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1 local addonName, A = ...
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2
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3 -- Lua functions
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4 local tonumber = tonumber
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5 local select = select
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6 local sfind = string.find
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7
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8 -- Wow functions
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9
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10 -- DEBUG Print
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11 function A.DEBUG(msg)
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12 -- GLOBALS: DEFAULT_CHAT_FRAME
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13 DEFAULT_CHAT_FRAME:AddMessage(msg or "nil",1,0,0)
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14 end -- function
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15
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16 -- Messages to the user
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17 function A.Warn(msg)
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18 if not msg then return end
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19 local event = "UI_INFO_MESSAGE"
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20 UIErrorsFrame_OnEvent(UIErrorsFrame, event, msg)
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21 end -- function
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22 function A.Error(msg)
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23 if not msg then return end
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24 local event = "UI_ERROR_MESSAGE"
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25 UIErrorsFrame_OnEvent(UIErrorsFrame, event, msg)
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26 end -- function
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27
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28 -- Returns the item ID from its link
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29 function A.link2ID(link)
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30 return tonumber(select(3,sfind(link or "", "-*:(%d+)[:|].*")) or "")
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31 end -- function
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32
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33 -- Returns the button number for the reagents buttons
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34 function A.buttonNumber(btn)
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35 -- "TradeSkillReagentN"
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36 return tonumber(btn:GetName():sub(-1))
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37 end
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38
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39 do
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40 -- Wow functions
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41 local GetTradeSkillInfo = GetTradeSkillInfo
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42 local GetNumTradeSkills = GetNumTradeSkills
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43 local GetTradeSkillItemLink = GetTradeSkillItemLink
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44
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45 -- Gives the number of craftable objects
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46 function A.numMakable(reagentID)
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47 -- Look for the recipe to make the item
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48 local reagentIndex = A.findSkillIndex(reagentID)
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49 if not reagentIndex then return end
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50
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51 -- Check how many items we can craft
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52 local skillName, skillType, numReagentMakable, isExpanded, serviceType, numSkillUps = GetTradeSkillInfo(reagentIndex)
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53 return numReagentMakable, reagentIndex
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54 end
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55
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56 -- Find the first tradeskill index of the recipe to make an item
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57 function A.findSkillIndex(itemID)
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58 for i = 1,GetNumTradeSkills() do
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59 local _, skillType = GetTradeSkillInfo(i)
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60 if skillType == "header" then
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61 else
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62 local ID = A.link2ID(GetTradeSkillItemLink(i))
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63 if ID and ID == itemID then
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64 return i
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65 end -- if
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66 end -- if
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67 end -- for
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68 end -- function
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69 end -- do
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70
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71
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72 -- Taken from Datastore_Crafts
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73 -- *** Scanning functions ***
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74 do
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75 local selectedTradeSkillIndex
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76 local subClasses, subClassID
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77 local invSlots, invSlotID
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78 local haveMats
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79 local headersState = {}
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80
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81 local function GetSubClassID()
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82 -- The purpose of this function is to get the subClassID in a UI independant way
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83 -- ie: without relying on UIDropDownMenu_GetSelectedID(TradeSkillSubClassDropDown), which uses a hardcoded frame name.
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84
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85 if GetTradeSkillSubClassFilter(0) then -- if "All Subclasses" is selected, GetTradeSkillSubClassFilter() will return 1 for all indexes, including 0
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86 return 1 -- thus return 1 as selected id (as would be returned by UIDropDownMenu_GetSelectedID(TradeSkillSubClassDropDown))
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87 end
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88
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89 local filter
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90 for i = 1, #subClasses do
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91 filter = GetTradeSkillSubClassFilter(i)
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92 if filter then
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93 return i+1 -- ex: 3rd element of the subClasses array, but 4th in the dropdown due to "All Subclasses", so return i+1
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94 end
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95 end
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96 end
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97
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98 local function GetInvSlotID()
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99 -- The purpose of this function is to get the invSlotID in a UI independant way (same as GetSubClassID)
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100 -- ie: without relying on UIDropDownMenu_GetSelectedID(TradeSkillInvSlotDropDown), which uses a hardcoded frame name.
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101
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102 if GetTradeSkillInvSlotFilter(0) then -- if "All Slots" is selected, GetTradeSkillInvSlotFilter() will return 1 for all indexes, including 0
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103 return 1 -- thus return 1 as selected id (as would be returned by UIDropDownMenu_GetSelectedID(TradeSkillInvSlotDropDown))
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104 end
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105
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106 local filter
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107 for i = 1, #invSlots do
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108 filter = GetTradeSkillInvSlotFilter(i)
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109 if filter then
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110 return i+1 -- ex: 3rd element of the invSlots array, but 4th in the dropdown due to "All Slots", so return i+1
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111 end
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112 end
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113 end
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114
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115 function A.SaveActiveFilters(headerName)
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116 A.blockScan = true
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117
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118 --[[
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119 print("save")
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120 print(GetNumTradeSkills())
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121 selectedTradeSkillIndex = GetTradeSkillSelectionIndex()
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122
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123 subClasses = { GetTradeSkillSubClasses() }
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124 invSlots = { GetTradeSkillInvSlots() }
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125 subClassID = GetSubClassID()
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126 invSlotID = GetInvSlotID()
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127
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128 -- Subclasses
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129 SetTradeSkillSubClassFilter(0, 1, 1) -- this checks "All subclasses"
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130 if TradeSkillSubClassDropDown then
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131 UIDropDownMenu_SetSelectedID(TradeSkillSubClassDropDown, 1)
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132 end
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133 print(GetNumTradeSkills())
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134
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135 -- Inventory slots
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136 SetTradeSkillInvSlotFilter(0, 1, 1) -- this checks "All slots"
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137 if TradeSkillInvSlotDropDown then
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138 UIDropDownMenu_SetSelectedID(TradeSkillInvSlotDropDown, 1)
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139 end
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140 print(GetNumTradeSkills())
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141
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142 -- Have Materials
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143 if TradeSkillFrameAvailableFilterCheckButton then
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144 haveMats = TradeSkillFrameAvailableFilterCheckButton:GetChecked() -- nil or true
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145 TradeSkillFrameAvailableFilterCheckButton:SetChecked(false)
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146 end
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147 TradeSkillOnlyShowMakeable(false)
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148 print(GetNumTradeSkills())
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149 --]]
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150
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151 -- Headers
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152 --local headerCount = 0 -- use a counter to avoid being bound to header names, which might not be unique.
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153 for i = GetNumTradeSkills(), 1, -1 do -- 1st pass, expand all categories
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154 local skillName, skillType, _, isExpanded = GetTradeSkillInfo(i)
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155 if (skillType == "header") then
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156 --headerCount = headerCount + 1
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157 if not isExpanded and skillName==headerName then
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158 ExpandTradeSkillSubClass(i)
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159 --print(GetNumTradeSkills())
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160 --headersState[headerCount] = true
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161 end
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162 end
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163 end
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164
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165 --print("saved")
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166
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167 A.blockScan = nil
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168 end
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169
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170 function A.RestoreActiveFilters()
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171 A.blockScan = true
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172
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173 print("restore")
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174 -- Subclasses
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175 SetTradeSkillSubClassFilter(subClassID-1, 1, 1) -- this checks the previously checked value
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176
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177 local frame = TradeSkillSubClassDropDown
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178 if frame then -- other addons might nil this frame (delayed load, etc..), so secure DDM calls
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179 local text = (subClassID == 1) and ALL_SUBCLASSES or subClasses[subClassID-1]
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180 UIDropDownMenu_SetSelectedID(frame, subClassID)
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181 UIDropDownMenu_SetText(frame, text);
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182 end
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183
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184 subClassID = nil
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185 wipe(subClasses)
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186 subClasses = nil
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187
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188 -- Inventory slots
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189 invSlotID = invSlotID or 1
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190 SetTradeSkillInvSlotFilter(invSlotID-1, 1, 1) -- this checks the previously checked value
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191
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192 frame = TradeSkillInvSlotDropDown
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193 if frame then
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194 local text = (invSlotID == 1) and ALL_INVENTORY_SLOTS or invSlots[invSlotID-1]
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195 UIDropDownMenu_SetSelectedID(frame, invSlotID)
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196 UIDropDownMenu_SetText(frame, text);
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197 end
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198
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199 invSlotID = nil
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200 wipe(invSlots)
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201 invSlots = nil
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202
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203 -- Have Materials
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204 if TradeSkillFrameAvailableFilterCheckButton then
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205 TradeSkillFrameAvailableFilterCheckButton:SetChecked(haveMats or false)
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206 end
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207 TradeSkillOnlyShowMakeable(haveMats or false)
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208 haveMats = nil
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209
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210 SelectTradeSkill(selectedTradeSkillIndex)
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211 selectedTradeSkillIndex = nil
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212
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213 -- Headers
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214 local headerCount = 0
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215 for i = GetNumTradeSkills(), 1, -1 do
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216 local _, skillType = GetTradeSkillInfo(i)
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217 if (skillType == "header") then
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218 headerCount = headerCount + 1
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219 if headersState[headerCount] then
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220 CollapseTradeSkillSubClass(i)
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221 end
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222 end
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223 end
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224 wipe(headersState)
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225 end
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226 print("restored")
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227
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228 A.blockScan = nil
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229 end
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230
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231 function A.isRecipeUnique(itemData)
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232 local unique = true
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233
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234 -- Check if the item is made by only one recipe. If not, return
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235 if #itemData>1 then
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236 local spellLink
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237 for _,v in ipairs(itemData) do
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238 if not spellLink then
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239 spellLink = v.spellLink
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240 else
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241 if v.spellLink ~= spellLink then
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242 unique = nil
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243 break
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244 end
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245 end
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246 end
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247 end
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248
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249 return unique
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250 end
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251
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252 --[[
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253 function A.isTradeskillUnique(itemData)
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254 local spellName = itemData[1].spellName
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255
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256 -- Check if the item is made by only one recipe. If not, return
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257 if #itemData>1 then
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258 for _,v in ipairs(itemData) do
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259 if v.spellName ~= spellName then
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260 spellName = nil
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261 break
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262 end
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263 end
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264 end
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265
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266 return spellName
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267 end
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268 --]] |