annotate Modules/Crafting.lua @ 67:b6c30a5156f9

Rearranged options to go with their related features.
author Asa Ayers <Asa.Ayers@Gmail.com>
date Wed, 28 Jul 2010 07:35:14 -0700
parents e92a5adf75bf
children 2d65db19d3ce
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@67 13 -- TODO: Convert this to a text field.
Asa@67 14 local craftingThresholds = {5000, 10000, 50000}
Asa@67 15 local craftingThresholdsDisplay = {}
Asa@67 16
Asa@67 17 for key, value in pairs(craftingThresholds) do
Asa@67 18 craftingThresholdsDisplay[key] = ItemAuditor:FormatMoney(value, '', true)
Asa@67 19 -- craftingThresholdsDisplay[key] = value
Asa@67 20 end
Asa@67 21
Asa@67 22 ItemAuditor.Options.args.crafting_options = {
Asa@67 23 name = "Crafting with Skillet",
Asa@67 24 desc = "/ia queue",
Asa@67 25 type = 'group',
Asa@67 26 disabled = function() return Skillet == nil end,
Asa@67 27 args = {
Asa@67 28 crafting_threshold = {
Asa@67 29 type = "select",
Asa@67 30 name = "Crafting Threshold",
Asa@67 31 desc = "Don't create items that will make less than this amount of profit",
Asa@67 32 values = craftingThresholdsDisplay,
Asa@67 33 get = function() return ItemAuditor.db.char.crafting_threshold end,
Asa@67 34 set = function(info, value) ItemAuditor.db.char.crafting_threshold = value end,
Asa@67 35 order = 11,
Asa@67 36 },
Asa@67 37 },
Asa@67 38 }
Asa@67 39
Asa@59 40 local function displayMoney(rowFrame, cellFrame, data, cols, row, realrow, column, fShow, table, ...)
Asa@59 41 if fShow == true then
Asa@59 42 local money = data[realrow][column]
Asa@59 43 if money then
Asa@59 44 cellFrame.text:SetText(ItemAuditor:FormatMoney(tonumber(money)))
Asa@59 45 else
Asa@59 46 cellFrame.text:SetText("")
Asa@59 47 end
Asa@59 48
Asa@59 49 end
Asa@59 50 end
Asa@59 51
Asa@59 52 local craftingCols = {
Asa@59 53 { name= "Item", width = 200, defaultsort = "desc",
Asa@59 54 ['DoCellUpdate'] = function(rowFrame, cellFrame, data, cols, row, realrow, column, fShow, table, ...)
Asa@59 55 if fShow == true then
Asa@59 56 local data = realData[realrow]
Asa@59 57 cellFrame.text:SetText(data.link)
Asa@59 58 end
Asa@59 59 end,
Asa@59 60 },
Asa@59 61 { name= "Cost Each", width = 100, align = "RIGHT",
Asa@59 62 ['DoCellUpdate'] = displayMoney,
Asa@59 63 },
Asa@59 64 { name= "Est Sale Each", width = 100, align = "RIGHT",
Asa@59 65 ['DoCellUpdate'] = displayMoney,
Asa@59 66 },
Asa@59 67 { name= "Decided By", width = 100, align = "RIGHT",
Asa@59 68
Asa@59 69 },
Asa@59 70 { name= "craft", width = 50, align = "RIGHT",
Asa@59 71
Asa@59 72 },
Asa@59 73 { name= "Total Profit", width = 100, align = "RIGHT",
Asa@59 74 ['DoCellUpdate'] = displayMoney,
Asa@59 75 },
Asa@59 76 }
Asa@59 77
Asa@59 78 local function ExportToSkillet()
Asa@59 79 local index = 1
Asa@59 80 local data = ItemAuditor:GetCraftingRow(index)
Asa@59 81 while data do
Asa@59 82 local skillString = select(3, string.find(data.recipeLink, "^|%x+|H(.+)|h%[.+%]"))
Asa@59 83 local _, skillId = strsplit(":", skillString)
Asa@59 84
Asa@59 85 ItemAuditor:AddToQueue(skillId,tradeSkillIndex, data.queue)
Asa@61 86 index = index + 1
Asa@61 87 data = ItemAuditor:GetCraftingRow(index)
Asa@59 88
Asa@59 89 end
Asa@59 90 end
Asa@59 91
Asa@59 92 local craftingContent = false
Asa@59 93 local craftingTable = false
Asa@60 94 local btnProcess = false
Asa@59 95 local function ShowCrafting(container)
Asa@59 96 if craftingContent == false then
Asa@59 97 local window = container.frame
Asa@59 98 craftingContent = CreateFrame("Frame",nil,window)
Asa@59 99 craftingContent:SetBackdropColor(0, 0, 1, 0.5)
Asa@59 100 craftingContent:SetBackdropBorderColor(1, 0, 0, 1)
Asa@59 101
Asa@59 102 craftingContent:SetPoint("TOPLEFT", window, 10, -50)
Asa@59 103 craftingContent:SetPoint("BOTTOMRIGHT",window, -10, 10)
Asa@59 104
Asa@59 105 craftingTable = ScrollingTable:CreateST(craftingCols, 22, nil, nil, craftingContent )
Asa@59 106
Asa@59 107 IAcc = craftingContent
Asa@59 108 IAccWindow = window
Asa@59 109 craftingTable.frame:SetPoint("TOPLEFT",craftingContent, 0,0)
Asa@59 110 craftingTable.frame:SetPoint("BOTTOMRIGHT", craftingContent, 0, 30)
Asa@59 111
Asa@59 112 craftingTable:RegisterEvents({
Asa@59 113 ["OnEnter"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 114 if realrow then
Asa@59 115 local data = realData[realrow]
Asa@59 116
Asa@59 117 GameTooltip:SetOwner(rowFrame, "ANCHOR_CURSOR")
Asa@59 118 GameTooltip:SetHyperlink(data.link)
Asa@59 119 GameTooltip:Show()
Asa@59 120 end
Asa@59 121 end,
Asa@59 122 ["OnLeave"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 123 GameTooltip:Hide()
Asa@59 124 end,
Asa@59 125 });
Asa@59 126
Asa@59 127
Asa@59 128 btnProcess = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@59 129 btnProcess:SetText("Process")
Asa@59 130 btnProcess:SetSize(100, 25)
Asa@59 131 btnProcess:SetPoint("BOTTOMRIGHT", craftingContent, 0, 0)
Asa@59 132 btnProcess:RegisterForClicks("LeftButtonUp");
Asa@59 133
Asa@60 134 local function UpdateProcessTooltip(btn)
Asa@59 135 local data = ItemAuditor:GetCraftingRow(1)
Asa@59 136 if data then
Asa@59 137 GameTooltip:SetOwner(this, "ANCHOR_CURSOR")
Asa@59 138 GameTooltip:SetText(format('Create %sx%s', data.link, data.queue))
Asa@59 139 GameTooltip:Show()
Asa@59 140 end
Asa@60 141 end
Asa@60 142 btnProcess:SetScript("OnClick", function (self, button, down)
Asa@60 143 local data = ItemAuditor:GetCraftingRow(1)
Asa@60 144 if data then
Asa@60 145 ItemAuditor:Print('Crafting %sx%s', data.link, data.queue)
Asa@60 146 DoTradeSkill(data.tradeSkillIndex, data.queue)
Asa@60 147 data.queue = 0
Asa@60 148 ItemAuditor:RefreshCraftingTable()
Asa@60 149 UpdateProcessTooltip()
Asa@60 150 end
Asa@59 151 end)
Asa@59 152
Asa@60 153 btnProcess:SetScript("OnEnter", UpdateProcessTooltip)
Asa@60 154
Asa@59 155 btnProcess:SetScript("OnLeave", function()
Asa@59 156 GameTooltip:Hide()
Asa@59 157 end)
Asa@59 158
Asa@59 159 btnSkillet = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@59 160 btnSkillet:SetText("Queue in Skillet")
Asa@59 161 btnSkillet:SetSize(125, 25)
Asa@59 162 btnSkillet:SetPoint("BOTTOMRIGHT", btnProcess, 'BOTTOMLEFT', 0, 0)
Asa@59 163 btnSkillet:RegisterForClicks("LeftButtonUp");
Asa@59 164 btnSkillet:SetScript("OnClick", function (self, button, down)
Asa@59 165 ExportToSkillet()
Asa@59 166 end)
Asa@59 167
Asa@59 168 end
Asa@59 169 craftingContent:Show()
Asa@59 170
Asa@59 171 if container.parent then
Asa@59 172 local width = 80
Asa@59 173 for i, data in pairs(craftingCols) do
Asa@59 174 width = width + data.width
Asa@59 175 end
Asa@59 176 container.parent:SetWidth(width);
Asa@59 177 end
Asa@59 178
Asa@59 179 ItemAuditor:RegisterEvent("TRADE_SKILL_SHOW", function()
Asa@59 180 if craftingContent and craftingContent:IsVisible() then
Asa@59 181 ItemAuditor:UpdateCraftingTable()
Asa@59 182 end
Asa@59 183 end)
Asa@59 184 ItemAuditor:UpdateCraftingTable()
Asa@59 185
Asa@59 186 return craftingContent
Asa@59 187 end
Asa@59 188
Asa@59 189
Asa@59 190
Asa@59 191 ItemAuditor:RegisterTab('Crafting', 'tab_crafting', ShowCrafting)
Asa@59 192 function ItemAuditor:DisplayCrafting()
Asa@59 193 self:CreateFrame('tab_crafting')
Asa@59 194 end
Asa@59 195
Asa@59 196 local craftingDeciders = {}
Asa@59 197
Asa@64 198 function Crafting.RegisterCraftingDecider(name, decider)
Asa@59 199 craftingDeciders[name] = decider
Asa@59 200 end
Asa@59 201
Asa@59 202 local lastWinnder = ""
Asa@59 203 local function Decide(data)
Asa@59 204 local newDecision = 0
Asa@59 205 for name, decider in pairs(craftingDeciders) do
Asa@59 206 if name ~= lastWinner then
Asa@59 207 newDecision = decider(data)
Asa@59 208 if newDecision > data.queue then
Asa@59 209 data.queue = newDecision
Asa@59 210 lastWinner = name
Asa@59 211 return Decide(data)
Asa@59 212 elseif newDecision < 0 then
Asa@59 213 lastWinner = ""
Asa@59 214 return 'VETO: '..name, 0
Asa@59 215 end
Asa@59 216 end
Asa@59 217 end
Asa@59 218
Asa@59 219 winner = lastWinner
Asa@59 220 lastWinner = ""
Asa@59 221
Asa@59 222 return winner, data.queue
Asa@59 223 end
Asa@59 224
Asa@59 225 local function isProfitable(data)
Asa@59 226 if data.profit > 0 and data.profit > ItemAuditor:GetCraftingThreshold() then
Asa@59 227 return 1
Asa@59 228 end
Asa@59 229 return -1
Asa@59 230 end
Asa@64 231 Crafting.RegisterCraftingDecider('Is Profitable', isProfitable)
Asa@59 232
Asa@59 233 local function tableFilter(self, row, ...)
Asa@59 234 -- column 5 is how many should be crafted
Asa@59 235 return row[5] > 0
Asa@59 236 end
Asa@59 237
Asa@59 238 local tableData = {}
Asa@59 239 function ItemAuditor:UpdateCraftingTable()
Asa@59 240 if LSW == nil then
Asa@59 241 self:Print("This feature requires LilSparky's Workshop.")
Asa@59 242 return
Asa@59 243 end
Asa@59 244 if Skillet == nil then
Asa@59 245 self:Print("This feature requires Skillet.")
Asa@59 246 return
Asa@59 247 end
Asa@59 248 if GetAuctionBuyout ~= nil then
Asa@59 249 elseif AucAdvanced and AucAdvanced.Version then
Asa@59 250 else
Asa@59 251 self:Print("This feature requires Auctionator, Auctioneer, AuctionLite, or AuctionMaster.")
Asa@59 252 return
Asa@59 253 end
Asa@59 254 wipe(realData)
Asa@59 255 wipe(tableData)
Asa@59 256
Asa@59 257 local profitableItems = {}
Asa@59 258 local profitableIndex = 1
Asa@59 259 local numChecked = 0
Asa@59 260 local row = 1
Asa@59 261
Asa@59 262 for i = 1, GetNumTradeSkills() do
Asa@59 263 local itemLink = GetTradeSkillItemLink(i)
Asa@59 264 local itemId = Skillet:GetItemIDFromLink(itemLink)
Asa@59 265
Asa@59 266 --Figure out if its an enchant or not
Asa@59 267 _, _, _, _, altVerb = GetTradeSkillInfo(i)
Asa@59 268 if LSW.scrollData[itemId] ~= nil and altVerb == 'Enchant' then
Asa@59 269 -- Ask LSW for the correct scroll
Asa@59 270 itemId = LSW.scrollData[itemId]["scrollID"]
Asa@59 271 end
Asa@59 272
Asa@59 273 local recipeLink = GetTradeSkillRecipeLink(i)
Asa@59 274 local stackSize = 1
Asa@59 275 if recipeLink ~= nil and itemId ~= nil then
Asa@59 276 local skillName, skillType, numAvailable, isExpanded, altVerb = GetTradeSkillInfo(i)
Asa@59 277 local itemName, itemLink= GetItemInfo(itemId)
Asa@59 278
Asa@59 279 local count = Altoholic:GetItemCount(itemId)
Asa@59 280 local reagents = {}
Asa@59 281 local totalCost = 0
Asa@59 282 for reagentId = 1, GetTradeSkillNumReagents(i) do
Asa@59 283 local reagentName, _, reagentCount = GetTradeSkillReagentInfo(i, reagentId);
Asa@59 284 local reagentLink = GetTradeSkillReagentItemLink(i, reagentId)
Asa@59 285
Asa@59 286 reagents[reagentId] = {
Asa@59 287 name = reagentName,
Asa@59 288 count = reagentCount,
Asa@59 289 price = self:GetReagentCost(reagentLink, reagentCount),
Asa@59 290 }
Asa@59 291 totalCost = totalCost + self:GetReagentCost(reagentLink, reagentCount)
Asa@59 292 end
Asa@59 293
Asa@59 294 local data = {
Asa@59 295 recipeLink = recipeLink,
Asa@59 296 link = itemLink,
Asa@59 297 name = itemName,
Asa@59 298 count = count,
Asa@59 299 price = (self:GetAuctionPrice(itemLink) or 0),
Asa@59 300 cost = totalCost,
Asa@59 301 profit = (self:GetAuctionPrice(itemLink) or 0) - totalCost,
Asa@59 302 reagents = reagents,
Asa@59 303 count = count,
Asa@59 304 tradeSkillIndex = i,
Asa@59 305 queue = 0,
Asa@59 306 winner = "",
Asa@59 307 }
Asa@59 308
Asa@59 309 data.winner, data.queue = Decide(data)
Asa@59 310 data.queue = data.queue - count
Asa@59 311
Asa@59 312 -- If a tradeskill makes 5 at a time and something asks for 9, we should only
Asa@59 313 -- craft twice to get 10.
Asa@59 314 data.queue = ceil(data.queue / GetTradeSkillNumMade(i))
Asa@59 315
Asa@59 316 realData[row] = data
Asa@59 317 row = row + 1
Asa@59 318 end
Asa@59 319 end
Asa@59 320 table.sort(realData, function(a, b) return a.profit*a.queue > b.profit*b.queue end)
Asa@60 321 craftingTable:SetFilter(tableFilter)
Asa@60 322 self:RefreshCraftingTable()
Asa@60 323 end
Asa@60 324
Asa@60 325 function ItemAuditor:RefreshCraftingTable()
Asa@59 326 for key, data in pairs(realData) do
Asa@59 327 tableData[key] = {
Asa@59 328 data.name,
Asa@59 329 data.cost,
Asa@59 330 data.price,
Asa@59 331 data.winner,
Asa@59 332 data.queue,
Asa@59 333 data.profit*data.queue,
Asa@59 334 }
Asa@59 335 end
Asa@60 336 craftingTable:SetData(tableData, true)
Asa@59 337
Asa@60 338 if self:GetCraftingRow(1) then
Asa@60 339 btnProcess:Enable()
Asa@60 340 else
Asa@60 341 btnProcess:Disable()
Asa@60 342 end
Asa@59 343 end
Asa@59 344
Asa@59 345 function ItemAuditor:GetCraftingRow(row)
Asa@59 346 if craftingTable then
Asa@59 347 for _, index in pairs(craftingTable.sorttable) do
Asa@59 348 local tableRow = tableData[index]
Asa@59 349 if tableFilter(nil, tableRow) then
Asa@59 350 row = row - 1
Asa@59 351 if row == 0 then
Asa@59 352 return realData[index]
Asa@59 353 end
Asa@59 354 end
Asa@59 355 end
Asa@59 356 elseif realData then
Asa@59 357 return realData[row]
Asa@59 358 end
Asa@59 359 return nil
Asa@59 360 end
Asa@67 361 ItemAuditor.Options.args.crafting = {
Asa@67 362 type = "execute",
Asa@67 363 name = "crafting",
Asa@67 364 desc = "This opens a window to configure a crafting queue.",
Asa@67 365 func = "DisplayCrafting",
Asa@67 366 guiHidden = false,
Asa@67 367 }