/* * 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; }