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Apply an exponential formula to define the chance to bid/buyout an auction depending on auction price and item price ratio. The formula can be adjusted changing the new AuctionHouseBot.Buyer.ChanceFactor config parameter Chance = 100 ^ (1 + (1 - (auction_price / item_price) / k) k is the config parameter AuctionHouseBot.Buyer.ChanceFactor, the higher the number the higher chance to buy overpriced auctions.
438 lines
17 KiB
C++
438 lines
17 KiB
C++
/*
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* Copyright (C) 2008-2015 TrinityCore <http://www.trinitycore.org/>
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*
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* This program is free software; you can redistribute it and/or modify it
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* under the terms of the GNU General Public License as published by the
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* Free Software Foundation; either version 2 of the License, or (at your
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* option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but WITHOUT
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* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
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* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
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* more details.
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*
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* You should have received a copy of the GNU General Public License along
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* with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "Log.h"
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#include "Item.h"
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#include "ItemPrototype.h"
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#include "AuctionHouseBotBuyer.h"
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AuctionBotBuyer::AuctionBotBuyer() : _checkInterval(20 * MINUTE)
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{
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// Define faction for our main data class.
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for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
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_houseConfig[i].Initialize(AuctionHouseType(i));
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}
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AuctionBotBuyer::~AuctionBotBuyer()
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{
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}
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bool AuctionBotBuyer::Initialize()
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{
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LoadConfig();
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bool activeHouse = false;
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for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
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{
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if (_houseConfig[i].BuyerEnabled)
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{
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activeHouse = true;
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break;
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}
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}
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if (!activeHouse)
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return false;
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// load Check interval
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_checkInterval = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_RECHECK_INTERVAL) * MINUTE;
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TC_LOG_DEBUG("ahbot", "AHBot buyer interval is %u minutes", _checkInterval / MINUTE);
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return true;
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}
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void AuctionBotBuyer::LoadConfig()
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{
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for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
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{
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_houseConfig[i].BuyerEnabled = sAuctionBotConfig->GetConfigBuyerEnabled(AuctionHouseType(i));
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if (_houseConfig[i].BuyerEnabled)
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LoadBuyerValues(_houseConfig[i]);
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}
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}
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void AuctionBotBuyer::LoadBuyerValues(BuyerConfiguration& /* config */)
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{
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}
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// Makes an AHbot buyer cycle for AH type if necessary
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bool AuctionBotBuyer::Update(AuctionHouseType houseType)
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{
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if (!sAuctionBotConfig->GetConfigBuyerEnabled(houseType))
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return false;
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TC_LOG_DEBUG("ahbot", "AHBot: %s buying ...", AuctionBotConfig::GetHouseTypeName(houseType));
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BuyerConfiguration& config = _houseConfig[houseType];
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uint32 eligibleItems = GetItemInformation(config);
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if (eligibleItems)
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{
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// Prepare list of items to bid or buy - remove old items
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PrepareListOfEntry(config);
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// Process buying and bidding items
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BuyAndBidItems(config);
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}
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return true;
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}
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// Collects information about item counts and minimum prices to SameItemInfo and updates EligibleItems - a list with new items eligible for bot to buy and bid
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// Returns count of items in AH that were eligible for being bought or bidded on by ahbot buyer (EligibleItems size)
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uint32 AuctionBotBuyer::GetItemInformation(BuyerConfiguration& config)
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{
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config.SameItemInfo.clear();
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time_t now = time(nullptr);
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uint32 count = 0;
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AuctionHouseObject* house = sAuctionMgr->GetAuctionsMap(config.GetHouseType());
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for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = house->GetAuctionsBegin(); itr != house->GetAuctionsEnd(); ++itr)
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{
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AuctionEntry* entry = itr->second;
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Item* item = sAuctionMgr->GetAItem(entry->itemGUIDLow);
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if (!item)
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continue;
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BuyerItemInfo& itemInfo = config.SameItemInfo[item->GetEntry()];
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// Update item entry's count and total bid prices
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// This can be used later to determine the prices and chances to bid
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uint32 itemBidPrice = entry->startbid / item->GetCount();
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itemInfo.TotalBidPrice = itemInfo.TotalBidPrice + itemBidPrice;
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itemInfo.BidItemCount++;
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// Set minimum bid price
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if (!itemInfo.MinBidPrice)
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itemInfo.MinBidPrice = itemBidPrice;
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else
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itemBidPrice = std::min(itemInfo.MinBidPrice, itemBidPrice);
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// Set minimum buyout price if item has buyout
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if (entry->buyout)
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{
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// Update item entry's count and total buyout prices
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// This can be used later to determine the prices and chances to buyout
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uint32 itemBuyPrice = entry->buyout / item->GetCount();
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itemInfo.TotalBuyPrice = itemInfo.TotalBuyPrice + itemBuyPrice;
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itemInfo.BuyItemCount++;
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if (!itemInfo.MinBuyPrice)
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itemInfo.MinBuyPrice = itemBuyPrice;
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else
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itemInfo.MinBuyPrice = std::min(itemInfo.MinBuyPrice, itemBuyPrice);
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}
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// Add/update to EligibleItems if:
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// has a bid by player or
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// has no bids and not owned by bot
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if ((entry->bid && entry->bidder) || (entry->owner && !entry->bid))
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{
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config.EligibleItems[entry->Id].LastExist = now;
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config.EligibleItems[entry->Id].AuctionId = entry->Id;
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++count;
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}
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}
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TC_LOG_DEBUG("ahbot", "AHBot: %u items added to buyable/biddable vector for ah type: %u", count, config.GetHouseType());
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TC_LOG_DEBUG("ahbot", "AHBot: SameItemInfo size = %u", (uint32)config.SameItemInfo.size());
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return count;
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}
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// ahInfo can be NULL
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bool AuctionBotBuyer::RollBuyChance(const BuyerItemInfo* ahInfo, const Item* item, const AuctionEntry* auction, uint32 /*bidPrice*/)
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{
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if (!auction->buyout)
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return false;
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float itemBuyPrice = float(auction->buyout / item->GetCount());
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float itemPrice = float(item->GetTemplate()->SellPrice ? item->GetTemplate()->SellPrice : GetVendorPrice(item->GetTemplate()->Quality));
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// The AH cut needs to be added to the price, but we dont want a 100% chance to buy if the price is exactly AH default
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itemPrice *= 1.4f;
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// This value is between 0 and 100 and is used directly as the chance to buy or bid
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// Value equal or above 100 means 100% chance and value below 0 means 0% chance
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float chance = std::min(100.f, std::pow(100.f, 1.f + (1.f - itemBuyPrice / itemPrice) / sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_CHANCE_FACTOR)));
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// If a player has bidded on item, have fifth of normal chance
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if (auction->bidder)
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chance = chance / 5.f;
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if (ahInfo)
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{
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float avgBuyPrice = ahInfo->TotalBuyPrice / float(ahInfo->BuyItemCount);
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TC_LOG_DEBUG("ahbot", "AHBot: buyout average: %.1f items with buyout: %u", avgBuyPrice, ahInfo->BuyItemCount);
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// If there are more than 5 items on AH of this entry, try weigh in the average buyout price
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if (ahInfo->BuyItemCount > 5)
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chance *= 1.f / std::sqrt(itemBuyPrice / avgBuyPrice);
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}
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// Add config weigh in for quality
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chance *= GetChanceMultiplier(item->GetTemplate()->Quality) / 100.0f;
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float rand = frand(0.f, 100.f);
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bool win = rand <= chance;
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TC_LOG_DEBUG("ahbot", "AHBot: %s BUY! chance = %.2f, price = %u, buyprice = %u.", win ? "WIN" : "LOSE", chance, uint32(itemPrice), uint32(itemBuyPrice));
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return win;
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}
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// ahInfo can be NULL
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bool AuctionBotBuyer::RollBidChance(const BuyerItemInfo* ahInfo, const Item* item, const AuctionEntry* auction, uint32 bidPrice)
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{
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float itemBidPrice = float(bidPrice / item->GetCount());
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float itemPrice = float(item->GetTemplate()->SellPrice ? item->GetTemplate()->SellPrice : GetVendorPrice(item->GetTemplate()->Quality));
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// The AH cut needs to be added to the price, but we dont want a 100% chance to buy if the price is exactly AH default
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itemPrice *= 1.4f;
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// This value is between 0 and 100 and is used directly as the chance to buy or bid
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// Value equal or above 100 means 100% chance and value below 0 means 0% chance
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float chance = std::min(100.f, std::pow(100.f, 1.f + (1.f - itemBidPrice / itemPrice) / sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_CHANCE_FACTOR)));
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if (ahInfo)
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{
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float avgBidPrice = ahInfo->TotalBidPrice / float(ahInfo->BidItemCount);
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TC_LOG_DEBUG("ahbot", "AHBot: Bid average: %.1f biddable item count: %u", avgBidPrice, ahInfo->BidItemCount);
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// If there are more than 5 items on AH of this entry, try weigh in the average bid price
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if (ahInfo->BidItemCount >= 5)
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chance *= 1.f / std::sqrt(itemBidPrice / avgBidPrice);
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}
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// If a player has bidded on item, have fifth of normal chance
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if (auction->bidder)
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chance = chance / 5.f;
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// Add config weigh in for quality
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chance *= GetChanceMultiplier(item->GetTemplate()->Quality) / 100.0f;
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float rand = frand(0.f, 100.f);
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bool win = rand <= chance;
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TC_LOG_DEBUG("ahbot", "AHBot: %s BID! chance = %.2f, price = %u, bidprice = %u.", win ? "WIN" : "LOSE", chance, uint32(itemPrice), uint32(itemBidPrice));
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return win;
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}
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// Removes items from EligibleItems that we shouldnt buy or bid on
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// The last existed time on them should be older than now
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void AuctionBotBuyer::PrepareListOfEntry(BuyerConfiguration& config)
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{
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// now - 5 seconds to leave out all old entries but keep the ones just updated a moment ago
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time_t now = time(nullptr) - 5;
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for (CheckEntryMap::iterator itr = config.EligibleItems.begin(); itr != config.EligibleItems.end();)
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{
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if (itr->second.LastExist < now)
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config.EligibleItems.erase(itr++);
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else
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++itr;
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}
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TC_LOG_DEBUG("ahbot", "AHBot: EligibleItems size = %u", (uint32)config.EligibleItems.size());
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}
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// Tries to bid and buy items based on their prices and chances set in configs
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void AuctionBotBuyer::BuyAndBidItems(BuyerConfiguration& config)
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{
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time_t now = time(nullptr);
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AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(config.GetHouseType());
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CheckEntryMap& items = config.EligibleItems;
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// Max amount of items to buy or bid
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uint32 cycles = sAuctionBotConfig->GetItemPerCycleNormal();
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if (items.size() > sAuctionBotConfig->GetItemPerCycleBoost())
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{
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// set more cycles if there is a huge influx of items
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cycles = sAuctionBotConfig->GetItemPerCycleBoost();
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TC_LOG_DEBUG("ahbot", "AHBot: Boost value used for Buyer! (if this happens often adjust both ItemsPerCycle in worldserver.conf)");
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}
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// Process items eligible to be bidded or bought
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CheckEntryMap::iterator itr = items.begin();
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while (cycles && itr != items.end())
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{
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AuctionEntry* auction = auctionHouse->GetAuction(itr->second.AuctionId);
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if (!auction)
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{
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TC_LOG_DEBUG("ahbot", "AHBot: Entry %u doesn't exists, perhaps bought already?", itr->second.AuctionId);
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items.erase(itr++);
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continue;
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}
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// Check if the item has been checked once before
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// If it has been checked and it was recently, skip it
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if (itr->second.LastChecked && (now - itr->second.LastChecked) <= _checkInterval)
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{
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TC_LOG_DEBUG("ahbot", "AHBot: In time interval wait for entry %u!", auction->Id);
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++itr;
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continue;
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}
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Item* item = sAuctionMgr->GetAItem(auction->itemGUIDLow);
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if (!item)
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{
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// auction item not accessible, possible auction in payment pending mode
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items.erase(itr++);
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continue;
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}
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// price to bid if bidding
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uint32 bidPrice;
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if (auction->bid >= auction->startbid)
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{
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// get bid price to outbid previous bidder
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bidPrice = auction->bid + auction->GetAuctionOutBid();
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}
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else
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{
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// no previous bidders - use starting bid
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bidPrice = auction->startbid;
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}
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const BuyerItemInfo* ahInfo = nullptr;
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BuyerItemInfoMap::const_iterator sameItemItr = config.SameItemInfo.find(item->GetEntry());
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if (sameItemItr != config.SameItemInfo.end())
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ahInfo = &sameItemItr->second;
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TC_LOG_DEBUG("ahbot", "AHBot: Rolling for AHentry %u:", auction->Id);
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// Roll buy and bid chances
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bool successBuy = RollBuyChance(ahInfo, item, auction, bidPrice);
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bool successBid = RollBidChance(ahInfo, item, auction, bidPrice);
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// If roll bidding succesfully and bid price is above buyout -> buyout
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// If roll for buying was successful but not for bid, buyout directly
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// If roll bidding was also successful, buy the entry with 20% chance
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// - Better bid than buy since the item is bought by bot if no player bids after
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// Otherwise bid if roll for bid was successful
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if ((auction->buyout && successBid && bidPrice >= auction->buyout) ||
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(successBuy && (!successBid || urand(1, 5) == 1)))
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BuyEntry(auction, auctionHouse); // buyout
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else if (successBid)
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PlaceBidToEntry(auction, bidPrice); // bid
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itr->second.LastChecked = now;
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--cycles;
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++itr;
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}
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// Clear not needed entries
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config.SameItemInfo.clear();
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}
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uint32 AuctionBotBuyer::GetVendorPrice(uint32 quality)
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{
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switch (quality)
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{
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case ITEM_QUALITY_POOR:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_BASEPRICE_GRAY);
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case ITEM_QUALITY_NORMAL:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_BASEPRICE_WHITE);
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case ITEM_QUALITY_UNCOMMON:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_BASEPRICE_GREEN);
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case ITEM_QUALITY_RARE:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_BASEPRICE_BLUE);
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case ITEM_QUALITY_EPIC:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_BASEPRICE_PURPLE);
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case ITEM_QUALITY_LEGENDARY:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_BASEPRICE_ORANGE);
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case ITEM_QUALITY_ARTIFACT:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_BASEPRICE_YELLOW);
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default:
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return 1 * SILVER;
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}
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}
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uint32 AuctionBotBuyer::GetChanceMultiplier(uint32 quality)
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{
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switch (quality)
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{
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case ITEM_QUALITY_POOR:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_CHANCEMULTIPLIER_GRAY);
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case ITEM_QUALITY_NORMAL:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_CHANCEMULTIPLIER_WHITE);
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case ITEM_QUALITY_UNCOMMON:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_CHANCEMULTIPLIER_GREEN);
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case ITEM_QUALITY_RARE:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_CHANCEMULTIPLIER_BLUE);
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case ITEM_QUALITY_EPIC:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_CHANCEMULTIPLIER_PURPLE);
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case ITEM_QUALITY_LEGENDARY:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_CHANCEMULTIPLIER_ORANGE);
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case ITEM_QUALITY_ARTIFACT:
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return sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYER_CHANCEMULTIPLIER_YELLOW);
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default:
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return 100;
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}
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}
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// Buys the auction and does necessary actions to complete the buyout
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void AuctionBotBuyer::BuyEntry(AuctionEntry* auction, AuctionHouseObject* auctionHouse)
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{
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TC_LOG_DEBUG("ahbot", "AHBot: Entry %u bought at %.2fg", auction->Id, float(auction->buyout) / GOLD);
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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// Send mail to previous bidder if any
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if (auction->bidder)
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sAuctionMgr->SendAuctionOutbiddedMail(auction, auction->buyout, NULL, trans);
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// Set bot as bidder and set new bid amount
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auction->bidder = 0;
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auction->bid = auction->buyout;
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// Mails must be under transaction control too to prevent data loss
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sAuctionMgr->SendAuctionSalePendingMail(auction, trans);
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sAuctionMgr->SendAuctionSuccessfulMail(auction, trans);
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sAuctionMgr->SendAuctionWonMail(auction, trans);
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// Delete auction from DB
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auction->DeleteFromDB(trans);
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// Remove auction item and auction from memory
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sAuctionMgr->RemoveAItem(auction->itemGUIDLow);
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auctionHouse->RemoveAuction(auction);
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// Run SQLs
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CharacterDatabase.CommitTransaction(trans);
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}
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// Bids on the auction and does the necessary actions for bidding
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void AuctionBotBuyer::PlaceBidToEntry(AuctionEntry* auction, uint32 bidPrice)
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{
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TC_LOG_DEBUG("ahbot", "AHBot: Bid placed to entry %u, %.2fg", auction->Id, float(bidPrice) / GOLD);
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SQLTransaction trans = CharacterDatabase.BeginTransaction();
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// Send mail to previous bidder if any
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if (auction->bidder)
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sAuctionMgr->SendAuctionOutbiddedMail(auction, bidPrice, NULL, trans);
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// Set bot as bidder and set new bid amount
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auction->bidder = 0;
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auction->bid = bidPrice;
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// Update auction to DB
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PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_UPD_AUCTION_BID);
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stmt->setUInt32(0, auction->bidder);
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stmt->setUInt32(1, auction->bid);
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stmt->setUInt32(2, auction->Id);
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trans->Append(stmt);
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// Run SQLs
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CharacterDatabase.CommitTransaction(trans);
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}
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