annotate Modules/Crafting.lua @ 60:069f39f62104

Fixed the crafting interface to remove items as you create them and to disable the process button if there is nothing to craft.
author Asa Ayers <Asa.Ayers@Gmail.com>
date Sun, 25 Jul 2010 16:34:13 -0700
parents 4ec321eb0dfe
children b24dbfbe2aef
rev   line source
Asa@59 1 local addonName, addonTable = ...;
Asa@59 2 local ItemAuditor = _G[addonName]
Asa@59 3
Asa@59 4 local AceGUI = LibStub("AceGUI-3.0")
Asa@59 5 local ScrollingTable = LibStub("ScrollingTable")
Asa@59 6
Asa@59 7 local validateMoney = ItemAuditor.validateMoney
Asa@59 8 local parseMoney = ItemAuditor.parseMoney
Asa@59 9
Asa@59 10 local realData = {}
Asa@59 11
Asa@59 12 local function displayMoney(rowFrame, cellFrame, data, cols, row, realrow, column, fShow, table, ...)
Asa@59 13 if fShow == true then
Asa@59 14 local money = data[realrow][column]
Asa@59 15 if money then
Asa@59 16 cellFrame.text:SetText(ItemAuditor:FormatMoney(tonumber(money)))
Asa@59 17 else
Asa@59 18 cellFrame.text:SetText("")
Asa@59 19 end
Asa@59 20
Asa@59 21 end
Asa@59 22 end
Asa@59 23
Asa@59 24 local craftingCols = {
Asa@59 25 { name= "Item", width = 200, defaultsort = "desc",
Asa@59 26 ['DoCellUpdate'] = function(rowFrame, cellFrame, data, cols, row, realrow, column, fShow, table, ...)
Asa@59 27 if fShow == true then
Asa@59 28 local data = realData[realrow]
Asa@59 29 cellFrame.text:SetText(data.link)
Asa@59 30 end
Asa@59 31 end,
Asa@59 32 },
Asa@59 33 { name= "Cost Each", width = 100, align = "RIGHT",
Asa@59 34 ['DoCellUpdate'] = displayMoney,
Asa@59 35 },
Asa@59 36 { name= "Est Sale Each", width = 100, align = "RIGHT",
Asa@59 37 ['DoCellUpdate'] = displayMoney,
Asa@59 38 },
Asa@59 39 { name= "Decided By", width = 100, align = "RIGHT",
Asa@59 40
Asa@59 41 },
Asa@59 42 { name= "craft", width = 50, align = "RIGHT",
Asa@59 43
Asa@59 44 },
Asa@59 45 { name= "Total Profit", width = 100, align = "RIGHT",
Asa@59 46 ['DoCellUpdate'] = displayMoney,
Asa@59 47 },
Asa@59 48 }
Asa@59 49
Asa@59 50 local function ExportToSkillet()
Asa@59 51 local index = 1
Asa@59 52 local data = ItemAuditor:GetCraftingRow(index)
Asa@59 53 while data do
Asa@59 54 local skillString = select(3, string.find(data.recipeLink, "^|%x+|H(.+)|h%[.+%]"))
Asa@59 55 local _, skillId = strsplit(":", skillString)
Asa@59 56
Asa@59 57 ItemAuditor:AddToQueue(skillId,tradeSkillIndex, data.queue)
Asa@59 58
Asa@59 59 local data = ItemAuditor:GetCraftingRow(index)
Asa@59 60 end
Asa@59 61 end
Asa@59 62
Asa@59 63 local craftingContent = false
Asa@59 64 local craftingTable = false
Asa@60 65 local btnProcess = false
Asa@59 66 local function ShowCrafting(container)
Asa@59 67 if craftingContent == false then
Asa@59 68 local window = container.frame
Asa@59 69 craftingContent = CreateFrame("Frame",nil,window)
Asa@59 70 craftingContent:SetBackdropColor(0, 0, 1, 0.5)
Asa@59 71 craftingContent:SetBackdropBorderColor(1, 0, 0, 1)
Asa@59 72
Asa@59 73 craftingContent:SetPoint("TOPLEFT", window, 10, -50)
Asa@59 74 craftingContent:SetPoint("BOTTOMRIGHT",window, -10, 10)
Asa@59 75
Asa@59 76 craftingTable = ScrollingTable:CreateST(craftingCols, 22, nil, nil, craftingContent )
Asa@59 77
Asa@59 78 IAcc = craftingContent
Asa@59 79 IAccWindow = window
Asa@59 80 craftingTable.frame:SetPoint("TOPLEFT",craftingContent, 0,0)
Asa@59 81 craftingTable.frame:SetPoint("BOTTOMRIGHT", craftingContent, 0, 30)
Asa@59 82
Asa@59 83 craftingTable:RegisterEvents({
Asa@59 84 ["OnEnter"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 85 if realrow then
Asa@59 86 local data = realData[realrow]
Asa@59 87
Asa@59 88 GameTooltip:SetOwner(rowFrame, "ANCHOR_CURSOR")
Asa@59 89 GameTooltip:SetHyperlink(data.link)
Asa@59 90 GameTooltip:Show()
Asa@59 91 end
Asa@59 92 end,
Asa@59 93 ["OnLeave"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 94 GameTooltip:Hide()
Asa@59 95 end,
Asa@59 96 });
Asa@59 97
Asa@59 98
Asa@59 99 btnProcess = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@59 100 btnProcess:SetText("Process")
Asa@59 101 btnProcess:SetSize(100, 25)
Asa@59 102 btnProcess:SetPoint("BOTTOMRIGHT", craftingContent, 0, 0)
Asa@59 103 btnProcess:RegisterForClicks("LeftButtonUp");
Asa@59 104
Asa@60 105 local function UpdateProcessTooltip(btn)
Asa@59 106 local data = ItemAuditor:GetCraftingRow(1)
Asa@59 107 if data then
Asa@59 108 GameTooltip:SetOwner(this, "ANCHOR_CURSOR")
Asa@59 109 GameTooltip:SetText(format('Create %sx%s', data.link, data.queue))
Asa@59 110 GameTooltip:Show()
Asa@59 111 end
Asa@60 112 end
Asa@60 113 btnProcess:SetScript("OnClick", function (self, button, down)
Asa@60 114 local data = ItemAuditor:GetCraftingRow(1)
Asa@60 115 if data then
Asa@60 116 ItemAuditor:Print('Crafting %sx%s', data.link, data.queue)
Asa@60 117 DoTradeSkill(data.tradeSkillIndex, data.queue)
Asa@60 118 data.queue = 0
Asa@60 119 ItemAuditor:RefreshCraftingTable()
Asa@60 120 UpdateProcessTooltip()
Asa@60 121 end
Asa@59 122 end)
Asa@59 123
Asa@60 124 btnProcess:SetScript("OnEnter", UpdateProcessTooltip)
Asa@60 125
Asa@59 126 btnProcess:SetScript("OnLeave", function()
Asa@59 127 GameTooltip:Hide()
Asa@59 128 end)
Asa@59 129
Asa@59 130 btnSkillet = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@59 131 btnSkillet:SetText("Queue in Skillet")
Asa@59 132 btnSkillet:SetSize(125, 25)
Asa@59 133 btnSkillet:SetPoint("BOTTOMRIGHT", btnProcess, 'BOTTOMLEFT', 0, 0)
Asa@59 134 btnSkillet:RegisterForClicks("LeftButtonUp");
Asa@59 135 btnSkillet:SetScript("OnClick", function (self, button, down)
Asa@59 136 ExportToSkillet()
Asa@59 137 end)
Asa@59 138
Asa@59 139 end
Asa@59 140 craftingContent:Show()
Asa@59 141
Asa@59 142 if container.parent then
Asa@59 143 local width = 80
Asa@59 144 for i, data in pairs(craftingCols) do
Asa@59 145 width = width + data.width
Asa@59 146 end
Asa@59 147 container.parent:SetWidth(width);
Asa@59 148 end
Asa@59 149
Asa@59 150 ItemAuditor:RegisterEvent("TRADE_SKILL_SHOW", function()
Asa@59 151 if craftingContent and craftingContent:IsVisible() then
Asa@59 152 ItemAuditor:UpdateCraftingTable()
Asa@59 153 end
Asa@59 154 end)
Asa@59 155 ItemAuditor:UpdateCraftingTable()
Asa@59 156
Asa@59 157 return craftingContent
Asa@59 158 end
Asa@59 159
Asa@59 160
Asa@59 161
Asa@59 162 ItemAuditor:RegisterTab('Crafting', 'tab_crafting', ShowCrafting)
Asa@59 163 function ItemAuditor:DisplayCrafting()
Asa@59 164 self:CreateFrame('tab_crafting')
Asa@59 165 end
Asa@59 166
Asa@59 167 local craftingDeciders = {}
Asa@59 168
Asa@59 169 function ItemAuditor:RegisterCraftingDecider(name, decider)
Asa@59 170 craftingDeciders[name] = decider
Asa@59 171 end
Asa@59 172
Asa@59 173 local lastWinnder = ""
Asa@59 174 local function Decide(data)
Asa@59 175 local newDecision = 0
Asa@59 176 for name, decider in pairs(craftingDeciders) do
Asa@59 177 if name ~= lastWinner then
Asa@59 178 newDecision = decider(data)
Asa@59 179 if newDecision > data.queue then
Asa@59 180 data.queue = newDecision
Asa@59 181 lastWinner = name
Asa@59 182 return Decide(data)
Asa@59 183 elseif newDecision < 0 then
Asa@59 184 lastWinner = ""
Asa@59 185 return 'VETO: '..name, 0
Asa@59 186 end
Asa@59 187 end
Asa@59 188 end
Asa@59 189
Asa@59 190 winner = lastWinner
Asa@59 191 lastWinner = ""
Asa@59 192
Asa@59 193 return winner, data.queue
Asa@59 194 end
Asa@59 195
Asa@59 196 local function isProfitable(data)
Asa@59 197 if data.profit > 0 and data.profit > ItemAuditor:GetCraftingThreshold() then
Asa@59 198 return 1
Asa@59 199 end
Asa@59 200 return -1
Asa@59 201 end
Asa@59 202 ItemAuditor:RegisterCraftingDecider('Is Profitable', isProfitable)
Asa@59 203
Asa@59 204 local function tableFilter(self, row, ...)
Asa@59 205 -- column 5 is how many should be crafted
Asa@59 206 return row[5] > 0
Asa@59 207 end
Asa@59 208
Asa@59 209 local tableData = {}
Asa@59 210 function ItemAuditor:UpdateCraftingTable()
Asa@59 211 if LSW == nil then
Asa@59 212 self:Print("This feature requires LilSparky's Workshop.")
Asa@59 213 return
Asa@59 214 end
Asa@59 215 if Skillet == nil then
Asa@59 216 self:Print("This feature requires Skillet.")
Asa@59 217 return
Asa@59 218 end
Asa@59 219 if GetAuctionBuyout ~= nil then
Asa@59 220 elseif AucAdvanced and AucAdvanced.Version then
Asa@59 221 else
Asa@59 222 self:Print("This feature requires Auctionator, Auctioneer, AuctionLite, or AuctionMaster.")
Asa@59 223 return
Asa@59 224 end
Asa@59 225 wipe(realData)
Asa@59 226 wipe(tableData)
Asa@59 227
Asa@59 228 local profitableItems = {}
Asa@59 229 local profitableIndex = 1
Asa@59 230 local numChecked = 0
Asa@59 231 local row = 1
Asa@59 232
Asa@59 233 for i = 1, GetNumTradeSkills() do
Asa@59 234 local itemLink = GetTradeSkillItemLink(i)
Asa@59 235 local itemId = Skillet:GetItemIDFromLink(itemLink)
Asa@59 236
Asa@59 237 --Figure out if its an enchant or not
Asa@59 238 _, _, _, _, altVerb = GetTradeSkillInfo(i)
Asa@59 239 if LSW.scrollData[itemId] ~= nil and altVerb == 'Enchant' then
Asa@59 240 -- Ask LSW for the correct scroll
Asa@59 241 itemId = LSW.scrollData[itemId]["scrollID"]
Asa@59 242 end
Asa@59 243
Asa@59 244 local recipeLink = GetTradeSkillRecipeLink(i)
Asa@59 245 local stackSize = 1
Asa@59 246 if recipeLink ~= nil and itemId ~= nil then
Asa@59 247 local skillName, skillType, numAvailable, isExpanded, altVerb = GetTradeSkillInfo(i)
Asa@59 248 local itemName, itemLink= GetItemInfo(itemId)
Asa@59 249
Asa@59 250 local count = Altoholic:GetItemCount(itemId)
Asa@59 251 local reagents = {}
Asa@59 252 local totalCost = 0
Asa@59 253 for reagentId = 1, GetTradeSkillNumReagents(i) do
Asa@59 254 local reagentName, _, reagentCount = GetTradeSkillReagentInfo(i, reagentId);
Asa@59 255 local reagentLink = GetTradeSkillReagentItemLink(i, reagentId)
Asa@59 256
Asa@59 257 reagents[reagentId] = {
Asa@59 258 name = reagentName,
Asa@59 259 count = reagentCount,
Asa@59 260 price = self:GetReagentCost(reagentLink, reagentCount),
Asa@59 261 }
Asa@59 262 totalCost = totalCost + self:GetReagentCost(reagentLink, reagentCount)
Asa@59 263 end
Asa@59 264
Asa@59 265 local data = {
Asa@59 266 recipeLink = recipeLink,
Asa@59 267 link = itemLink,
Asa@59 268 name = itemName,
Asa@59 269 count = count,
Asa@59 270 price = (self:GetAuctionPrice(itemLink) or 0),
Asa@59 271 cost = totalCost,
Asa@59 272 profit = (self:GetAuctionPrice(itemLink) or 0) - totalCost,
Asa@59 273 reagents = reagents,
Asa@59 274 count = count,
Asa@59 275 tradeSkillIndex = i,
Asa@59 276 queue = 0,
Asa@59 277 winner = "",
Asa@59 278 }
Asa@59 279
Asa@59 280 data.winner, data.queue = Decide(data)
Asa@59 281 data.queue = data.queue - count
Asa@59 282
Asa@59 283 -- If a tradeskill makes 5 at a time and something asks for 9, we should only
Asa@59 284 -- craft twice to get 10.
Asa@59 285 data.queue = ceil(data.queue / GetTradeSkillNumMade(i))
Asa@59 286
Asa@59 287 realData[row] = data
Asa@59 288 row = row + 1
Asa@59 289 end
Asa@59 290 end
Asa@59 291 table.sort(realData, function(a, b) return a.profit*a.queue > b.profit*b.queue end)
Asa@60 292 craftingTable:SetFilter(tableFilter)
Asa@60 293 self:RefreshCraftingTable()
Asa@60 294 end
Asa@60 295
Asa@60 296 function ItemAuditor:RefreshCraftingTable()
Asa@59 297 for key, data in pairs(realData) do
Asa@59 298 tableData[key] = {
Asa@59 299 data.name,
Asa@59 300 data.cost,
Asa@59 301 data.price,
Asa@59 302 data.winner,
Asa@59 303 data.queue,
Asa@59 304 data.profit*data.queue,
Asa@59 305 }
Asa@59 306 end
Asa@60 307 craftingTable:SetData(tableData, true)
Asa@59 308
Asa@60 309 if self:GetCraftingRow(1) then
Asa@60 310 btnProcess:Enable()
Asa@60 311 else
Asa@60 312 btnProcess:Disable()
Asa@60 313 end
Asa@59 314 end
Asa@59 315
Asa@59 316 function ItemAuditor:GetCraftingRow(row)
Asa@59 317 if craftingTable then
Asa@59 318 for _, index in pairs(craftingTable.sorttable) do
Asa@59 319 local tableRow = tableData[index]
Asa@59 320 if tableFilter(nil, tableRow) then
Asa@59 321 row = row - 1
Asa@59 322 if row == 0 then
Asa@59 323 return realData[index]
Asa@59 324 end
Asa@59 325 end
Asa@59 326 end
Asa@59 327 elseif realData then
Asa@59 328 return realData[row]
Asa@59 329 end
Asa@59 330 return nil
Asa@59 331 end