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