Housing¶
Housing saw broad changes across many namespaces; most are internal UI plumbing plus struct/enum additions. The breaking change is the IsInsideOwnHouse → IsInsideOwnedHouse rename. Highlights by namespace:
- C_HousingBlueprint (new namespace) — full blueprint-sharing system.
ImportBlueprint(shareCode: cstring),ExportBlueprint(type: HousingBlueprintType, name: cstring), plusExportRoomBlueprint,DeleteBlueprint,RenameBlueprint,IsImportAvailable/IsExportAvailable,CanImportTypeFromCurrentLocation,IsShareCodeValid,GetBlueprintHyperlink,GetBlueprintTypeForCode. - HousingBlueprintConstants (new namespace) — supporting types: enums
HousingBlueprintContentType(None, HouseType, Room, Decor, Dye, Fixture, Other) andHousingBlueprintUnmetRequirementFlags(bitfield: InsufficientBudget, MissingRoom, MissingFixture, MissingDecor, MissingDye, MismatchedExteriorFaction, HouseTypeLocked, HouseSizeLocked); structs for blueprint collections/groups/entries. - C_HousingUI —
IsInsideOwnHouserenamed toIsInsideOwnedHouse() → bool; newIsInsideOwnedHouseOrPlot,IsInsideOwnedPlot; newResetHouse(resetScope: HousingHouseScope)(restricted; clears house contents) withHOUSE_RESET_COMPLETED/HOUSE_RESET_FAILEDevents; newHouseFinderIgnoreNeighborhood. - C_HousingLayout —
GetRoomPlayerIsIn() → roomGUID: WOWGUID(may return nothing),GetBaseRoomFloor. - C_HousingDecor — decor pet-placement:
GetDecorCanAttachPet,GetDecorAssignedPetName,GetMax/SpentPetPlacementBudget,GetBothMaxPlacementBudgets,AnyDecorPlacedInRoom. - C_HousingCustomizeMode —
ApplyPetToSelectedDecor,GetSelectedDecorPetInfo. - PlayerHousingConstants — added
HousingBlueprintFlag,HousingHouseScopeenums + aHousingConststable.
Later PTR build additions (2026-06-20)¶
C_HouseEditor (HouseEditorUIDocumentation)¶
New:
GetHouseEditorPlayerType() → playerType: HouseEditorPlayerType— the player's relationship to the current house/plot.HouseEditorPlayerType(enum) —None,Owner,Visitor.
C_HousingBlueprint (HousingBlueprintUIDocumentation)¶
New:
GetExportAvailability() → HousingResult— Success if the player can export blueprints, else an error type.GetImportAvailability() → HousingResult— Success if the player can import blueprints, else an error type.GetFeatureAvailability() → HousingResult— Success if blueprints are enabled as a feature.StartImportRoomBlueprint(shareCode: cstring)— starts importing a room blueprint (opens Layout Mode to pick a door).HOUSING_BLUEPRINT_IMPORT_STARTED(event) — a blueprint import began. Payload: none.HOUSING_BLUEPRINTS_AVAILABILITY_CHANGED(event) — blueprint availability changed. Payload: none.
Removed:
IsExportAvailable/IsImportAvailable— replaced byGetExportAvailability/GetImportAvailability.
C_HousingDecor / C_HousingLayout¶
New:
C_HousingDecor.GetBothSpentPlacementBudgets() → spentInterior: number?, spentExterior: number?— spent interior & exterior placement budgets (nil if not in an owned house/plot).C_HousingLayout.GetSelectedBlueprintFloorplan() → roomID: number, shareCode: cstring— the selected blueprint floorplan (may return nothing).C_HousingLayout.HasSelectedBlueprintFloorplan() → bool— whether a blueprint floorplan is selected.
PlayerHousingConstants (HousingResult enum)¶
Changed:
- Added
AccountBanned,BlueprintRoomPlacementRequired,MaxPlacedDecorReached,MaxStorageDecorReached; removedMaxDecorReached(superseded).