local Monomyth = CreateFrame('Frame') Monomyth:SetScript('OnEvent', function(self, event, ...) self[event](...) end) function Monomyth:Register(event, func) self:RegisterEvent(event) self[event] = function(...) if(IsShiftKeyDown()) then if(event == 'QUEST_DETAIL') then QuestFrame_OnEvent(nil, event) end else func(...) end end end local function IsTrackingTrivial() for index = 1, GetNumTrackingTypes() do local name, _, active = GetTrackingInfo(index) if(name == MINIMAP_TRACKING_TRIVIAL_QUESTS) then return active end end end Monomyth:Register('QUEST_GREETING', function() local active = GetNumActiveQuests() if(active > 0) then for index = 1, active do local _, complete = GetActiveTitle(index) if(complete) then SelectActiveQuest(index) end end end local available = GetNumAvailableQuests() if(available > 0) then for index = 1, available do if(not IsAvailableQuestTrivial(index) or IsTrackingTrivial()) then SelectAvailableQuest(index) end end end end) -- This should be part of the API, really local function IsGossipQuestCompleted(index) return not not select(index * 4, GetGossipActiveQuests()) end local function IsGossipQuestTrivial(index) return not not select(index * 3, GetGossipAvailableQuests()) end Monomyth:Register('GOSSIP_SHOW', function() local active = GetNumGossipActiveQuests() if(active > 0) then for index = 1, active do if(IsGossipQuestCompleted(index)) then SelectGossipActiveQuest(index) end end end local available = GetNumGossipAvailableQuests() if(available > 0) then for index = 1, available do if(not IsGossipQuestTrivial(index) or IsTrackingTrivial()) then SelectGossipAvailableQuest(index) end end end if(available == 0 and active == 0 and GetNumGossipOptions() == 1) then local _, type = GetGossipOptions() if(type == 'gossip') then SelectGossipOption(1) end end end) QuestFrame:UnregisterEvent('QUEST_DETAIL') Monomyth:Register('QUEST_DETAIL', function() if(QuestGetAutoAccept()) then if(GossipFrame:IsShown()) then HideUIPanel(GossipFrame) else CloseQuest() end else QuestFrame_OnEvent(nil, 'QUEST_DETAIL') AcceptQuest() end end) Monomyth:Register('QUEST_ACCEPT_CONFIRM', AcceptQuest) Monomyth:Register('QUEST_PROGRESS', function() if(IsQuestCompletable()) then CompleteQuest() end end) local choiceQueue, choiceFinished Monomyth:Register('QUEST_ITEM_UPDATE', function(...) if(choiceQueue) then Monomyth.QUEST_COMPLETE() end end) local completing Monomyth:Register('QUEST_COMPLETE', function() local choices = GetNumQuestChoices() if(choices <= 1) then GetQuestReward(QuestFrameRewardPanel.itemChoice) elseif(choices > 1) then local bestValue, bestIndex = 0 for index = 1, choices do local link = GetQuestItemLink('choice', index) if(link) then local _, _, _, _, _, _, _, _, _, _, value = GetItemInfo(link) if(value > bestValue) then bestValue, bestIndex = value, index end else choiceQueue = true return GetQuestItemInfo('choice', index) end end if(bestIndex) then choiceFinished = true _G['QuestInfoItem' .. bestIndex]:Click() end end completing = true end) local completedQuests = {} Monomyth:Register('QUEST_FINISHED', function() if(choiceFinished) then choiceQueue = false end if(completing) then completing = false completedQuests[GetQuestID()] = true end end) Monomyth:Register('QUEST_AUTOCOMPLETE', function(id) local index = GetQuestLogIndexByID(id) if(GetQuestLogIsAutoComplete(index)) then -- The quest might not be considered complete, investigate later ShowQuestComplete(index) end end) local atBank Monomyth:Register('BANKFRAME_OPENED', function() atBank = true end) Monomyth:Register('BANKFRAME_CLOSED', function() atBank = false end) Monomyth:Register('GUILDBANKFRAME_OPENED', function() atBank = true end) Monomyth:Register('GUILDBANKFRAME_CLOSED', function() atBank = false end) local query, queried Monomyth:Register('QUEST_QUERY_COMPLETE', function() if(query) then GetQuestsCompleted(completedQuests) Monomyth.BAG_UPDATE(query, true) end end) Monomyth:Register('BAG_UPDATE', function(bag, handled) if(bag < 0) then return end if(atBank) then return end if(query == bag and not handled) then return end query = nil for slot = 1, GetContainerNumSlots(bag) do local _, id, active = GetContainerItemQuestInfo(bag, slot) if(id and not active) then if(not queried) then query = bag queried = true QueryQuestsCompleted() elseif(not completedQuests[id]) then UseContainerItem(bag, slot) completedQuests[id] = true end end end end) hooksecurefunc('QuestLogTitleButton_OnClick', function(self) if(self.isHeader) then return end QuestLog_SetSelection(self:GetID()) if(IsControlKeyDown()) then AbandonQuest() elseif(IsAltKeyDown() and GetQuestLogPushable()) then QuestLogPushQuest() end end) QuestInfoDescriptionText.SetAlphaGradient = function() end