--Copyright (c) 2013~2016, Byrthnoth --All rights reserved. --Redistribution and use in source and binary forms, with or without --modification, are permitted provided that the following conditions are met: -- * Redistributions of source code must retain the above copyright -- notice, this list of conditions and the following disclaimer. -- * Redistributions in binary form must reproduce the above copyright -- notice, this list of conditions and the following disclaimer in the -- documentation and/or other materials provided with the distribution. -- * Neither the name of nor the -- names of its contributors may be used to endorse or promote products -- derived from this software without specific prior written permission. --THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND --ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED --WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE --DISCLAIMED. IN NO EVENT SHALL BE LIABLE FOR ANY --DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES --(INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; --LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND --ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT --(INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS --SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. -- Deals with refreshing player information and loading user settings -- ----------------------------------------------------------------------------------- --Name: refresh_globals() --Args: ---- None ----------------------------------------------------------------------------------- --Returns: ---- None ---- Updates all global variables to reflect the player's status. Generally run ---- before calling a player function. ----------------------------------------------------------------------------------- function refresh_globals(user_event_flag) local current = os.clock() local dt = current - last_refresh if not user_event_flag or dt > 0.05 then refresh_player(dt,user_event_flag) refresh_ffxi_info(dt,user_event_flag) refresh_group_info(dt,user_event_flag) last_refresh = current end end ----------------------------------------------------------------------------------- --Name: load_user_files() --Args: ---- None ----------------------------------------------------------------------------------- --Returns: ---- user_env, a table of all of the player defined functions and their current ---- variables. ----------------------------------------------------------------------------------- function load_user_files(job_id,user_file) job_id = tonumber(job_id) if current_file then user_pcall('file_unload',current_file) end for i in pairs(registered_user_events) do unregister_event_user(i) end for i in pairs(__raw.text.registry) do windower.text.delete(i) end for i in pairs(__raw.prim.registry) do windower.prim.delete(i) end current_file = nil sets = nil user_env = nil unhandled_command_events = {} --registered_user_events = {} include_user_path = nil language = 'english' -- Reset language to english when changing job files. refresh_globals() if job_id and res.jobs[job_id] then player.main_job_id = job_id update_job_names() end local path,base_dir,filename path,base_dir,filename = pathsearch({user_file}) if not path then local long_job = res.jobs[job_id].english local short_job = res.jobs[job_id].english_short local tab = {player.name..'_'..short_job..'.lua',player.name..'-'..short_job..'.lua', player.name..'_'..long_job..'.lua',player.name..'-'..long_job..'.lua', player.name..'.lua',short_job..'.lua',long_job..'.lua','default.lua'} path,base_dir,filename = pathsearch(tab) end if not path then current_file = nil sets = nil return end user_env = {gearswap = _G, _global = _global, _settings = _settings,_addon=_addon, -- Player functions equip = equip, cancel_spell=cancel_spell, change_target=change_target, cast_delay=cast_delay, print_set=print_set,set_combine=set_combine,disable=disable,enable=user_enable, send_command=send_cmd_user,windower=user_windower,include=include_user, midaction=user_midaction,pet_midaction=user_pet_midaction,set_language=set_language, show_swaps = show_swaps,debug_mode=debug_mode,include_path=user_include_path, register_unhandled_command=user_unhandled_command,move_spell_target=move_spell_target, language=language, -- Library functions string=string,math=math,table=table,set=set,list=list,T=T,S=S,L=L,pack=pack,functions=functions, os=os,texts=texts,bit=bit,type=type,tostring=tostring,tonumber=tonumber,pairs=pairs, ipairs=ipairs, print=print, add_to_chat=add_to_chat_user,unpack=unpack,next=next, select=select,lua_base_path=windower.addon_path,empty=empty,file=file, loadstring=loadstring,assert=assert,error=error,pcall=pcall,io=io,dofile=dofile, debug=debug,coroutine=coroutine,setmetatable=setmetatable,getmetatable=getmetatable, rawset=rawset,rawget=rawget,require=include_user, _libs=_libs, -- Player environment things buffactive=buffactive, player=player, world=world, pet=pet, fellow=fellow, alliance=alliance, party=alliance[1], sets={naked = {main=empty,sub=empty,range=empty,ammo=empty, head=empty,neck=empty,ear1=empty,ear2=empty, body=empty,hands=empty,ring1=empty,ring2=empty, back=empty,waist=empty,legs=empty,feet=empty}} } user_env['_G'] = user_env -- Try to load data/_
.lua local funct, err = loadfile(path) -- If the file cannot be loaded, print the error and load the default. if funct == nil then print('User file problem: '..err) current_file = nil sets = nil return else current_file = filename print('GearSwap: Loaded your '..current_file..' file!') end setfenv(funct, user_env) -- Verify that funct contains functions. local status, plugin = pcall(funct) if not status then error('GearSwap: File failed to load: \n'..plugin) sets = nil return nil end _global.pretarget_cast_delay = 0 _global.precast_cast_delay = 0 _global.cancel_spell = false _global.current_event = 'get_sets' user_pcall('get_sets') gearswap_disabled = false sets = user_env.sets end ----------------------------------------------------------------------------------- --Name: refresh_player() --Args: ---- None ----------------------------------------------------------------------------------- --Returns: ---- None ---- ---- Loads player from windower.ffxi.get_player(). ---- Adds in a "job", "race", "equipment", "target", and "subtarget" field ---- Also updates "pet" and assigns isvalid and element fields. ---- Further converts player.buffs to buffactive. -------- Indexes buffs by their buff name and assigns a value equal to the number -------- of buffs with that name active. ----------------------------------------------------------------------------------- function refresh_player(dt,user_event_flag) local pl, player_mob_table if not user_event_flag or dt > 0.5 then pl = windower.ffxi.get_player() if not pl or not pl.vitals then return end player_mob_table = windower.ffxi.get_mob_by_index(pl.index) if not player_mob_table then return end table.reassign(player,pl) for i,v in pairs(player.vitals) do player[i]=v end update_job_names() player.status_id = player.status if res.statuses[player.status] then player.status = res.statuses[player.status].english else print(player.status_id) end player.nation_id = player.nation player.nation = res.regions[player.nation_id][language] or 'None' for i,v in pairs(player_mob_table) do if i == 'name' then player.mob_name = v elseif i~= 'is_npc' and i~='tp' and i~='mpp' and i~='claim_id' and i~='status' then player[i] = v end end if player_mob_table.race ~= nil then player.race_id = player.race player.race = res.races[player.race][language] end -- If we have a pet, create or update the table info. if player_mob_table and player_mob_table.pet_index then local player_pet_table = windower.ffxi.get_mob_by_index(player_mob_table.pet_index) if player_pet_table then table.reassign(pet, target_complete(player_pet_table)) pet.claim_id = nil pet.is_npc = nil pet.isvalid = true if pet.tp then pet.tp = pet.tp/10 end if avatar_element[pet.name] then pet.element = res.elements[avatar_element[pet.name]][language] else pet.element = res.elements[-1][language] -- Physical end else table.reassign(pet, {isvalid=false}) end else table.reassign(pet, {isvalid=false}) end if player.main_job_id == 18 or player.sub_job_id == 18 then local auto_tab if player.main_job_id == 18 then auto_tab = windower.ffxi.get_mjob_data() else auto_tab = windower.ffxi.get_sjob_data() end if auto_tab.name then for i,v in pairs(auto_tab) do if not T{'available_heads','attachments','available_frames','available_attachments','frame','head'}:contains(i) then pet[i] = v end end pet.available_heads = make_user_table() pet.attachments = make_user_table() pet.available_frames = make_user_table() pet.available_attachments = make_user_table() -- available parts for i,id in pairs(auto_tab.available_heads) do if res.items[id] and type(res.items[id]) == 'table' then pet.available_heads[res.items[id][language]] = true end end for i,id in pairs(auto_tab.available_frames) do if res.items[id] and type(res.items[id]) == 'table' then pet.available_frames[res.items[id][language]] = true end end for i,id in pairs(auto_tab.available_attachments) do if res.items[id] and type(res.items[id]) == 'table' then pet.available_attachments[res.items[id][language]] = true end end -- actual parts pet.head = res.items[auto_tab.head][language] pet.frame = res.items[auto_tab.frame][language] for i,id in pairs(auto_tab.attachments) do if res.items[id] and type(res.items[id]) == 'table' then pet.attachments[res.items[id][language]] = true end end if pet.max_mp ~= 0 then pet.mpp = math.floor(pet.mp/pet.max_mp*100) else pet.mpp = 0 end end elseif player.main_job_id == 23 then local species_id = windower.ffxi.get_mjob_data().species -- Should add instincts when they become available if species_id then player.species = {} for i,v in pairs(res.monstrosity[species_id]) do player.species[i] = v end player.species.name = player.species[language] player.species.tp_moves = copy_entry(res.monstrosity[species_id].tp_moves) for i,v in pairs(player.species.tp_moves) do if v > player.main_job_level then player.species.tp_moves[i] = nil end end end else player.species = nil end end -- This being nil does not cause a return, but items should not really be changing when zoning. local cur_equip = table.reassign({},items.equipment) -- Assign player.equipment to be the gear that has been sent out and the server currently thinks -- you are wearing. (the sent_out_equip for loop above). player.equipment = make_user_table() table.reassign(player.equipment,to_names_set(cur_equip)) -- Assign player.inventory to be keyed to item.inventory[i][language] and to have a value of count, similar to buffactive for i,bag in pairs(res.bags) do local bag_name = to_windower_bag_api(bag.en) if items[bag_name] then player[bag_name] = refresh_item_list(items[bag_name]) end end -- Monster tables for the target and subtarget. player.target = target_complete(windower.ffxi.get_mob_by_target('t')) player.subtarget = target_complete(windower.ffxi.get_mob_by_target('st')) player.last_subtarget = target_complete(windower.ffxi.get_mob_by_target('lastst')) table.reassign(fellow,target_complete(windower.ffxi.get_mob_by_target(''))) if fellow.name then fellow.isvalid = true else fellow.isvalid=false end table.reassign(buffactive,convert_buff_list(player.buffs)) for global_variable_name,extradatatable in pairs(_ExtraData) do if _G[global_variable_name] then for sub_variable_name,value in pairs(extradatatable) do _G[global_variable_name][sub_variable_name] = value end end end end ----------------------------------------------------------------------------------- --Name: refresh_ffxi_info() --Args: ---- None ----------------------------------------------------------------------------------- --Returns: ---- None ---- ---- Updates the global "world" with windower.ffxi.get_info (ignores the target field). ---- Also sets windower.ffxi.get_info()['zone'] to be world.area for consistency with spellcast ----------------------------------------------------------------------------------- function refresh_ffxi_info(dt,user_event_flag) local info = windower.ffxi.get_info() for i,v in pairs(info) do if i == 'zone' and res.zones[v] then world.zone = res.zones[v][language] world.area = world.zone elseif i == 'weather' and res.weather[v] then weather_update(v) elseif i == 'day' and res.days[v] then world.day = res.days[v][language] world.day_element = res.elements[res.days[v].element][language] elseif i == 'moon' then world.moon_pct = v elseif i == 'moon_phase' and res.moon_phases[v] then world.moon = res.moon_phases[v][language] elseif i ~= 'target' then world[i] = v end end for global_variable_name,extradatatable in pairs(_ExtraData) do if _G[global_variable_name] then for sub_variable_name,value in pairs(extradatatable) do _G[global_variable_name][sub_variable_name] = value end end end end ----------------------------------------------------------------------------------- --Name: weather_update(id) --Args: ---- id Current weather ID ----------------------------------------------------------------------------------- --Returns: ---- None, updates the table. ----------------------------------------------------------------------------------- function weather_update(id) world.weather_id = id world.real_weather_id = id world.real_weather = res.weather[id][language] world.real_weather_element = res.elements[res.weather[id].element][language] world.real_weather_intensity = res.weather[world.real_weather_id].intensity if buffactive[178] then world.weather_id = 4 elseif buffactive[179] then world.weather_id = 12 elseif buffactive[180] then world.weather_id = 10 elseif buffactive[181] then world.weather_id = 8 elseif buffactive[182] then world.weather_id = 14 elseif buffactive[183] then world.weather_id = 6 elseif buffactive[184] then world.weather_id = 16 elseif buffactive[185] then world.weather_id = 18 elseif buffactive[589] then world.weather_id = 5 elseif buffactive[590] then world.weather_id = 13 elseif buffactive[591] then world.weather_id = 11 elseif buffactive[592] then world.weather_id = 9 elseif buffactive[593] then world.weather_id = 15 elseif buffactive[594] then world.weather_id = 7 elseif buffactive[595] then world.weather_id = 17 elseif buffactive[596] then world.weather_id = 19 end world.weather = res.weather[world.weather_id][language] world.weather_element = res.elements[res.weather[world.weather_id].element][language] world.weather_intensity = res.weather[world.weather_id].intensity end ----------------------------------------------------------------------------------- --Name: refresh_group_info() --Args: ---- None ----------------------------------------------------------------------------------- --Returns: ---- None ---- ---- Takes the mob arrays from windower.ffxi.get_party() and splits them from p0~5, a10~15, a20~25 ---- into alliance[1][1~6], alliance[2][1~6], alliance[3][1~6], respectively. ---- Also adds a "count" field to alliance (total number of people in alliance) and ---- to the individual subtables (total number of people in each party. ----------------------------------------------------------------------------------- function refresh_group_info(dt,user_event_flag) if not alliance or #alliance == 0 then alliance = make_alliance() end local c_alliance = make_alliance() local j = windower.ffxi.get_party() or {} c_alliance.leader = j.alliance_leader -- Test whether this works c_alliance[1].leader = j.party1_leader c_alliance[2].leader = j.party2_leader c_alliance[3].leader = j.party3_leader for i,v in pairs(j) do if type(v) == 'table' and v.mob and v.mob.race then v.mob.race_id = v.mob.race v.mob.race = res.races[v.mob.race][language] end local allyIndex local partyIndex -- For 'p#', ally index is 1, party index is the second char if i:sub(1,1) == 'p' and tonumber(i:sub(2)) then allyIndex = 1 partyIndex = tonumber(i:sub(2))+1 -- For 'a##', ally index is the second char, party index is the third char elseif tonumber(i:sub(2,2)) and tonumber(i:sub(3)) then allyIndex = tonumber(i:sub(2,2))+1 partyIndex = tonumber(i:sub(3))+1 end if allyIndex and partyIndex then if v.mob and partybuffs[v.mob.index] then v.buffactive = convert_buff_list(partybuffs[v.mob.index].buffs) elseif v.mob and v.mob.index == player.index then v.buffactive = buffactive end c_alliance[allyIndex][partyIndex] = v c_alliance[allyIndex].count = c_alliance[allyIndex].count + 1 c_alliance.count = c_alliance.count + 1 if v.mob then if v.mob.id == c_alliance[1].leader then c_alliance[1].leader = v elseif v.mob.id == c_alliance[2].leader then c_alliance[2].leader = v elseif v.mob.id == c_alliance[3].leader then c_alliance[3].leader = v end if v.mob.id == c_alliance.leader then c_alliance.leader = v end end end end -- Clear the old structure while maintaining the party references: for ally_party = 1,3 do for i,v in pairs(alliance[ally_party]) do alliance[ally_party][i] = nil end alliance[ally_party].count = 0 end alliance.count = 0 alliance.leader = nil -- Reassign to the new structure table.reassign(alliance[1],c_alliance[1]) table.reassign(alliance[2],c_alliance[2]) table.reassign(alliance[3],c_alliance[3]) alliance.count = c_alliance.count alliance.leader = c_alliance.leader end ----------------------------------------------------------------------------------- --Name: make_alliance() --Args: ---- none ----------------------------------------------------------------------------------- --Returns: ---- one blank alliance structure ----------------------------------------------------------------------------------- function make_alliance() local all = make_user_table() all[1]={count=0,leader=nil} all[2]={count=0,leader=nil} all[3]={count=0,leader=nil} all.count=0 all.leader=nil return all end ----------------------------------------------------------------------------------- --Name: convert_buff_list(bufflist) --Args: ---- bufflist (table): List of buffs from windower.ffxi.get_player()['buffs'] ----------------------------------------------------------------------------------- --Returns: ---- buffarr (table) ---- buffarr is indexed by the string buff name and has a value equal to the number ---- of that string present in the buff array. So two marches would give ---- buffarr.march==2. ----------------------------------------------------------------------------------- function convert_buff_list(bufflist) local buffarr = {} for i,id in pairs(bufflist) do if res.buffs[id] then -- For some reason we always have buff 255 active, which doesn't have an entry. local buff = res.buffs[id][language]:lower() if buffarr[buff] then buffarr[buff] = buffarr[buff] +1 else buffarr[buff] = 1 end if buffarr[id] then buffarr[id] = buffarr[id] +1 else buffarr[id] = 1 end end end return buffarr end ----------------------------------------------------------------------------------- --Name: refresh_item_list(itemlist) --Args: ---- itemlist (table): List of items from windower.ffxi.get_items().something ----------------------------------------------------------------------------------- --Returns: ---- retarr (table) ---- retarr is indexed by the item name, and contains a table with the ---- item id, count, and short name. If the long name for the item is ---- different than the short name, an additional entry is added for ---- that. ---- ---- Overall, this allows doing simple existance checks for both short ---- and long name (eg: player.inventory["Theo. Cap +1"] and ---- player.inventory["Theopany Cap +1"] both return the same table, ---- and both would be 'true' in a conditional check)), and get the item ---- count (player.inventory["Orichalc. Bullet"].count) ---- It also allows one to check for the alternate spelling of an item. ----------------------------------------------------------------------------------- function refresh_item_list(itemlist) retarr = make_user_table() for i,v in pairs(itemlist) do if type(v) == 'table' and v.id and v.id ~= 0 then -- If we don't already have the primary item name in the table, add it. if res.items[v.id] and res.items[v.id][language] and not retarr[res.items[v.id][language]] then retarr[res.items[v.id][language]] = table.copy(v) retarr[res.items[v.id][language]].shortname=res.items[v.id][language]:lower() -- If a long version of the name exists, and is different from the short version, -- add the long name to the info table and point the long name's key at that table. if res.items[v.id][language..'_log'] and res.items[v.id][language..'_log']:lower() ~= res.items[v.id][language]:lower() then retarr[res.items[v.id][language]].longname = res.items[v.id][language..'_log']:lower() retarr[res.items[v.id][language..'_log']] = retarr[res.items[v.id][language]] end elseif res.items[v.id] and res.items[v.id][language] then -- If there's already an entry for this item, all the hard work has already -- been done. Just update the count on the subtable of the main item, and -- everything else will link together. retarr[res.items[v.id][language]].count = retarr[res.items[v.id][language]].count + v.count end end end return retarr end ----------------------------------------------------------------------------------- --Name: refresh_user_env() --Args: ---- none ----------------------------------------------------------------------------------- --Returns: ---- none, but loads user files if they exist. ----------------------------------------------------------------------------------- function refresh_user_env(job_id) refresh_globals() if not job_id then job_id = windower.ffxi.get_player().main_job_id end if not job_id then windower.send_command('@wait 1;lua i '.._addon.name..' refresh_user_env') else load_user_files(job_id) end end ----------------------------------------------------------------------------------- --Name: pathsearch() --Args: ---- files_list - table of strings of the file name to search. ----------------------------------------------------------------------------------- --Returns: ---- path of a valid file, if it exists. False if it doesn't. ----------------------------------------------------------------------------------- function pathsearch(files_list) -- base directory search order: -- windower -- %appdata%/Windower/GearSwap -- sub directory search order: -- libs-dev (only in windower addon path) -- libs (only in windower addon path) -- data/player.name -- data/common -- data local gearswap_data = windower.addon_path .. 'data/' local gearswap_appdata = (os.getenv('APPDATA') or '') .. '/Windower/GearSwap/' local search_path = { [1] = windower.addon_path .. 'libs-dev/', [2] = windower.addon_path .. 'libs/', [3] = gearswap_data .. player.name .. '/', [4] = gearswap_data .. 'common/', [5] = gearswap_data, [6] = gearswap_appdata .. player.name .. '/', [7] = gearswap_appdata .. 'common/', [8] = gearswap_appdata, [9] = windower.windower_path .. 'addons/libs/' } local user_path local normal_path for _,basepath in ipairs(search_path) do if windower.dir_exists(basepath) then for i,v in ipairs(files_list) do if v ~= '' then if include_user_path then user_path = basepath .. include_user_path .. '/' .. v end normal_path = basepath .. v if user_path and windower.file_exists(user_path) then return user_path,basepath,v elseif normal_path and windower.file_exists(normal_path) then return normal_path,basepath,v end end end end end return false end