/*
* Copyright (C) 2008-2014 TrinityCore
*
* This program is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the
* Free Software Foundation; either version 2 of the License, or (at your
* option) any later version.
*
* This program is distributed in the hope that it will be useful, but WITHOUT
* ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or
* FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with this program. If not, see .
*/
#include "Log.h"
#include "DBCStores.h"
#include "ObjectMgr.h"
#include "AuctionHouseMgr.h"
#include "AuctionHouseBotSeller.h"
AuctionBotSeller::AuctionBotSeller()
{
// Define faction for our main data class.
for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
_houseConfig[i].Initialize(AuctionHouseType(i));
}
AuctionBotSeller::~AuctionBotSeller()
{
}
bool AuctionBotSeller::Initialize()
{
std::vector npcItems;
std::vector lootItems;
std::vector includeItems;
std::vector excludeItems;
TC_LOG_DEBUG("ahbot", "AHBot seller filters:");
{
std::stringstream includeStream(sAuctionBotConfig->GetAHBotIncludes());
std::string temp;
while (getline(includeStream, temp, ','))
includeItems.push_back(atoi(temp.c_str()));
}
{
std::stringstream excludeStream(sAuctionBotConfig->GetAHBotExcludes());
std::string temp;
while (getline(excludeStream, temp, ','))
excludeItems.push_back(atoi(temp.c_str()));
}
TC_LOG_DEBUG("ahbot", "Forced Inclusion %u items", (uint32)includeItems.size());
TC_LOG_DEBUG("ahbot", "Forced Exclusion %u items", (uint32)excludeItems.size());
TC_LOG_DEBUG("ahbot", "Loading npc vendor items for filter..");
const CreatureTemplateContainer* creatures = sObjectMgr->GetCreatureTemplates();
std::set tempItems;
for (CreatureTemplateContainer::const_iterator it = creatures->begin(); it != creatures->end(); ++it)
{
if (const VendorItemData* data = sObjectMgr->GetNpcVendorItemList(it->first))
{
for (VendorItemList::const_iterator it2 = data->m_items.begin(); it2 != data->m_items.end(); ++it2)
tempItems.insert((*it2)->item);
}
}
for (std::set::const_iterator it = tempItems.begin(); it != tempItems.end(); ++it)
npcItems.push_back(*it);
TC_LOG_DEBUG("ahbot", "Npc vendor filter has %u items", (uint32)npcItems.size());
TC_LOG_DEBUG("ahbot", "Loading loot items for filter..");
QueryResult result = WorldDatabase.PQuery(
"SELECT `item` FROM `creature_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `disenchant_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `fishing_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `gameobject_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `item_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `milling_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `pickpocketing_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `prospecting_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `reference_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `skinning_loot_template` WHERE `Reference` = 0 UNION "
"SELECT `item` FROM `spell_loot_template` WHERE `Reference` = 0");
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
if (!entry)
continue;
lootItems.push_back(entry);
} while (result->NextRow());
}
TC_LOG_DEBUG("ahbot", "Loot filter has %u items", (uint32)lootItems.size());
TC_LOG_DEBUG("ahbot", "Sorting and cleaning items for AHBot seller...");
uint32 itemsAdded = 0;
for (uint32 itemId = 0; itemId < sItemStore.GetNumRows(); ++itemId)
{
ItemTemplate const* prototype = sObjectMgr->GetItemTemplate(itemId);
if (!prototype)
continue;
// skip items with too high quality (code can't properly work with its)
if (prototype->Quality >= MAX_AUCTION_QUALITY)
continue;
// forced exclude filter
bool isExcludeItem = false;
for (size_t i = 0; i < excludeItems.size() && !isExcludeItem; ++i)
if (itemId == excludeItems[i])
isExcludeItem = true;
if (isExcludeItem)
continue;
// forced include filter
bool isForcedIncludeItem = false;
for (size_t i = 0; i < includeItems.size() && !isForcedIncludeItem; ++i)
if (itemId == includeItems[i])
isForcedIncludeItem = true;
if (isForcedIncludeItem)
{
_itemPool[prototype->Quality][prototype->Class].push_back(itemId);
++itemsAdded;
continue;
}
// bounding filters
switch (prototype->Bonding)
{
case NO_BIND:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_NO))
continue;
break;
case BIND_WHEN_PICKED_UP:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_PICKUP))
continue;
break;
case BIND_WHEN_EQUIPED:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_EQUIP))
continue;
break;
case BIND_WHEN_USE:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_USE))
continue;
break;
case BIND_QUEST_ITEM:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_QUEST))
continue;
break;
default:
continue;
}
bool allowZero = false;
switch (prototype->Class)
{
case ITEM_CLASS_CONSUMABLE:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONSUMABLE_ALLOW_ZERO); break;
case ITEM_CLASS_CONTAINER:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_ALLOW_ZERO); break;
case ITEM_CLASS_WEAPON:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_ALLOW_ZERO); break;
case ITEM_CLASS_GEM:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GEM_ALLOW_ZERO); break;
case ITEM_CLASS_ARMOR:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_ALLOW_ZERO); break;
case ITEM_CLASS_REAGENT:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_REAGENT_ALLOW_ZERO); break;
case ITEM_CLASS_PROJECTILE:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_PROJECTILE_ALLOW_ZERO); break;
case ITEM_CLASS_TRADE_GOODS:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_ALLOW_ZERO); break;
case ITEM_CLASS_RECIPE:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RECIPE_ALLOW_ZERO); break;
case ITEM_CLASS_QUIVER:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUIVER_ALLOW_ZERO); break;
case ITEM_CLASS_QUEST:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUEST_ALLOW_ZERO); break;
case ITEM_CLASS_KEY:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_KEY_ALLOW_ZERO); break;
case ITEM_CLASS_MISCELLANEOUS:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_ALLOW_ZERO); break;
case ITEM_CLASS_GLYPH:
allowZero = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_ALLOW_ZERO); break;
default:
allowZero = false;
}
// Filter out items with no buy/sell price unless otherwise flagged in the config.
if (!allowZero)
{
if (sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYPRICE_SELLER))
{
if (prototype->BuyPrice == 0)
continue;
}
else
{
if (prototype->SellPrice == 0)
continue;
}
}
// vendor filter
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEMS_VENDOR))
{
bool isVendorItem = false;
for (size_t i = 0; i < npcItems.size() && !isVendorItem; ++i)
if (itemId == npcItems[i])
isVendorItem = true;
if (isVendorItem)
continue;
}
// loot filter
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEMS_LOOT))
{
bool isLootItem = false;
for (size_t i = 0; i < lootItems.size() && !isLootItem; ++i)
if (itemId == lootItems[i])
isLootItem = true;
if (isLootItem)
continue;
}
// not vendor/loot filter
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEMS_MISC))
{
bool isVendorItem = false;
bool isLootItem = false;
for (size_t i = 0; i < npcItems.size() && !isVendorItem; ++i)
if (itemId == npcItems[i])
isVendorItem = true;
for (size_t i = 0; i < lootItems.size() && !isLootItem; ++i)
if (itemId == lootItems[i])
isLootItem = true;
if (!isLootItem && !isVendorItem)
continue;
}
// item class/subclass specific filters
switch (prototype->Class)
{
case ITEM_CLASS_ARMOR:
case ITEM_CLASS_WEAPON:
{
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MIN_ITEM_LEVEL))
if (prototype->ItemLevel < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_ITEM_LEVEL))
if (prototype->ItemLevel > value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MIN_REQ_LEVEL))
if (prototype->RequiredLevel < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_REQ_LEVEL))
if (prototype->RequiredLevel > value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MIN_SKILL_RANK))
if (prototype->RequiredSkillRank < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_SKILL_RANK))
if (prototype->RequiredSkillRank > value)
continue;
break;
}
case ITEM_CLASS_RECIPE:
case ITEM_CLASS_CONSUMABLE:
case ITEM_CLASS_PROJECTILE:
{
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MIN_REQ_LEVEL))
if (prototype->RequiredLevel < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_REQ_LEVEL))
if (prototype->RequiredLevel > value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MIN_SKILL_RANK))
if (prototype->RequiredSkillRank < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_SKILL_RANK))
if (prototype->RequiredSkillRank > value)
continue;
break;
}
case ITEM_CLASS_MISCELLANEOUS:
if (prototype->SubClass == ITEM_SUBCLASS_JUNK_MOUNT)
{
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_MOUNT_MIN_REQ_LEVEL))
if (prototype->RequiredLevel < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_MOUNT_MAX_REQ_LEVEL))
if (prototype->RequiredLevel > value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_MOUNT_MIN_SKILL_RANK))
if (prototype->RequiredSkillRank < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_MOUNT_MAX_SKILL_RANK))
if (prototype->RequiredSkillRank > value)
continue;
}
if (prototype->Flags & ITEM_FLAG_UNLOCKED)
{
// skip any not locked lootable items (mostly quest specific or reward cases)
if (!prototype->LockID)
continue;
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_LOCKBOX_ENABLED))
continue;
}
break;
case ITEM_CLASS_GLYPH:
{
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_MIN_REQ_LEVEL))
if (prototype->RequiredLevel < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_MAX_REQ_LEVEL))
if (prototype->RequiredLevel > value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_MIN_ITEM_LEVEL))
if (prototype->RequiredLevel < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_MAX_ITEM_LEVEL))
if (prototype->RequiredLevel > value)
continue;
break;
}
case ITEM_CLASS_TRADE_GOODS:
{
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_MIN_ITEM_LEVEL))
if (prototype->ItemLevel < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_MAX_ITEM_LEVEL))
if (prototype->ItemLevel > value)
continue;
break;
}
case ITEM_CLASS_CONTAINER:
case ITEM_CLASS_QUIVER:
{
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_MIN_ITEM_LEVEL))
if (prototype->ItemLevel < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_MAX_ITEM_LEVEL))
if (prototype->ItemLevel > value)
continue;
break;
}
}
_itemPool[prototype->Quality][prototype->Class].push_back(itemId);
++itemsAdded;
}
if (!itemsAdded)
{
TC_LOG_ERROR("ahbot", "AuctionHouseBot seller not have items, disabled.");
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ALLIANCE_ITEM_AMOUNT_RATIO, 0);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_HORDE_ITEM_AMOUNT_RATIO, 0);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_NEUTRAL_ITEM_AMOUNT_RATIO, 0);
return false;
}
TC_LOG_DEBUG("ahbot", "AuctionHouseBot seller will use %u items to fill auction house (according your config choices)", itemsAdded);
LoadConfig();
TC_LOG_DEBUG("ahbot", "Items loaded \tGray\tWhite\tGreen\tBlue\tPurple\tOrange\tYellow");
for (uint32 i = 0; i < MAX_ITEM_CLASS; ++i)
TC_LOG_DEBUG("ahbot", "\t\t%u\t%u\t%u\t%u\t%u\t%u\t%u",
(uint32)_itemPool[0][i].size(), (uint32)_itemPool[1][i].size(), (uint32)_itemPool[2][i].size(),
(uint32)_itemPool[3][i].size(), (uint32)_itemPool[4][i].size(), (uint32)_itemPool[5][i].size(),
(uint32)_itemPool[6][i].size());
TC_LOG_DEBUG("ahbot", "AHBot seller configuration data loaded and initialized");
return true;
}
void AuctionBotSeller::LoadConfig()
{
for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
if (sAuctionBotConfig->GetConfigItemAmountRatio(AuctionHouseType(i)))
LoadSellerValues(_houseConfig[i]);
}
void AuctionBotSeller::LoadItemsQuantity(SellerConfiguration& config)
{
uint32 ratio = sAuctionBotConfig->GetConfigItemAmountRatio(config.GetHouseType());
config.SetItemsAmountPerQuality(AUCTION_QUALITY_GRAY, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_GRAY_AMOUNT) * ratio / 100);
config.SetItemsAmountPerQuality(AUCTION_QUALITY_WHITE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_WHITE_AMOUNT) * ratio / 100);
config.SetItemsAmountPerQuality(AUCTION_QUALITY_GREEN, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_GREEN_AMOUNT) * ratio / 100);
config.SetItemsAmountPerQuality(AUCTION_QUALITY_BLUE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_BLUE_AMOUNT) * ratio / 100);
config.SetItemsAmountPerQuality(AUCTION_QUALITY_PURPLE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_PURPLE_AMOUNT) * ratio / 100);
config.SetItemsAmountPerQuality(AUCTION_QUALITY_ORANGE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_ORANGE_AMOUNT) * ratio / 100);
config.SetItemsAmountPerQuality(AUCTION_QUALITY_YELLOW, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_YELLOW_AMOUNT) * ratio / 100);
// Set quantity wanted but only on possible item color
// This avoid any no-exist class-color items selection by random items create function
// ============================================================================================
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_CONSUMABLE, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_CONTAINER, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_WEAPON, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_GEM, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_ARMOR, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_REAGENT, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_PROJECTILE, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_TRADE_GOODS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_GENERIC, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_RECIPE, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_QUIVER, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_QUEST, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUEST_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_KEY, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_MISCELLANEOUS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GRAY, ITEM_CLASS_GLYPH, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_CONSUMABLE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONSUMABLE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_CONTAINER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_WEAPON, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_GEM, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GEM_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_ARMOR, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_REAGENT, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_REAGENT_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_PROJECTILE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_PROJECTILE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_TRADE_GOODS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_GENERIC, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GENERIC_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_RECIPE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RECIPE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_QUIVER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUIVER_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_QUEST, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUEST_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_KEY, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_KEY_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_MISCELLANEOUS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_WHITE, ITEM_CLASS_GLYPH, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_CONSUMABLE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONSUMABLE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_CONTAINER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_WEAPON, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_GEM, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GEM_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_ARMOR, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_REAGENT, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_PROJECTILE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_PROJECTILE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_TRADE_GOODS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_GENERIC, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_RECIPE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RECIPE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_QUIVER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUIVER_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_QUEST, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUEST_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_KEY, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_KEY_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_MISCELLANEOUS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_GREEN, ITEM_CLASS_GLYPH, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_CONSUMABLE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONSUMABLE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_CONTAINER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_WEAPON, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_GEM, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GEM_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_ARMOR, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_REAGENT, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_PROJECTILE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_PROJECTILE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_TRADE_GOODS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_GENERIC, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_RECIPE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RECIPE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_QUIVER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUIVER_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_QUEST, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUEST_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_KEY, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_MISCELLANEOUS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_BLUE, ITEM_CLASS_GLYPH, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_CONSUMABLE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONSUMABLE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_CONTAINER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_WEAPON, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_GEM, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GEM_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_ARMOR, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_REAGENT, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_PROJECTILE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_PROJECTILE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_TRADE_GOODS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_GENERIC, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_RECIPE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RECIPE_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_QUIVER, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_QUEST, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUEST_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_KEY, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_MISCELLANEOUS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_PURPLE, ITEM_CLASS_GLYPH, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_CONSUMABLE, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_CONTAINER, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_WEAPON, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_GEM, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_ARMOR, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_REAGENT, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_PROJECTILE, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_TRADE_GOODS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_GENERIC, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_RECIPE, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_QUIVER, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_QUEST, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_KEY, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_MISCELLANEOUS, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_ORANGE, ITEM_CLASS_GLYPH, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_CONSUMABLE, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_CONTAINER, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_WEAPON, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_GEM, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_ARMOR, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_AMOUNT));
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_REAGENT, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_PROJECTILE, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_TRADE_GOODS, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_GENERIC, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_RECIPE, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_QUIVER, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_QUEST, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_KEY, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_MISCELLANEOUS, 0);
config.SetItemsQuantityPerClass(AUCTION_QUALITY_YELLOW, ITEM_CLASS_GLYPH, 0);
// ============================================================================================
// Set the best value to get nearest amount of items wanted
for (uint32 j = 0; j < MAX_AUCTION_QUALITY; ++j)
{
uint32 index = config.GetItemsAmountPerQuality(AuctionQuality(j)) /
(sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONSUMABLE_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_AMOUNT) +
sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GEM_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_REAGENT_AMOUNT) +
sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_PROJECTILE_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GENERIC_AMOUNT) +
sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RECIPE_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUIVER_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUEST_AMOUNT) +
sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_KEY_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_AMOUNT) + sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_AMOUNT));
for (uint32 i = 0; i < MAX_ITEM_CLASS; ++i)
config.SetItemsAmountPerClass(AuctionQuality(j), ItemClass(i), index);
}
}
void AuctionBotSeller::LoadSellerValues(SellerConfiguration& config)
{
LoadItemsQuantity(config);
uint32 PriceRatio;
switch (config.GetHouseType())
{
case AUCTION_HOUSE_ALLIANCE:
PriceRatio = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ALLIANCE_PRICE_RATIO);
break;
case AUCTION_HOUSE_HORDE:
PriceRatio = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_HORDE_PRICE_RATIO);
break;
default:
PriceRatio = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_NEUTRAL_PRICE_RATIO);
break;
}
config.SetPriceRatioPerQuality(AUCTION_QUALITY_GRAY, PriceRatio * sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_GRAY_PRICE_RATIO) / 100);
config.SetPriceRatioPerQuality(AUCTION_QUALITY_WHITE, PriceRatio * sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_WHITE_PRICE_RATIO) / 100);
config.SetPriceRatioPerQuality(AUCTION_QUALITY_GREEN, PriceRatio * sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_GREEN_PRICE_RATIO) / 100);
config.SetPriceRatioPerQuality(AUCTION_QUALITY_BLUE, PriceRatio * sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_BLUE_PRICE_RATIO) / 100);
config.SetPriceRatioPerQuality(AUCTION_QUALITY_PURPLE, PriceRatio * sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_PURPLE_PRICE_RATIO) / 100);
config.SetPriceRatioPerQuality(AUCTION_QUALITY_ORANGE, PriceRatio * sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_ORANGE_PRICE_RATIO) / 100);
config.SetPriceRatioPerQuality(AUCTION_QUALITY_YELLOW, PriceRatio * sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_YELLOW_PRICE_RATIO) / 100);
config.SetPriceRatioPerClass(ITEM_CLASS_CONSUMABLE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONSUMABLE_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_CONTAINER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_WEAPON, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_WEAPON_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_GEM, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GEM_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_ARMOR, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_ARMOR_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_REAGENT, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_REAGENT_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_PROJECTILE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_PROJECTILE_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_TRADE_GOODS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_GENERIC, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GENERIC_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_RECIPE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RECIPE_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_MONEY, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MONEY_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_QUIVER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUIVER_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_QUEST, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_QUEST_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_KEY, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_KEY_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_PERMANENT, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_PERMANENT_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_MISCELLANEOUS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_PRICE_RATIO));
config.SetPriceRatioPerClass(ITEM_CLASS_GLYPH, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_PRICE_RATIO));
//load min and max auction times
config.SetMinTime(sAuctionBotConfig->GetConfig(CONFIG_AHBOT_MINTIME));
config.SetMaxTime(sAuctionBotConfig->GetConfig(CONFIG_AHBOT_MAXTIME));
TC_LOG_DEBUG("ahbot", "AHBot: minTime = %u", config.GetMinTime());
TC_LOG_DEBUG("ahbot", "AHBot: maxTime = %u", config.GetMaxTime());
TC_LOG_DEBUG("ahbot", "AHBot: For AH type %u", config.GetHouseType());
TC_LOG_DEBUG("ahbot", "AHBot: GrayItems = %u", config.GetItemsAmountPerQuality(AUCTION_QUALITY_GRAY));
TC_LOG_DEBUG("ahbot", "AHBot: WhiteItems = %u", config.GetItemsAmountPerQuality(AUCTION_QUALITY_WHITE));
TC_LOG_DEBUG("ahbot", "AHBot: GreenItems = %u", config.GetItemsAmountPerQuality(AUCTION_QUALITY_GREEN));
TC_LOG_DEBUG("ahbot", "AHBot: BlueItems = %u", config.GetItemsAmountPerQuality(AUCTION_QUALITY_BLUE));
TC_LOG_DEBUG("ahbot", "AHBot: PurpleItems = %u", config.GetItemsAmountPerQuality(AUCTION_QUALITY_PURPLE));
TC_LOG_DEBUG("ahbot", "AHBot: OrangeItems = %u", config.GetItemsAmountPerQuality(AUCTION_QUALITY_ORANGE));
TC_LOG_DEBUG("ahbot", "AHBot: YellowItems = %u", config.GetItemsAmountPerQuality(AUCTION_QUALITY_YELLOW));
}
// Set static of items on one AH faction.
// Fill ItemInfos object with real content of AH.
uint32 AuctionBotSeller::SetStat(SellerConfiguration& config)
{
AllItemsArray itemsSaved(MAX_AUCTION_QUALITY, std::vector(MAX_ITEM_CLASS));
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(config.GetHouseType());
for (AuctionHouseObject::AuctionEntryMap::const_iterator itr = auctionHouse->GetAuctionsBegin(); itr != auctionHouse->GetAuctionsEnd(); ++itr)
{
AuctionEntry* auctionEntry = itr->second;
Item* item = sAuctionMgr->GetAItem(auctionEntry->itemGUIDLow);
if (item)
{
ItemTemplate const* prototype = item->GetTemplate();
if (prototype)
if (!auctionEntry->owner) // Add only ahbot items
++itemsSaved[prototype->Quality][prototype->Class];
}
}
uint32 count = 0;
for (uint32 j = 0; j < MAX_AUCTION_QUALITY; ++j)
{
for (uint32 i = 0; i < MAX_ITEM_CLASS; ++i)
{
config.SetMissedItemsPerClass((AuctionQuality)j, (ItemClass)i, itemsSaved[j][i]);
count += config.GetMissedItemsPerClass((AuctionQuality)j, (ItemClass)i);
}
}
TC_LOG_DEBUG("ahbot", "AHBot: Missed Item \tGray\tWhite\tGreen\tBlue\tPurple\tOrange\tYellow");
for (uint32 i = 0; i < MAX_ITEM_CLASS; ++i)
{
TC_LOG_DEBUG("ahbot", "AHBot: \t\t%u\t%u\t%u\t%u\t%u\t%u\t%u",
config.GetMissedItemsPerClass(AUCTION_QUALITY_GRAY, (ItemClass)i),
config.GetMissedItemsPerClass(AUCTION_QUALITY_WHITE, (ItemClass)i),
config.GetMissedItemsPerClass(AUCTION_QUALITY_GREEN, (ItemClass)i),
config.GetMissedItemsPerClass(AUCTION_QUALITY_BLUE, (ItemClass)i),
config.GetMissedItemsPerClass(AUCTION_QUALITY_PURPLE, (ItemClass)i),
config.GetMissedItemsPerClass(AUCTION_QUALITY_ORANGE, (ItemClass)i),
config.GetMissedItemsPerClass(AUCTION_QUALITY_YELLOW, (ItemClass)i));
}
config.LastMissedItem = count;
return count;
}
// getRandomArray is used to make viable the possibility to add any of missed item in place of first one to last one.
bool AuctionBotSeller::GetItemsToSell(SellerConfiguration& config, ItemsToSellArray& itemsToSellArray, AllItemsArray const& addedItem)
{
itemsToSellArray.clear();
bool found = false;
for (uint32 j = 0; j < MAX_AUCTION_QUALITY; ++j)
{
for (uint32 i = 0; i < MAX_ITEM_CLASS; ++i)
{
if (config.GetMissedItemsPerClass(AuctionQuality(j), ItemClass(i)) > addedItem[j][i] && !_itemPool[j][i].empty())
{
ItemToSell miss_item;
miss_item.Color = j;
miss_item.Itemclass = i;
itemsToSellArray.push_back(miss_item);
found = true;
}
}
}
return found;
}
// Set items price. All important value are passed by address.
void AuctionBotSeller::SetPricesOfItem(ItemTemplate const* itemProto, SellerConfiguration& config, uint32& buyp, uint32& bidp, uint32 stackCount)
{
uint32 classRatio = config.GetPriceRatioPerClass(ItemClass(itemProto->Class));
uint32 qualityRatio = config.GetPriceRatioPerQuality(AuctionQuality(itemProto->Quality));
uint32 priceRatio = (classRatio * qualityRatio) / 100;
uint32 buyPrice = itemProto->BuyPrice;
uint32 sellPrice = itemProto->SellPrice;
if (buyPrice == 0)
{
if (sellPrice > 0)
buyPrice = sellPrice * GetSellModifier(itemProto);
else
{
uint32 divisor = ((itemProto->Class == 2 || itemProto->Class == 4) ? 284 : 80);
uint32 tempLevel = (itemProto->ItemLevel == 0 ? 1 : itemProto->ItemLevel);
uint32 tempQuality = (itemProto->Quality == 0 ? 1 : itemProto->Quality);
buyPrice = tempLevel * tempQuality * GetBuyModifier(itemProto)* tempLevel / divisor;
}
}
if (sellPrice == 0)
sellPrice = (buyPrice > 10 ? buyPrice / GetSellModifier(itemProto) : buyPrice);
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYPRICE_SELLER))
buyPrice = sellPrice;
uint32 basePrice = (buyPrice * stackCount * priceRatio) / (itemProto->Class == 6 ? 200 : itemProto->BuyCount) / 100;
uint32 range = basePrice * 0.04;
buyp = urand(basePrice - range, basePrice + range) + 1;
basePrice = buyp * .5;
range = buyp * .4;
bidp = urand(basePrice - range, basePrice + range) + 1;
}
// Determine the multiplier for the sell price of any weapon without a buy price.
uint32 AuctionBotSeller::GetSellModifier(ItemTemplate const* prototype)
{
switch (prototype->Class)
{
case ITEM_CLASS_WEAPON:
case ITEM_CLASS_ARMOR:
case ITEM_CLASS_REAGENT:
case ITEM_CLASS_PROJECTILE:
return 5;
default:
return 4;
}
}
// Return the modifier by which the item's level and quality will be modified by to derive a relatively accurate price.
uint32 AuctionBotSeller::GetBuyModifier(ItemTemplate const* prototype)
{
switch (prototype->Class)
{
case ITEM_CLASS_CONSUMABLE:
{
switch (prototype->SubClass)
{
case ITEM_SUBCLASS_CONSUMABLE:
return 100;
case ITEM_SUBCLASS_FLASK:
return 400;
case ITEM_SUBCLASS_SCROLL:
return 15;
case ITEM_SUBCLASS_ITEM_ENHANCEMENT:
return 250;
case ITEM_SUBCLASS_BANDAGE:
return 125;
default:
return 300;
}
}
case ITEM_CLASS_WEAPON:
{
switch (prototype->SubClass)
{
case ITEM_SUBCLASS_WEAPON_AXE:
case ITEM_SUBCLASS_WEAPON_MACE:
case ITEM_SUBCLASS_WEAPON_SWORD:
case ITEM_SUBCLASS_WEAPON_FIST_WEAPON:
case ITEM_SUBCLASS_WEAPON_DAGGER:
return 1200;
case ITEM_SUBCLASS_WEAPON_AXE2:
case ITEM_SUBCLASS_WEAPON_MACE2:
case ITEM_SUBCLASS_WEAPON_POLEARM:
case ITEM_SUBCLASS_WEAPON_SWORD2:
case ITEM_SUBCLASS_WEAPON_STAFF:
return 1500;
case ITEM_SUBCLASS_WEAPON_THROWN:
return 350;
default:
return 1000;
}
}
case ITEM_CLASS_ARMOR:
{
switch (prototype->SubClass)
{
case ITEM_SUBCLASS_ARMOR_MISCELLANEOUS:
case ITEM_SUBCLASS_ARMOR_CLOTH:
return 500;
case ITEM_SUBCLASS_ARMOR_LEATHER:
return 600;
case ITEM_SUBCLASS_ARMOR_MAIL:
return 700;
case ITEM_SUBCLASS_ARMOR_PLATE:
case ITEM_SUBCLASS_ARMOR_SHIELD:
return 800;
default:
return 400;
}
}
case ITEM_CLASS_REAGENT:
case ITEM_CLASS_PROJECTILE:
return 50;
case ITEM_CLASS_TRADE_GOODS:
{
switch (prototype->SubClass)
{
case ITEM_SUBCLASS_TRADE_GOODS:
case ITEM_SUBCLASS_PARTS:
case ITEM_SUBCLASS_MEAT:
return 50;
case ITEM_SUBCLASS_EXPLOSIVES:
return 250;
case ITEM_SUBCLASS_DEVICES:
return 500;
case ITEM_SUBCLASS_ELEMENTAL:
case ITEM_SUBCLASS_TRADE_GOODS_OTHER:
case ITEM_SUBCLASS_ENCHANTING:
return 300;
default:
return 100;
}
}
case ITEM_CLASS_QUEST: return 1000;
case ITEM_CLASS_KEY: return 3000;
default:
return 500;
}
}
void AuctionBotSeller::SetItemsRatio(uint32 al, uint32 ho, uint32 ne)
{
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ALLIANCE_ITEM_AMOUNT_RATIO, std::max(al, 100000u));
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_HORDE_ITEM_AMOUNT_RATIO, std::max(ho, 100000u));
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_NEUTRAL_ITEM_AMOUNT_RATIO, std::max(ne, 100000u));
for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
LoadItemsQuantity(_houseConfig[i]);
}
void AuctionBotSeller::SetItemsRatioForHouse(AuctionHouseType house, uint32 val)
{
val = std::max(val, 10000u); // apply same upper limit as used for config load
switch (house)
{
case AUCTION_HOUSE_ALLIANCE: sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ALLIANCE_ITEM_AMOUNT_RATIO, val); break;
case AUCTION_HOUSE_HORDE: sAuctionBotConfig->SetConfig(CONFIG_AHBOT_HORDE_ITEM_AMOUNT_RATIO, val); break;
default: sAuctionBotConfig->SetConfig(CONFIG_AHBOT_NEUTRAL_ITEM_AMOUNT_RATIO, val); break;
}
LoadItemsQuantity(_houseConfig[house]);
}
void AuctionBotSeller::SetItemsAmount(uint32(&vals)[MAX_AUCTION_QUALITY])
{
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_GRAY_AMOUNT, vals[AUCTION_QUALITY_GRAY]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_WHITE_AMOUNT, vals[AUCTION_QUALITY_WHITE]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_GREEN_AMOUNT, vals[AUCTION_QUALITY_GREEN]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_BLUE_AMOUNT, vals[AUCTION_QUALITY_BLUE]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_PURPLE_AMOUNT, vals[AUCTION_QUALITY_PURPLE]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_ORANGE_AMOUNT, vals[AUCTION_QUALITY_ORANGE]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_YELLOW_AMOUNT, vals[AUCTION_QUALITY_YELLOW]);
for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
LoadItemsQuantity(_houseConfig[i]);
}
void AuctionBotSeller::SetItemsAmountForQuality(AuctionQuality quality, uint32 val)
{
switch (quality)
{
case AUCTION_QUALITY_GRAY:
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_GRAY_AMOUNT, val); break;
case AUCTION_QUALITY_WHITE:
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_WHITE_AMOUNT, val); break;
case AUCTION_QUALITY_GREEN:
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_GREEN_AMOUNT, val); break;
case AUCTION_QUALITY_BLUE:
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_BLUE_AMOUNT, val); break;
case AUCTION_QUALITY_PURPLE:
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_PURPLE_AMOUNT, val); break;
case AUCTION_QUALITY_ORANGE:
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_ORANGE_AMOUNT, val); break;
default:
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_YELLOW_AMOUNT, val); break;
}
for (int i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
LoadItemsQuantity(_houseConfig[i]);
}
// Add new auction to one of the factions.
// Faction and setting associated is defined passed argument ( config )
void AuctionBotSeller::AddNewAuctions(SellerConfiguration& config)
{
uint32 count = 0;
uint32 items = 0;
// If there is large amount of items missed we can use boost value to get fast filled AH
if (config.LastMissedItem > sAuctionBotConfig->GetItemPerCycleBoost())
{
items = sAuctionBotConfig->GetItemPerCycleBoost();
TC_LOG_DEBUG("ahbot", "AHBot: Boost value used to fill AH! (if this happens often adjust both ItemsPerCycle in worldserver.conf)");
}
else
items = sAuctionBotConfig->GetItemPerCycleNormal();
uint32 houseid = 0;
uint64 auctioneer = 0;
switch (config.GetHouseType())
{
case AUCTION_HOUSE_ALLIANCE:
houseid = 1; auctioneer = 79707; break;
case AUCTION_HOUSE_HORDE:
houseid = 6; auctioneer = 4656; break;
default:
houseid = 7; auctioneer = 23442; break;
}
AuctionHouseEntry const* ahEntry = sAuctionHouseStore.LookupEntry(houseid);
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsMap(config.GetHouseType());
ItemsToSellArray itemsToSell;
AllItemsArray allItems(MAX_AUCTION_QUALITY, std::vector(MAX_ITEM_CLASS));
// Main loop
// getRandomArray will give what categories of items should be added (return true if there is at least 1 items missed)
SQLTransaction trans = CharacterDatabase.BeginTransaction();
while (GetItemsToSell(config, itemsToSell, allItems) && items > 0)
{
--items;
// Select random position from missed items table
uint32 pos = urand(0, itemsToSell.size() - 1);
// Set itemId with random item ID for selected categories and color, from _itemPool table
uint32 itemId = _itemPool[itemsToSell[pos].Color][itemsToSell[pos].Itemclass][urand(0, _itemPool[itemsToSell[pos].Color][itemsToSell[pos].Itemclass].size() - 1)];
++allItems[itemsToSell[pos].Color][itemsToSell[pos].Itemclass]; // Helper table to avoid rescan from DB in this loop. (has we add item in random orders)
if (!itemId)
{
TC_LOG_DEBUG("ahbot", "AHBot: Item entry 0 auction creating attempt.");
continue;
}
ItemTemplate const* prototype = sObjectMgr->GetItemTemplate(itemId);
if (!prototype)
{
TC_LOG_DEBUG("ahbot", "AHBot: Unknown item %u auction creating attempt.", itemId);
continue;
}
uint32 stackCount = urand(1, prototype->GetMaxStackSize());
Item* item = Item::CreateItem(itemId, stackCount);
if (!item)
{
TC_LOG_ERROR("ahbot", "AHBot: Item::CreateItem() returned NULL for item %u (stack: %u)", itemId, stackCount);
return;
}
// Update the just created item so that if it needs random properties it has them.
// Ex: Notched Shortsword of Stamina will only generate as a Notched Shortsword without this.
if (int32 randomPropertyId = Item::GenerateItemRandomPropertyId(itemId))
item->SetItemRandomProperties(randomPropertyId);
uint32 buyoutPrice;
uint32 bidPrice = 0;
// Price of items are set here
SetPricesOfItem(prototype, config, buyoutPrice, bidPrice, stackCount);
// Deposit time
uint32 etime = urand(1, 3);
switch (etime)
{
case 1:
etime = 43200;
break;
case 2:
etime = 86400;
break;
case 3:
etime = 172800;
break;
default:
etime = 86400;
break;
}
AuctionEntry* auctionEntry = new AuctionEntry();
auctionEntry->Id = sObjectMgr->GenerateAuctionID();
auctionEntry->owner = 0;
auctionEntry->itemGUIDLow = item->GetGUID().GetCounter();
auctionEntry->itemEntry = item->GetEntry();
auctionEntry->startbid = bidPrice;
auctionEntry->buyout = buyoutPrice;
auctionEntry->auctioneer = auctioneer;
auctionEntry->bidder = 0;
auctionEntry->bid = 0;
auctionEntry->deposit = sAuctionMgr->GetAuctionDeposit(ahEntry, etime, item, stackCount);
auctionEntry->auctionHouseEntry = ahEntry;
auctionEntry->expire_time = time(NULL) + urand(config.GetMinTime(), config.GetMaxTime()) * HOUR;
item->SaveToDB(trans);
sAuctionMgr->AddAItem(item);
auctionHouse->AddAuction(auctionEntry);
auctionEntry->SaveToDB(trans);
auctionHouse->AddAuction(auctionEntry);
++count;
}
CharacterDatabase.CommitTransaction(trans);
TC_LOG_DEBUG("ahbot", "AHBot: Added %u items to auction", count);
}
bool AuctionBotSeller::Update(AuctionHouseType houseType)
{
if (sAuctionBotConfig->GetConfigItemAmountRatio(houseType) > 0)
{
TC_LOG_DEBUG("ahbot", "AHBot: %s selling ...", AuctionBotConfig::GetHouseTypeName(houseType));
if (SetStat(_houseConfig[houseType]))
AddNewAuctions(_houseConfig[houseType]);
return true;
}
else
return false;
}