annotate Modules/Crafting.lua @ 59:4ec321eb0dfe

Adding a crafing tab to the ItemAuditor window.
author Asa Ayers <Asa.Ayers@Gmail.com>
date Sun, 25 Jul 2010 15:51:13 -0700
parents
children 069f39f62104
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@59 65 local function ShowCrafting(container)
Asa@59 66 if craftingContent == false then
Asa@59 67 local window = container.frame
Asa@59 68 craftingContent = CreateFrame("Frame",nil,window)
Asa@59 69 craftingContent:SetBackdropColor(0, 0, 1, 0.5)
Asa@59 70 craftingContent:SetBackdropBorderColor(1, 0, 0, 1)
Asa@59 71
Asa@59 72 craftingContent:SetPoint("TOPLEFT", window, 10, -50)
Asa@59 73 craftingContent:SetPoint("BOTTOMRIGHT",window, -10, 10)
Asa@59 74
Asa@59 75 craftingTable = ScrollingTable:CreateST(craftingCols, 22, nil, nil, craftingContent )
Asa@59 76
Asa@59 77 IAcc = craftingContent
Asa@59 78 IAccWindow = window
Asa@59 79 craftingTable.frame:SetPoint("TOPLEFT",craftingContent, 0,0)
Asa@59 80 craftingTable.frame:SetPoint("BOTTOMRIGHT", craftingContent, 0, 30)
Asa@59 81
Asa@59 82 craftingTable:RegisterEvents({
Asa@59 83 ["OnEnter"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 84 if realrow then
Asa@59 85 local data = realData[realrow]
Asa@59 86
Asa@59 87 GameTooltip:SetOwner(rowFrame, "ANCHOR_CURSOR")
Asa@59 88 GameTooltip:SetHyperlink(data.link)
Asa@59 89 GameTooltip:Show()
Asa@59 90 end
Asa@59 91 end,
Asa@59 92 ["OnLeave"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 93 GameTooltip:Hide()
Asa@59 94 end,
Asa@59 95 });
Asa@59 96
Asa@59 97
Asa@59 98 btnProcess = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@59 99 btnProcess:SetText("Process")
Asa@59 100 btnProcess:SetSize(100, 25)
Asa@59 101 btnProcess:SetPoint("BOTTOMRIGHT", craftingContent, 0, 0)
Asa@59 102 btnProcess:RegisterForClicks("LeftButtonUp");
Asa@59 103 btnProcess:SetScript("OnClick", function (self, button, down)
Asa@59 104 local data = ItemAuditor:GetCraftingRow(1)
Asa@59 105 ItemAuditor:Print('Crafting %sx%s', data.link, data.queue)
Asa@59 106 DoTradeSkill(data.tradeSkillIndex, data.queue)
Asa@59 107 end)
Asa@59 108
Asa@59 109 btnProcess:SetScript("OnEnter", function()
Asa@59 110 local data = ItemAuditor:GetCraftingRow(1)
Asa@59 111 if data then
Asa@59 112 GameTooltip:SetOwner(this, "ANCHOR_CURSOR")
Asa@59 113 GameTooltip:SetText(format('Create %sx%s', data.link, data.queue))
Asa@59 114 GameTooltip:Show()
Asa@59 115 end
Asa@59 116 end)
Asa@59 117
Asa@59 118 btnProcess:SetScript("OnLeave", function()
Asa@59 119 GameTooltip:Hide()
Asa@59 120 end)
Asa@59 121
Asa@59 122 btnSkillet = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@59 123 btnSkillet:SetText("Queue in Skillet")
Asa@59 124 btnSkillet:SetSize(125, 25)
Asa@59 125 btnSkillet:SetPoint("BOTTOMRIGHT", btnProcess, 'BOTTOMLEFT', 0, 0)
Asa@59 126 btnSkillet:RegisterForClicks("LeftButtonUp");
Asa@59 127 btnSkillet:SetScript("OnClick", function (self, button, down)
Asa@59 128 ExportToSkillet()
Asa@59 129 end)
Asa@59 130
Asa@59 131 end
Asa@59 132 craftingContent:Show()
Asa@59 133
Asa@59 134 if container.parent then
Asa@59 135 local width = 80
Asa@59 136 for i, data in pairs(craftingCols) do
Asa@59 137 width = width + data.width
Asa@59 138 end
Asa@59 139 container.parent:SetWidth(width);
Asa@59 140 end
Asa@59 141
Asa@59 142 ItemAuditor:RegisterEvent("TRADE_SKILL_SHOW", function()
Asa@59 143 if craftingContent and craftingContent:IsVisible() then
Asa@59 144 ItemAuditor:UpdateCraftingTable()
Asa@59 145 end
Asa@59 146 end)
Asa@59 147 ItemAuditor:UpdateCraftingTable()
Asa@59 148
Asa@59 149 return craftingContent
Asa@59 150 end
Asa@59 151
Asa@59 152
Asa@59 153
Asa@59 154 ItemAuditor:RegisterTab('Crafting', 'tab_crafting', ShowCrafting)
Asa@59 155 function ItemAuditor:DisplayCrafting()
Asa@59 156 self:CreateFrame('tab_crafting')
Asa@59 157 end
Asa@59 158
Asa@59 159 local craftingDeciders = {}
Asa@59 160
Asa@59 161 function ItemAuditor:RegisterCraftingDecider(name, decider)
Asa@59 162 craftingDeciders[name] = decider
Asa@59 163 end
Asa@59 164
Asa@59 165 local lastWinnder = ""
Asa@59 166 local function Decide(data)
Asa@59 167 local newDecision = 0
Asa@59 168 for name, decider in pairs(craftingDeciders) do
Asa@59 169 if name ~= lastWinner then
Asa@59 170 newDecision = decider(data)
Asa@59 171 if newDecision > data.queue then
Asa@59 172 data.queue = newDecision
Asa@59 173 lastWinner = name
Asa@59 174 return Decide(data)
Asa@59 175 elseif newDecision < 0 then
Asa@59 176 lastWinner = ""
Asa@59 177 return 'VETO: '..name, 0
Asa@59 178 end
Asa@59 179 end
Asa@59 180 end
Asa@59 181
Asa@59 182 winner = lastWinner
Asa@59 183 lastWinner = ""
Asa@59 184
Asa@59 185 return winner, data.queue
Asa@59 186 end
Asa@59 187
Asa@59 188 local function isProfitable(data)
Asa@59 189 if data.profit > 0 and data.profit > ItemAuditor:GetCraftingThreshold() then
Asa@59 190 return 1
Asa@59 191 end
Asa@59 192 return -1
Asa@59 193 end
Asa@59 194 ItemAuditor:RegisterCraftingDecider('Is Profitable', isProfitable)
Asa@59 195
Asa@59 196 local function tableFilter(self, row, ...)
Asa@59 197 -- column 5 is how many should be crafted
Asa@59 198 return row[5] > 0
Asa@59 199 end
Asa@59 200
Asa@59 201 local tableData = {}
Asa@59 202 function ItemAuditor:UpdateCraftingTable()
Asa@59 203 if LSW == nil then
Asa@59 204 self:Print("This feature requires LilSparky's Workshop.")
Asa@59 205 return
Asa@59 206 end
Asa@59 207 if Skillet == nil then
Asa@59 208 self:Print("This feature requires Skillet.")
Asa@59 209 return
Asa@59 210 end
Asa@59 211 if GetAuctionBuyout ~= nil then
Asa@59 212 elseif AucAdvanced and AucAdvanced.Version then
Asa@59 213 else
Asa@59 214 self:Print("This feature requires Auctionator, Auctioneer, AuctionLite, or AuctionMaster.")
Asa@59 215 return
Asa@59 216 end
Asa@59 217 wipe(realData)
Asa@59 218 wipe(tableData)
Asa@59 219
Asa@59 220 local profitableItems = {}
Asa@59 221 local profitableIndex = 1
Asa@59 222 local numChecked = 0
Asa@59 223 local row = 1
Asa@59 224
Asa@59 225 for i = 1, GetNumTradeSkills() do
Asa@59 226 local itemLink = GetTradeSkillItemLink(i)
Asa@59 227 local itemId = Skillet:GetItemIDFromLink(itemLink)
Asa@59 228
Asa@59 229 --Figure out if its an enchant or not
Asa@59 230 _, _, _, _, altVerb = GetTradeSkillInfo(i)
Asa@59 231 if LSW.scrollData[itemId] ~= nil and altVerb == 'Enchant' then
Asa@59 232 -- Ask LSW for the correct scroll
Asa@59 233 itemId = LSW.scrollData[itemId]["scrollID"]
Asa@59 234 end
Asa@59 235
Asa@59 236 local recipeLink = GetTradeSkillRecipeLink(i)
Asa@59 237 local stackSize = 1
Asa@59 238 if recipeLink ~= nil and itemId ~= nil then
Asa@59 239 local skillName, skillType, numAvailable, isExpanded, altVerb = GetTradeSkillInfo(i)
Asa@59 240 local itemName, itemLink= GetItemInfo(itemId)
Asa@59 241
Asa@59 242 local count = Altoholic:GetItemCount(itemId)
Asa@59 243 local reagents = {}
Asa@59 244 local totalCost = 0
Asa@59 245 for reagentId = 1, GetTradeSkillNumReagents(i) do
Asa@59 246 local reagentName, _, reagentCount = GetTradeSkillReagentInfo(i, reagentId);
Asa@59 247 local reagentLink = GetTradeSkillReagentItemLink(i, reagentId)
Asa@59 248
Asa@59 249 reagents[reagentId] = {
Asa@59 250 name = reagentName,
Asa@59 251 count = reagentCount,
Asa@59 252 price = self:GetReagentCost(reagentLink, reagentCount),
Asa@59 253 }
Asa@59 254 totalCost = totalCost + self:GetReagentCost(reagentLink, reagentCount)
Asa@59 255 end
Asa@59 256
Asa@59 257 local data = {
Asa@59 258 recipeLink = recipeLink,
Asa@59 259 link = itemLink,
Asa@59 260 name = itemName,
Asa@59 261 count = count,
Asa@59 262 price = (self:GetAuctionPrice(itemLink) or 0),
Asa@59 263 cost = totalCost,
Asa@59 264 profit = (self:GetAuctionPrice(itemLink) or 0) - totalCost,
Asa@59 265 reagents = reagents,
Asa@59 266 count = count,
Asa@59 267 tradeSkillIndex = i,
Asa@59 268 queue = 0,
Asa@59 269 winner = "",
Asa@59 270 }
Asa@59 271
Asa@59 272 data.winner, data.queue = Decide(data)
Asa@59 273 data.queue = data.queue - count
Asa@59 274
Asa@59 275 -- If a tradeskill makes 5 at a time and something asks for 9, we should only
Asa@59 276 -- craft twice to get 10.
Asa@59 277 data.queue = ceil(data.queue / GetTradeSkillNumMade(i))
Asa@59 278
Asa@59 279 realData[row] = data
Asa@59 280 row = row + 1
Asa@59 281 end
Asa@59 282 end
Asa@59 283 table.sort(realData, function(a, b) return a.profit*a.queue > b.profit*b.queue end)
Asa@59 284 for key, data in pairs(realData) do
Asa@59 285 tableData[key] = {
Asa@59 286 data.name,
Asa@59 287 data.cost,
Asa@59 288 data.price,
Asa@59 289 data.winner,
Asa@59 290 data.queue,
Asa@59 291 data.profit*data.queue,
Asa@59 292 }
Asa@59 293 end
Asa@59 294
Asa@59 295 craftingTable:SetData(tableData, true)
Asa@59 296 craftingTable:SetFilter(tableFilter)
Asa@59 297 end
Asa@59 298
Asa@59 299 function ItemAuditor:GetCraftingRow(row)
Asa@59 300 if craftingTable then
Asa@59 301 for _, index in pairs(craftingTable.sorttable) do
Asa@59 302 local tableRow = tableData[index]
Asa@59 303 if tableFilter(nil, tableRow) then
Asa@59 304 row = row - 1
Asa@59 305 if row == 0 then
Asa@59 306 return realData[index]
Asa@59 307 end
Asa@59 308 end
Asa@59 309 end
Asa@59 310 elseif realData then
Asa@59 311 return realData[row]
Asa@59 312 end
Asa@59 313 return nil
Asa@59 314 end