Aux.buy = {} local record_auction, createOrder, updateOrder, set_message, report, tooltip_match local entries local selectedEntries = {} local search_query local tooltip_patterns = {} ----------------------------------------- function Aux_AuctionFrameBids_Update() Aux.orig.AuctionFrameBids_Update() if PanelTemplates_GetSelectedTab(AuctionFrame) == Aux.tabs.buy.index and AuctionFrame:IsShown() then Aux_HideElems(Aux.tabs.buy.hiddenElements) end end ----------------------------------------- function AuxBuySearchButton_OnClick() entries = nil selectedEntries = {} Aux_Buy_ScrollbarUpdate() local category = UIDropDownMenu_GetSelectedValue(AuxBuyCategoryDropDown) search_query = Aux.scan.create_query{ name = AuxBuySearchBox:GetText(), slot = category and category.slot, class = category and category.class, subclass = category and category.subclass, } set_message('Scanning auctions ...') Aux.scan.start{ query = search_query, on_start_page = function(i) set_message('Scanning auctions: page ' .. i + 1 .. ' ...') end, on_read_auction = function(i) local auction_item = Aux.info.auction_item(i) if not auction_item then return end local stack_size = auction_item.charges or auction_item.count if (auction_item.name == search_query.name or search_query.name == '' or not AuxBuyExactCheckButton:GetChecked()) and tooltip_match(Aux.util.set_to_array(tooltip_patterns), auction_item.tooltip) then record_auction(auction_item.name, auction_item.tooltip, stack_size, auction_item.buyout_price, auction_item.quality, auction_item.owner, auction_item.hyperlink, auction_item.itemstring) end end, on_complete = function() entries = entries or {} Aux_Buy_ScrollbarUpdate() end, on_abort = function() entries = nil end } end ----------------------------------------- function createOrder() local order = {} for entry,_ in pairs(selectedEntries) do local key = Aux.auction_key(entry.tooltip, entry.stackSize, entry.buyoutPrice) if order[key] then order[key] = order[key] + 1 else order[key] = 1 end end return order end ----------------------------------------- function set_message(msg) AuxBuyMessage:SetText(msg) AuxBuyMessage:Show() end ----------------------------------------- function AuxBuyBuySelectedButton_OnClick() local order = createOrder(selectedEntries) local orderedCount = Aux.util.set_size(selectedEntries) entries = nil selectedEntries = {} Aux_Buy_ScrollbarUpdate() AuxBuySearchButton:Disable() AuxBuyBuySelectedButton:Disable() local progress = { auctions = 0, units = 0, expense = 0, } set_message('Scanning auctions ...') Aux.scan.start{ query = search_query, on_start_page = function(i) set_message('Scanning auctions: page ' .. i + 1 .. ' ...') end, on_read_auction = function(i) local auction_item = Aux.info.auction_item(i) if not auction_item then return end local stack_size = auction_item.charges or auction_item.count if not auction_item.name or not stack_size or not auction_item.buyout_price then return end local key = Aux.auction_key(auction_item.tooltip, stack_size, auction_item.buyout_price) if order[key] then if GetMoney() >= auction_item.buyout_price then PlaceAuctionBid("list", i, auction_item.buyout_price) progress.auctions = progress.auctions + 1 progress.units = progress.units + stack_size progress.expense = progress.expense + auction_item.buyout_price end if order[key] > 1 then order[key] = order[key] - 1 else order[key] = nil end end end, on_complete = function() entries = entries or {} Aux_Buy_ScrollbarUpdate() AuxBuySearchButton:Enable() report(true, search_query.name, orderedCount, progress) end, on_abort = function() entries = nil AuxBuySearchButton:Enable() report(false, search_query.name, orderedCount, progress) end } end ----------------------------------------- function AuxBuyEntry_OnClick() local i = this:GetID() local entry = entries[i] if Aux.util.set_contains(selectedEntries, entry) then Aux.util.set_remove(selectedEntries, entry) else Aux.util.set_add(selectedEntries, entry) end Aux_Buy_ScrollbarUpdate() PlaySound("igMainMenuOptionCheckBoxOn") end function AuxBuyEntry_OnEnter() local i = this:GetID() local entry = entries[i] Aux.info.set_game_tooltip(this, entry.tooltip) if(EnhTooltip ~= nil) then EnhTooltip.TooltipCall(GameTooltip, entry.name, entry.hyperlink, entry.quality, entry.stackSize) end end ----------------------------------------- function record_auction(name, tooltip, stack_size, buyout_price, quality, owner, hyperlink, itemstring) entries = entries or {} if buyout_price > 0 and owner ~= UnitName("player") then tinsert(entries, { name = name, tooltip = tooltip, stackSize = stack_size, buyoutPrice = buyout_price, itemPrice = buyout_price / stack_size, quality = quality, hyperlink = hyperlink, itemstring = itemstring, }) end table.sort(entries, function(a,b) return a.itemPrice < b.itemPrice end) end ----------------------------------------- function Aux_Buy_ScrollbarUpdate() if entries and getn(entries) == 0 then set_message("No auctions were found") else AuxBuyMessage:Hide() end local total = 0 for entry, _ in selectedEntries do total = total + entry.buyoutPrice end MoneyFrame_Update("AuxBuyTotal", Aux_Round(total)) if Aux.util.set_size(selectedEntries) > 0 and GetMoney() >= total then AuxBuyBuySelectedButton:Enable() else AuxBuyBuySelectedButton:Disable() end local numrows if not entries then numrows = 0 else numrows = getn(entries) end FauxScrollFrame_Update(AuxBuyScrollFrame, numrows, 19, 16); for line = 1,19 do local dataOffset = line + FauxScrollFrame_GetOffset(AuxBuyScrollFrame) local lineEntry = getglobal("AuxBuyEntry"..line) if numrows <= 19 then lineEntry:SetWidth(800) else lineEntry:SetWidth(782) end lineEntry:SetID(dataOffset) if dataOffset <= numrows and entries[dataOffset] then local entry = entries[dataOffset] local lineEntry_name = getglobal("AuxBuyEntry"..line.."_Name") local lineEntry_stackSize = getglobal("AuxBuyEntry"..line.."_StackSize") local color = "ffffffff" if Aux_QualityColor(entry.quality) then color = Aux_QualityColor(entry.quality) end lineEntry_name:SetText("\124c" .. color .. entry.name .. "\124r") if Aux.util.set_contains(selectedEntries, entry) then lineEntry:LockHighlight() else lineEntry:UnlockHighlight() end lineEntry_stackSize:SetText(entry.stackSize) MoneyFrame_Update("AuxBuyEntry"..line.."_UnitPrice", Aux_Round(entry.buyoutPrice/entry.stackSize)) MoneyFrame_Update("AuxBuyEntry"..line.."_TotalPrice", Aux_Round(entry.buyoutPrice)) lineEntry:Show() else lineEntry:Hide() end end end ----------------------------------------- function tooltip_match(patterns, tooltip) return Aux.util.all(patterns, function(pattern) return Aux.util.any(tooltip, function(line) local left_match = line[1].text and strfind(strupper(line[1].text), strupper(pattern), 1, true) local right_match = line[2].text and strfind(strupper(line[2].text), strupper(pattern), 1, true) return left_match or right_match end) end) end ----------------------------------------- function report(completed, item_name, ordered_count, progress) AuxBuyReportHTML:SetText(string.format( [[

Aux Buy Report%s


%i out of %i ordered auctions of %s purchased

Total units purchased: %i
Total expense: %s

]], completed and '' or ' (Aborted)', progress.auctions, ordered_count, item_name, progress.units, Aux.util.format_money(progress.expense) )) AuxBuyReportHTML:SetSpacing(3) AuxBuyReport:Show() end ----------------------------------------- function AuxBuyCategoryDropDown_Initialize(arg1) local level = arg1 or 1 if level == 1 then local value = {} UIDropDownMenu_AddButton({ text= 'All', value = value, func = AuxBuyCategoryDropDown_OnClick('All', value), }, 1) for i, class in pairs({ GetAuctionItemClasses() }) do local value = { class = i } UIDropDownMenu_AddButton({ hasArrow = GetAuctionItemSubClasses(value.class), text = class, value = value, func = AuxBuyCategoryDropDown_OnClick(class, value), }, 1) end end if level == 2 then local menu_value = UIDROPDOWNMENU_MENU_VALUE for i, subclass in pairs({ GetAuctionItemSubClasses(menu_value.class) }) do local value = { class = menu_value.class, subclass = i } UIDropDownMenu_AddButton({ hasArrow = GetAuctionInvTypes(value.class, value.subclass), text = subclass, value = value, func = AuxBuyCategoryDropDown_OnClick(subclass, value), }, 2) end end if level == 3 then local menu_value = UIDROPDOWNMENU_MENU_VALUE for i, slot in pairs({ GetAuctionInvTypes(menu_value.class, menu_value.subclass) }) do local slot_name = getglobal(slot) local value = { class = menu_value.class, subclass = menu_value.subclass, slot = i } UIDropDownMenu_AddButton({ text = slot_name, value = value, func = AuxBuyCategoryDropDown_OnClick(slot_name, value), }, 3) end end end function AuxBuyCategoryDropDown_OnClick(text, value) return function() UIDropDownMenu_SetSelectedValue(AuxBuyCategoryDropDown, value) UIDropDownMenu_SetText(text, AuxBuyCategoryDropDown) -- shouldn't be necessary ... CloseDropDownMenus(1) -- nor this end end function AuxBuySlotDropDown_Initialize(arg1) UIDropDownMenu_AddButton{ text= 'All', value = value, func = AuxBuySlotDropDown_OnClick('All', value), } -- for i, type in pairs({ GetAuctionInvTypes() }) do -- UIDropDownMenu_AddButton{ -- text = class, -- value = i, -- func = AuxBuySlotDropDown_OnClick(), -- } -- end end function AuxBuySlotDropDown_OnClick() UIDropDownMenu_SetSelectedValue(AuxBuySlotDropDown, this.value) end function AuxBuyTooltipAddButton_OnClick() local pattern = AuxBuyTooltipEdit:GetText() if pattern ~= '' then Aux.util.set_add(tooltip_patterns, pattern) end AuxBuyTooltipEdit:SetText('') if DropDownList1:IsVisible() then Aux.buy.toggle_tooltip_dropdown() end Aux.buy.toggle_tooltip_dropdown() end function AuxBuyTooltipRemoveButton_OnClick() Aux.util.set_remove(tooltip_patterns, AuxBuyTooltipEdit:GetText()) AuxBuyTooltipEdit:SetText('') if DropDownList1:IsVisible() then Aux.buy.toggle_tooltip_dropdown() end Aux.buy.toggle_tooltip_dropdown() end function AuxBuyTooltipDropDown_Initialize() for pattern, _ in tooltip_patterns do UIDropDownMenu_AddButton{ text = pattern, value = pattern, func = AuxBuyTooltipDropDown_OnClick, } end end function AuxBuyTooltipDropDown_OnClick() AuxBuyTooltipEdit:SetText(this.value) end function Aux.buy.toggle_tooltip_dropdown() ToggleDropDownMenu(1, nil, AuxBuyTooltipDropDown, AuxBuyTooltipEdit, -12, 4) end