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Copy pathConditions.lua
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508 lines (463 loc) · 15.3 KB
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local lib = _G.LibTaxiData_Internal
if not lib then return end
local Compatibility = lib.Compatibility
if not Compatibility then return end
local bit = _G.bit
local band = bit and bit.band
local rshift = bit and bit.rshift
local PLAYER_CONDITION_INVERT = 0x0008
local PLAYER_CONDITION_WITHIN_OR_ABOVE = 0x0020
local PLAYER_CONDITION_USE_EFFECTIVE_LEVEL = 0x0040
local PLAYER_CONDITION_DISABLED = 0x0100
local PLAYER_CONDITION_INVERT_MODIFIER_TREE = 0x0200
local SUPPORTED_PLAYER_CONDITION_FIELDS = {
Achievement = true,
AchievementLogic = true,
AuraSpellID = true,
AuraSpellLogic = true,
AuraStacks = true,
ClassMask = true,
ContentTuningID = true,
CovenantID = true,
CurrQuestID = true,
CurrQuestLogic = true,
CurrentCompletedQuestID = true,
CurrentCompletedQuestLogic = true,
CurrentPvpFaction = true,
Flags = true,
Gender = true,
ItemCount = true,
ItemFlags = true,
ItemID = true,
ItemLogic = true,
MaxFactionID = true,
MaxLevel = true,
MaxReputation = true,
MinFactionID = true,
MinLevel = true,
MinReputation = true,
ModifierTreeID = true,
NativeGender = true,
PrevQuestID = true,
PrevQuestLogic = true,
RaceMasks = true,
ReputationLogic = true,
SpellID = true,
SpellLogic = true,
}
local function TriAnd(left, right)
if left == false or right == false then
return false
end
if left == nil or right == nil then
return nil
end
return true
end
local function TriOr(left, right)
if left == true or right == true then
return true
end
if left == nil or right == nil then
return nil
end
return false
end
local function TriNot(value)
if value == nil then
return nil
end
return not value
end
local function HasFlag(value, flag)
return band and band(value or 0, flag) ~= 0 or false
end
local function GetPlayerLevel(flags)
if HasFlag(flags, PLAYER_CONDITION_USE_EFFECTIVE_LEVEL) and _G.UnitEffectiveLevel then
return UnitEffectiveLevel("player")
end
return UnitLevel("player")
end
local function IsQuestCompleted(questID)
return Compatibility.IsQuestCompleted(questID)
end
local function IsOnQuest(questID)
return Compatibility.IsOnQuest(questID)
end
local function IsQuestReadyToTurnIn(questID)
return Compatibility.IsQuestReadyToTurnIn(questID)
end
local function HasAchievement(achievementID)
if not _G.GetAchievementInfo then
return nil
end
local _, _, _, completed = GetAchievementInfo(achievementID)
if completed == nil then
return nil
end
return completed == true
end
local function GetAuraCount(spellID)
return Compatibility.GetAuraCount(spellID)
end
local function HasAura(spellID)
local count = GetAuraCount(spellID)
if count == nil then
return nil
end
return count > 0
end
local function KnowsSpell(spellID)
return Compatibility.KnowsSpell(spellID)
end
local function GetItemCount(itemID, includeBank)
return Compatibility.GetItemCount(itemID, includeBank)
end
local function GetCurrencyCount(currencyID)
return Compatibility.GetCurrencyCount(currencyID)
end
local function GetCovenantID()
return Compatibility.GetCovenantID()
end
local function GetFactionIndex()
local faction = UnitFactionGroup("player")
if faction == "Horde" then
return 0
end
if faction == "Alliance" then
return 1
end
return nil
end
local function EvaluateLogic(logic, results)
local resultCount = results.n or #results
if not band or not rshift or resultCount == 0 then
return nil
end
logic = logic or 0
local inverseMask = rshift(logic, 16)
local function ApplyInverse(value, index)
if band(inverseMask, 2 ^ (index - 1)) ~= 0 then
return TriNot(value)
end
return value
end
local result = ApplyInverse(results[1], 1)
for index = 2, resultCount do
local operator = band(rshift(logic, 2 * (index - 2)), 3)
local value = ApplyInverse(results[index], index)
if operator == 1 then
result = TriAnd(result, value)
elseif operator == 2 then
result = TriOr(result, value)
end
end
return result
end
local function EvaluateArray(values, logic, predicate, extraValues)
if type(values) ~= "table" then
return true
end
local results = {}
results.n = #values
for index, value in ipairs(values) do
if value == 0 then
results[index] = true
else
results[index] = predicate(value, extraValues and extraValues[index] or nil)
end
end
return EvaluateLogic(logic, results)
end
local function EvaluateRaceMask(masks)
if type(masks) ~= "table" or not band then
return type(masks) ~= "table" and true or nil
end
local _, _, raceID = UnitRace("player")
local raceBit = raceID and lib.RaceBits[raceID]
if raceBit == nil then
return nil
end
local wordIndex = math.floor(raceBit / 32) + 1
local word = masks[wordIndex] or 0
return band(word, 2 ^ (raceBit % 32)) ~= 0
end
local function EvaluateClassMask(classMask)
if not classMask or classMask == 0 then
return true
end
if not band then
return nil
end
local classID = select(3, UnitClass("player"))
if not classID then
return nil
end
return band(classMask, 2 ^ (classID - 1)) ~= 0
end
local function EvaluateReputation(factionID, requiredRank, maximum)
local reaction = Compatibility.GetReputationReaction(factionID)
if not reaction then
return nil
end
local rank = reaction - 1
if maximum then
return rank <= (requiredRank or 0)
end
return rank >= (requiredRank or 0)
end
local modifierChildren
local function GetModifierChildren()
if modifierChildren then
return modifierChildren
end
modifierChildren = {}
for treeID, tree in pairs(lib.ModifierTrees) do
local parent = tree.parent
if parent and parent ~= 0 then
modifierChildren[parent] = modifierChildren[parent] or {}
table.insert(modifierChildren[parent], treeID)
end
end
return modifierChildren
end
local EvaluatePlayerCondition
local EvaluateModifierTree
local function EvaluateModifierLeaf(tree, guard)
local modifierType = tree.type
local asset = tree.asset
if modifierType == 2 then
return EvaluatePlayerCondition(asset, guard)
elseif modifierType == 8 then
return HasAura(asset)
elseif modifierType == 32 then
if not _G.GetInstanceInfo then
return nil
end
return select(8, GetInstanceInfo()) == asset
elseif modifierType == 71 then
return UnitLevel("player") <= asset
elseif modifierType == 73 then
return EvaluateModifierTree(asset, guard)
elseif modifierType == 84 then
return IsOnQuest(asset)
elseif modifierType == 86 or modifierType == 87 then
return HasAchievement(asset)
elseif modifierType == 110 then
return IsQuestCompleted(asset)
elseif modifierType == 111 then
return IsQuestReadyToTurnIn(asset)
elseif modifierType == 116 then
local factionIndex = GetFactionIndex()
if factionIndex == nil then
return nil
end
return factionIndex == asset
elseif modifierType == 119 then
local quantity = GetCurrencyCount(asset)
if quantity == nil then
return nil
end
return quantity >= tree.secondaryAsset
elseif modifierType == 257 then
local count = GetAuraCount(tree.secondaryAsset)
if count == nil then
return nil
end
return count >= asset
elseif modifierType == 271 then
return TriOr(IsOnQuest(asset), IsQuestCompleted(asset))
elseif modifierType == 272 then
local tuning = lib.ContentTuning[asset]
if not tuning then
return nil
end
local minimum = tuning.minLevel
if tree.secondaryAsset ~= 0 then
minimum = minimum + (tuning.minLevelOffset or 0)
end
return UnitLevel("player") >= minimum
elseif modifierType == 288 then
local covenantID = GetCovenantID()
if covenantID == nil then
return nil
end
return covenantID == asset
end
-- AreaTable, phase, world-state expressions, quest objectives, garrison
-- talents, time events and Chromie Time do not have a reliable public API
-- equivalent. Returning nil prevents false positives.
return nil
end
EvaluateModifierTree = function(treeID, guard)
local tree = lib.ModifierTrees[treeID]
if not tree then
return nil
end
guard = guard or {}
local guardKey = "tree:" .. treeID
if guard[guardKey] then
return nil
end
guard[guardKey] = true
local result
if tree.operator == 2 then
result = tree.type ~= 0 and EvaluateModifierLeaf(tree, guard) or false
elseif tree.operator == 3 then
result = tree.type ~= 0 and TriNot(EvaluateModifierLeaf(tree, guard)) or false
else
local children = GetModifierChildren()[treeID] or {}
if tree.operator == 4 then
result = true
for _, childID in ipairs(children) do
result = TriAnd(result, EvaluateModifierTree(childID, guard))
if result == false then
break
end
end
elseif tree.operator == 8 then
local required = math.max(tree.amount or 1, 1)
local matches = 0
local unknown = 0
for _, childID in ipairs(children) do
local childResult = EvaluateModifierTree(childID, guard)
if childResult == true then
matches = matches + 1
elseif childResult == nil then
unknown = unknown + 1
end
end
if matches >= required then
result = true
elseif matches + unknown < required then
result = false
else
result = nil
end
end
end
guard[guardKey] = nil
return result
end
EvaluatePlayerCondition = function(conditionID, guard)
if not conditionID or conditionID == 0 then
return true
end
local condition = lib.PlayerConditions[conditionID]
if not condition then
return nil
end
guard = guard or {}
local guardKey = "condition:" .. conditionID
if guard[guardKey] then
return nil
end
guard[guardKey] = true
local flags = condition.Flags or 0
if HasFlag(flags, PLAYER_CONDITION_DISABLED) then
guard[guardKey] = nil
return not HasFlag(flags, PLAYER_CONDITION_INVERT)
end
local result = true
local level = GetPlayerLevel(flags)
if condition.MinLevel and condition.MinLevel < 255 then
result = TriAnd(result, level >= condition.MinLevel)
end
if condition.MaxLevel and condition.MaxLevel > 0 and condition.MaxLevel < 255 then
result = TriAnd(result, level <= condition.MaxLevel)
end
if condition.ContentTuningID then
local tuning = lib.ContentTuning[condition.ContentTuningID]
if tuning then
result = TriAnd(result, level >= tuning.minLevel)
if not HasFlag(flags, PLAYER_CONDITION_WITHIN_OR_ABOVE) and tuning.maxLevel > 0 then
result = TriAnd(result, level <= tuning.maxLevel)
end
else
result = TriAnd(result, nil)
end
end
result = TriAnd(result, EvaluateRaceMask(condition.RaceMasks))
result = TriAnd(result, EvaluateClassMask(condition.ClassMask))
if condition.Gender ~= nil then
result = TriAnd(result, UnitSex("player") - 2 == condition.Gender)
end
if condition.NativeGender ~= nil then
-- WoW exposes the current sex but not PlayerCondition's distinct
-- native-gender field.
result = TriAnd(result, nil)
end
if condition.CurrentPvpFaction then
local factionIndex = GetFactionIndex()
local factionResult
if factionIndex ~= nil then
factionResult = factionIndex == condition.CurrentPvpFaction - 1
end
result = TriAnd(result, factionResult)
end
result = TriAnd(result, EvaluateArray(condition.PrevQuestID, condition.PrevQuestLogic, IsQuestCompleted))
result = TriAnd(result, EvaluateArray(condition.CurrQuestID, condition.CurrQuestLogic, IsOnQuest))
result = TriAnd(result,
EvaluateArray(condition.CurrentCompletedQuestID, condition.CurrentCompletedQuestLogic, IsQuestReadyToTurnIn))
result = TriAnd(result, EvaluateArray(condition.SpellID, condition.SpellLogic, KnowsSpell))
result = TriAnd(result, EvaluateArray(condition.AuraSpellID, condition.AuraSpellLogic,
function(spellID, stacks)
local count = GetAuraCount(spellID)
if count == nil then
return nil
end
return count >= ((stacks and stacks > 0) and stacks or 1)
end, condition.AuraStacks))
result = TriAnd(result, EvaluateArray(condition.Achievement, condition.AchievementLogic, HasAchievement))
result = TriAnd(result, EvaluateArray(condition.ItemID, condition.ItemLogic,
function(itemID, count)
local itemCount = GetItemCount(itemID, HasFlag(condition.ItemFlags, 1))
if itemCount == nil then
return nil
end
return itemCount >= (count or 1)
end, condition.ItemCount))
if condition.MinFactionID then
local reputationResults = {}
reputationResults.n = #condition.MinFactionID
for index, factionID in ipairs(condition.MinFactionID) do
reputationResults[index] = factionID == 0 and true or
EvaluateReputation(factionID, condition.MinReputation and condition.MinReputation[index])
end
if condition.MaxFactionID then
reputationResults[4] = EvaluateReputation(condition.MaxFactionID, condition.MaxReputation, true)
reputationResults.n = 4
end
result = TriAnd(result, EvaluateLogic(condition.ReputationLogic, reputationResults))
elseif condition.MaxFactionID then
result = TriAnd(result, EvaluateReputation(condition.MaxFactionID, condition.MaxReputation, true))
end
if condition.CovenantID then
local covenantID = GetCovenantID()
local covenantResult
if covenantID ~= nil then
covenantResult = covenantID == condition.CovenantID
end
result = TriAnd(result, covenantResult)
end
if condition.ModifierTreeID then
local modifierResult = EvaluateModifierTree(condition.ModifierTreeID, guard)
if HasFlag(flags, PLAYER_CONDITION_INVERT_MODIFIER_TREE) then
modifierResult = TriNot(modifierResult)
end
result = TriAnd(result, modifierResult)
end
for field in pairs(condition) do
if not SUPPORTED_PLAYER_CONDITION_FIELDS[field] then
result = TriAnd(result, nil)
end
end
if HasFlag(flags, PLAYER_CONDITION_INVERT) then
result = TriNot(result)
end
guard[guardKey] = nil
return result
end
lib.EvaluatePlayerCondition = EvaluatePlayerCondition
lib.EvaluateModifierTree = EvaluateModifierTree
lib.TriAnd = TriAnd