/*
* This file is part of the TrinityCore Project. See AUTHORS file for Copyright information
*
* 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 "AuctionHouseBotSeller.h"
#include "AuctionHouseMgr.h"
#include "DatabaseEnv.h"
#include "DB2Stores.h"
#include "GameTime.h"
#include "Item.h"
#include "Log.h"
#include "Containers.h"
#include "ObjectMgr.h"
#include "Random.h"
#include
AuctionBotSeller::AuctionBotSeller()
{
// Define faction for our main data class.
for (uint8 i = 0; i < MAX_AUCTION_HOUSE_TYPE; ++i)
_houseConfig[i].Initialize(AuctionHouseType(i));
}
AuctionBotSeller::~AuctionBotSeller()
{
}
bool AuctionBotSeller::Initialize()
{
std::unordered_set npcItems;
std::unordered_set lootItems;
std::unordered_set includeItems;
std::unordered_set excludeItems;
TC_LOG_DEBUG("ahbot", "AHBot seller filters:");
{
std::stringstream includeStream(sAuctionBotConfig->GetAHBotIncludes());
std::string temp;
while (std::getline(includeStream, temp, ','))
includeItems.insert(atoi(temp.c_str()));
}
{
std::stringstream excludeStream(sAuctionBotConfig->GetAHBotExcludes());
std::string temp;
while (std::getline(excludeStream, temp, ','))
excludeItems.insert(atol(temp.c_str()));
}
TC_LOG_DEBUG("ahbot", "Forced Inclusion {} items", includeItems.size());
TC_LOG_DEBUG("ahbot", "Forced Exclusion {} items", excludeItems.size());
TC_LOG_DEBUG("ahbot", "Loading npc vendor items for filter..");
CreatureTemplateContainer const& creatures = sObjectMgr->GetCreatureTemplates();
for (auto const& creatureTemplatePair : creatures)
if (VendorItemData const* data = sObjectMgr->GetNpcVendorItemList(creatureTemplatePair.first))
for (VendorItem const& vendorItem : data->m_items)
npcItems.insert(vendorItem.item);
TC_LOG_DEBUG("ahbot", "Npc vendor filter has {} items", npcItems.size());
TC_LOG_DEBUG("ahbot", "Loading loot items for filter..");
QueryResult result = WorldDatabase.PQuery(
"SELECT `item` FROM `creature_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `disenchant_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `fishing_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `gameobject_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `item_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `milling_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `pickpocketing_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `prospecting_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `reference_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `skinning_loot_template` WHERE `ItemType` = 0 UNION "
"SELECT `item` FROM `spell_loot_template` WHERE `ItemType` = 0");
if (result)
{
do
{
Field* fields = result->Fetch();
uint32 entry = fields[0].GetUInt32();
if (!entry)
continue;
lootItems.insert(entry);
} while (result->NextRow());
}
TC_LOG_DEBUG("ahbot", "Loot filter has {} items", 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->GetQuality() >= MAX_AUCTION_QUALITY)
continue;
// forced exclude filter
if (excludeItems.count(itemId))
continue;
// forced include filter
if (includeItems.count(itemId))
{
_itemPool[prototype->GetQuality()][prototype->GetClass()].push_back(itemId);
++itemsAdded;
continue;
}
// bounding filters
switch (prototype->GetBonding())
{
case BIND_NONE:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_NO))
continue;
break;
case BIND_ON_ACQUIRE:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_PICKUP))
continue;
break;
case BIND_ON_EQUIP:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_EQUIP))
continue;
break;
case BIND_ON_USE:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_USE))
continue;
break;
case BIND_QUEST:
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIND_QUEST))
continue;
break;
default:
continue;
}
bool allowZero = false;
switch (prototype->GetClass())
{
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->GetSellPrice() == 0)
continue;
}
else
{
if (prototype->GetBuyPrice() == 0)
continue;
}
}
// vendor filter
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEMS_VENDOR))
if (npcItems.count(itemId))
continue;
// loot filter
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEMS_LOOT))
if (lootItems.count(itemId))
continue;
// not vendor/loot filter
if (!sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEMS_MISC))
{
bool const isVendorItem = npcItems.count(itemId) > 0;
bool const isLootItem = lootItems.count(itemId) > 0;
if (!isLootItem && !isVendorItem)
continue;
}
// item class/subclass specific filters
switch (prototype->GetClass())
{
case ITEM_CLASS_ARMOR:
case ITEM_CLASS_WEAPON:
{
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MIN_ITEM_LEVEL))
if (prototype->GetBaseItemLevel() < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_ITEM_LEVEL))
if (prototype->GetBaseItemLevel() > value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MIN_REQ_LEVEL))
if (prototype->GetBaseRequiredLevel() < static_cast(value))
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_REQ_LEVEL))
if (prototype->GetBaseRequiredLevel() > static_cast(value))
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MIN_SKILL_RANK))
if (prototype->GetRequiredSkillRank() < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_SKILL_RANK))
if (prototype->GetRequiredSkillRank() > 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->GetBaseRequiredLevel() < static_cast(value))
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_REQ_LEVEL))
if (prototype->GetBaseRequiredLevel() > static_cast(value))
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MIN_SKILL_RANK))
if (prototype->GetRequiredSkillRank() < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_ITEM_MAX_SKILL_RANK))
if (prototype->GetRequiredSkillRank() > value)
continue;
break;
}
case ITEM_CLASS_MISCELLANEOUS:
if (prototype->GetSubClass() == ITEM_SUBCLASS_MISCELLANEOUS_MOUNT)
{
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_MOUNT_MIN_REQ_LEVEL))
if (prototype->GetBaseRequiredLevel() < static_cast(value))
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_MOUNT_MAX_REQ_LEVEL))
if (prototype->GetBaseRequiredLevel() > static_cast(value))
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_MOUNT_MIN_SKILL_RANK))
if (prototype->GetRequiredSkillRank() < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_MISC_MOUNT_MAX_SKILL_RANK))
if (prototype->GetRequiredSkillRank() > value)
continue;
}
if (prototype->HasFlag(ITEM_FLAG_HAS_LOOT))
{
// skip any not locked lootable items (mostly quest specific or reward cases)
if (!prototype->GetLockID())
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->GetBaseRequiredLevel() < static_cast(value))
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_MAX_REQ_LEVEL))
if (prototype->GetBaseRequiredLevel() > static_cast(value))
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_MIN_ITEM_LEVEL))
if (prototype->GetBaseRequiredLevel() < static_cast(value))
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_GLYPH_MAX_ITEM_LEVEL))
if (prototype->GetBaseRequiredLevel() > static_cast(value))
continue;
break;
}
case ITEM_CLASS_TRADE_GOODS:
{
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_MIN_ITEM_LEVEL))
if (prototype->GetBaseItemLevel() < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_TRADEGOOD_MAX_ITEM_LEVEL))
if (prototype->GetBaseItemLevel() > 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->GetBaseItemLevel() < value)
continue;
if (uint32 value = sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_CONTAINER_MAX_ITEM_LEVEL))
if (prototype->GetBaseItemLevel() > value)
continue;
break;
}
}
_itemPool[prototype->GetQuality()][prototype->GetClass()].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 {} items to fill auction house (according your config choices)", itemsAdded);
LoadConfig();
if (sLog->ShouldLog("ahbot", LOG_LEVEL_DEBUG))
{
sLog->OutMessage("ahbot", LOG_LEVEL_DEBUG, "Items loaded \tGray\tWhite\tGreen\tBlue\tPurple\tOrange\tYellow");
for (uint32 i = 0; i < MAX_ITEM_CLASS; ++i)
sLog->OutMessage("ahbot", LOG_LEVEL_DEBUG, "\t\t{}\t{}\t{}\t{}\t{}\t{}\t{}",
_itemPool[0][i].size(), _itemPool[1][i].size(), _itemPool[2][i].size(),
_itemPool[3][i].size(), _itemPool[4][i].size(), _itemPool[5][i].size(),
_itemPool[6][i].size());
}
TC_LOG_DEBUG("ahbot", "AHBot seller configuration data loaded and initialized");
return true;
}
void AuctionBotSeller::LoadConfig()
{
for (uint8 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());
for (uint32 i = 0; i < MAX_AUCTION_QUALITY; ++i)
{
uint32 amount = sAuctionBotConfig->GetConfig(AuctionBotConfigUInt32Values(CONFIG_AHBOT_ITEM_GRAY_AMOUNT + i));
config.SetItemsAmountPerQuality(AuctionQuality(i), std::lroundf(amount * ratio / 100.f));
}
// Set Stack Quantities
config.SetRandomStackRatioPerClass(ITEM_CLASS_CONSUMABLE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_CONSUMABLE));
config.SetRandomStackRatioPerClass(ITEM_CLASS_CONTAINER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_CONTAINER));
config.SetRandomStackRatioPerClass(ITEM_CLASS_WEAPON, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_WEAPON));
config.SetRandomStackRatioPerClass(ITEM_CLASS_GEM, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_GEM));
config.SetRandomStackRatioPerClass(ITEM_CLASS_ARMOR, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_ARMOR));
config.SetRandomStackRatioPerClass(ITEM_CLASS_REAGENT, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_REAGENT));
config.SetRandomStackRatioPerClass(ITEM_CLASS_PROJECTILE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_PROJECTILE));
config.SetRandomStackRatioPerClass(ITEM_CLASS_TRADE_GOODS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_TRADEGOOD));
config.SetRandomStackRatioPerClass(ITEM_CLASS_ITEM_ENHANCEMENT, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_GENERIC));
config.SetRandomStackRatioPerClass(ITEM_CLASS_RECIPE, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_RECIPE));
config.SetRandomStackRatioPerClass(ITEM_CLASS_QUIVER, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_QUIVER));
config.SetRandomStackRatioPerClass(ITEM_CLASS_QUEST, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_QUEST));
config.SetRandomStackRatioPerClass(ITEM_CLASS_KEY, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_KEY));
config.SetRandomStackRatioPerClass(ITEM_CLASS_MISCELLANEOUS, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_MISC));
config.SetRandomStackRatioPerClass(ITEM_CLASS_GLYPH, sAuctionBotConfig->GetConfig(CONFIG_AHBOT_CLASS_RANDOMSTACKRATIO_GLYPH));
// Set the best value to get nearest amount of items wanted
auto getPriorityForClass = [](uint32 itemClass) -> uint32
{
AuctionBotConfigUInt32Values index;
switch (itemClass)
{
case ITEM_CLASS_CONSUMABLE:
index = CONFIG_AHBOT_CLASS_CONSUMABLE_PRIORITY; break;
case ITEM_CLASS_CONTAINER:
index = CONFIG_AHBOT_CLASS_CONTAINER_PRIORITY; break;
case ITEM_CLASS_WEAPON:
index = CONFIG_AHBOT_CLASS_WEAPON_PRIORITY; break;
case ITEM_CLASS_GEM:
index = CONFIG_AHBOT_CLASS_GEM_PRIORITY; break;
case ITEM_CLASS_ARMOR:
index = CONFIG_AHBOT_CLASS_ARMOR_PRIORITY; break;
case ITEM_CLASS_REAGENT:
index = CONFIG_AHBOT_CLASS_REAGENT_PRIORITY; break;
case ITEM_CLASS_PROJECTILE:
index = CONFIG_AHBOT_CLASS_PROJECTILE_PRIORITY; break;
case ITEM_CLASS_TRADE_GOODS:
index = CONFIG_AHBOT_CLASS_TRADEGOOD_PRIORITY; break;
case ITEM_CLASS_ITEM_ENHANCEMENT:
index = CONFIG_AHBOT_CLASS_GENERIC_PRIORITY; break;
case ITEM_CLASS_RECIPE:
index = CONFIG_AHBOT_CLASS_RECIPE_PRIORITY; break;
case ITEM_CLASS_QUIVER:
index = CONFIG_AHBOT_CLASS_QUIVER_PRIORITY; break;
case ITEM_CLASS_QUEST:
index = CONFIG_AHBOT_CLASS_QUEST_PRIORITY; break;
case ITEM_CLASS_KEY:
index = CONFIG_AHBOT_CLASS_KEY_PRIORITY; break;
case ITEM_CLASS_MISCELLANEOUS:
index = CONFIG_AHBOT_CLASS_MISC_PRIORITY; break;
case ITEM_CLASS_GLYPH:
index = CONFIG_AHBOT_CLASS_GLYPH_PRIORITY; break;
default:
return 0;
}
return sAuctionBotConfig->GetConfig(index);
};
std::vector totalPrioPerQuality(MAX_AUCTION_QUALITY);
for (uint32 j = 0; j < MAX_AUCTION_QUALITY; ++j)
{
for (uint32 i = 0; i < MAX_ITEM_CLASS; ++i)
{
// skip empty pools
if (_itemPool[j][i].empty())
continue;
totalPrioPerQuality[j] += getPriorityForClass(i);
}
}
for (uint32 j = 0; j < MAX_AUCTION_QUALITY; ++j)
{
uint32 qualityAmount = config.GetItemsAmountPerQuality(AuctionQuality(j));
if (!totalPrioPerQuality[j])
continue;
for (uint32 i = 0; i < MAX_ITEM_CLASS; ++i)
{
uint32 classPrio = getPriorityForClass(i);
if (_itemPool[j][i].empty())
classPrio = 0;
uint32 weightedAmount = std::lroundf(classPrio / float(totalPrioPerQuality[j]) * qualityAmount);
config.SetItemsAmountPerClass(AuctionQuality(j), ItemClass(i), weightedAmount);
}
}
// do some assert checking, GetItemAmount must always return 0 if selected _itemPool is empty
for (uint32 j = 0; j < MAX_AUCTION_QUALITY; ++j)
{
for (uint32 i = 0; i < MAX_ITEM_CLASS; ++i)
{
if (_itemPool[j][i].empty())
ASSERT(config.GetItemsAmountPerClass(AuctionQuality(j), ItemClass(i)) == 0);
}
}
}
void AuctionBotSeller::LoadSellerValues(SellerConfiguration& config)
{
LoadItemsQuantity(config);
uint32 ratio = sAuctionBotConfig->GetConfigPriceRatio(config.GetHouseType());
for (uint32 i = 0; i < MAX_AUCTION_QUALITY; ++i)
{
uint32 amount = sAuctionBotConfig->GetConfig(AuctionBotConfigUInt32Values(CONFIG_AHBOT_ITEM_GRAY_PRICE_RATIO + i));
config.SetPriceRatioPerQuality(AuctionQuality(i), std::lroundf(amount * ratio / 100.f));
}
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_ITEM_ENHANCEMENT, 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));
}
// Set static of items on one AH faction.
// Fill ItemInfos object with real content of AH.
uint32 AuctionBotSeller::SetStat(SellerConfiguration& config)
{
AllItemsArray itemsSaved;
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsById(sAuctionBotConfig->GetAuctionHouseId(config.GetHouseType()));
for (auto itr = auctionHouse->GetAuctionsBegin(); itr != auctionHouse->GetAuctionsEnd(); ++itr)
{
AuctionPosting const* auctionEntry = &itr->second;
if (auctionEntry->Owner.IsEmpty() || sAuctionBotConfig->IsBotChar(auctionEntry->Owner)) // Add only ahbot items
++itemsSaved[auctionEntry->Items[0]->GetQuality()][auctionEntry->Bucket->ItemClass];
}
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{}\t{}\t{}\t{}\t{}\t{}\t{}",
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 _itemPool for chosen is empty, MissedItemsPerClass will return 0 here (checked at startup)
if (config.GetMissedItemsPerClass(AuctionQuality(j), ItemClass(i)) > addedItem[j][i])
{
ItemToSell miss_item;
miss_item.Color = j;
miss_item.Itemclass = i;
itemsToSellArray.emplace_back(std::move(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& buyout, uint32& bid, uint32 stackCount)
{
uint32 classRatio = config.GetPriceRatioPerClass(ItemClass(itemProto->GetClass()));
uint32 qualityRatio = config.GetPriceRatioPerQuality(AuctionQuality(itemProto->GetQuality()));
float priceRatio = (classRatio * qualityRatio) / 10000.0f;
float buyPrice = itemProto->GetBuyPrice();
float sellPrice = itemProto->GetSellPrice();
if (buyPrice == 0)
{
if (sellPrice > 0)
buyPrice = sellPrice * GetSellModifier(itemProto);
else
{
float divisor = ((itemProto->GetClass() == ITEM_CLASS_WEAPON || itemProto->GetClass() == ITEM_CLASS_ARMOR) ? 284.0f : 80.0f);
float tempLevel = (itemProto->GetBaseItemLevel() == 0 ? 1.0f : itemProto->GetBaseItemLevel());
float tempQuality = (itemProto->GetQuality() == 0 ? 1.0f : itemProto->GetQuality());
buyPrice = tempLevel * tempQuality * static_cast(GetBuyModifier(itemProto))* tempLevel / divisor;
}
}
if (sellPrice == 0)
sellPrice = (buyPrice > 10 ? buyPrice / GetSellModifier(itemProto) : buyPrice);
if (sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BUYPRICE_SELLER))
buyPrice = sellPrice;
float basePriceFloat = buyPrice * stackCount / (itemProto->GetClass() == 6 ? 200.0f : static_cast(itemProto->GetBuyCount()));
basePriceFloat *= priceRatio;
float range = basePriceFloat * 0.04f;
buyout = (static_cast(frand(basePriceFloat - range, basePriceFloat + range) + 0.5f) / SILVER) * SILVER;
if (buyout == 0)
buyout = SILVER;
float bidPercentage = frand(sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIDPRICE_MIN), sAuctionBotConfig->GetConfig(CONFIG_AHBOT_BIDPRICE_MAX));
bid = (static_cast(bidPercentage * buyout) / SILVER) * SILVER;
if (bid == 0)
bid = SILVER;
}
// Determines the stack size to use for the item
uint32 AuctionBotSeller::GetStackSizeForItem(ItemTemplate const* itemProto, SellerConfiguration& config) const
{
if (config.GetRandomStackRatioPerClass(ItemClass(itemProto->GetClass())) > urand(0, 99))
return urand(1, itemProto->GetMaxStackSize());
else
return 1;
}
// Determine the multiplier for the sell price of any weapon without a buy price.
uint32 AuctionBotSeller::GetSellModifier(ItemTemplate const* prototype)
{
switch (prototype->GetClass())
{
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->GetClass())
{
case ITEM_CLASS_CONSUMABLE:
{
switch (prototype->GetSubClass())
{
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->GetSubClass())
{
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->GetSubClass())
{
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->GetSubClass())
{
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(std::array const& amounts)
{
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_GRAY_AMOUNT, amounts[AUCTION_QUALITY_GRAY]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_WHITE_AMOUNT, amounts[AUCTION_QUALITY_WHITE]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_GREEN_AMOUNT, amounts[AUCTION_QUALITY_GREEN]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_BLUE_AMOUNT, amounts[AUCTION_QUALITY_BLUE]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_PURPLE_AMOUNT, amounts[AUCTION_QUALITY_PURPLE]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_ORANGE_AMOUNT, amounts[AUCTION_QUALITY_ORANGE]);
sAuctionBotConfig->SetConfig(CONFIG_AHBOT_ITEM_YELLOW_AMOUNT, amounts[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();
AuctionHouseObject* auctionHouse = sAuctionMgr->GetAuctionsById(sAuctionBotConfig->GetAuctionHouseId(config.GetHouseType()));
ItemsToSellArray itemsToSell;
AllItemsArray allItems;
// Main loop
// getRandomArray will give what categories of items should be added (return true if there is at least 1 items missed)
CharacterDatabaseTransaction trans = CharacterDatabase.BeginTransaction();
while (GetItemsToSell(config, itemsToSell, allItems) && items > 0)
{
--items;
// Select random position from missed items table
ItemToSell const& sellItem = Trinity::Containers::SelectRandomContainerElement(itemsToSell);
// Set itemId with random item ID for selected categories and color, from _itemPool table
uint32 itemId = Trinity::Containers::SelectRandomContainerElement(_itemPool[sellItem.Color][sellItem.Itemclass]);
++allItems[sellItem.Color][sellItem.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 {} auction creating attempt.", itemId);
continue;
}
uint32 stackCount = GetStackSizeForItem(prototype, config);
Item* item = Item::CreateItem(itemId, stackCount, ItemContext::NONE);
if (!item)
{
TC_LOG_ERROR("ahbot", "AHBot: Item::CreateItem() returned NULL for item {} (stack: {})", 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.
item->SetItemRandomBonusList(GenerateItemRandomBonusListId(itemId));
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 = DAY / 2;
break;
case 3:
etime = 2 *DAY;
break;
case 2:
default:
etime = DAY;
break;
}
AuctionPosting auction;
auction.Id = sObjectMgr->GenerateAuctionID();
auction.Items.push_back(item);
auction.Owner = sAuctionBotConfig->GetRandChar();
if (!auction.IsCommodity())
auction.MinBid = bidPrice;
auction.BuyoutOrUnitPrice = buyoutPrice;
auction.StartTime = GameTime::GetSystemTime();
auction.EndTime = auction.StartTime + Hours(urand(config.GetMinTime(), config.GetMaxTime()));
auctionHouse->AddAuction(trans, std::move(auction));
++count;
}
CharacterDatabase.CommitTransaction(trans);
TC_LOG_DEBUG("ahbot", "AHBot: Added {} items to auction", count);
}
bool AuctionBotSeller::Update(AuctionHouseType houseType)
{
if (sAuctionBotConfig->GetConfigItemAmountRatio(houseType) > 0)
{
TC_LOG_DEBUG("ahbot", "AHBot: {} selling ...", AuctionBotConfig::GetHouseTypeName(houseType));
if (SetStat(_houseConfig[houseType]))
AddNewAuctions(_houseConfig[houseType]);
return true;
}
else
return false;
}