448 lines
11 KiB
Lua
448 lines
11 KiB
Lua
Aux.buy = {}
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local process_auction, set_message, report, tooltip_match, show_dialog
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local entries
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local selectedEntries = {}
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local search_query
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local tooltip_patterns = {}
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local current_page
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local refresh
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function Aux.buy.exit()
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Aux.buy.dialog_cancel()
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current_page = nil
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end
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-----------------------------------------
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function Aux_AuctionFrameBid_Update()
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Aux.orig.AuctionFrameBid_Update()
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if PanelTemplates_GetSelectedTab(AuctionFrame) == Aux.tabs.buy.index and AuctionFrame:IsShown() then
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Aux_HideElems(Aux.tabs.buy.hiddenElements)
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end
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end
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-----------------------------------------
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function Aux.buy.dialog_cancel()
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Aux.scan.abort()
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AuxBuyDialog:Hide()
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AuxBuySearchButton:Enable()
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end
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-----------------------------------------
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function Aux.buy.StopButton_onclick()
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Aux.scan.abort()
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end
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-----------------------------------------
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function Aux.buy.SearchButton_onclick()
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if not AuxBuySearchButton:IsVisible() then
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return
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end
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AuxBuySearchButton:Hide()
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AuxBuyStopButton:Show()
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entries = nil
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selectedEntries = {}
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refresh = true
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local category = UIDropDownMenu_GetSelectedValue(AuxBuyCategoryDropDown)
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local tooltip_patterns = Aux.util.set_to_array(tooltip_patterns)
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search_query = {
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name = AuxBuyNameInputBox:GetText(),
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slot = category and category.slot,
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class = category and category.class,
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subclass = category and category.subclass,
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usable = AuxBuyUsableCheckButton:GetChecked()
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}
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set_message('Scanning auctions ...')
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Aux.scan.start{
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query = search_query,
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page = 0,
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on_start_page = function(ok, page, total_pages)
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current_page = page
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set_message('Scanning auctions: page ' .. page + 1 .. (total_pages and ' out of ' .. total_pages or '') .. ' ...')
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return ok()
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end,
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on_read_auction = function(ok, i)
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local auction_item = Aux.info.auction_item(i)
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if auction_item then
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if (auction_item.name == search_query.name or search_query.name == '' or not AuxBuyExactCheckButton:GetChecked()) and tooltip_match(tooltip_patterns, auction_item.tooltip) then
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process_auction(auction_item, current_page)
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end
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end
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return ok()
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end,
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on_complete = function()
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entries = entries or {}
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if getn(entries) == 0 then
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set_message("No auctions were found")
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else
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AuxBuyMessage:Hide()
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end
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AuxBuyStopButton:Hide()
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AuxBuySearchButton:Show()
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refresh = true
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end,
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on_abort = function()
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entries = entries or {}
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if getn(entries) == 0 then
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set_message("No auctions were found")
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else
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AuxBuyMessage:Hide()
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end
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AuxBuyStopButton:Hide()
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AuxBuySearchButton:Show()
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refresh = true
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end,
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next_page = function(page, total_pages)
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local last_page = max(total_pages - 1, 0)
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if page < last_page then
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return page + 1
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end
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end,
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}
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end
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-----------------------------------------
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function set_message(msg)
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AuxBuyMessage:SetText(msg)
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AuxBuyMessage:Show()
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end
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-----------------------------------------
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function show_dialog(buyout_mode, hyperlink, stack_size, amount)
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AuxBuyDialogActionButton:Disable()
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AuxBuyDialogHTML:SetFontObject('h1', GameFontWhite)
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AuxBuyDialogHTML:SetScript('OnHyperlinkClick', function() SetItemRef(arg1) end)
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AuxBuyDialogHTML:SetText(string.format(
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[[
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<html>
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<body>
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<h1>%s x %i</h1>
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</body>
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</html>
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]],
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hyperlink,
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stack_size
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))
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if buyout_mode then
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AuxBuyDialogActionButton:SetText('Buy')
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MoneyFrame_Update('AuxBuyDialogBuyoutPrice', amount)
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AuxBuyDialogBid:Hide()
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AuxBuyDialogBuyoutPrice:Show()
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else
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AuxBuyDialogActionButton:SetText('Bid')
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MoneyInputFrame_SetCopper(AuxBuyDialogBid, amount)
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AuxBuyDialogBuyoutPrice:Hide()
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AuxBuyDialogBid:Show()
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end
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AuxBuyDialog:Show()
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end
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-----------------------------------------
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function AuxBuyEntry_OnClick(entry_index)
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local express_mode = IsAltKeyDown()
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local buyout_mode = arg1 == "LeftButton"
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local entry = entries[entry_index]
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if buyout_mode and not entry.buyout_price then
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return
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end
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if IsControlKeyDown() then
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DressUpItemLink(entry.hyperlink)
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return
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end
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AuxBuySearchButton:Disable()
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local amount
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if buyout_mode then
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amount = entry.buyout_price
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else
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amount = entry.bid
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end
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if not express_mode then
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show_dialog(buyout_mode, entry.hyperlink, entry.stack_size, amount)
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end
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PlaySound("igMainMenuOptionCheckBoxOn")
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local found
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local order_key = Aux.auction_key(entry.tooltip, entry.stack_size, amount)
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Aux.scan.start{
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query = search_query,
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page = entry.page ~= current_page and entry.page,
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on_start_page = function(ok, page)
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current_page = page
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return ok()
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end,
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on_read_auction = function(ok, i)
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local auction_item = Aux.info.auction_item(i)
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if not auction_item then
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return ok()
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end
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local stack_size = auction_item.charges or auction_item.count
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local bid = (auction_item.current_bid > 0 and auction_item.current_bid or auction_item.min_bid) + auction_item.min_increment
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local auction_amount
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if buyout_mode then
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auction_amount = auction_item.buyout_price
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else
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auction_amount = bid
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end
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local key = Aux.auction_key(auction_item.tooltip, stack_size, auction_amount)
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if key == order_key then
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found = true
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if express_mode then
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if GetMoney() >= amount then
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tremove(entries, entry_index)
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refresh = true
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end
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PlaceAuctionBid("list", i, amount)
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Aux.scan.abort()
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else
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Aux.buy.dialog_action = function()
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if GetMoney() >= amount then
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tremove(entries, entry_index)
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refresh = true
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end
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PlaceAuctionBid("list", i, amount)
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Aux.scan.abort()
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AuxBuySearchButton:Enable()
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AuxBuyDialog:Hide()
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end
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AuxBuyDialogActionButton:Enable()
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end
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else
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return ok()
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end
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end,
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on_complete = function()
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if not found then
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tremove(entries, entry_index)
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refresh = true
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Aux.buy.dialog_cancel()
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end
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if express_mode then
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AuxBuySearchButton:Enable()
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end
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end,
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on_abort = function()
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if express_mode then
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AuxBuySearchButton:Enable()
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end
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end,
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}
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end
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function AuxBuyEntry_OnEnter(entry_index)
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local entry = entries[entry_index]
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Aux.info.set_game_tooltip(this, entry.tooltip)
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if(EnhTooltip ~= nil) then
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EnhTooltip.TooltipCall(GameTooltip, entry.name, entry.hyperlink, entry.quality, entry.stack_size)
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end
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end
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-----------------------------------------
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function process_auction(auction_item, current_page)
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entries = entries or {}
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local stack_size = auction_item.charges or auction_item.count
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local bid = auction_item.current_bid > 0 and auction_item.current_bid or auction_item.min_bid + auction_item.min_increment
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local buyout_price = auction_item.buyout_price > 0 and auction_item.buyout_price or nil
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local buyout_price_per_unit = buyout_price and Aux_Round(auction_item.buyout_price / stack_size)
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if auction_item.owner ~= UnitName("player") then
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tinsert(entries, {
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name = auction_item.name,
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tooltip = auction_item.tooltip,
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stack_size = stack_size,
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buyout_price = buyout_price,
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buyout_price_per_unit = buyout_price_per_unit,
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quality = auction_item.quality,
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hyperlink = auction_item.hyperlink,
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itemstring = auction_item.itemstring,
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page = current_page,
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bid = bid,
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bid_per_unit = Aux_Round(bid / stack_size),
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owner = auction_item.owner,
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duration = auction_item.duration,
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})
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end
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end
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-----------------------------------------
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function Aux.buy.onupdate()
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if refresh then
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refresh = false
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Aux_Buy_ScrollbarUpdate()
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end
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end
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-----------------------------------------
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function Aux_Buy_ScrollbarUpdate()
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Aux.list.populate(AuxBuyList, entries or {})
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end
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-----------------------------------------
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function tooltip_match(patterns, tooltip)
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return Aux.util.all(patterns, function(pattern)
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return Aux.util.any(tooltip, function(line)
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local left_match = line[1].text and strfind(strupper(line[1].text), strupper(pattern), 1, true)
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local right_match = line[2].text and strfind(strupper(line[2].text), strupper(pattern), 1, true)
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return left_match or right_match
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end)
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end)
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end
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-----------------------------------------
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function AuxBuyCategoryDropDown_Initialize(arg1)
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local level = arg1 or 1
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if level == 1 then
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local value = {}
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UIDropDownMenu_AddButton({
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text= 'All',
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value = value,
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func = AuxBuyCategoryDropDown_OnClick,
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}, 1)
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for i, class in pairs({ GetAuctionItemClasses() }) do
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local value = { class = i }
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UIDropDownMenu_AddButton({
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hasArrow = GetAuctionItemSubClasses(value.class),
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text = class,
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value = value,
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func = AuxBuyCategoryDropDown_OnClick,
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}, 1)
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end
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end
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if level == 2 then
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local menu_value = UIDROPDOWNMENU_MENU_VALUE
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for i, subclass in pairs({ GetAuctionItemSubClasses(menu_value.class) }) do
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local value = { class = menu_value.class, subclass = i }
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UIDropDownMenu_AddButton({
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hasArrow = GetAuctionInvTypes(value.class, value.subclass),
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text = subclass,
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value = value,
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func = AuxBuyCategoryDropDown_OnClick,
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}, 2)
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end
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end
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if level == 3 then
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local menu_value = UIDROPDOWNMENU_MENU_VALUE
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for i, slot in pairs({ GetAuctionInvTypes(menu_value.class, menu_value.subclass) }) do
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local slot_name = getglobal(slot)
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local value = { class = menu_value.class, subclass = menu_value.subclass, slot = i }
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UIDropDownMenu_AddButton({
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text = slot_name,
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value = value,
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func = AuxBuyCategoryDropDown_OnClick,
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}, 3)
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end
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end
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end
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function AuxBuyCategoryDropDown_OnClick()
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local qualified_name = ({ GetAuctionItemClasses() })[this.value.class] or 'All'
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if this.value.subclass then
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local subclass_name = ({ GetAuctionItemSubClasses(this.value.class) })[this.value.subclass]
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qualified_name = qualified_name .. ' - ' .. subclass_name
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if this.value.slot then
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local slot_name = getglobal(({ GetAuctionInvTypes(this.value.class, this.value.subclass) })[this.value.slot])
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qualified_name = qualified_name .. ' - ' .. slot_name
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end
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end
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UIDropDownMenu_SetSelectedValue(AuxBuyCategoryDropDown, this.value)
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UIDropDownMenu_SetText(qualified_name, AuxBuyCategoryDropDown)
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CloseDropDownMenus(1)
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end
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function AuxBuySlotDropDown_Initialize()
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UIDropDownMenu_AddButton{
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text= 'All',
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value = value,
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func = AuxBuySlotDropDown_OnClick('All', value),
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}
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-- for i, type in pairs({ GetAuctionInvTypes() }) do
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-- UIDropDownMenu_AddButton{
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-- text = class,
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-- value = i,
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-- func = AuxBuySlotDropDown_OnClick(),
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-- }
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-- end
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end
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function AuxBuySlotDropDown_OnClick()
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UIDropDownMenu_SetSelectedValue(AuxBuySlotDropDown, this.value)
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end
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function AuxBuyTooltipButton_OnClick()
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local pattern = AuxBuyTooltipInputBox:GetText()
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if pattern ~= '' then
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Aux.util.set_add(tooltip_patterns, pattern)
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if DropDownList1:IsVisible() then
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Aux.buy.toggle_tooltip_dropdown()
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end
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Aux.buy.toggle_tooltip_dropdown()
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end
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AuxBuyTooltipInputBox:SetText('')
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end
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function AuxBuyTooltipDropDown_Initialize()
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for pattern, _ in tooltip_patterns do
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UIDropDownMenu_AddButton{
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text = pattern,
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value = pattern,
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func = AuxBuyTooltipDropDown_OnClick,
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notCheckable = true,
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}
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end
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end
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function AuxBuyTooltipDropDown_OnClick()
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Aux.util.set_remove(tooltip_patterns, this.value)
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end
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function Aux.buy.toggle_tooltip_dropdown()
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ToggleDropDownMenu(1, nil, AuxBuyTooltipDropDown, AuxBuyTooltipInputBox, -12, 4)
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end
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