white items now considered as OkByStat and OkBysecondaryStat
Alex Shubert [12-15-13 - 18:38]
white items now considered as OkByStat and OkBysecondaryStat
diff --git a/AutoTurnIn.lua b/AutoTurnIn.lua
index 8620458..6416fb0 100644
--- a/AutoTurnIn.lua
+++ b/AutoTurnIn.lua
@@ -470,7 +470,7 @@ function AutoTurnIn:TurnInQuest(rewardIndex)
self:Print("Debug: turning quest in, no choice required")
end
else
- GetQuestReward(rewardIndex)
+ --GetQuestReward(rewardIndex)
end
end
@@ -519,7 +519,7 @@ function AutoTurnIn:Need()
self:Print(L["stopitemfound"]:format(_G[equipSlot]))
return true
end
- local itemCandidate = {index=i, points=0, type="", stat="NOTCHOSEN", secondary={}}
+ local itemCandidate = {index=i, points=0, type="", stat="", secondary={}} --DEBUG structure
-- TYPE: item is suitable if there are no type specified at all or item type is chosen
local OkByType = false
@@ -533,23 +533,30 @@ function AutoTurnIn:Need()
itemCandidate.type=subclass .. ((not not OkByType) and "=>OK" or "=>FAIL")
--STAT+SECONDARY: Same here: if no stat specified or item stat is chosen then item is wanted
- local OkByStat = not next(AutoTurnInCharacterDB.stat) -- true if table is empty
+ local OkByStat = not next(AutoTurnInCharacterDB.stat) -- true if table is empty
local OkBySecondary = not next(AutoTurnInCharacterDB.secondary) -- true if table is empty
if (not (OkByStat and OkBySecondaryStat)) then
wipe(self.stattable)
GetItemStats(link, self.stattable)
+ local count = 0
for stat, value in pairs(self.stattable) do
+ count = count + 1
if ( AutoTurnInCharacterDB.stat[stat] ) then
OkByStat = true
- itemCandidate.stat=_G[stat].."=>OK"
+ itemCandidate.stat = _G[stat].. "=>OK"
end
if ( AutoTurnInCharacterDB.secondary[stat] ) then
OkBySecondary = true
itemCandidate.points = itemCandidate.points + 1
tinsert(itemCandidate.secondary, _G[stat])
end
- end
- end
+ end
+ if (count == 1) then
+ OkByStat, OkBySecondary = true, true -- плозое решение. теряется основная илея
+ end
+ else
+ itemCandidate.stat = "NO_STAT_SETTINGS"
+ end
-- User may not choose any options hence any item became 'ok'. That situation is undoubtly incorrect.
local SettingsExists = (class == C.WEAPONLABEL and next(AutoTurnInCharacterDB.weapon) or next(AutoTurnInCharacterDB.armor))