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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

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
			SelectAvailableQuest(index)
		end
	end
end)

-- This should be part of the API, really
local function IsQuestCompleted(index)
	return not not select(index * 4, GetGossipActiveQuests())
end

Monomyth:Register('GOSSIP_SHOW', function()
	local active = GetNumGossipActiveQuests()
	if(active > 0) then
		for index = 1, active do
			if(IsQuestCompleted(index)) then
				SelectGossipActiveQuest(index)
			end
		end
	end

	local available = GetNumGossipAvailableQuests()
	if(available > 0) then
		for index = 1, available do
			SelectGossipAvailableQuest(index)
		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)

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
end)

Monomyth:Register('QUEST_FINISHED', function()
	if(choiceFinished) then
		choiceQueue = false
	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)

Monomyth:Register('BAG_UPDATE', function(bag)
	if(bag < 0) then return end

	QuestCompletedDB = QuestCompletedDB or {}

	for slot = 1, GetContainerNumSlots(bag) do
		local _, id, active = GetContainerItemQuestInfo(bag, slot)
		if(id and not active and not QuestCompletedDB[id]) then
			UseContainerItem(bag, slot)

			-- This is a temporary solution to the spam and bugs with some items
			QuestCompletedDB[id] = true
		end
	end
end)