Mercurial > wow > bloodhound2
comparison Bloodhound2.lua @ 0:ff01eb61abab
Initial beta version
Updated original addon herb and ore database
Fixed the configuration options (maybe - requires testing)
Added the 2 new zones in Pandaria (Isle of Giants and Isle of Thunder)
author | only1yzerman |
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date | Thu, 09 May 2013 18:53:18 -0400 |
parents | |
children | 6ab5b23877a6 |
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-1:000000000000 | 0:ff01eb61abab |
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1 | |
2 -------- SINGLE OBJECT IN GLOBAL NAMESPACE | |
3 | |
4 Bloodhound2 = {}; | |
5 | |
6 | |
7 -------- CREATE OUR INVISIBLE FRAME TO RECEIVE EVENTS AND UPDATES | |
8 | |
9 local frame = CreateFrame("Frame", nil, UIParent); | |
10 Bloodhound2.Frame = frame; | |
11 | |
12 | |
13 -------- DEFINE AND REGISTER EVENT HANDLERS | |
14 | |
15 local events = {}; | |
16 | |
17 function events:MINIMAP_UPDATE_TRACKING(...) | |
18 if player and player.Z then | |
19 Bloodhound2.UpdateMinimap(); | |
20 end | |
21 end | |
22 | |
23 frame:SetScript("OnEvent", | |
24 function(self, event, ...) | |
25 events[event](self, ...); | |
26 end); | |
27 | |
28 local k, v; | |
29 | |
30 for k, v in pairs(events) do | |
31 frame:RegisterEvent(k); | |
32 end | |
33 | |
34 | |
35 | |
36 | |
37 | |
38 | |
39 ---------------------------------------------------------------------------------------------------- | |
40 -------- STORES A POINTER TO THE MINIMAP LOCALLY SO IT CAN BE CHANGED BY A RE-PARENTING FUNCTION | |
41 -------- - Added by Zasurus(www.curseforge.com/profiles/Zasurus/) for MiniHugeHUD | |
42 ---------------------------------------------------------------------------------------------------- | |
43 local Minimap = _G.Minimap; | |
44 Minimap.MinimapName = "Minimap"; | |
45 ---------------------------------------------------------------------------------------------------- | |
46 | |
47 | |
48 | |
49 | |
50 | |
51 | |
52 -------- WORK AROUND WOW BUG THAT CAUSES GetPlayerMapPosition TO RETURN 0,0 | |
53 | |
54 WorldMapFrame:Show() | |
55 WorldMapFrame:Hide() | |
56 | |
57 | |
58 -------- HOOK INTO PER-FRAME UPDATE HANDLER | |
59 | |
60 local player = {}; -- player position | |
61 local totalElapsed = 0.0; -- time elapsed since last update | |
62 local updatePeriod = 0.1; -- sec. interval for each minimap update | |
63 local cpuThrottle = 0.05; -- throttle to 5% usage while moving | |
64 local minUpdatePeriod = 0.04; -- sec. don't update more often than this | |
65 local lastzoom = 0; -- previous minimap zoom level | |
66 local updateTotalTime = 0; -- time spent updating minimap | |
67 local updateCount = 0; -- number of times minimap updated | |
68 | |
69 ---------------------------------------------------------------------------------------------------- | |
70 -------- MOVED OnUpdate Script into seperate function so it could be called by re-parent function | |
71 -------- - Added by Zasurus(www.curseforge.com/profiles/Zasurus/) for MiniHugeHUD | |
72 ---------------------------------------------------------------------------------------------------- | |
73 frame:SetScript("OnUpdate", function(self, elapsed) Bloodhound2.OnUpdateScript(self, elapsed) end); | |
74 function Bloodhound2.OnUpdateScript(self, elapsed) | |
75 totalElapsed = totalElapsed + elapsed; -- measure total elapsed time | |
76 | |
77 if (totalElapsed >= updatePeriod) then -- if enough time has passed | |
78 totalElapsed = mod(totalElapsed, updatePeriod); | |
79 local isInInstance, instanceType = IsInInstance() | |
80 | |
81 if isInInstance ~= nil then | |
82 Bloodhound2.DrawArrow(0, 0, 0, 0) | |
83 return | |
84 end | |
85 | |
86 local cmap = GetCurrentMapContinent(); | |
87 local zmap = GetCurrentMapZone(); | |
88 SetMapToCurrentZone(); | |
89 local c = GetCurrentMapContinent(); -- get current player position | |
90 local z = GetCurrentMapZone(); | |
91 local x, y = GetPlayerMapPosition("player"); | |
92 local f = GetPlayerFacing(); | |
93 local m = Minimap:GetZoom(); | |
94 SetMapZoom(cmap, zmap); | |
95 | |
96 if (c ~= player.C and c ~= 0) then -- reload continent data if continent has changed | |
97 Bloodhound2.HerbNodes, Bloodhound2.ContinentHerbs = Bloodhound2.ReloadNodes(Bloodhound2.HerbDatabase[c], Bloodhound2.ZoneDatum[c]); | |
98 Bloodhound2.OreNodes, Bloodhound2.ContinentOre = Bloodhound2.ReloadNodes(Bloodhound2.OreDatabase[c], Bloodhound2.ZoneDatum[c]); | |
99 end | |
100 | |
101 if (c ~= player.C or z ~= player.Z or x ~= player.X or y ~= player.Y or f ~= player.F or m ~= lastzoom) then | |
102 player.C = c; | |
103 player.Z = z; | |
104 player.X = x; | |
105 player.Y = y; | |
106 player.F = f; | |
107 lastzoom = m; | |
108 local t0 = GetTime(); | |
109 Bloodhound2.UpdateMinimap(); -- player has moved or minimap scale has changed | |
110 local t1 = GetTime() - t0; | |
111 | |
112 -- calculate and throttle CPU usage to 5% | |
113 updateTotalTime = updateTotalTime + t1 | |
114 | |
115 if updateCount > 10 then | |
116 local avgTime = updateTotalTime / updateCount | |
117 updatePeriod = avgTime / cpuThrottle | |
118 Print(updateCount); | |
119 | |
120 if updatePeriod < minUpdatePeriod then | |
121 updatePeriod = minUpdatePeriod | |
122 end | |
123 | |
124 if updateCount >= 100 then | |
125 updateTotalTime = updateTotalTime / 2 | |
126 updateCount = updateCount / 2 | |
127 end | |
128 end | |
129 end | |
130 end | |
131 end | |
132 | |
133 function Bloodhound2.UpdateMinimap() | |
134 local facing = 0 | |
135 | |
136 if GetCVar("rotateMinimap") ~= "0" then | |
137 facing = GetPlayerFacing() * 57.2957795; | |
138 end | |
139 | |
140 local cf = cos(facing); | |
141 local sf = sin(facing); | |
142 local gx, gy = Bloodhound2.CalculateForce(cf, sf); | |
143 Bloodhound2.DrawArrow(gx, gy, cf, sf); | |
144 end | |
145 | |
146 | |
147 -------- DATABASE LOADING | |
148 | |
149 Bloodhound2.HerbNodes = {}; | |
150 Bloodhound2.OreNodes = {}; | |
151 Bloodhound2.ContinentHerbs = {}; | |
152 Bloodhound2.ContinentOre = {}; | |
153 | |
154 function Bloodhound2.ReloadNodes(database, zoneDatum) | |
155 | |
156 if (database == nil) then return {}; end | |
157 | |
158 local nodes = {}; | |
159 local db = {}; | |
160 | |
161 local zoneNode, positions; | |
162 for zoneNode, positions in pairs(database) do | |
163 local _, _, zone, node = string.find(zoneNode, "Z(%d+)N(%d+)"); | |
164 local z = tonumber(zone); | |
165 local datum = zoneDatum[z]; | |
166 local n = tonumber(node); | |
167 db[n] = true; | |
168 local pxy = 0 | |
169 | |
170 for _,pos in ipairs(positions) do | |
171 local xy = pos + pxy | |
172 pxy = xy | |
173 local x = floor(xy / 1000); | |
174 local y = xy - 1000 * x; | |
175 x, y = Bloodhound2.ZoneDatum.LocalToGlobal(x / 1000.0, y / 1000.0, datum); | |
176 tinsert(nodes, {Z = z, N = n, X = x, Y = y, TimeStamp = time() - 60 - 3600 * math.random() }); | |
177 end | |
178 end | |
179 | |
180 return nodes, db; | |
181 end | |
182 | |
183 | |
184 -------- UTILITY FUNCTIONS | |
185 | |
186 function Print(message) | |
187 DEFAULT_CHAT_FRAME:AddMessage(message); | |
188 end | |
189 | |
190 | |
191 | |
192 -------- ARROW LOADING AND DISPLAY | |
193 | |
194 local function GetArrowTexture() | |
195 | |
196 local tex = Bloodhound2.GravityTexture | |
197 | |
198 if not ( tex ) then | |
199 tex = Minimap:CreateTexture(); | |
200 tex:SetTexture("Interface\\AddOns\\Bloodhound2\\MinimapArrow"); | |
201 Bloodhound2.GravityTexture = tex | |
202 end | |
203 | |
204 return tex | |
205 end | |
206 | |
207 function Bloodhound2.DrawArrow(grx, gry, cf, sf) | |
208 | |
209 local gravityX = grx * cf - gry * sf; | |
210 local gravityY = gry * cf + grx * sf; | |
211 local gravityTexture = GetArrowTexture() | |
212 | |
213 if (gravityX == 0 and gravityY == 0) then | |
214 gravityTexture:Hide(); | |
215 return; | |
216 end | |
217 | |
218 local gravityScale = sqrt(gravityX * gravityX + gravityY * gravityY) | |
219 gravityX = gravityX / gravityScale | |
220 gravityY = gravityY / gravityScale | |
221 | |
222 -- determine rotated and scaled texture coordinates | |
223 local gy = (gravityX + gravityY) / 2.82843 | |
224 local gx = (gravityX - gravityY) / 2.82843 | |
225 | |
226 gravityTexture:SetTexCoord( | |
227 0.5 - gx, 0.5 + gy, | |
228 0.5 + gy, 0.5 + gx, | |
229 0.5 - gy, 0.5 - gx, | |
230 0.5 + gx, 0.5 - gy); | |
231 | |
232 gravityTexture:SetPoint("CENTER", Minimap, "CENTER", 40 * gravityX, -40 * gravityY) | |
233 gravityTexture:Show() | |
234 end | |
235 | |
236 | |
237 -------- "RUBY" MANAGEMENT (REUSE RUBIES AND ONLY CREATE NEW ONES WHEN NEEDED) | |
238 | |
239 local circles = {}; | |
240 local nextCircle = 1; | |
241 local circleScale = 1; | |
242 | |
243 function Bloodhound2.ResetCircles() | |
244 nextCircle = 1; | |
245 circleScale = Minimap:GetHeight() * 0.015 / (7 - Minimap:GetZoom()); | |
246 end | |
247 | |
248 function Bloodhound2.SetCircle(dx, dy, alpha) | |
249 local circle; | |
250 if (#circles < nextCircle) then | |
251 circle = Minimap:CreateTexture(); | |
252 circles[nextCircle] = circle; | |
253 circle:SetTexture("Interface\\AddOns\\Bloodhound2\\Circle"); | |
254 circle:SetWidth(12); | |
255 circle:SetHeight(12); | |
256 circle:SetAlpha(1); | |
257 else | |
258 circle = circles[nextCircle]; | |
259 end | |
260 | |
261 nextCircle = nextCircle + 1; | |
262 circle:SetPoint("CENTER", Minimap, "CENTER", dx * circleScale, -dy * circleScale); | |
263 circle:SetAlpha(alpha); | |
264 circle:Show(); | |
265 end | |
266 | |
267 function Bloodhound2.HideExtraCircles() | |
268 for i=nextCircle,#circles,1 do | |
269 circles[i]:Hide(); | |
270 end | |
271 end | |
272 | |
273 | |
274 | |
275 -------- MAIN FUNCTION FOR CALCULATING RECOMMENDED DIRECTION OF TRAVEL | |
276 | |
277 function Bloodhound2.CalculateForce(cf, sf) | |
278 | |
279 local c = player.C; -- get player position | |
280 local z = player.Z; | |
281 local x = player.X; | |
282 local y = player.Y; | |
283 | |
284 if c == 0 or z == 0 then return 0,0 end -- don't draw arrow if using world coordinates | |
285 if not Bloodhound2.ZoneDatum then return 0,0 end | |
286 | |
287 local datum = Bloodhound2.ZoneDatum[c][z]; -- get scale and offset for current zone map | |
288 if datum == nil then return 0,0 end | |
289 | |
290 local gx, gy = Bloodhound2.ZoneDatum.LocalToGlobal(x, y, datum); -- convert player position to world coordinates | |
291 local now = time(); -- value to use for time-stamping visited nodes | |
292 local fx = 0; -- cumulative force, X-component | |
293 local fy = 0; -- cumulative force, Y-component | |
294 local multiZone = true; -- whether to include more than the current zone | |
295 local inspectionRadius = 60; | |
296 | |
297 if Settings then | |
298 if Settings.MultiZoneMode==0 then | |
299 multiZone = IsFlying(); | |
300 elseif Settings.MultiZoneMode==1 then | |
301 multiZone = true; | |
302 else | |
303 multiZone = false; | |
304 end | |
305 | |
306 if Settings.InspectionRadius then | |
307 inspectionRadius = Settings.InspectionRadius; | |
308 end | |
309 end | |
310 | |
311 local settingsFilter = {}; -- which node types to ignore | |
312 local nodes = {}; -- which nodes to track | |
313 | |
314 for i=1,GetNumTrackingTypes(),1 do | |
315 local name, _, active, _ = GetTrackingInfo(i); | |
316 if (active == 1) then | |
317 if (name == L["Find Herbs"]) then | |
318 for k,v in pairs(Settings.HerbFilter) do settingsFilter[k] = v end | |
319 for k,v in pairs(Bloodhound2.HerbNodes) do tinsert(nodes, v) end | |
320 elseif (name == L["Find Minerals"]) then | |
321 for k,v in pairs(Settings.OreFilter) do settingsFilter[k] = v end | |
322 for k,v in pairs(Bloodhound2.OreNodes) do tinsert(nodes, v) end | |
323 end | |
324 end | |
325 end | |
326 | |
327 local avoidZones = {}; -- which zones to avoid | |
328 | |
329 if multiZone then | |
330 local cmc = GetCurrentMapContinent() | |
331 | |
332 if not Settings.ZoneFilter[cmc] then | |
333 Settings.ZoneFilter[cmc] = {} | |
334 end | |
335 | |
336 for k,v in pairs(Settings.ZoneFilter[GetCurrentMapContinent()]) do | |
337 avoidZones[k] = true; | |
338 end | |
339 end | |
340 | |
341 local avoidNodes = {}; -- which node types to ignore | |
342 | |
343 if settingsFilter then | |
344 for k,v in pairs(settingsFilter) do | |
345 avoidNodes[k] = true; | |
346 end | |
347 end | |
348 | |
349 local minimapSize = Minimap:GetWidth() / 2 - 2; | |
350 Bloodhound2.ResetCircles(); | |
351 | |
352 for key, node in pairs(nodes) do | |
353 if (avoidNodes[node.N] ~= true) and (avoidZones[node.Z] ~= true) and (multiZone or (node.Z == z)) then | |
354 local dx = node.X - gx; | |
355 local dy = node.Y - gy; | |
356 local rsqrd = dx * dx + dy * dy; | |
357 local r = sqrt(rsqrd); -- distance to node | |
358 local age = now - node.TimeStamp; -- time since last inspected | |
359 | |
360 if (r < inspectionRadius) then | |
361 node.TimeStamp = now; | |
362 else | |
363 --[[ | |
364 The magnitude of the force is proportional to the age and inversely | |
365 proportional to the square of the distance, and the direction is towards | |
366 the node. The math for this starts out as | |
367 | |
368 local force = age / rsqrd | |
369 local angle = math.atan2(dy, dx) | |
370 fx = fx + force * math.cos(angle) | |
371 fy = fy + force * math.sin(angle) | |
372 | |
373 But cos(angle) is just dx/r and sin(angle) is just dy/r, so we don't | |
374 actually need atan2, cos, and sin and instead we can write this as | |
375 ]] | |
376 local force = age / (r * rsqrd) | |
377 fx = fx + force * dx | |
378 fy = fy + force * dy | |
379 end | |
380 | |
381 if (r * circleScale < minimapSize) and (age > 60) then -- draw ruby | |
382 local alpha = r / (minimapSize / circleScale) / 0.7 - 0.3; | |
383 alpha = max(0, alpha); | |
384 Bloodhound2.SetCircle(dx * cf - dy * sf, dy * cf + dx * sf, alpha); | |
385 end | |
386 end | |
387 end | |
388 | |
389 Bloodhound2.HideExtraCircles(); | |
390 return fx, fy; | |
391 end | |
392 | |
393 | |
394 | |
395 | |
396 | |
397 | |
398 | |
399 ---------------------------------------------------------------------------------------------------- | |
400 -------- REPARENT THE MINIMAP FOR 3RD PARTY MINIMAPS AND HUDS | |
401 -------- - Added by Zasurus(www.curseforge.com/profiles/Zasurus/) for MiniHugeHUD | |
402 ---------------------------------------------------------------------------------------------------- | |
403 function Bloodhound2.ReparentMinimap(NewMinimap, MinimapName) | |
404 Bloodhound2.OnUpdateScript(nil, 1000000) | |
405 -- Hide the circles currently on the minimap | |
406 Bloodhound2.ResetCircles(); | |
407 Bloodhound2.HideExtraCircles(); | |
408 -- Hide this minimap's copy of the arrow | |
409 if Bloodhound2.GravityTexture then | |
410 Bloodhound2.GravityTexture:Hide(); | |
411 end; | |
412 -- Store the current set of circles and arrow on this minimap for later | |
413 Minimap.Bloodhound2Circles = circles; | |
414 Minimap.Bloodhound2Arrow = Bloodhound2.GravityTexture; | |
415 -- Pull back (or create for circles) the arrow and circles for this minimap | |
416 circles = NewMinimap.Bloodhound2Circles or {}; | |
417 ZasCircles = circles; | |
418 Bloodhound2.GravityTexture = NewMinimap.Bloodhound2Arrow; | |
419 -- Move Bloodhound2's Local Minimap pointer to the new minimap | |
420 Minimap = NewMinimap; | |
421 Minimap.MinimapName = MinimapName; | |
422 -- Update all points | |
423 Bloodhound2.UpdateMinimap(); | |
424 end | |
425 ---------------------------------------------------------------------------------------------------- |