440 lines
14 KiB
Lua
440 lines
14 KiB
Lua
auctionatorEntries = {} -- persisted
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-----------------------------------------
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local bestPriceOurStackSize
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local selectedAuctionatorEntry
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local currentAuctionItemName = nil
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local currentAuctionItemTexture = nil
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local currentAuctionStackSize = nil
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local lastBuyoutPrice = 1
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local lastItemPosted = nil
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-----------------------------------------
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local processScanResults, undercut, ItemType2AuctionClass, SubType2AuctionSubclass
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-----------------------------------------
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function Auctionator_Sell_OnEvent()
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if event == "AUCTION_OWNED_LIST_UPDATE" then
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Auctionator_OnAuctionOwnedUpdate()
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end
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end
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-----------------------------------------
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function Auctionator_AuctionFrameAuctions_Update()
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Auctionator.orig.AuctionFrameAuctions_Update()
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if PanelTemplates_GetSelectedTab(AuctionFrame) == Auctionator.tabs.sell.index and AuctionFrame:IsShown() then
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Auctionator_HideElems(Auctionator.tabs.sell.hiddenElements)
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end
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end
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-----------------------------------------
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-- Intercept the Create Auction click so
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-- that we can note the auction values
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-----------------------------------------
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function Auctionator_AuctionsCreateAuctionButton_OnClick()
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if PanelTemplates_GetSelectedTab(AuctionFrame) == Auctionator.tabs.sell.index and AuctionFrame:IsShown() then
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lastBuyoutPrice = MoneyInputFrame_GetCopper(BuyoutPrice)
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lastItemPosted = currentAuctionItemName
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end
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Auctionator.orig.AuctionsCreateAuctionButton_OnClick()
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end
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-----------------------------------------
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function Auctionator_OnAuctionOwnedUpdate()
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if lastItemPosted then
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Auctionator_Recommend_Text:SetText("Auction Created for "..lastItemPosted)
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MoneyFrame_Update("Auctionator_RecommendPerStack_Price", lastBuyoutPrice)
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Auctionator_RecommendPerStack_Price:Show()
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Auctionator_RecommendPerItem_Price:Hide()
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Auctionator_RecommendPerItem_Text:Hide()
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Auctionator_Recommend_Basis_Text:Hide()
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end
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end
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-----------------------------------------
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function Auctionator_AuctionSellItemButton_OnEvent()
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Auctionator.orig.AuctionSellItemButton_OnEvent()
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Auctionator_OnNewAuctionUpdate()
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end
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-----------------------------------------
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function Auctionator_SetupHookFunctions()
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Auctionator.orig.BrowseButton_OnClick = BrowseButton_OnClick
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BrowseButton_OnClick = Auctionator_BrowseButton_OnClick
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BrowseButton1:RegisterForClicks("LeftButtonUp", "RightButtonDown")
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BrowseButton1:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
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BrowseButton2:RegisterForClicks("LeftButtonUp", "RightButtonDown")
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BrowseButton2:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
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BrowseButton3:RegisterForClicks("LeftButtonUp", "RightButtonDown")
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BrowseButton3:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
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BrowseButton4:RegisterForClicks("LeftButtonUp", "RightButtonDown")
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BrowseButton4:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
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BrowseButton5:RegisterForClicks("LeftButtonUp", "RightButtonDown")
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BrowseButton5:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
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BrowseButton6:RegisterForClicks("LeftButtonUp", "RightButtonDown")
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BrowseButton6:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
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BrowseButton7:RegisterForClicks("LeftButtonUp", "RightButtonDown")
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BrowseButton7:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
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BrowseButton8:RegisterForClicks("LeftButtonUp", "RightButtonDown")
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BrowseButton8:SetScript("OnMouseDown", Auctionator_BrowseButton_OnMouseDown)
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Auctionator.orig.AuctionSellItemButton_OnEvent = AuctionSellItemButton_OnEvent
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AuctionSellItemButton_OnEvent = Auctionator_AuctionSellItemButton_OnEvent
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Auctionator.orig.AuctionFrameTab_OnClick = AuctionFrameTab_OnClick
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AuctionFrameTab_OnClick = Auctionator_AuctionFrameTab_OnClick
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Auctionator.orig.ContainerFrameItemButton_OnClick = ContainerFrameItemButton_OnClick
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ContainerFrameItemButton_OnClick = Auctionator_ContainerFrameItemButton_OnClick
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Auctionator.orig.AuctionFrameAuctions_Update = AuctionFrameAuctions_Update
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AuctionFrameAuctions_Update = Auctionator_AuctionFrameAuctions_Update
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Auctionator.orig.AuctionsCreateAuctionButton_OnClick = AuctionsCreateAuctionButton_OnClick
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AuctionsCreateAuctionButton_OnClick = Auctionator_AuctionsCreateAuctionButton_OnClick
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end
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-----------------------------------------
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function Auctionator_SetMessage(msg)
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Auctionator_HideElems(Auctionator.tabs.sell.shownElements)
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AuctionatorMessage:SetText(msg)
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AuctionatorMessage:Show()
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AuctionatorBuyMessage:SetText(msg) -- TODO doesn't belong here
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AuctionatorBuyMessage:Show()
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end
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-----------------------------------------
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function Auctionator_SelectAuctionatorEntry()
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if not currentAuctionItemName or not auctionatorEntries[currentAuctionItemName] then
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selectedAuctionatorEntry = nil
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else
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local bestPrice = {} -- a table with one entry per stacksize that is the cheapest auction for that particular stacksize
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local absoluteBest -- the overall cheapest auction
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----- find the best price per stacksize and overall -----
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for _,auctionatorEntry in ipairs(auctionatorEntries[currentAuctionItemName]) do
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if not bestPrice[auctionatorEntry.stackSize] or bestPrice[auctionatorEntry.stackSize].itemPrice >= auctionatorEntry.itemPrice then
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bestPrice[auctionatorEntry.stackSize] = auctionatorEntry
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end
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if not absoluteBest or absoluteBest.itemPrice > auctionatorEntry.itemPrice then
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absoluteBest = auctionatorEntry
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end
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end
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selectedAuctionatorEntry = absoluteBest
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if bestPrice[currentAuctionItemStackSize] then
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selectedAuctionatorEntry = bestPrice[currentAuctionItemStackSize]
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bestPriceOurStackSize = bestPrice[currentAuctionItemStackSize]
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end
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end
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end
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-----------------------------------------
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function Auctionator_UpdateRecommendation()
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if not currentAuctionItemName then
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AuctionatorSellRefreshButton:Disable()
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Auctionator_SetMessage("Drag an item to the Auction Item area\n\nto see recommended pricing information")
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else
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AuctionatorSellRefreshButton:Enable()
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if selectedAuctionatorEntry then
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local newBuyoutPrice = selectedAuctionatorEntry.itemPrice * currentAuctionItemStackSize
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if selectedAuctionatorEntry.numYours < selectedAuctionatorEntry.count then
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newBuyoutPrice = undercut(newBuyoutPrice)
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end
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local newStartPrice = newBuyoutPrice * 0.95
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AuctionatorMessage:Hide()
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Auctionator_ShowElems(Auctionator.tabs.sell.shownElements)
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Auctionator_Recommend_Text:SetText("Recommended Buyout Price")
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Auctionator_RecommendPerStack_Text:SetText("for your stack of "..currentAuctionItemStackSize)
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if currentAuctionItemTexture then
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Auctionator_RecommendItem_Tex:SetNormalTexture(currentAuctionItemTexture)
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if currentAuctionItemStackSize > 1 then
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Auctionator_RecommendItem_TexCount:SetText(currentAuctionItemStackSize)
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Auctionator_RecommendItem_TexCount:Show()
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else
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Auctionator_RecommendItem_TexCount:Hide()
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end
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else
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Auctionator_RecommendItem_Tex:Hide()
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end
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MoneyFrame_Update("Auctionator_RecommendPerItem_Price", Auctionator_Round(newBuyoutPrice / currentAuctionItemStackSize))
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MoneyFrame_Update("Auctionator_RecommendPerStack_Price", Auctionator_Round(newBuyoutPrice))
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MoneyInputFrame_SetCopper(BuyoutPrice, newBuyoutPrice)
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MoneyInputFrame_SetCopper(StartPrice, newStartPrice)
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if selectedAuctionatorEntry.stackSize == auctionatorEntries[currentAuctionItemName][1].stackSize and selectedAuctionatorEntry.buyoutPrice == auctionatorEntries[currentAuctionItemName][1].buyoutPrice then
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Auctionator_Recommend_Basis_Text:SetText("(based on cheapest)")
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elseif bestPriceOurStackSize and selectedAuctionatorEntry.stackSize == bestPriceOurStackSize.stackSize and selectedAuctionatorEntry.buyoutPrice == bestPriceOurStackSize.buyoutPrice then
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Auctionator_Recommend_Basis_Text:SetText("(based on cheapest stack of the same size)")
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else
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Auctionator_Recommend_Basis_Text:SetText("(based on auction selected below)")
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end
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elseif auctionatorEntries[currentAuctionItemName] then
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Auctionator_SetMessage("No auctions were found for \n\n"..currentAuctionItemName)
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else
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Auctionator_HideElems(Auctionator.tabs.sell.shownElements)
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end
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end
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Auctionator_ScrollbarUpdate()
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end
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-----------------------------------------
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function Auctionator_OnNewAuctionUpdate()
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if PanelTemplates_GetSelectedTab(AuctionFrame) ~= Auctionator.tabs.sell.index then
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return
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end
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if not Auctionator_Scan_IsIdle() then
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Auctionator_Scan_Abort()
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end
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currentAuctionItemName, currentAuctionItemTexture, currentAuctionItemStackSize = GetAuctionSellItemInfo()
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if currentAuctionItemName and not auctionatorEntries[currentAuctionItemName] then
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Auctionator_RefreshEntries()
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end
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Auctionator_SelectAuctionatorEntry()
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Auctionator_UpdateRecommendation()
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end
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-----------------------------------------
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function Auctionator_RefreshEntries()
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auctionatorEntries[currentAuctionItemName] = nil
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selectedAuctionatorEntry = nil
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local sName, sLink, iRarity, iLevel, iMinLevel, sType, sSubType, iStackCount = GetItemInfo(currentAuctionItemName)
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local currentAuctionClass = ItemType2AuctionClass(sType)
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local currentAuctionSubclass = nil -- SubType2AuctionSubclass(currentAuctionClass, sSubType)
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Auctionator_Scan_Start{
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query = Auctionator_Scan_CreateQuery{
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name = currentAuctionItemName,
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classIndex = currentAuctionClass,
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subclassIndex = currentAuctionSubclass
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},
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onComplete = function(data)
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processScanResults(data, currentAuctionItemName)
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Auctionator_SelectAuctionatorEntry()
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Auctionator_UpdateRecommendation()
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end
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}
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end
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-----------------------------------------
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function Auctionator_ScrollbarUpdate()
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local numrows
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if not currentAuctionItemName or not auctionatorEntries[currentAuctionItemName] then
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numrows = 0
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else
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numrows = getn(auctionatorEntries[currentAuctionItemName])
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end
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FauxScrollFrame_Update(AuctionatorScrollFrame, numrows, 12, 16);
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for line = 1,12 do
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local dataOffset = line + FauxScrollFrame_GetOffset(AuctionatorScrollFrame)
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local lineEntry = getglobal("AuctionatorSellEntry"..line)
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if numrows <= 12 then
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lineEntry:SetWidth(603)
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else
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lineEntry:SetWidth(585)
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end
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lineEntry:SetID(dataOffset)
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if currentAuctionItemName and dataOffset <= numrows and auctionatorEntries[currentAuctionItemName] then
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local entry = auctionatorEntries[currentAuctionItemName][dataOffset]
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local lineEntry_avail = getglobal("AuctionatorSellEntry"..line.."_Availability")
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local lineEntry_comm = getglobal("AuctionatorSellEntry"..line.."_Comment")
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local lineEntry_stack = getglobal("AuctionatorSellEntry"..line.."_StackPrice")
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if selectedAuctionatorEntry and entry.itemPrice == selectedAuctionatorEntry.itemPrice and entry.stackSize == selectedAuctionatorEntry.stackSize then
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lineEntry:LockHighlight()
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else
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lineEntry:UnlockHighlight()
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end
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if entry.stackSize == currentAuctionItemStackSize then
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lineEntry_avail:SetTextColor(0.2, 0.9, 0.2)
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else
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lineEntry_avail:SetTextColor(1.0, 1.0, 1.0)
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end
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if entry.numYours == 0 then
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lineEntry_comm:SetText("")
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elseif
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entry.numYours == entry.count then
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lineEntry_comm:SetText("yours")
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else
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lineEntry_comm:SetText("yours: "..entry.numYours)
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end
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local tx = string.format("%i %s of %i", entry.count, Auctionator_PluralizeIf("stack", entry.count), entry.stackSize)
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lineEntry_avail:SetText(tx)
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MoneyFrame_Update("AuctionatorSellEntry"..line.."_UnitPrice", Auctionator_Round(entry.buyoutPrice/entry.stackSize))
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MoneyFrame_Update("AuctionatorSellEntry"..line.."_TotalPrice", Auctionator_Round(entry.buyoutPrice))
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lineEntry:Show()
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else
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lineEntry:Hide()
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end
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end
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end
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-----------------------------------------
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function AuctionatorSellEntry_OnClick()
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local entryIndex = this:GetID()
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selectedAuctionatorEntry = auctionatorEntries[currentAuctionItemName][entryIndex]
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Auctionator_UpdateRecommendation()
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PlaySound("igMainMenuOptionCheckBoxOn")
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end
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-----------------------------------------
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function AuctionatorSellRefreshButton_OnClick()
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if not Auctionator_Scan_IsIdle() then
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Auctionator_Scan_Abort()
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end
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Auctionator_RefreshEntries()
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Auctionator_SelectAuctionatorEntry()
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Auctionator_UpdateRecommendation()
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end
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-----------------------------------------
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function AuctionatorMoneyFrame_OnLoad()
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this.small = 1
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SmallMoneyFrame_OnLoad()
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MoneyFrame_SetType("AUCTION")
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end
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--[[***************************************************************
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All function below here are local utility functions.
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These should be declared local at the top of this file.
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--*****************************************************************]]
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function processScanResults(rawData, auctionItemName)
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auctionatorEntries[auctionItemName] = {}
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----- Condense the scan rawData into a table that has only a single entry per stacksize/price combo
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local condData = {}
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for _,rawDatum in ipairs(rawData) do
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if auctionItemName == rawDatum.name and rawDatum.buyoutPrice > 0 then
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local key = "_"..rawDatum.count.."_"..rawDatum.buyoutPrice
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if condData[key] then
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condData[key].count = condData[key].count + 1
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else
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condData[key] = {
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stackSize = rawDatum.count,
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buyoutPrice = rawDatum.buyoutPrice,
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itemPrice = rawDatum.buyoutPrice / rawDatum.stackSize,
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count = 1,
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numYours = rawDatum.owner == UnitName("player") and 1 or 0
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}
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end
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end
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end
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----- create a table of these entries sorted by itemPrice
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local n = 1
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for _,condDatum in pairs(condData) do
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auctionatorEntries[auctionItemName][n] = condDatum
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n = n + 1
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end
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table.sort(auctionatorEntries[auctionItemName], function(a,b) return a.itemPrice < b.itemPrice end)
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end
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-----------------------------------------
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function undercut(price)
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return math.max(0, price - 1)
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end
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-----------------------------------------
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function ItemType2AuctionClass(itemType)
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local itemClasses = { GetAuctionItemClasses() }
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if itemClasses then
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if getn(itemClasses) > 0 then
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local itemClass
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for x, itemClass in pairs(itemClasses) do
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if itemClass == itemType then
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return x
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end
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end
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end
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else
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Auctionator_Log("Can't GetAuctionItemClasses")
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end
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end
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-----------------------------------------
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function SubType2AuctionSubclass(auctionClass, itemSubtype)
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local itemClasses = { GetAuctionItemSubClasses(auctionClass.number) }
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if itemClasses.n > 0 then
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local itemClass
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for x, itemClass in pairs(itemClasses) do
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if itemClass == itemSubtype then
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return x
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end
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end
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end
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end |