house name displayed on tooltips; task cleanup/checking

AssemblerManiac [02-18-18 - 15:44]
house name displayed on tooltips; task cleanup/checking
Filename
IIfA/CharBagSpaceTooltip.lua
IIfA/IIfABackpack.lua
IIfA/IIfADataCollection.lua
IIfA/IIfAEvents.lua
diff --git a/IIfA/CharBagSpaceTooltip.lua b/IIfA/CharBagSpaceTooltip.lua
index 2de2388..26a57d0 100644
--- a/IIfA/CharBagSpaceTooltip.lua
+++ b/IIfA/CharBagSpaceTooltip.lua
@@ -128,10 +128,6 @@ end


 function CharBagFrame:Initialize(objectForAssets)
-	local function ComputeSpaceUsedText(spaceUsed, spaceMax)
-		-- returns color coded
-	end
-
 	self.frame = IIFA_CharBagFrame
 	local tControl
 	local prevControl = self.frame
diff --git a/IIfA/IIfABackpack.lua b/IIfA/IIfABackpack.lua
index 6876add..bc4c57c 100644
--- a/IIfA/IIfABackpack.lua
+++ b/IIfA/IIfABackpack.lua
@@ -656,9 +656,11 @@ function IIfA:QueryAccountInventory(itemLink)
 						newLocation = {}
 						newLocation.name = locationName

-						if location.bagID >= BAG_HOUSE_BANK_ONE and location.bagID <= BAG_HOUSE_BANK_TEN then	-- location is a housing chest
+						if (location.bagID >= BAG_HOUSE_BANK_ONE and location.bagID <= BAG_HOUSE_BANK_TEN) then -- location is a housing chest
 							newLocation.name = GetCollectibleNickname(locationName)
 							if newLocation.name == "" then newLocation.name = GetCollectibleName(locationName) end
+						elseif location.bagID == locationName then	-- location is a house
+							newLocation.name = GetCollectibleName(locationName)
 						end

 						newLocation.itemsFound = location.itemCount
diff --git a/IIfA/IIfADataCollection.lua b/IIfA/IIfADataCollection.lua
index 4445144..2b5c575 100644
--- a/IIfA/IIfADataCollection.lua
+++ b/IIfA/IIfADataCollection.lua
@@ -72,8 +72,9 @@ function IIfA:CollectGuildBank()
 		IIfA.data.guildBanks[curGuild].bCollectData = true		-- default to true just so it's here and ok
 	end

-	-- call with libAsync to avoid lags
+	-- call with libAsync to avoid lag
 	task:Call(function()
+d("Collect guild bank - " .. curGuild)
 		local guildData = IIfA.data.guildBanks[curGuild]
 		guildData.items = #ZO_GuildBankBackpack.data
 		guildData.lastCollected = GetDate() .. "@" .. GetFormattedTime();
@@ -115,15 +116,20 @@ function IIfA:ScanCurrentCharacter()
 	end)
 end

+--[[
+Developer note: In TryScanHouseBank, the call to IIfA:ClearLocationData will fail because collectibleId is zero
+bagId on the other hand DOES work, possibly because it's in use by the for loop
+]]--
+
 local function tryScanHouseBank()
 	if not IsOwnerOfCurrentHouse() then return end

-	local bagId
+	local bagId, collectibleId
 	for bagId = BAG_HOUSE_BANK_ONE, BAG_HOUSE_BANK_TEN do
-		local collectibleId = GetCollectibleForHouseBankBag(bagId)
+		collectibleId = GetCollectibleForHouseBankBag(bagId)
 		if IsCollectibleUnlocked(collectibleId) then
 			IIfA:DebugOut(zo_strformat("tryScanHouseBank(<<1>>)", collectibleId))
-			-- call with libAsync to avoid lags
+			-- call with libAsync to avoid lag
 			task:Call(function()
 				local collectibleId = GetCollectibleForHouseBankBag(bagId)		-- this MUST stay here, or collectibleId is 0
 				IIfA:ClearLocationData(collectibleId)
@@ -242,7 +248,7 @@ end

 function IIfA:GuildBankAddRemove(eventID, slotId)
 	IIfA:DebugOut("Guild Bank Add or Remove...")
-	-- call with libAsync to avoid lags
+	-- call with libAsync to avoid lag
 	task:Call(function()
 		IIfA:UpdateGuildBankData()
 		IIfA:CleanEmptyGuildBug()
@@ -250,7 +256,7 @@ function IIfA:GuildBankAddRemove(eventID, slotId)
 	--IIfA:CollectGuildBank()
 		local dbItem, itemKey
 		if eventID == EVENT_GUILD_BANK_ITEM_ADDED then
-	--		d("GB Add")
+			IIfA:DebugOut("GB Add - Slot <<1>>", slotId)
 			dbItem, itemKey = IIfA:EvalBagItem(BAG_GUILDBANK, slotId, true, 0)
 			IIfA:ValidateItemCounts(BAG_GUILDBANK, slotId, dbItem, itemKey)
 		else
diff --git a/IIfA/IIfAEvents.lua b/IIfA/IIfAEvents.lua
index c131822..fa541a8 100644
--- a/IIfA/IIfAEvents.lua
+++ b/IIfA/IIfAEvents.lua
@@ -47,7 +47,7 @@ local function IIfA_InventorySlotUpdate(...)
 end

 local function IIfA_ScanHouse(eventCode, oldMode, newMode)
-	d(newMode)
+	IIfA:DebugOut("IIfA_ScanHouse(<<1>>, <<2>>, <<3>>)", eventCode, oldMode, newMode)
 	if newMode == "showing" or newMode == "shown" then return end
 	-- are we listening?
 	if not IIfA:GetCollectingHouseData() then return end