annotate Modules/Crafting.lua @ 100:e6292f1a0cf3

Added a new Crafting Rules module to allow the user to set up custom rules based on item names.
author Asa Ayers <Asa.Ayers@Gmail.com>
date Thu, 19 Aug 2010 23:22:53 -0700
parents e9b903cf9b33
children 53147a647e28
rev   line source
Asa@63 1 local ItemAuditor = select(2, ...)
Asa@63 2 local Crafting = ItemAuditor:NewModule("Crafting")
Asa@59 3
Asa@86 4 local Utils = ItemAuditor:GetModule("Utils")
Asa@86 5
Asa@59 6 local AceGUI = LibStub("AceGUI-3.0")
Asa@59 7 local ScrollingTable = LibStub("ScrollingTable")
Asa@59 8
Asa@59 9 local validateMoney = ItemAuditor.validateMoney
Asa@59 10 local parseMoney = ItemAuditor.parseMoney
Asa@59 11
Asa@59 12 local realData = {}
Asa@59 13
Asa@67 14
Asa@68 15 local queueDestinations = {}
Asa@70 16 local displayCraftingDestinations = {}
Asa@68 17 function Crafting.RegisterQueueDestination(name, destination)
Asa@68 18 queueDestinations[name] = destination
Asa@70 19 displayCraftingDestinations[name] = name
Asa@70 20 end
Asa@70 21
Asa@70 22 function Crafting.UnRegisterQueueDestination(name)
Asa@70 23 queueDestinations[name] = nil
Asa@70 24 displayCraftingDestinations[name] = nil
Asa@70 25 end
Asa@70 26
Asa@70 27 function Crafting.GetQueueDestination()
Asa@70 28 local dest = ItemAuditor.db.profile.queue_destination
Asa@70 29 if dest and queueDestinations[dest] then
Asa@70 30 return queueDestinations[dest], dest
Asa@70 31 end
Asa@70 32 -- If there is none selected or the selected option has
Asa@70 33 -- dissapeared, choose the first one in the list
Asa@70 34 for name, func in pairs(queueDestinations) do
Asa@70 35 if dest then
Asa@70 36 ItemAuditor:Print("%s is no longer available as a queue destination. %s is the new default", dest, name)
Asa@70 37 end
Asa@70 38 ItemAuditor.db.profile.queue_destination = name
Asa@70 39 return func, name
Asa@70 40 end
Asa@70 41
Asa@70 42 error('Unable to determine queue destination.')
Asa@68 43 end
Asa@68 44
Asa@67 45 -- TODO: Convert this to a text field.
Asa@67 46 local craftingThresholds = {5000, 10000, 50000}
Asa@67 47 local craftingThresholdsDisplay = {}
Asa@67 48
Asa@67 49 for key, value in pairs(craftingThresholds) do
Asa@67 50 craftingThresholdsDisplay[key] = ItemAuditor:FormatMoney(value, '', true)
Asa@67 51 -- craftingThresholdsDisplay[key] = value
Asa@67 52 end
Asa@67 53
Asa@68 54 function ItemAuditor:GetCraftingThreshold()
Asa@68 55 local key = ItemAuditor.db.char.crafting_threshold
Asa@68 56 return craftingThresholds[key]
Asa@68 57 end
Asa@68 58
Asa@67 59 ItemAuditor.Options.args.crafting_options = {
Asa@70 60 name = "Crafting",
Asa@67 61 type = 'group',
Asa@67 62 args = {
Asa@67 63 crafting_threshold = {
Asa@67 64 type = "select",
Asa@67 65 name = "Crafting Threshold",
Asa@67 66 desc = "Don't create items that will make less than this amount of profit",
Asa@67 67 values = craftingThresholdsDisplay,
Asa@67 68 get = function() return ItemAuditor.db.char.crafting_threshold end,
Asa@67 69 set = function(info, value) ItemAuditor.db.char.crafting_threshold = value end,
Asa@72 70 order = 0,
Asa@67 71 },
Asa@70 72 queue_destination = {
Asa@70 73 type = "select",
Asa@70 74 name = "Queue Destination",
Asa@70 75 desc = "Select the addon who's queue you would like ItemAuditor to post to.",
Asa@70 76 values = displayCraftingDestinations,
Asa@70 77 get = function() return select(2, Crafting.GetQueueDestination()) end,
Asa@70 78 set = function(info, value) ItemAuditor.db.profile.queue_destination = value end,
Asa@72 79 order = 1,
Asa@70 80 },
Asa@72 81 deciders = {
Asa@72 82 type="header",
Asa@72 83 name="Crafting Deciders",
Asa@72 84 order = 10,
Asa@72 85 },
Asa@72 86
Asa@67 87 },
Asa@67 88 }
Asa@67 89
Asa@59 90 local function displayMoney(rowFrame, cellFrame, data, cols, row, realrow, column, fShow, table, ...)
Asa@59 91 if fShow == true then
Asa@59 92 local money = data[realrow][column]
Asa@59 93 if money then
Asa@59 94 cellFrame.text:SetText(ItemAuditor:FormatMoney(tonumber(money)))
Asa@59 95 else
Asa@59 96 cellFrame.text:SetText("")
Asa@59 97 end
Asa@59 98
Asa@59 99 end
Asa@59 100 end
Asa@59 101
Asa@59 102 local craftingCols = {
Asa@59 103 { name= "Item", width = 200, defaultsort = "desc",
Asa@59 104 ['DoCellUpdate'] = function(rowFrame, cellFrame, data, cols, row, realrow, column, fShow, table, ...)
Asa@59 105 if fShow == true then
Asa@59 106 local data = realData[realrow]
Asa@59 107 cellFrame.text:SetText(data.link)
Asa@59 108 end
Asa@59 109 end,
Asa@59 110 },
Asa@59 111 { name= "Cost Each", width = 100, align = "RIGHT",
Asa@59 112 ['DoCellUpdate'] = displayMoney,
Asa@59 113 },
Asa@59 114 { name= "Est Sale Each", width = 100, align = "RIGHT",
Asa@59 115 ['DoCellUpdate'] = displayMoney,
Asa@59 116 },
Asa@99 117 { name= "Decided By", width = 125, align = "RIGHT",
Asa@59 118
Asa@59 119 },
Asa@59 120 { name= "craft", width = 50, align = "RIGHT",
Asa@59 121
Asa@59 122 },
Asa@99 123 { name= "Have Mats", width = 60, align = "RIGHT",
Asa@99 124
Asa@99 125 },
Asa@59 126 { name= "Total Profit", width = 100, align = "RIGHT",
Asa@59 127 ['DoCellUpdate'] = displayMoney,
Asa@59 128 },
Asa@59 129 }
Asa@59 130
Asa@68 131 function Crafting.ExportToSkillet(data)
Asa@68 132 local skillString = select(3, string.find(data.recipeLink, "^|%x+|H(.+)|h%[.+%]"))
Asa@68 133 local _, skillId = strsplit(":", skillString)
Asa@68 134
Asa@68 135 ItemAuditor:AddToQueue(skillId,tradeSkillIndex, data.queue)
Asa@68 136 end
Asa@68 137
Asa@68 138 Crafting.RegisterQueueDestination('Skillet', Crafting.ExportToSkillet)
Asa@68 139
Asa@68 140
Asa@68 141
Asa@68 142 function Crafting.Export(destination)
Asa@68 143 if type(destination) == 'function' then
Asa@68 144 -- do nothing
Asa@68 145 elseif destination == nil then
Asa@70 146 destination = Crafting.GetQueueDestination()
Asa@68 147 elseif type(destination) == 'string' then
Asa@68 148 destination = queueDestinations[destination]
Asa@68 149 else
Asa@68 150 error('destination must be a function or a string')
Asa@68 151 end
Asa@68 152
Asa@59 153 local index = 1
Asa@59 154 local data = ItemAuditor:GetCraftingRow(index)
Asa@59 155 while data do
Asa@68 156 if data.queue > 0 then
Asa@68 157 destination(data)
Asa@68 158 end
Asa@61 159 index = index + 1
Asa@61 160 data = ItemAuditor:GetCraftingRow(index)
Asa@59 161
Asa@59 162 end
Asa@59 163 end
Asa@59 164
Asa@74 165 -- ItemAuditor:GetModule('Crafting').filter_queued = false
Asa@99 166 Crafting.filter_have_mats = false
Asa@99 167 Crafting.filter_show_all = false
Asa@74 168 local function tableFilter(self, row, ...)
Asa@99 169 if Crafting.filter_show_all then
Asa@99 170 return true
Asa@99 171 end
Asa@99 172
Asa@74 173 -- column 5 is how many should be crafted
Asa@99 174 if Crafting.filter_have_mats and row[6] == 'n' then
Asa@99 175 return false
Asa@99 176 end
Asa@99 177 if strfind(row[4], 'VETO: .*') or row[5] == 0 then
Asa@74 178 return false
Asa@74 179 end
Asa@74 180 return true
Asa@74 181 end
Asa@74 182
Asa@59 183 local craftingContent = false
Asa@59 184 local craftingTable = false
Asa@60 185 local btnProcess = false
Asa@59 186 local function ShowCrafting(container)
Asa@59 187 if craftingContent == false then
Asa@59 188 local window = container.frame
Asa@59 189 craftingContent = CreateFrame("Frame",nil,window)
Asa@59 190 craftingContent:SetBackdropColor(0, 0, 1, 0.5)
Asa@59 191 craftingContent:SetBackdropBorderColor(1, 0, 0, 1)
Asa@59 192
Asa@59 193 craftingContent:SetPoint("TOPLEFT", window, 10, -50)
Asa@59 194 craftingContent:SetPoint("BOTTOMRIGHT",window, -10, 10)
Asa@59 195
Asa@59 196 craftingTable = ScrollingTable:CreateST(craftingCols, 22, nil, nil, craftingContent )
Asa@59 197
Asa@59 198 IAcc = craftingContent
Asa@59 199 IAccWindow = window
Asa@59 200 craftingTable.frame:SetPoint("TOPLEFT",craftingContent, 0,0)
Asa@59 201 craftingTable.frame:SetPoint("BOTTOMRIGHT", craftingContent, 0, 30)
Asa@59 202
Asa@59 203 craftingTable:RegisterEvents({
Asa@59 204 ["OnEnter"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 205 if realrow then
Asa@59 206 local data = realData[realrow]
Asa@59 207
Asa@59 208 GameTooltip:SetOwner(rowFrame, "ANCHOR_CURSOR")
Asa@59 209 GameTooltip:SetHyperlink(data.link)
Asa@59 210 GameTooltip:Show()
Asa@59 211 end
Asa@59 212 end,
Asa@59 213 ["OnLeave"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...)
Asa@59 214 GameTooltip:Hide()
Asa@59 215 end,
Asa@59 216 });
Asa@59 217
Asa@99 218 local craftingView = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@99 219 craftingView:SetText("View")
Asa@99 220 craftingView:SetSize(50, 25)
Asa@99 221 craftingView:SetPoint("BOTTOMLEFT", craftingContent, 0, 0)
Asa@99 222
Asa@99 223 local menu = {
Asa@99 224 { text = "View", isTitle = true},
Asa@99 225 { text = "To be crafted", func = function()
Asa@99 226 Crafting.filter_have_mats = false
Asa@99 227 Crafting.filter_show_all = false
Asa@99 228 ItemAuditor:RefreshCraftingTable()
Asa@99 229 end },
Asa@99 230 { text = "Have Mats", func = function()
Asa@99 231 Crafting.filter_have_mats = true
Asa@99 232 Crafting.filter_show_all = false
Asa@99 233 ItemAuditor:RefreshCraftingTable()
Asa@99 234 end },
Asa@99 235 { text = "All", func = function()
Asa@99 236 Crafting.filter_have_mats = false
Asa@99 237 Crafting.filter_show_all = true
Asa@99 238 ItemAuditor:RefreshCraftingTable()
Asa@99 239 end },
Asa@99 240 }
Asa@99 241 local menuFrame = CreateFrame("Frame", "ExampleMenuFrame", UIParent, "UIDropDownMenuTemplate")
Asa@99 242 craftingView:SetScript("OnClick", function (self, button, down)
Asa@99 243 EasyMenu(menu, menuFrame, "cursor", 0 , 0, "MENU");
Asa@99 244 end)
Asa@99 245
Asa@99 246
Asa@59 247 btnProcess = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@59 248 btnProcess:SetText("Process")
Asa@59 249 btnProcess:SetSize(100, 25)
Asa@59 250 btnProcess:SetPoint("BOTTOMRIGHT", craftingContent, 0, 0)
Asa@59 251 btnProcess:RegisterForClicks("LeftButtonUp");
Asa@59 252
Asa@60 253 local function UpdateProcessTooltip(btn)
Asa@59 254 local data = ItemAuditor:GetCraftingRow(1)
Asa@59 255 if data then
Asa@59 256 GameTooltip:SetOwner(this, "ANCHOR_CURSOR")
Asa@59 257 GameTooltip:SetText(format('Create %sx%s', data.link, data.queue))
Asa@59 258 GameTooltip:Show()
Asa@59 259 end
Asa@60 260 end
Asa@60 261 btnProcess:SetScript("OnClick", function (self, button, down)
Asa@60 262 local data = ItemAuditor:GetCraftingRow(1)
Asa@60 263 if data then
Asa@60 264 ItemAuditor:Print('Crafting %sx%s', data.link, data.queue)
Asa@60 265 DoTradeSkill(data.tradeSkillIndex, data.queue)
Asa@60 266 data.queue = 0
Asa@60 267 ItemAuditor:RefreshCraftingTable()
Asa@60 268 UpdateProcessTooltip()
Asa@60 269 end
Asa@59 270 end)
Asa@59 271
Asa@60 272 btnProcess:SetScript("OnEnter", UpdateProcessTooltip)
Asa@60 273
Asa@59 274 btnProcess:SetScript("OnLeave", function()
Asa@59 275 GameTooltip:Hide()
Asa@59 276 end)
Asa@59 277
Asa@59 278 btnSkillet = CreateFrame("Button", nil, craftingContent, "UIPanelButtonTemplate")
Asa@99 279
Asa@59 280 btnSkillet:SetSize(125, 25)
Asa@59 281 btnSkillet:SetPoint("BOTTOMRIGHT", btnProcess, 'BOTTOMLEFT', 0, 0)
Asa@59 282 btnSkillet:RegisterForClicks("LeftButtonUp");
Asa@59 283 btnSkillet:SetScript("OnClick", function (self, button, down)
Asa@70 284 Crafting.Export()
Asa@59 285 end)
Asa@59 286
Asa@59 287 end
Asa@70 288 local destination = select(2, Crafting.GetQueueDestination())
Asa@70 289 btnSkillet:SetText("Export to "..destination)
Asa@70 290
Asa@59 291 craftingContent:Show()
Asa@59 292
Asa@59 293 if container.parent then
Asa@59 294 local width = 80
Asa@59 295 for i, data in pairs(craftingCols) do
Asa@59 296 width = width + data.width
Asa@59 297 end
Asa@59 298 container.parent:SetWidth(width);
Asa@59 299 end
Asa@59 300
Asa@59 301 ItemAuditor:RegisterEvent("TRADE_SKILL_SHOW", function()
Asa@59 302 if craftingContent and craftingContent:IsVisible() then
Asa@59 303 ItemAuditor:UpdateCraftingTable()
Asa@59 304 end
Asa@59 305 end)
Asa@59 306 ItemAuditor:UpdateCraftingTable()
Asa@59 307
Asa@59 308 return craftingContent
Asa@59 309 end
Asa@59 310
Asa@59 311
Asa@59 312
Asa@59 313 ItemAuditor:RegisterTab('Crafting', 'tab_crafting', ShowCrafting)
Asa@59 314 function ItemAuditor:DisplayCrafting()
Asa@59 315 self:CreateFrame('tab_crafting')
Asa@59 316 end
Asa@59 317
Asa@59 318 local craftingDeciders = {}
Asa@59 319
Asa@72 320 function Crafting.RegisterCraftingDecider(name, decider, options)
Asa@59 321 craftingDeciders[name] = decider
Asa@72 322
Asa@72 323 ItemAuditor.Options.args.crafting_options.args['chk'..name] = {
Asa@72 324 type = "toggle",
Asa@72 325 name = "Enable "..name,
Asa@72 326 get = function() return not ItemAuditor.db.profile.disabled_deciders[name] end,
Asa@72 327 set = function(info, value) ItemAuditor.db.profile.disabled_deciders[name] = not value end,
Asa@72 328 order = 11,
Asa@72 329 }
Asa@72 330
Asa@72 331 if options then
Asa@72 332 ItemAuditor.Options.args.crafting_options.args['decider_'..name] = {
Asa@72 333 handler = {},
Asa@72 334 name = name,
Asa@72 335 type = 'group',
Asa@72 336 args = options,
Asa@72 337 }
Asa@72 338 end
Asa@59 339 end
Asa@59 340
Asa@59 341 local lastWinnder = ""
Asa@59 342 local function Decide(data)
Asa@59 343 local newDecision = 0
Asa@74 344 local reason = ""
Asa@59 345 for name, decider in pairs(craftingDeciders) do
Asa@72 346 if not ItemAuditor.db.profile.disabled_deciders[name] and name ~= lastWinner then
Asa@74 347 newDecision, reason = decider(data)
Asa@74 348
Asa@59 349 if newDecision > data.queue then
Asa@59 350 data.queue = newDecision
Asa@74 351 lastWinner = (reason or name)
Asa@59 352 return Decide(data)
Asa@59 353 elseif newDecision < 0 then
Asa@59 354 lastWinner = ""
Asa@74 355 return 'VETO: '..(reason or name), -1
Asa@59 356 end
Asa@59 357 end
Asa@59 358 end
Asa@59 359
Asa@59 360 winner = lastWinner
Asa@59 361 lastWinner = ""
Asa@59 362
Asa@77 363 data.queue = ceil(data.queue / GetTradeSkillNumMade(data.tradeSkillIndex))
Asa@77 364
Asa@59 365 return winner, data.queue
Asa@59 366 end
Asa@59 367
Asa@59 368 local function isProfitable(data)
Asa@59 369 if data.profit > 0 and data.profit > ItemAuditor:GetCraftingThreshold() then
Asa@59 370 return 1
Asa@59 371 end
Asa@99 372 return -1, 'Not Profitable'
Asa@59 373 end
Asa@72 374
Asa@64 375 Crafting.RegisterCraftingDecider('Is Profitable', isProfitable)
Asa@59 376
Asa@74 377
Asa@59 378
Asa@59 379 local tableData = {}
Asa@59 380 function ItemAuditor:UpdateCraftingTable()
Asa@59 381 if LSW == nil then
Asa@59 382 self:Print("This feature requires LilSparky's Workshop.")
Asa@59 383 return
Asa@59 384 end
Asa@59 385 if GetAuctionBuyout ~= nil then
Asa@59 386 elseif AucAdvanced and AucAdvanced.Version then
Asa@59 387 else
Asa@59 388 self:Print("This feature requires Auctionator, Auctioneer, AuctionLite, or AuctionMaster.")
Asa@59 389 return
Asa@59 390 end
Asa@59 391 wipe(realData)
Asa@59 392 wipe(tableData)
Asa@59 393
Asa@59 394 local profitableItems = {}
Asa@59 395 local profitableIndex = 1
Asa@59 396 local numChecked = 0
Asa@59 397 local row = 1
Asa@59 398
Asa@59 399 for i = 1, GetNumTradeSkills() do
Asa@59 400 local itemLink = GetTradeSkillItemLink(i)
Asa@86 401 local itemId = Utils.GetItemID(itemLink)
Asa@59 402
Asa@59 403 --Figure out if its an enchant or not
Asa@59 404 _, _, _, _, altVerb = GetTradeSkillInfo(i)
Asa@59 405 if LSW.scrollData[itemId] ~= nil and altVerb == 'Enchant' then
Asa@59 406 -- Ask LSW for the correct scroll
Asa@59 407 itemId = LSW.scrollData[itemId]["scrollID"]
Asa@59 408 end
Asa@59 409
Asa@59 410 local recipeLink = GetTradeSkillRecipeLink(i)
Asa@59 411 local stackSize = 1
Asa@59 412 if recipeLink ~= nil and itemId ~= nil then
Asa@59 413 local skillName, skillType, numAvailable, isExpanded, altVerb = GetTradeSkillInfo(i)
Asa@59 414 local itemName, itemLink= GetItemInfo(itemId)
Asa@74 415
Asa@74 416 -- This check has to be here for things like Inscription Research that don't produce an item.
Asa@74 417 if itemLink then
Asa@82 418 local count = ItemAuditor:GetItemCount(itemId)
Asa@74 419 local reagents = {}
Asa@74 420 local totalCost = 0
Asa@74 421 for reagentId = 1, GetTradeSkillNumReagents(i) do
Asa@74 422 local reagentName, _, reagentCount = GetTradeSkillReagentInfo(i, reagentId);
Asa@74 423 local reagentLink = GetTradeSkillReagentItemLink(i, reagentId)
Asa@74 424
Asa@74 425 reagents[reagentId] = {
Asa@93 426 link = reagentLink,
Asa@74 427 name = reagentName,
Asa@74 428 count = reagentCount,
Asa@74 429 price = self:GetReagentCost(reagentLink, reagentCount),
Asa@94 430 need = 0, -- This will get populated after the decisions have been made. it can't
Asa@94 431 -- be done before that because highest profit items get priority on materials.
Asa@74 432 }
Asa@74 433 totalCost = totalCost + self:GetReagentCost(reagentLink, reagentCount)
Asa@74 434 end
Asa@74 435 local data = {
Asa@74 436 recipeLink = recipeLink,
Asa@95 437 recipeID = Utils.GetItemID(recipeLink),
Asa@74 438 link = itemLink,
Asa@74 439 name = itemName,
Asa@74 440 count = count,
Asa@74 441 price = (self:GetAuctionPrice(itemLink) or 0),
Asa@74 442 cost = totalCost,
Asa@74 443 profit = (self:GetAuctionPrice(itemLink) or 0) - totalCost,
Asa@74 444 reagents = reagents,
Asa@74 445 count = count,
Asa@74 446 tradeSkillIndex = i,
Asa@74 447 queue = 0,
Asa@74 448 winner = "",
Asa@74 449 }
Asa@59 450
Asa@74 451 data.winner, data.queue = Decide(data)
Asa@99 452 --[[
Asa@99 453 If it wasn't vetoed we need to reduce the number by how many are owned
Asa@99 454 but this should not go below 0
Asa@99 455 ]]
Asa@99 456 if data.queue > 0 then
Asa@99 457 data.queue = max(0, data.queue - count)
Asa@99 458 end
Asa@74 459
Asa@74 460 -- If a tradeskill makes 5 at a time and something asks for 9, we should only
Asa@74 461 -- craft twice to get 10.
Asa@74 462 data.queue = ceil(data.queue / GetTradeSkillNumMade(i))
Asa@74 463
Asa@74 464 realData[row] = data
Asa@74 465 row = row + 1
Asa@59 466 end
Asa@59 467 end
Asa@59 468 end
Asa@99 469 table.sort(realData, function(a, b) return a.profit*max(1, a.queue) > b.profit*max(1, b.queue) end)
Asa@94 470
Asa@94 471 local numOwned = {}
Asa@94 472 for key, data in pairs(realData) do
Asa@94 473 data.haveMaterials = true
Asa@94 474 for id, reagent in pairs(data.reagents) do
Asa@94 475 if not numOwned[reagent.link] then
Asa@94 476 numOwned[reagent.link] = ItemAuditor:GetItemCount(ItemAuditor:GetIDFromLink(reagent.link))
Asa@94 477 end
Asa@94 478 numOwned[reagent.link] = numOwned[reagent.link] - reagent.count
Asa@94 479
Asa@94 480 if numOwned[reagent.link] < 0 then
Asa@94 481 data.haveMaterials = false
Asa@94 482 reagent.need = min(reagent.count, abs(numOwned[reagent.link]))
Asa@94 483 end
Asa@94 484 end
Asa@94 485 end
Asa@94 486
Asa@68 487 if craftingTable then
Asa@68 488 craftingTable:SetFilter(tableFilter)
Asa@68 489 self:RefreshCraftingTable()
Asa@68 490 end
Asa@60 491 end
Asa@60 492
Asa@60 493 function ItemAuditor:RefreshCraftingTable()
Asa@99 494 local displayMaterials
Asa@59 495 for key, data in pairs(realData) do
Asa@99 496 displayMaterials = 'n'
Asa@99 497 if data.haveMaterials then
Asa@99 498 displayMaterials = 'y'
Asa@99 499 end
Asa@59 500 tableData[key] = {
Asa@59 501 data.name,
Asa@59 502 data.cost,
Asa@59 503 data.price,
Asa@59 504 data.winner,
Asa@99 505 abs(data.queue),
Asa@99 506 displayMaterials,
Asa@99 507 data.profit*abs(data.queue),
Asa@59 508 }
Asa@59 509 end
Asa@60 510 craftingTable:SetData(tableData, true)
Asa@59 511
Asa@60 512 if self:GetCraftingRow(1) then
Asa@60 513 btnProcess:Enable()
Asa@60 514 else
Asa@60 515 btnProcess:Disable()
Asa@60 516 end
Asa@59 517 end
Asa@59 518
Asa@59 519 function ItemAuditor:GetCraftingRow(row)
Asa@59 520 if craftingTable then
Asa@59 521 for _, index in pairs(craftingTable.sorttable) do
Asa@59 522 local tableRow = tableData[index]
Asa@59 523 if tableFilter(nil, tableRow) then
Asa@59 524 row = row - 1
Asa@59 525 if row == 0 then
Asa@59 526 return realData[index]
Asa@59 527 end
Asa@59 528 end
Asa@59 529 end
Asa@59 530 elseif realData then
Asa@59 531 return realData[row]
Asa@59 532 end
Asa@59 533 return nil
Asa@59 534 end
Asa@67 535 ItemAuditor.Options.args.crafting = {
Asa@67 536 type = "execute",
Asa@67 537 name = "crafting",
Asa@67 538 desc = "This opens a window to configure a crafting queue.",
Asa@67 539 func = "DisplayCrafting",
Asa@67 540 guiHidden = false,
Asa@67 541 }