annotate Modules/Crafting.lua @ 85:a425f8345087

Added tag release 2010-08-06 for changeset 210bcf218509
author Asa Ayers <Asa.Ayers@Gmail.com>
date Fri, 06 Aug 2010 05:59:29 -0700
parents e9f7bc9199ca
children 8d5ad3b71f6f
rev   line source
Asa@63 1 local ItemAuditor = select(2, ...)
Asa@63 2 local Crafting = ItemAuditor:NewModule("Crafting")
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@67 12
Asa@68 13 local queueDestinations = {}
Asa@70 14 local displayCraftingDestinations = {}
Asa@68 15 function Crafting.RegisterQueueDestination(name, destination)
Asa@68 16 queueDestinations[name] = destination
Asa@70 17 displayCraftingDestinations[name] = name
Asa@70 18 end
Asa@70 19
Asa@70 20 function Crafting.UnRegisterQueueDestination(name)
Asa@70 21 queueDestinations[name] = nil
Asa@70 22 displayCraftingDestinations[name] = nil
Asa@70 23 end
Asa@70 24
Asa@70 25 function Crafting.GetQueueDestination()
Asa@70 26 local dest = ItemAuditor.db.profile.queue_destination
Asa@70 27 if dest and queueDestinations[dest] then
Asa@70 28 return queueDestinations[dest], dest
Asa@70 29 end
Asa@70 30 -- If there is none selected or the selected option has
Asa@70 31 -- dissapeared, choose the first one in the list
Asa@70 32 for name, func in pairs(queueDestinations) do
Asa@70 33 if dest then
Asa@70 34 ItemAuditor:Print("%s is no longer available as a queue destination. %s is the new default", dest, name)
Asa@70 35 end
Asa@70 36 ItemAuditor.db.profile.queue_destination = name
Asa@70 37 return func, name
Asa@70 38 end
Asa@70 39
Asa@70 40 error('Unable to determine queue destination.')
Asa@68 41 end
Asa@68 42
Asa@67 43 -- TODO: Convert this to a text field.
Asa@67 44 local craftingThresholds = {5000, 10000, 50000}
Asa@67 45 local craftingThresholdsDisplay = {}
Asa@67 46
Asa@67 47 for key, value in pairs(craftingThresholds) do
Asa@67 48 craftingThresholdsDisplay[key] = ItemAuditor:FormatMoney(value, '', true)
Asa@67 49 -- craftingThresholdsDisplay[key] = value
Asa@67 50 end
Asa@67 51
Asa@68 52 function ItemAuditor:GetCraftingThreshold()
Asa@68 53 local key = ItemAuditor.db.char.crafting_threshold
Asa@68 54 return craftingThresholds[key]
Asa@68 55 end
Asa@68 56
Asa@67 57 ItemAuditor.Options.args.crafting_options = {
Asa@70 58 name = "Crafting",
Asa@67 59 type = 'group',
Asa@67 60 args = {
Asa@67 61 crafting_threshold = {
Asa@67 62 type = "select",
Asa@67 63 name = "Crafting Threshold",
Asa@67 64 desc = "Don't create items that will make less than this amount of profit",
Asa@67 65 values = craftingThresholdsDisplay,
Asa@67 66 get = function() return ItemAuditor.db.char.crafting_threshold end,
Asa@67 67 set = function(info, value) ItemAuditor.db.char.crafting_threshold = value end,
Asa@72 68 order = 0,
Asa@67 69 },
Asa@70 70 queue_destination = {
Asa@70 71 type = "select",
Asa@70 72 name = "Queue Destination",
Asa@70 73 desc = "Select the addon who's queue you would like ItemAuditor to post to.",
Asa@70 74 values = displayCraftingDestinations,
Asa@70 75 get = function() return select(2, Crafting.GetQueueDestination()) end,
Asa@70 76 set = function(info, value) ItemAuditor.db.profile.queue_destination = value end,
Asa@72 77 order = 1,
Asa@70 78 },
Asa@72 79 deciders = {
Asa@72 80 type="header",
Asa@72 81 name="Crafting Deciders",
Asa@72 82 order = 10,
Asa@72 83 },
Asa@72 84
Asa@67 85 },
Asa@67 86 }
Asa@67 87
Asa@59 88 local function displayMoney(rowFrame, cellFrame, data, cols, row, realrow, column, fShow, table, ...)
Asa@59 89 if fShow == true then
Asa@59 90 local money = data[realrow][column]
Asa@59 91 if money then
Asa@59 92 cellFrame.text:SetText(ItemAuditor:FormatMoney(tonumber(money)))
Asa@59 93 else
Asa@59 94 cellFrame.text:SetText("")
Asa@59 95 end
Asa@59 96
Asa@59 97 end
Asa@59 98 end
Asa@59 99
Asa@59 100 local craftingCols = {
Asa@59 101 { name= "Item", width = 200, defaultsort = "desc",
Asa@59 102 ['DoCellUpdate'] = function(rowFrame, cellFrame, data, cols, row, realrow, column, fShow, table, ...)
Asa@59 103 if fShow == true then
Asa@59 104 local data = realData[realrow]
Asa@59 105 cellFrame.text:SetText(data.link)
Asa@59 106 end
Asa@59 107 end,
Asa@59 108 },
Asa@59 109 { name= "Cost Each", width = 100, align = "RIGHT",
Asa@59 110 ['DoCellUpdate'] = displayMoney,
Asa@59 111 },
Asa@59 112 { name= "Est Sale Each", width = 100, align = "RIGHT",
Asa@59 113 ['DoCellUpdate'] = displayMoney,
Asa@59 114 },
Asa@59 115 { name= "Decided By", width = 100, align = "RIGHT",
Asa@59 116
Asa@59 117 },
Asa@59 118 { name= "craft", width = 50, align = "RIGHT",
Asa@59 119
Asa@59 120 },
Asa@59 121 { name= "Total Profit", width = 100, align = "RIGHT",
Asa@59 122 ['DoCellUpdate'] = displayMoney,
Asa@59 123 },
Asa@59 124 }
Asa@59 125
Asa@68 126 function Crafting.ExportToSkillet(data)
Asa@68 127 local skillString = select(3, string.find(data.recipeLink, "^|%x+|H(.+)|h%[.+%]"))
Asa@68 128 local _, skillId = strsplit(":", skillString)
Asa@68 129
Asa@68 130 ItemAuditor:AddToQueue(skillId,tradeSkillIndex, data.queue)
Asa@68 131 end
Asa@68 132
Asa@68 133 Crafting.RegisterQueueDestination('Skillet', Crafting.ExportToSkillet)
Asa@68 134
Asa@68 135
Asa@68 136
Asa@68 137 function Crafting.Export(destination)
Asa@68 138 if type(destination) == 'function' then
Asa@68 139 -- do nothing
Asa@68 140 elseif destination == nil then
Asa@70 141 destination = Crafting.GetQueueDestination()
Asa@68 142 elseif type(destination) == 'string' then
Asa@68 143 destination = queueDestinations[destination]
Asa@68 144 else
Asa@68 145 error('destination must be a function or a string')
Asa@68 146 end
Asa@68 147
Asa@59 148 local index = 1
Asa@59 149 local data = ItemAuditor:GetCraftingRow(index)
Asa@59 150 while data do
Asa@68 151 if data.queue > 0 then
Asa@68 152 destination(data)
Asa@68 153 end
Asa@61 154 index = index + 1
Asa@61 155 data = ItemAuditor:GetCraftingRow(index)
Asa@59 156
Asa@59 157 end
Asa@59 158 end
Asa@59 159
Asa@74 160 -- ItemAuditor:GetModule('Crafting').filter_queued = false
Asa@74 161 Crafting.filter_queued = true
Asa@74 162 local function tableFilter(self, row, ...)
Asa@74 163 -- column 5 is how many should be crafted
Asa@74 164 if Crafting.filter_queued and row[5] <= 0 then
Asa@74 165 return false
Asa@74 166 end
Asa@74 167 return true
Asa@74 168 end
Asa@74 169
Asa@59 170 local craftingContent = false
Asa@59 171 local craftingTable = false
Asa@60 172 local btnProcess = false
Asa@59 173 local function ShowCrafting(container)
Asa@59 174 if craftingContent == false then
Asa@59 175 local window = container.frame
Asa@59 176 craftingContent = CreateFrame("Frame",nil,window)
Asa@59 177 craftingContent:SetBackdropColor(0, 0, 1, 0.5)
Asa@59 178 craftingContent:SetBackdropBorderColor(1, 0, 0, 1)
Asa@59 179
Asa@59 180 craftingContent:SetPoint("TOPLEFT", window, 10, -50)
Asa@59 181 craftingContent:SetPoint("BOTTOMRIGHT",window, -10, 10)
Asa@59 182
Asa@59 183 craftingTable = ScrollingTable:CreateST(craftingCols, 22, nil, nil, craftingContent )
Asa@59 184
Asa@59 185 IAcc = craftingContent
Asa@59 186 IAccWindow = window
Asa@59 187 craftingTable.frame:SetPoint("TOPLEFT",craftingContent, 0,0)
Asa@59 188 craftingTable.frame:SetPoint("BOTTOMRIGHT", craftingContent, 0, 30)
Asa@59 189
Asa@59 190 craftingTable:RegisterEvents({
Asa@59 191 ["OnEnter"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 192 if realrow then
Asa@59 193 local data = realData[realrow]
Asa@59 194
Asa@59 195 GameTooltip:SetOwner(rowFrame, "ANCHOR_CURSOR")
Asa@59 196 GameTooltip:SetHyperlink(data.link)
Asa@59 197 GameTooltip:Show()
Asa@59 198 end
Asa@59 199 end,
Asa@59 200 ["OnLeave"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 201 GameTooltip:Hide()
Asa@59 202 end,
Asa@59 203 });
Asa@59 204
Asa@59 205
Asa@59 206 btnProcess = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@59 207 btnProcess:SetText("Process")
Asa@59 208 btnProcess:SetSize(100, 25)
Asa@59 209 btnProcess:SetPoint("BOTTOMRIGHT", craftingContent, 0, 0)
Asa@59 210 btnProcess:RegisterForClicks("LeftButtonUp");
Asa@59 211
Asa@60 212 local function UpdateProcessTooltip(btn)
Asa@59 213 local data = ItemAuditor:GetCraftingRow(1)
Asa@59 214 if data then
Asa@59 215 GameTooltip:SetOwner(this, "ANCHOR_CURSOR")
Asa@59 216 GameTooltip:SetText(format('Create %sx%s', data.link, data.queue))
Asa@59 217 GameTooltip:Show()
Asa@59 218 end
Asa@60 219 end
Asa@60 220 btnProcess:SetScript("OnClick", function (self, button, down)
Asa@60 221 local data = ItemAuditor:GetCraftingRow(1)
Asa@60 222 if data then
Asa@60 223 ItemAuditor:Print('Crafting %sx%s', data.link, data.queue)
Asa@60 224 DoTradeSkill(data.tradeSkillIndex, data.queue)
Asa@60 225 data.queue = 0
Asa@60 226 ItemAuditor:RefreshCraftingTable()
Asa@60 227 UpdateProcessTooltip()
Asa@60 228 end
Asa@59 229 end)
Asa@59 230
Asa@60 231 btnProcess:SetScript("OnEnter", UpdateProcessTooltip)
Asa@60 232
Asa@59 233 btnProcess:SetScript("OnLeave", function()
Asa@59 234 GameTooltip:Hide()
Asa@59 235 end)
Asa@59 236
Asa@59 237 btnSkillet = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@70 238
Asa@70 239
Asa@59 240 btnSkillet:SetSize(125, 25)
Asa@59 241 btnSkillet:SetPoint("BOTTOMRIGHT", btnProcess, 'BOTTOMLEFT', 0, 0)
Asa@59 242 btnSkillet:RegisterForClicks("LeftButtonUp");
Asa@59 243 btnSkillet:SetScript("OnClick", function (self, button, down)
Asa@70 244 Crafting.Export()
Asa@59 245 end)
Asa@59 246
Asa@59 247 end
Asa@70 248 local destination = select(2, Crafting.GetQueueDestination())
Asa@70 249 btnSkillet:SetText("Export to "..destination)
Asa@70 250
Asa@59 251 craftingContent:Show()
Asa@59 252
Asa@59 253 if container.parent then
Asa@59 254 local width = 80
Asa@59 255 for i, data in pairs(craftingCols) do
Asa@59 256 width = width + data.width
Asa@59 257 end
Asa@59 258 container.parent:SetWidth(width);
Asa@59 259 end
Asa@59 260
Asa@59 261 ItemAuditor:RegisterEvent("TRADE_SKILL_SHOW", function()
Asa@59 262 if craftingContent and craftingContent:IsVisible() then
Asa@59 263 ItemAuditor:UpdateCraftingTable()
Asa@59 264 end
Asa@59 265 end)
Asa@59 266 ItemAuditor:UpdateCraftingTable()
Asa@59 267
Asa@59 268 return craftingContent
Asa@59 269 end
Asa@59 270
Asa@59 271
Asa@59 272
Asa@59 273 ItemAuditor:RegisterTab('Crafting', 'tab_crafting', ShowCrafting)
Asa@59 274 function ItemAuditor:DisplayCrafting()
Asa@59 275 self:CreateFrame('tab_crafting')
Asa@59 276 end
Asa@59 277
Asa@59 278 local craftingDeciders = {}
Asa@59 279
Asa@72 280 function Crafting.RegisterCraftingDecider(name, decider, options)
Asa@59 281 craftingDeciders[name] = decider
Asa@72 282
Asa@72 283 ItemAuditor.Options.args.crafting_options.args['chk'..name] = {
Asa@72 284 type = "toggle",
Asa@72 285 name = "Enable "..name,
Asa@72 286 get = function() return not ItemAuditor.db.profile.disabled_deciders[name] end,
Asa@72 287 set = function(info, value) ItemAuditor.db.profile.disabled_deciders[name] = not value end,
Asa@72 288 order = 11,
Asa@72 289 }
Asa@72 290
Asa@72 291 if options then
Asa@72 292 ItemAuditor.Options.args.crafting_options.args['decider_'..name] = {
Asa@72 293 handler = {},
Asa@72 294 name = name,
Asa@72 295 type = 'group',
Asa@72 296 args = options,
Asa@72 297 }
Asa@72 298 end
Asa@59 299 end
Asa@59 300
Asa@59 301 local lastWinnder = ""
Asa@59 302 local function Decide(data)
Asa@59 303 local newDecision = 0
Asa@74 304 local reason = ""
Asa@59 305 for name, decider in pairs(craftingDeciders) do
Asa@72 306 if not ItemAuditor.db.profile.disabled_deciders[name] and name ~= lastWinner then
Asa@74 307 newDecision, reason = decider(data)
Asa@74 308
Asa@59 309 if newDecision > data.queue then
Asa@59 310 data.queue = newDecision
Asa@74 311 lastWinner = (reason or name)
Asa@59 312 return Decide(data)
Asa@59 313 elseif newDecision < 0 then
Asa@59 314 lastWinner = ""
Asa@74 315 return 'VETO: '..(reason or name), -1
Asa@59 316 end
Asa@59 317 end
Asa@59 318 end
Asa@59 319
Asa@59 320 winner = lastWinner
Asa@59 321 lastWinner = ""
Asa@59 322
Asa@77 323 data.queue = ceil(data.queue / GetTradeSkillNumMade(data.tradeSkillIndex))
Asa@77 324
Asa@59 325 return winner, data.queue
Asa@59 326 end
Asa@59 327
Asa@59 328 local function isProfitable(data)
Asa@59 329 if data.profit > 0 and data.profit > ItemAuditor:GetCraftingThreshold() then
Asa@59 330 return 1
Asa@59 331 end
Asa@59 332 return -1
Asa@59 333 end
Asa@72 334
Asa@64 335 Crafting.RegisterCraftingDecider('Is Profitable', isProfitable)
Asa@59 336
Asa@74 337
Asa@59 338
Asa@59 339 local tableData = {}
Asa@59 340 function ItemAuditor:UpdateCraftingTable()
Asa@59 341 if LSW == nil then
Asa@59 342 self:Print("This feature requires LilSparky's Workshop.")
Asa@59 343 return
Asa@59 344 end
Asa@59 345 if Skillet == nil then
Asa@59 346 self:Print("This feature requires Skillet.")
Asa@59 347 return
Asa@59 348 end
Asa@59 349 if GetAuctionBuyout ~= nil then
Asa@59 350 elseif AucAdvanced and AucAdvanced.Version then
Asa@59 351 else
Asa@59 352 self:Print("This feature requires Auctionator, Auctioneer, AuctionLite, or AuctionMaster.")
Asa@59 353 return
Asa@59 354 end
Asa@59 355 wipe(realData)
Asa@59 356 wipe(tableData)
Asa@59 357
Asa@59 358 local profitableItems = {}
Asa@59 359 local profitableIndex = 1
Asa@59 360 local numChecked = 0
Asa@59 361 local row = 1
Asa@59 362
Asa@59 363 for i = 1, GetNumTradeSkills() do
Asa@59 364 local itemLink = GetTradeSkillItemLink(i)
Asa@59 365 local itemId = Skillet:GetItemIDFromLink(itemLink)
Asa@59 366
Asa@59 367 --Figure out if its an enchant or not
Asa@59 368 _, _, _, _, altVerb = GetTradeSkillInfo(i)
Asa@59 369 if LSW.scrollData[itemId] ~= nil and altVerb == 'Enchant' then
Asa@59 370 -- Ask LSW for the correct scroll
Asa@59 371 itemId = LSW.scrollData[itemId]["scrollID"]
Asa@59 372 end
Asa@59 373
Asa@59 374 local recipeLink = GetTradeSkillRecipeLink(i)
Asa@59 375 local stackSize = 1
Asa@59 376 if recipeLink ~= nil and itemId ~= nil then
Asa@59 377 local skillName, skillType, numAvailable, isExpanded, altVerb = GetTradeSkillInfo(i)
Asa@59 378 local itemName, itemLink= GetItemInfo(itemId)
Asa@74 379
Asa@74 380 -- This check has to be here for things like Inscription Research that don't produce an item.
Asa@74 381 if itemLink then
Asa@82 382 local count = ItemAuditor:GetItemCount(itemId)
Asa@74 383 local reagents = {}
Asa@74 384 local totalCost = 0
Asa@74 385 for reagentId = 1, GetTradeSkillNumReagents(i) do
Asa@74 386 local reagentName, _, reagentCount = GetTradeSkillReagentInfo(i, reagentId);
Asa@74 387 local reagentLink = GetTradeSkillReagentItemLink(i, reagentId)
Asa@74 388
Asa@74 389 reagents[reagentId] = {
Asa@74 390 name = reagentName,
Asa@74 391 count = reagentCount,
Asa@74 392 price = self:GetReagentCost(reagentLink, reagentCount),
Asa@74 393 }
Asa@74 394 totalCost = totalCost + self:GetReagentCost(reagentLink, reagentCount)
Asa@74 395 end
Asa@74 396 local data = {
Asa@74 397 recipeLink = recipeLink,
Asa@74 398 link = itemLink,
Asa@74 399 name = itemName,
Asa@74 400 count = count,
Asa@74 401 price = (self:GetAuctionPrice(itemLink) or 0),
Asa@74 402 cost = totalCost,
Asa@74 403 profit = (self:GetAuctionPrice(itemLink) or 0) - totalCost,
Asa@74 404 reagents = reagents,
Asa@74 405 count = count,
Asa@74 406 tradeSkillIndex = i,
Asa@74 407 queue = 0,
Asa@74 408 winner = "",
Asa@74 409 }
Asa@59 410
Asa@74 411 data.winner, data.queue = Decide(data)
Asa@74 412 data.queue = data.queue - count
Asa@74 413
Asa@74 414 -- If a tradeskill makes 5 at a time and something asks for 9, we should only
Asa@74 415 -- craft twice to get 10.
Asa@74 416 data.queue = ceil(data.queue / GetTradeSkillNumMade(i))
Asa@74 417
Asa@74 418 realData[row] = data
Asa@74 419 row = row + 1
Asa@59 420 end
Asa@59 421 end
Asa@59 422 end
Asa@59 423 table.sort(realData, function(a, b) return a.profit*a.queue > b.profit*b.queue end)
Asa@68 424 if craftingTable then
Asa@68 425 craftingTable:SetFilter(tableFilter)
Asa@68 426 self:RefreshCraftingTable()
Asa@68 427 end
Asa@60 428 end
Asa@60 429
Asa@60 430 function ItemAuditor:RefreshCraftingTable()
Asa@59 431 for key, data in pairs(realData) do
Asa@59 432 tableData[key] = {
Asa@59 433 data.name,
Asa@59 434 data.cost,
Asa@59 435 data.price,
Asa@59 436 data.winner,
Asa@59 437 data.queue,
Asa@59 438 data.profit*data.queue,
Asa@59 439 }
Asa@59 440 end
Asa@60 441 craftingTable:SetData(tableData, true)
Asa@59 442
Asa@60 443 if self:GetCraftingRow(1) then
Asa@60 444 btnProcess:Enable()
Asa@60 445 else
Asa@60 446 btnProcess:Disable()
Asa@60 447 end
Asa@59 448 end
Asa@59 449
Asa@59 450 function ItemAuditor:GetCraftingRow(row)
Asa@59 451 if craftingTable then
Asa@59 452 for _, index in pairs(craftingTable.sorttable) do
Asa@59 453 local tableRow = tableData[index]
Asa@59 454 if tableFilter(nil, tableRow) then
Asa@59 455 row = row - 1
Asa@59 456 if row == 0 then
Asa@59 457 return realData[index]
Asa@59 458 end
Asa@59 459 end
Asa@59 460 end
Asa@59 461 elseif realData then
Asa@59 462 return realData[row]
Asa@59 463 end
Asa@59 464 return nil
Asa@59 465 end
Asa@67 466 ItemAuditor.Options.args.crafting = {
Asa@67 467 type = "execute",
Asa@67 468 name = "crafting",
Asa@67 469 desc = "This opens a window to configure a crafting queue.",
Asa@67 470 func = "DisplayCrafting",
Asa@67 471 guiHidden = false,
Asa@67 472 }