TODO: Rebuild Item Cache from Ignore and Watch Lists as well
-- TODO: Plot of statistics over time and Move current view into a "Money Log" View
-- TODO: Add Purpose column and Mark As > Costume/Salvage/Bank/Loot option (default Loot)
-- TODO: Capture and Display Socket Types on the item Drop
-- TODO: Track Boss Kills and attendance in raid at the moment of the kill and raid leave/join/offline/afk events
-- TODO: Implement Export formats (XML-CTLootTracker-EQDKP)
-- TODO: Save, View, Restore Sessions (Can't Delete Active Session)
-- TODO: Add options to assign a source (kill)
-- TODO: Tag Master Loot elligible items with the boss that thing that was just killed.
-- TODO: Update Master Loot BOP items to be able to be reassigned to an elligible looter based on the information from the boss kill
-- TODO: Column Sort functionality
-- TODO: Localization
require "Apollo"
require "Window"
require "GameLib"
-----------------------------------------------------------------------------------------------
-- FSLootTracker Module Definition
-----------------------------------------------------------------------------------------------
local FSLootTracker = {}
local Utils = Apollo.GetPackage("SimpleUtils").tPackage
local Chronology = Apollo.GetPackage("Chronology").tPackage
local Cache = Apollo.GetPackage("SimpleCache").tPackage
local Seurat = Apollo.GetPackage("Seurat").tPackage
local Major, Minor, Patch, Suffix = 3, 0, 4, 0
local FSLOOTTRACKER_CURRENT_VERSION = string.format("%d.%d.%d", Major, Minor, Patch)
local FSDataVersion = "3.0"
-----------------------------------------------------------------------------------------------
-- Constants
-----------------------------------------------------------------------------------------------
local kcrSelectedText = ApolloColor.new("UI_BtnTextHoloPressedFlyby")
local kcrNormalText = ApolloColor.new("UI_BtnTextHoloNormal")
local kfTimeBetweenItems = 2 -- Previously .3 -- delay between items; also determines clearing time (seconds)
local strPlayerName = "" -- This shouldn't be changing
FSLootTracker.tLootSources =
{
["Dropped"] = 0,
["Rolled"] = 1,
["Master"] = 2,
["Entered"] = -1
}
FSLootTracker.tExportFormats =
{
json = 1,
bbcode = 2,
html = 3,
eqdkpxml = 4,
csv = 5
}
-----------------------------------------------------------------------------------------------
-- Defaults
-----------------------------------------------------------------------------------------------
local tDefaultSettings = {
dataVersion = FSDataVersion,
version = FSLOOTTRACKER_CURRENT_VERSION,
user = {
debug = {
enabled = false,
flags = {
["Items"] = false,
["Money"] = false,
["Kills"] = false,
["Encounters"] = false,
["ListRebuilds"] = false,
["Cache"] = false,
["Generic"] = true,
["Queue"] = false
}
},
ignored = {}, -- keep track of items that should be filtered
watched = {} -- keep track of items that should be alerted
},
positions = {
main = nil,
moneyLog = nil
},
options = {
persistSession = true,
updateThreshold = 15,
defaultCost = 0,
timeFormat = "12h",
exportFormat = FSLootTracker.tExportFormats.bbcode,
graphLength = 3,
pollingInterval = 2,
showTrackedLoot = true,
qualityFilters = {
[Item.CodeEnumItemQuality.Inferior] = true,
[Item.CodeEnumItemQuality.Average] = true,
[Item.CodeEnumItemQuality.Good] = true,
[Item.CodeEnumItemQuality.Excellent] = true,
[Item.CodeEnumItemQuality.Superb] = true,
[Item.CodeEnumItemQuality.Legendary] = true,
[Item.CodeEnumItemQuality.Artifact] = true
},
sourceFilters = {
[FSLootTracker.tLootSources.Dropped] = true,
[FSLootTracker.tLootSources.Rolled] = true,
[FSLootTracker.tLootSources.Master] = true
},
sort = {
Source = "Time",
Direction = 0,
UseItemData = false
}
},
sessions = {}
}
local tDefaultState = {
isOpen = false, -- current window state
isMoneyLogOpen = false,
closeOptionDropdown = true,
lastSource = "Unknown", -- last loot source
updateCount = 0,
firstLoot = nil,
lastLoot = nil, -- last time Loot occurred this session
lastTimeAdded = 0, -- last time the stack queue was updates
curMoneyCount = 0, -- current count of money items logged
curOptionTab = 1, -- The currently loaded tab
optionsHovered = false,
activeSession = nil, -- Pointer to the currently active session
watchCountSum = 0,
windows = { -- These store windows for lists
main = nil,
edit = nil,
info = nil,
options = nil,
selectedItem = nil,
itemWindows = {}, -- keep track of all the looted item windows
moneyWindows = {}, -- keep track of all the looted money windows
ignoredItems = {},
watchedItems = {},
moneyLog = nil,
tracker = nil,
trackerObjectiveList = nil,
trackerObjectiveWindows = {} -- keep track of all the looted money windows
},
listItems = {
lootQueue = {}, -- Queued Loot
alertQueue = {}, -- Queued Alerts
money = {}, -- keep track of all the looted money
items = {}, -- keep track of all the looted items
itemsExport = {}, -- keep track of all the looted items
itemsEncoded = {}, -- keep track of all the looted items
exportFormats = {},
watchedItemCounts = {}
},
stats = {
junkValue = 0,
[Money.CodeEnumCurrencyType.Credits] = {
total = 0,
perHour = 0,
average = 0,
largest = 0,
count = 0
},
[Money.CodeEnumCurrencyType.ElderGems] = {
total = 0,
perHour = 0,
average = 0,
largest = 0,
count = 0
},
[Money.CodeEnumCurrencyType.Glory] = {
total = 0,
perHour = 0,
average = 0,
largest = 0,
count = 0
},
[Money.CodeEnumCurrencyType.Prestige] = {
total = 0,
perHour = 0,
average = 0,
largest = 0,
count = 0
},
[Money.CodeEnumCurrencyType.Renown] = {
total = 0,
perHour = 0,
average = 0,
largest = 0,
count = 0
},
[Money.CodeEnumCurrencyType.CraftingVouchers] = {
total = 0,
perHour = 0,
average = 0,
largest = 0
},
[Money.CodeEnumCurrencyType.ShadeSilver] = {
total = 0,
perHour = 0,
average = 0,
largest = 0
},
[Money.CodeEnumCurrencyType.ProtoCoins] = {
total = 0,
perHour = 0,
average = 0,
largest = 0
}
},
cache = {
SourceCache = {},
ZoneCache = {},
LooterCache = {},
ItemCache = {},
KillCache = {},
EquipmentCache = {}
},
dataPoints = {},
questTrack = nil
}
function FSLootTracker:Debug( message, level )
if not level then
level = "Generic"
end
if self.settings then
if self.settings.user.debug.enabled then
if self.settings.user.debug.flags[level] then
Utils:debug(message)
end
end
end
end
-----------------------------------------------------------------------------------------------
-- Initialization
-----------------------------------------------------------------------------------------------
function FSLootTracker:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
-- Saved and Restored values are stored here.
o.settings = deepcopy(tDefaultSettings)
-- Volatile values are stored here. These are impermanent and not saved between sessions
o.state = deepcopy(tDefaultState)
return o
end
function FSLootTracker:Init()
local bHasConfigureFunction = true
local strConfigureButtonText = "FSLootTracker"
local tDependencies = {
-- "UnitOrPackageName",
}
Apollo.RegisterAddon(self, bHasConfigureFunction, strConfigureButtonText, tDependencies)
self.settings = deepcopy(tDefaultSettings)
-- Volatile values are stored here. These are impermenant and not saved between sessions
self.state = deepcopy(tDefaultState)
--self.questTrack = FakeQuest:new()
--self.questTrack:Init(-100, "FSLootTracker", "Tracked Loot")
end
---------------------------------------------------------------------------------------------------
-- Loot Utility Cache Function
---------------------------------------------------------------------------------------------------
function FSLootTracker:CacheItem(itemInstance)
local v = 0
if itemInstance:GetSellPrice() ~= nil then
v = itemInstance:GetSellPrice():GetAmount()
end
local itemID = itemInstance:GetItemId()
if not self.state.cache.ItemCache:HasKey(itemID) then
local item = {
quality = itemInstance:GetItemQuality() or Item.CodeEnumItemQuality.Average,
name = itemInstance:GetName(),
iLvl = itemInstance:GetEffectiveLevel(),
icon = itemInstance:GetIcon(),
type = itemInstance:GetItemTypeName() .. " (" .. itemInstance:GetItemType() .. ")",
value = v
}
self.state.cache.ItemCache:AddKeyValue(itemID, item)
end
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker OnLootedMoney
-----------------------------------------------------------------------------------------------
function FSLootTracker:OnLootedMoney(moneyInstance)
local curZone = GameLib.GetCurrentZoneMap()
local zoneName = ""
if curZone then
zoneName = curZone.strName
else
zoneName = "Unknown"
end
local tNewEntry =
{
recordType = self.tDataTypes.money,
moneyAmount = moneyInstance:GetAmount(),
moneyType = moneyInstance:GetMoneyType(),
source = self.state.cache.SourceCache:GetAddValue(self.state.lastSource),
timeAdded = GameLib.GetGameTime(),
timeReported = GameLib.GetLocalTime(),
zone = self.state.cache.ZoneCache:GetAddValue(zoneName)
}
table.insert(self.state.listItems.lootQueue, tNewEntry)
self.state.lastTimeAdded = GameLib.GetGameTime()
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker GetLootItemEventData
-----------------------------------------------------------------------------------------------
function FSLootTracker:GetLootItemEventData(itemInstance, itemCount, itemSource, itemLooter, itemNeed)
local iQuality = itemInstance:GetItemQuality() or Item.CodeEnumItemQuality.Average
local iValue = 0
if itemInstance:GetSellPrice() ~= nil then
iValue = itemInstance:GetSellPrice():GetAmount()
end
local curZone = GameLib.GetCurrentZoneMap()
local zoneName = ""
if curZone then
zoneName = curZone.strName
else
zoneName = "Unknown"
end
local tNewEntry =
{
recordType = self.tDataTypes.item,
itemID = itemInstance:GetItemId(),
count = itemCount,
cost = self.settings.options.defaultCost,
looter = self.state.cache.LooterCache:GetAddValue(itemLooter),
quality = iQuality,
iLvl = itemInstance:GetEffectiveLevel(),
source = self.state.cache.SourceCache:GetAddValue(self.state.lastSource),
sourceType = self.tLootSources[itemSource],
rollType = itemNeed,
timeAdded = GameLib.GetGameTime(),
timeReported = GameLib.GetLocalTime(),
zone = self.state.cache.ZoneCache:GetAddValue(zoneName),
value = iValue
}
return tNewEntry
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker OnLootedItem
-----------------------------------------------------------------------------------------------
function FSLootTracker:OnLootedItem(itemInstance, itemCount)
--queue recently added items
self:Debug("Item Looted: " .. itemInstance:GetName(), "Items")
self:CacheItem(itemInstance)
table.insert(self.state.listItems.lootQueue, self:GetLootItemEventData(itemInstance, itemCount, "Dropped", strPlayerName, nil))
self.state.lastTimeAdded = GameLib.GetGameTime()
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker OnLootRollWon -- (For Winning Loot Roll) -- Hooked from NeedVsGreed
-----------------------------------------------------------------------------------------------
function FSLootTracker:OnLootRollWon(tLootInfo) --(itemLooted, strWinner, bNeed)
local bNeed = tLootInfo.bNeed
local itemLooted = tLootInfo.itemLoot
local strWinner = tLootInfo.strPlayer
local nCount = itemLooted:GetStackCount()
self:Debug("Item Won: " .. itemLooted:GetName() .. "x" .. nCount .. " by " .. strWinner, "Items")
if strWinner ~= GameLib.GetPlayerUnit():GetName() then
self:CacheItem(itemLooted)
table.insert(self.state.listItems.lootQueue, self:GetLootItemEventData(itemLooted, nCount, "Rolled", strWinner, bNeed))
self.state.lastTimeAdded = GameLib.GetGameTime()
end
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker OnLootAssigned (MasterLooting)
-----------------------------------------------------------------------------------------------
function FSLootTracker:OnLootAssigned(tLootInfo) --itemInstance, strLooter)
local itemInstance = tLootInfo.itemLoot
local strItem = tLootInfo.itemLoot:GetChatLinkString()
local nCount = tLootInfo.itemLoot:GetStackCount()
local strLooter = tLootInfo.strPlayer
self:Debug("Item Assigned: " .. itemInstance:GetName() .. " to " .. strLooter, "Items")
-- Only Track this event if the looter isn't the player running the addon
-- Since this will be caught by the onLootItem event automatically
if strLooter ~= GameLib.GetPlayerUnit():GetName() then
self:CacheItem(itemInstance)
table.insert(self.state.listItems.lootQueue, self:GetLootItemEventData(itemInstance, nCount, "Master", strLooter, nil))
self.state.lastTimeAdded = GameLib.GetGameTime()
end
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker OnLootStackUpdate
-----------------------------------------------------------------------------------------------
function FSLootTracker:OnLootStackUpdate(strVar, nValue)
local fCurrTime = GameLib.GetGameTime()
-- add a new item if its time
if #self.state.listItems.lootQueue > 0 then
if fCurrTime - self.state.lastTimeAdded >= kfTimeBetweenItems then
self:AddQueuedItem()
end
if self.state.windows.ProcessingIndicator then
self.state.windows.ProcessingIndicator:Show(true)
end
else
if self.state.windows.ProcessingIndicator then
self.state.windows.ProcessingIndicator:Show(false)
end
end
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker AddQueuedItem
-----------------------------------------------------------------------------------------------
function FSLootTracker:AddQueuedItem()
-- gather our entryData we need
local tQueuedData = self.state.listItems.lootQueue[1]
table.remove(self.state.listItems.lootQueue, 1)
self:Debug("Processing next queued item", "Queue")
--Utils:printProps(tQueuedData)
if tQueuedData == nil then
self:Debug("No Item found in queue", "Queue")
return
end
--if tQueuedData.count == 0 then
-- self:Debug("Item has no count")
-- return
--end
local now = GameLib.GetGameTime()
if self.state.firstLoot == nil then
self.state.firstLoot = now
end
self.state.lastLoot = now
local fCurrTime = now
-- push this item on the end of the table
if tQueuedData.recordType == self.tDataTypes.item then
self:Debug("Item was added", "Items")
local iQuality = tQueuedData.quality
local iSourceType = tQueuedData.sourceType
-- Only add items of quality and source type being tracked
if self.settings.options.qualityFilters[iQuality] == true and self.settings.options.sourceFilters[iSourceType] == true then
table.insert(self.state.listItems.items, tQueuedData)
else
self:Debug("Item was filtered", "Items")
end
-- Track Junk value
if iQuality == Item.CodeEnumItemQuality.Inferior then
self.state.stats.junkValue = self.state.stats.junkValue + tQueuedData.value
self:RefreshStats()
end
elseif tQueuedData.recordType == self.tDataTypes.money then
self:Debug("Money was added", "Money")
-- Add to total earn if actual money
table.insert(self.state.listItems.money, tQueuedData)
self:UpdateStats(tQueuedData)
else
self:Debug("Unknown type", "Generic")
end
self.state.updateCount = self.state.updateCount + 1
-- Only Update the tracked loot once the queue is empty
-- or when we've reach the update threshold
-- This code is here for performance reasons
if #self.state.listItems.lootQueue == 0 or self.state.updateCount > self.settings.options.updateThreshold then
self:RebuildLists()
end
self.state.lastTimeAdded = fCurrTime
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker AddQueuedItem
-----------------------------------------------------------------------------------------------
function FSLootTracker:OnInterfaceMenuListHasLoaded()
Event_FireGenericEvent("InterfaceMenuList_NewAddOn", "FSLootTracker", {"Generic_ToggleLoot", "", "FSLootSprites:BigChest"})
--self:UpdateInterfaceMenuAlerts()
strPlayerName = GameLib.GetPlayerUnit():GetName()
self:RebuildLists()
self:RefreshStats()
self:ResizeAllTracker()
-- Report Self
Event_FireGenericEvent("OneVersion_ReportAddonInfo", "FSLootTracker", Major, Minor, Patch, Suffix, false)
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker OnLoad
-----------------------------------------------------------------------------------------------
function FSLootTracker:OnLoad()
Apollo.LoadSprites("FSLootSprites.xml")
-- load our form file
self.xmlDoc = XmlDoc.CreateFromFile("FSLootTracker.xml")
self.xmlDoc:RegisterCallback("OnDocLoaded", self)
Chronology = Apollo.GetPackage("Chronology").tPackage
Cache = Apollo.GetPackage("SimpleCache").tPackage
for key, val in pairs(self.state.cache) do
self.state.cache[key] = Cache:new()
end
-- Library Embeds
Apollo.GetPackage("Json:Utils-1.0").tPackage:Embed(self)
--Apollo.GetPackage("Gemini:Hook-1.0").tPackage:Embed(self)
-- initialize loot event
Apollo.RegisterEventHandler("Generic_ToggleLoot", "OnLootTrackerOn", self)
--Apollo.RegisterEventHandler("LootedItem", "OnLootedItem", self)
--Apollo.RegisterEventHandler("LootedMoney", "OnLootedMoney", self)
Apollo.RegisterEventHandler("ChannelUpdate_Loot", "OnChannelUpdate_Loot", self)
--Apollo.RegisterEventHandler("ItemAdded", "OnLootedItem", self)
--Apollo.RegisterEventHandler("LootStackItemSentToTradeskillBag", "OnLootstackItemSentToTradeskillBag", self)
Apollo.RegisterEventHandler("LootAssigned", "OnLootAssigned", self)
Apollo.RegisterEventHandler("LootRollWon", "OnLootRollWon", self)
Apollo.RegisterEventHandler("CombatLogLoot", "OnCombatLogLoot", self)
Apollo.RegisterEventHandler("InterfaceMenuListHasLoaded", "OnInterfaceMenuListHasLoaded", self)
Apollo.RegisterTimerHandler("LootStackUpdate", "OnLootStackUpdate", self)
Apollo.RegisterTimerHandler("KillSourceTimerUpdate", "OnKillSourceTimer", self)
Apollo.CreateTimer("LootStackUpdate", 0.1, true)
Apollo.CreateTimer("KillSourceTimerUpdate", 600, false)
--Apollo.RegisterEventHandler("BuybackItemsUpdated", "OnBuybackItemsUpdated", self) -- Player bought back an item
Apollo.RegisterEventHandler("CloseVendorWindow", "OnCloseVendorWindow", self) -- Player closed the vendor window
Apollo.RegisterEventHandler("InvokeVendorWindow", "OnInvokeVendorWindow", self) -- Player opened the ventor window
Apollo.RegisterEventHandler("CombatLogDamage", "OnCombatLogDamage", self) -- Combat Log for kills
Apollo.RegisterEventHandler("SalvageItemRequested", "OnSalvageItem", self)
Apollo.RegisterEventHandler("QuestStateChanged", "OnQuestStateChange", self)
-- Hooks
--self.addonNeedVsGreed = Apollo.GetAddon("NeedVsGreed")
--if self.addonNeedVsGreed ~= nil then
-- self:RawHook(self.addonNeedVsGreed , "OnLootRollWon")
--end
end
function FSLootTracker:OnInvokeVendorWindow()
self.state.lastSource = "Vendor"
end
function FSLootTracker:OnCloseVendorWindow()
self.state.lastSource = "Unknown"
end
function FSLootTracker:OnSalvageItem()
self.state.lastSource = "Salvage/ItemBox"
end
function FSLootTracker:OnQuestStateChange(queUpdated, eState)
if queUpdated ~= nil then
local reward, money = queUpdated:GetRewardData()
if eState == Quest.QuestState_Completed then
if reward ~= nil then
self.state.lastSource = "Quest"
end
end
end
end
-- CombatDamageLog is a good way to monitor kills
function FSLootTracker:OnCombatLogDamage(tEventArgs)
-- something has been killed
if tEventArgs.bTargetKilled then
local unit = tEventArgs.unitTarget
if unit then
if not unit:IsACharacter() then
-- set loot target and time stamp
local strUnitName = unit:GetName()
self.state.cache.KillCache:GetAddValue(strUnitName)
self.state.lastSource = strUnitName
-- Start Loot Timer to reset
Apollo.StartTimer("KillSourceTimerUpdate")
end
end
end
end
function FSLootTracker:OnKillSourceTimer()
self.state.lastSource = "Unknown"
Apollo.StartTimer("KillSourceTimerUpdate")
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker OnDocLoaded
-----------------------------------------------------------------------------------------------
function FSLootTracker:OnDocLoaded()
if self.xmlDoc ~= nil and self.xmlDoc:IsLoaded() then
self.state.windows.main = Apollo.LoadForm(self.xmlDoc, "LootTrackerForm", nil, self)
--self.state.windows.lootOpts = Apollo.LoadForm(self.xmlDoc, "OptionsContainer", wndParent, self)
if self.state.windows.main == nil then
Apollo.AddAddonErrorText(self, "Could not load the main window for some reason.")
return
end
-- item list
self.state.windows.ItemWindow = self.state.windows.main:FindChild("ItemWindow")
self.state.windows.ItemList = self.state.windows.ItemWindow:FindChild("ItemList")
self.state.windows.MoneyWindow = self.state.windows.main:FindChild("MoneyWindow")
self.state.windows.moneyLog = self.state.windows.main:FindChild("MoneyLogWindow")
self.state.windows.MoneyList = self.state.windows.moneyLog:FindChild("MoneyList")
self.state.windows.MoneyGraph = self.state.windows.MoneyWindow:FindChild("MoneyGraph")
self.state.windows.JunkCash = self.state.windows.MoneyWindow:FindChild("JunkValue"):FindChild("CashDisplay")
self.state.windows.TotalCash = self.state.windows.MoneyWindow:FindChild("TotalMoney"):FindChild("CashDisplay")
self.state.windows.TotalCash:SetMoneySystem(Money.CodeEnumCurrencyType.Credits)
self.state.windows.PerHourCash = self.state.windows.MoneyWindow:FindChild("MoneyPerHour"):FindChild("CashDisplay")
self.state.windows.PerHourCash:SetMoneySystem(Money.CodeEnumCurrencyType.Credits)
self.state.windows.AvgCash = self.state.windows.MoneyWindow:FindChild("AvgMoney"):FindChild("CashDisplay")
self.state.windows.AvgCash:SetMoneySystem(Money.CodeEnumCurrencyType.Credits)
self.state.windows.MostCash = self.state.windows.MoneyWindow:FindChild("LargestLoot"):FindChild("CashDisplay")
self.state.windows.MostCash:SetMoneySystem(Money.CodeEnumCurrencyType.Credits)
self.state.windows.TotalEG = self.state.windows.MoneyWindow:FindChild("TotalMoney"):FindChild("EGDisplay")
self.state.windows.TotalEG:SetMoneySystem(Money.CodeEnumCurrencyType.ElderGems)
self.state.windows.PerHourEG = self.state.windows.MoneyWindow:FindChild("MoneyPerHour"):FindChild("EGDisplay")
self.state.windows.PerHourEG:SetMoneySystem(Money.CodeEnumCurrencyType.ElderGems)
self.state.windows.AvgEG = self.state.windows.MoneyWindow:FindChild("AvgMoney"):FindChild("EGDisplay")
self.state.windows.AvgEG:SetMoneySystem(Money.CodeEnumCurrencyType.ElderGems)
self.state.windows.MostEG = self.state.windows.MoneyWindow:FindChild("LargestLoot"):FindChild("EGDisplay")
self.state.windows.MostEG:SetMoneySystem(Money.CodeEnumCurrencyType.ElderGems)
self.state.windows.TotalReknown = self.state.windows.MoneyWindow:FindChild("TotalMoney"):FindChild("ReknownDisplay")
self.state.windows.TotalReknown:SetMoneySystem(Money.CodeEnumCurrencyType.Renown)
self.state.windows.PerHourReknown = self.state.windows.MoneyWindow:FindChild("MoneyPerHour"):FindChild("ReknownDisplay")
self.state.windows.PerHourReknown:SetMoneySystem(Money.CodeEnumCurrencyType.Renown)
self.state.windows.AvgReknown = self.state.windows.MoneyWindow:FindChild("AvgMoney"):FindChild("ReknownDisplay")
self.state.windows.AvgReknown:SetMoneySystem(Money.CodeEnumCurrencyType.Renown)
self.state.windows.MostReknown = self.state.windows.MoneyWindow:FindChild("LargestLoot"):FindChild("ReknownDisplay")
self.state.windows.MostReknown:SetMoneySystem(Money.CodeEnumCurrencyType.Renown)
self.state.windows.TotalGlory = self.state.windows.MoneyWindow:FindChild("TotalMoney"):FindChild("GloryDisplay")
self.state.windows.TotalGlory:SetMoneySystem(Money.CodeEnumCurrencyType.Glory)
self.state.windows.PerHourGlory = self.state.windows.MoneyWindow:FindChild("MoneyPerHour"):FindChild("GloryDisplay")
self.state.windows.PerHourGlory:SetMoneySystem(Money.CodeEnumCurrencyType.Glory)
self.state.windows.AvgGlory = self.state.windows.MoneyWindow:FindChild("AvgMoney"):FindChild("GloryDisplay")
self.state.windows.AvgGlory:SetMoneySystem(Money.CodeEnumCurrencyType.Glory)
self.state.windows.MostGlory = self.state.windows.MoneyWindow:FindChild("LargestLoot"):FindChild("GloryDisplay")
self.state.windows.MostGlory:SetMoneySystem(Money.CodeEnumCurrencyType.Glory)
self.state.windows.TotalPrestige = self.state.windows.MoneyWindow:FindChild("TotalMoney"):FindChild("PSDisplay")
self.state.windows.TotalPrestige:SetMoneySystem(Money.CodeEnumCurrencyType.Prestige)
self.state.windows.PerHourPrestige = self.state.windows.MoneyWindow:FindChild("MoneyPerHour"):FindChild("PSDisplay")
self.state.windows.PerHourPrestige:SetMoneySystem(Money.CodeEnumCurrencyType.Prestige)
self.state.windows.AvgPrestige = self.state.windows.MoneyWindow:FindChild("AvgMoney"):FindChild("PSDisplay")
self.state.windows.AvgPrestige:SetMoneySystem(Money.CodeEnumCurrencyType.Prestige)
self.state.windows.MostPrestige = self.state.windows.MoneyWindow:FindChild("LargestLoot"):FindChild("PSDisplay")
self.state.windows.MostPrestige:SetMoneySystem(Money.CodeEnumCurrencyType.Prestige)
self.state.windows.TotalOmni = self.state.windows.MoneyWindow:FindChild("TotalMoney"):FindChild("OmniDisplay")
self.state.windows.TotalOmni:SetMoneySystem(Money.CodeEnumCurrencyType.GroupCurrency, 0, 0, AccountItemLib.CodeEnumAccountCurrency.Omnibits)
self.state.windows.PerHourOmni = self.state.windows.MoneyWindow:FindChild("MoneyPerHour"):FindChild("OmniDisplay")
self.state.windows.PerHourOmni:SetMoneySystem(Money.CodeEnumCurrencyType.GroupCurrency, 0, 0, AccountItemLib.CodeEnumAccountCurrency.Omnibits)
self.state.windows.ProcessingIndicator = self.state.windows.main:FindChild("ProcessingIndicator")
self.state.windows.Sessions = self.state.windows.main:FindChild("SessionsForm")
self.state.windows.contextFlyout = self.state.windows.main:FindChild("ContextFlyout")
self.state.windows.contextFlyoutMarkAs = self.state.windows.contextFlyout:FindChild("MarkButtons")
self.state.windows.main:Show(false, true)
self.state.windows.moneyLog:Show(false)
self.state.windows.Sessions:Show(false)
self.state.windows.ProcessingIndicator:Show(false)
self.state.windows.ItemWindow:Show(true)
self.state.windows.MoneyWindow:Show(false)
self.state.windows.main:FindChild("HeaderButtons"):FindChild("SplashItemsBtn"):SetCheck(true)
local flyOutLoc = self.state.windows.contextFlyout:GetLocation():ToTable()
self.tContextFlyoutSize = {
width = flyOutLoc.nOffsets[3] - flyOutLoc.nOffsets[1],
height = flyOutLoc.nOffsets[4] - flyOutLoc.nOffsets[2]
}
self.state.windows.contextFlyout:Show(false)
-- if the xmlDoc is no longer needed, you should set it to nil
-- self.xmlDoc = nil
-- Register handlers for events, slash commands and timer, etc.
-- e.g. Apollo.RegisterEventHandler("KeyDown", "OnKeyDown", self)
Apollo.RegisterSlashCommand("loot", "OnLootTrackerOn", self)
-- Do additional Addon initialization here
Apollo.RegisterEventHandler("ObjectiveTrackerLoaded", "OnObjectiveTrackerLoaded", self)
Event_FireGenericEvent("ObjectiveTracker_RequestParent")
self.state.canvas = Seurat:CreateCanvas("MoneyGraph", self.state.windows.MoneyGraph, 2, false)
end
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker Functions
-----------------------------------------------------------------------------------------------
-- Define general functions here
-- on SlashCommand "/loot"
function FSLootTracker:OnLootTrackerOn()
if self.state.isOpen == true then
self.state.isOpen = false
self:SaveLocation()
self.state.windows.main:Close() -- hide the window
else
self.state.isOpen = true
self.state.windows.main:Invoke() -- show the window
end
-- populate the item list
self:RefreshListDisplays()
end
-- when the window is closed
function FSLootTracker:OnWindowClosed( wndHandler, wndControl )
self.state.isOpen = false
self.state.windows.contextFlyout:Show(false)
end
function FSLootTracker:OnWindowMove( wndHandler, wndControl, nOldLeft, nOldTop, nOldRight, nOldBottom )
self:SaveLocation()
end
function FSLootTracker:OnStringCopiedToClipboard()
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker ClearLists
-----------------------------------------------------------------------------------------------
function FSLootTracker:EmptyLists()
self.state.windows.contextFlyout:Show(false)
for idx,wnd in pairs(self.state.windows.itemWindows) do
wnd:Destroy()
end
for idx,wnd in pairs(self.state.windows.moneyWindows) do
wnd:Destroy()
end
for id,name in pairs(self.settings.user.watched) do
self.state.listItems.watchedItemCounts[id] = 0
end
self.state.windows.ItemList:DestroyChildren()
self.state.windows.MoneyList:DestroyChildren()
self.state.windows.itemWindows = {}
self.state.windows.moneyWindows = {}
end
-----------------------------------------------------------------------------------------------
-- FSLootTracker RebuildLists
-----------------------------------------------------------------------------------------------
function FSLootTracker:RebuildLists()
-- Save Scroll Position
local itemVScrollPos = self.state.windows.ItemList:GetVScrollPos()
local moneyVScrollPos = self.state.windows.MoneyList:GetVScrollPos()
self:Debug("Emptying Lists", "ListRebuilds")
self:EmptyLists()
self:Debug("Rebuilding Items", "ListRebuilds")
for idx,item in pairs(self.state.listItems.items) do
-- Check if item is ignored and delete if it is
if self.settings.user.ignored[item.itemID] ~= nil then
self.state.listItems.items[idx] = nil
self:Debug("Item Filtered on Ignore List", "Items")
else
self:AddItem(idx, item)
self:Debug("Item Window Added", "Items")
end
end
self:Debug("Rebuilding Money", "ListRebuilds")
for idx,money in pairs(self.state.listItems.money) do
self:AddMoney(idx, money)
self:Debug("Money Window Added", "Money")
end
self.state.updateCount = 0
self:Debug("Rebuilding Export List", "ListRebuilds")
self:RebuildExportList()
self:Debug("Refreshing Displays", "ListRebuilds")
self:RefreshListDisplays()
self:RefreshStats()
-- Restore Scroll Position
self.state.windows.ItemList:SetVScrollPos(itemVScrollPos)
self.state.windows.MoneyList:SetVScrollPos(moneyVScrollPos)
self:UpdateTrackedWatches()
end
-- clear the item list
function FSLootTracker:DestroyItemList()
self.state.listItems.items = {}
for idx,wnd in pairs(self.state.windows.moneyWindows) do
wnd:Destroy()
table.remove(self.state.windows.moneyWindows, 1)
end
self.state.windows.selectedItem = nil
end
-----------------------------------------------------------------------------------------------
-- MoneyList Functions
-----------------------------------------------------------------------------------------------
function FSLootTracker:UpdateStats(addMoney)
local timediff = 0
if self.state.firstLoot ~= nil then
timediff = os.difftime(self.state.lastLoot, self.state.firstLoot)
end
self:Debug("Adding Money: " .. addMoney.moneyAmount, "Money")
local m = self.state.stats[addMoney.moneyType]
if m == nil then
m = {
total = 0,
perHour = 0,
average = 0,
largest = 0,
count = 0
}
end
if not m.count then
m.count = 0
end
-- Calculate Total Money
m.total = m.total + addMoney.moneyAmount
m.count = m.count + 1
-- Calculate Money Per Hour
if self.state.firstLoot ~= nil then
if timediff > 0 then
m.perHour = (m.total * 3600) / timediff
else
m.perHour = addMoney.moneyAmount
end
end
-- Calculate Average Money
if m.count > 0 then
m.average = m.total / m.count
else
m.average = addMoney.moneyAmount
end
-- Calculate Largest Loot
if addMoney.moneyAmount > m.largest then
m.largest = addMoney.moneyAmount
end
--self.state.stats[addMoney.moneyType] = m
self:RefreshStats()
end
function FSLootTracker:RefreshStats()
self.state.windows.TotalCash:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Credits].total)
self.state.windows.PerHourCash:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Credits].perHour)
self.state.windows.AvgCash:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Credits].average)
self.state.windows.MostCash:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Credits].largest)
self.state.windows.TotalEG:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.ElderGems].total)
self.state.windows.PerHourEG:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.ElderGems].perHour)
self.state.windows.AvgEG:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.ElderGems].average)
self.state.windows.MostEG:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.ElderGems].largest)
self.state.windows.TotalGlory:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Glory].total)
self.state.windows.PerHourGlory:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Glory].perHour)
self.state.windows.AvgGlory:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Glory].average)
self.state.windows.MostGlory:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Glory].largest)
self.state.windows.TotalReknown:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Renown].total)
self.state.windows.PerHourReknown:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Renown].perHour)
self.state.windows.AvgReknown:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Renown].average)
self.state.windows.MostReknown:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Renown].largest)
self.state.windows.TotalPrestige:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Prestige].total)
self.state.windows.PerHourPrestige:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Prestige].perHour)
self.state.windows.AvgPrestige:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Prestige].average)
self.state.windows.MostPrestige:SetAmount(self.state.stats[Money.CodeEnumCurrencyType.Prestige].largest)
self.state.windows.JunkCash:SetAmount(self.state.stats.junkValue)
end
-- clear the item list
function FSLootTracker:DestroyMoneyList()
-- clear the list money array
self.state.listItems.money = {}
for idx,wnd in pairs(self.state.windows.itemWindows) do
wnd:Destroy()
table.remove(self.state.windows.itemWindows, 1)
end
self.state.windows.selectedItem = nil
end
-- clear the cache
function FSLootTracker:ClearCache()
for key, val in pairs(self.state.cache) do
self.state.cache[key]:Clear()
end
end
-----------------------------------------------------------------------------------------------
-- ItemList Functions
-----------------------------------------------------------------------------------------------
-- clear the item list
function FSLootTracker:ClearLists()
self:DestroyItemList()
self:DestroyMoneyList()
self:ClearCache()
for key,val in pairs(self.state.stats) do
if key == "junkValue" then
self.state.stats[key] = 0
else
self.state.stats[key] = {
total = 0,
perHour = 0,
average = 0,
largest = 0
}
end
end
self.state.listItems.watchedItemCounts = {}
self:RebuildLists()
self:RefreshStats()
end
function FSLootTracker:RefreshListDisplays()
self.state.windows.ItemList:ArrangeChildrenVert()
self.state.windows.MoneyList:ArrangeChildrenVert()
end
-----------------------------------------------------------------------------------------------
-- AddItem Functions
-----------------------------------------------------------------------------------------------
-- add an item into the item list
function FSLootTracker:AddItem(idx, item) --, count, looter, time, reportedTime)
self:Debug("Item Add Called for (" .. item.itemID .. ") x" .. item.count, "ListRebuilds")
-- load the window item for the list item
local wnd = Apollo.LoadForm(self.xmlDoc, "ListItem", self.state.windows.ItemList, self)
--wndFlyoutBtn = wnd:FindChild("ContextButton")
--wndFlyoutBtn:SetCheck(false)
--wndFlyoutBtn:FindChild("contextFlyout"):Show(false)
-- Check if this item is watched, if it is increase the watched item count and change background color
if self.settings.user.watched[item.itemID] ~= nil then
wnd:SetBGColor(ApolloColor.new("ff00ff00"))
local c = self.state.listItems.watchedItemCounts[item.itemID]
if c then
self.state.listItems.watchedItemCounts[item.itemID] = c + item.count
else
self.state.listItems.watchedItemCounts[item.itemID] = item.count
end
end
local itemData = self.state.cache.ItemCache:GetValue(item.itemID)
if itemData then
local iQuality = itemData.quality
-- give it a piece of data to refer to
local wndItemText = wnd:FindChild("ItemText")
if wndItemText then -- make sure the text wnd exist
wndItemText:SetText(itemData.name)
wndItemText:SetTextColor(self.tItemQuality[iQuality].Color)
end
-- give it a piece of data to refer to
local wndItemType = wnd:FindChild("ItemType")
if wndItemType then -- make sure the text wnd exist
wndItemType:SetText(itemData.type)
--wndItemType:SetTextColor(kcrNormalText)
end
-- give it a piece of data to refer to
local wndItemPlayer = wnd:FindChild("ItemPlayer")
if wndItemPlayer then -- make sure the text wnd exist
wndItemPlayer:SetText(self.state.cache.LooterCache:GetKeyFromValue(item.looter))
--wndItemPlayer:SetTextColor(kcrNormalText)
end
-- give it a piece of data to refer to
local wndItemTimestamp = wnd:FindChild("ItemTimestamp")
if wndItemTimestamp then -- make sure the text wnd exist