local addonName, ptable = ... local L = ptable.L local AutoTurnInCharacterDB, AutoTurnInDB AutoTurnIn = LibStub("AceAddon-3.0"):NewAddon("AutoTurnIn", "AceEvent-3.0", "AceConsole-3.0") AutoTurnIn.defaults = {enabled = true, all = false, dontloot = true, tournament = 2} -- quest autocomplete handlers and functions function AutoTurnIn:OnEnable() AutoTurnInDB = _G.AutoTurnInDB AutoTurnInCharacterDB = _G.AutoTurnInCharacterDB local vers = GetAddOnMetadata(addonName, "Version") if (not AutoTurnInDB) or (not AutoTurnInDB.version or (AutoTurnInDB.version < vers)) then AutoTurnInCharacterDB = nil _G.AutoTurnInDB = {version = vers} AutoTurnInDB = _G.AutoTurnInDB self:Print(L["reset"]) end if not AutoTurnInCharacterDB then _G.AutoTurnInCharacterDB = CopyTable(AutoTurnIn.defaults) AutoTurnInCharacterDB = _G.AutoTurnInCharacterDB end if AutoTurnInCharacterDB.enabled then self:RegisterGossipEvents() end end function AutoTurnIn:RegisterGossipEvents() self:RegisterEvent("QUEST_PROGRESS") self:RegisterEvent("QUEST_COMPLETE") self:RegisterEvent("GOSSIP_SHOW") self:RegisterEvent("QUEST_DETAIL") end function AutoTurnIn:OnDisable() self:UnregisterAllEvents() end function AutoTurnIn:OnInitialize() self:RegisterChatCommand("au", "ConsoleComand") end local p1 = { [true]=L["enabled"], [false]=L["disabled"] } local p2 = { [true]=L["all"], [false]=L["list"] } function AutoTurnIn:ConsoleComand(arg) if (#arg == 0) then InterfaceOptionsFrame_OpenToCategory(_G["AutoTurnInOptionsPanel"]) elseif arg == "on" then if (not AutoTurnInCharacterDB.enabled) then AutoTurnInCharacterDB.enabled = true self:RegisterGossipEvents() end self:Print(L["enabled"]) elseif arg == "off" then if AutoTurnInCharacterDB.enabled then AutoTurnInCharacterDB.enabled = false self:UnregisterAllEvents() end self:Print(L["disabled"]) elseif arg == "all" then AutoTurnInCharacterDB.all = true self:Print(L["all"]) elseif arg == "list" then AutoTurnInCharacterDB.all = false self:Print(L["list"]) elseif arg == "loot" then AutoTurnInCharacterDB.dontloot = not AutoTurnInCharacterDB.dontloot self:Print(L["dontloot"..tostring(AutoTurnInCharacterDB.dontloot)]) elseif arg == "help" then self:Print(p1[AutoTurnInCharacterDB.enabled == true]) self:Print(p2[AutoTurnInCharacterDB.all]) self:Print(L["dontloot"..tostring(AutoTurnInCharacterDB.dontloot)]) end end local function GetItemAmount(isCurrency, item) local amount = isCurrency and select(2, GetCurrencyInfo(item)) or GetItemCount(item, nil, true) return amount and amount or 0 end -- (gaq[i+3]) equals "1" if quest is complete, "nil" otherwise -- why not gaq={GetGossipAvailableQuests()}? Well, tables in lua are truncated for values with ending `nil`. So: '#' for {1,nil, "b", nil} returns 1 function AutoTurnIn:GOSSIP_SHOW() local function VarArgForActiveQuests(...) for i=1, select("#", ...), 4 do local completeStatus = select(i+3, ...) if (completeStatus) then -- complete status local questname = select(i, ...) local quest = L.quests[questname] if AutoTurnInCharacterDB.all or quest then if quest and quest.amount then if GetItemAmount(quest.currency, quest.item) > quest.amount then SelectGossipActiveQuest(math.floor(i/4)+1) return end else SelectGossipActiveQuest(math.floor(i/4)+1) return end end end end end local function VarArgForAvailableQuests(...) for i=1, select("#", ...), 5 do local questname = select(i, ...) local quest = L.quests[questname] if AutoTurnInCharacterDB.all or (quest and (not quest.donotaccept)) then if quest and quest.amount then if GetItemAmount(quest.currency, quest.item) > quest.amount then SelectGossipAvailableQuest(math.floor(i/5)+1) return end else SelectGossipAvailableQuest(math.floor(i/5)+1) return end end end end VarArgForActiveQuests(GetGossipActiveQuests()) VarArgForAvailableQuests(GetGossipAvailableQuests()) end function AutoTurnIn:QUEST_DETAIL() if AutoTurnInCharacterDB.all or L.quests[GetTitleText()] then QuestInfoDescriptionText:SetAlphaGradient(0, math.huge) QuestInfoDescriptionText:SetAlpha(1) AcceptQuest() end end function AutoTurnIn:QUEST_PROGRESS() if (AutoTurnInCharacterDB.all or L.quests[GetTitleText()]) and IsQuestCompletable() then CompleteQuest() end end function AutoTurnIn:QUEST_COMPLETE() local quest = L.quests[GetTitleText()] if AutoTurnInCharacterDB.all or quest then local index, money = 0, 0; if GetNumQuestChoices() > 0 then if not AutoTurnInCharacterDB.dontloot then if (quest == "tournament") then GetQuestReward(AutoTurnInCharacterDB.tournament) end for i=1, GetNumQuestChoices() do local m = select(11, GetItemInfo(GetQuestItemLink("choice", i))) if m > money then money = m index = i end end if money > 0 then -- some quests, like tournament ones, offer reputation rewards and they have no cost. GetQuestReward(index) else self:Print("rewards have no cost! Send a message to author please.") end end else GetQuestReward(index) end end end