Mercurial > wow > itemauditor
comparison Modules/Crafting.lua @ 135:a529a4a4ccbe
I removed the persistent queue (Ticket 33) It caused to many bugs and was blocking me from getting other things done. I think its something that will get implemented again once I figure out the best way to do it.
author | Asa Ayers <Asa.Ayers@Gmail.com> |
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date | Sat, 02 Oct 2010 11:38:22 -0700 |
parents | 5eefa40e2a29 7f81764aa03a |
children | 106c1523777e |
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133:5eefa40e2a29 | 135:a529a4a4ccbe |
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9 local validateMoney = ItemAuditor.validateMoney | 9 local validateMoney = ItemAuditor.validateMoney |
10 local parseMoney = ItemAuditor.parseMoney | 10 local parseMoney = ItemAuditor.parseMoney |
11 | 11 |
12 local realData = {} | 12 local realData = {} |
13 local nameMap = nil | 13 local nameMap = nil |
14 local shoppingList = nil | |
15 | 14 |
16 local vellumLevelMap = { | 15 local vellumLevelMap = { |
17 [38682] = 37602, -- Armor Vellum => Armor Vellum II | 16 [38682] = 37602, -- Armor Vellum => Armor Vellum II |
18 [37602] = 43145, -- Armor Vellum II => Armor Vellum III | 17 [37602] = 43145, -- Armor Vellum II => Armor Vellum III |
19 [39349] = 39350, -- Weapon Vellum => Weapon Vellum II | 18 [39349] = 39350, -- Weapon Vellum => Weapon Vellum II |
20 [39350] = 43146, -- Weapon Vellum II => Weapon Vellum III | 19 [39350] = 43146, -- Weapon Vellum II => Weapon Vellum III |
21 } | 20 } |
22 | 21 |
23 function Crafting:OnInitialize() | 22 function Crafting:OnInitialize() |
24 local allQueues = ItemAuditor.db.factionrealm.queue | |
25 if not allQueues[UnitName("player")] then | |
26 allQueues[UnitName("player")] = {} | |
27 end | |
28 realData = allQueues[UnitName("player")] | |
29 | |
30 self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED") | 23 self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED") |
31 end | 24 end |
32 | 25 |
33 local function getQueueLocation(name) | 26 local function getQueueLocation(name) |
34 if not nameMap then | 27 if not nameMap then |
232 craftingTable.frame:SetPoint("BOTTOMRIGHT", craftingContent, 0, 30) | 225 craftingTable.frame:SetPoint("BOTTOMRIGHT", craftingContent, 0, 30) |
233 | 226 |
234 craftingTable:RegisterEvents({ | 227 craftingTable:RegisterEvents({ |
235 ["OnEnter"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...) | 228 ["OnEnter"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...) |
236 if realrow then | 229 if realrow then |
237 if column == 1 then | 230 local data = realData[realrow] |
238 local data = realData[realrow] | 231 |
239 | 232 GameTooltip:SetOwner(rowFrame, "ANCHOR_CURSOR") |
240 GameTooltip:SetOwner(rowFrame, "ANCHOR_CURSOR") | 233 GameTooltip:SetHyperlink(data.link) |
241 GameTooltip:SetHyperlink(data.link) | 234 GameTooltip:Show() |
242 GameTooltip:Show() | |
243 elseif column == 2 then | |
244 local data = realData[realrow] | |
245 GameTooltip:SetOwner(rowFrame, "ANCHOR_CURSOR") | |
246 GameTooltip:SetText(format('Create %sx%s', data.link, data.queue)) | |
247 for i, reagent in pairs(data.reagents) do | |
248 GameTooltip:AddDoubleLine("\124cffffffff"..reagent.link, format("\124cffffffff%s/%s", reagent.count-reagent.need, reagent.count)) | |
249 --[[ | |
250 reagents[reagentId] = { | |
251 link = reagentLink, | |
252 itemID = vellumID, | |
253 name = reagentName, | |
254 count = 1, | |
255 price = self:GetReagentCost(reagentLink, 1), | |
256 need = 0, -- This will get populated after the decisions have been made. it can't | |
257 -- be done before that because highest profit items get priority on materials. | |
258 }]] | |
259 end | |
260 GameTooltip:Show() | |
261 end | |
262 end | 235 end |
263 end, | 236 end, |
264 ["OnLeave"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...) | 237 ["OnLeave"] = function (rowFrame, cellFrame, data, cols, row, realrow, column, scrollingTable, ...) |
265 GameTooltip:Hide() | 238 GameTooltip:Hide() |
266 end, | 239 end, |
485 }, | 458 }, |
486 } | 459 } |
487 | 460 |
488 Crafting.RegisterCraftingDecider('Is Profitable', isProfitable, isProfitableOptions) | 461 Crafting.RegisterCraftingDecider('Is Profitable', isProfitable, isProfitableOptions) |
489 | 462 |
490 function Crafting.ClearProfession(tradeskillName) | 463 |
491 -- This will initialize nameMap if it isn't already. | |
492 getQueueLocation('') | |
493 | |
494 for key = #(realData), 1, -1 do | |
495 if realData[key].tradeskillName == tradeskillName then | |
496 nameMap[realData[key].tradeskillName] = nil | |
497 tremove(realData, key) | |
498 end | |
499 end | |
500 end | |
501 | 464 |
502 local tableData = {} | 465 local tableData = {} |
503 function ItemAuditor:UpdateCraftingTable() | 466 function ItemAuditor:UpdateCraftingTable() |
504 if LSW == nil then | 467 if LSW == nil then |
505 self:Print("This feature requires LilSparky's Workshop.") | 468 self:Print("This feature requires LilSparky's Workshop.") |
510 else | 473 else |
511 self:Print("This feature requires Auctionator, Auctioneer, AuctionLite, or AuctionMaster.") | 474 self:Print("This feature requires Auctionator, Auctioneer, AuctionLite, or AuctionMaster.") |
512 return | 475 return |
513 end | 476 end |
514 local tradeskillName = GetTradeSkillLine() | 477 local tradeskillName = GetTradeSkillLine() |
515 Crafting.ClearProfession(tradeskillName) | |
516 shoppingList = nil | |
517 | 478 |
518 wipe(tableData) | 479 wipe(tableData) |
519 | 480 |
520 local profitableItems = {} | 481 local profitableItems = {} |
521 local profitableIndex = 1 | 482 local profitableIndex = 1 |
522 local numChecked = 0 | 483 local numChecked = 0 |
523 local row = #(realData)+1 | |
524 local numTradeSkills = GetNumTradeSkills() | 484 local numTradeSkills = GetNumTradeSkills() |
525 if tradeskillName == 'UNKNOWN' then | 485 if tradeskillName == 'UNKNOWN' then |
526 numTradeSkills = 0 | 486 numTradeSkills = 0 |
527 end | 487 end |
528 | 488 |
489 local row = 1 | |
490 | |
529 for i = 1, numTradeSkills do | 491 for i = 1, numTradeSkills do |
530 local itemLink = GetTradeSkillItemLink(i) | 492 local itemLink = GetTradeSkillItemLink(i) |
531 local itemId = Utils.GetItemID(itemLink) | 493 local itemId = Utils.GetItemID(itemLink) |
532 local vellumID = nil | 494 local vellumID = nil |
533 | |
534 local spellName = itemName | |
535 | 495 |
536 --Figure out if its an enchant or not | 496 --Figure out if its an enchant or not |
537 _, _, _, _, altVerb = GetTradeSkillInfo(i) | 497 _, _, _, _, altVerb = GetTradeSkillInfo(i) |
538 if LSW.scrollData[itemId] ~= nil and altVerb == 'Enchant' then | 498 if LSW.scrollData[itemId] ~= nil and altVerb == 'Enchant' then |
539 -- Ask LSW for the correct scroll | 499 -- Ask LSW for the correct scroll |
653 craftingTable:SetFilter(tableFilter) | 613 craftingTable:SetFilter(tableFilter) |
654 self:RefreshCraftingTable() | 614 self:RefreshCraftingTable() |
655 end | 615 end |
656 end | 616 end |
657 | 617 |
658 | |
659 local numOwned = {} | |
660 | |
661 local function BuildShoppingList(character, queue) | |
662 for key, data in pairs(queue) do | |
663 if data.queue > 0 then | |
664 for id, reagent in pairs(data.reagents) do | |
665 if not numOwned[reagent.link] then | |
666 numOwned[reagent.link] = ItemAuditor:GetItemCount(Utils.GetItemID(reagent.link)) | |
667 end | |
668 numOwned[reagent.link] = numOwned[reagent.link] - reagent.count | |
669 | |
670 shoppingList[reagent.itemID] = shoppingList[reagent.itemID] or { | |
671 total = 0, | |
672 need = 0, | |
673 characters = {} | |
674 } | |
675 local slItem = shoppingList[reagent.itemID] | |
676 | |
677 | |
678 if numOwned[reagent.link] < 0 and not vellumLevelMap[reagent.itemID] then | |
679 reagent.need = min(reagent.count, abs(numOwned[reagent.link])) | |
680 elseif numOwned[reagent.link] >= 0 then | |
681 reagent.need = 0 | |
682 end | |
683 shoppingList[reagent.itemID].total = shoppingList[reagent.itemID].total + reagent.count | |
684 shoppingList[reagent.itemID].need = shoppingList[reagent.itemID].need + reagent.need | |
685 | |
686 slItem.characters[UnitName("player")] = slItem.characters[UnitName("player")] or {} | |
687 slItem.characters[UnitName("player")][data.recipeLink] = { | |
688 count = reagent.count, | |
689 need = reagent.need, | |
690 } | |
691 end | |
692 end | |
693 end | |
694 end | |
695 | |
696 function Crafting.GetShoppingList(itemID) | |
697 if not shoppingList then | |
698 shoppingList = {} | |
699 wipe(numOwned) | |
700 | |
701 -- This is done here instead of in the loop to make sure the current | |
702 -- character gets the first pick of materials. | |
703 local me = UnitName("player") | |
704 BuildShoppingList(me, realData) | |
705 | |
706 for alt, queue in pairs(ItemAuditor.db.factionrealm.queue) do | |
707 if alt ~= me then | |
708 BuildShoppingList(alt, queue) | |
709 end | |
710 end | |
711 elseif shoppingList[itemID] then | |
712 local data = shoppingList[itemID] | |
713 if data.need ~= max(0, data.total - ItemAuditor:GetItemCount(itemID)) then | |
714 shoppingList = nil | |
715 -- I'm rebuilding the list instead of just the item because | |
716 -- it will be eaiser than tracking down the queued recipes that | |
717 -- need to change. If this becomes a problem, I may change it. | |
718 return Crafting.GetShoppingList(itemID) | |
719 end | |
720 end | |
721 | |
722 return shoppingList[itemID] | |
723 end | |
724 | |
725 function ItemAuditor:RefreshCraftingTable() | 618 function ItemAuditor:RefreshCraftingTable() |
726 -- If the crafting table hasn't been created/displayed, there is no | 619 -- If the crafting table hasn't been created/displayed, there is no |
727 -- reason to try to update it. | 620 -- reason to try to update it. |
728 if not craftingTable then | 621 if not craftingTable then |
729 return | 622 return |