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refresh.lua
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refresh.lua
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--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 <addon name> 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 <your name> 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
gearswap_disabled = true
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
gearswap_disabled = true
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/<name>_<main job>.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
gearswap_disabled = true
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)
gearswap_disabled = true
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('<ft>')))
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]
local buff = false
if buffactive[178] then
buff = true
world.weather_id = 4
elseif buffactive[179] then
buff = true
world.weather_id = 12
elseif buffactive[180] then
buff = true
world.weather_id = 10
elseif buffactive[181] then
buff = true
world.weather_id = 8
elseif buffactive[182] then
buff = true
world.weather_id = 14
elseif buffactive[183] then
buff = true
world.weather_id = 6
elseif buffactive[184] then
buff = true
world.weather_id = 16
elseif buffactive[185] then
buff = true
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
if buff and world.weather_id == world.real_weather_id then
world.weather_id = world.weather_id + 1
end
world.weather = res.weather[world.weather_id][language]
world.weather_element = res.elements[res.weather[world.weather_id].element][language]
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