Files
aux-addon-ClassicAPI/tabs/post/core.lua
T
Manuel Simon Hirsig 590347a1e5 big refactoring
2016-08-21 14:29:01 +02:00

582 lines
19 KiB
Lua

aux.module 'post_tab'
aux.tab(2, 'Post')
local DURATION_4, DURATION_8, DURATION_24 = 120, 480, 1440
local settings_schema = {'record', '#', {stack_size='number'}, {duration='number'}, {start_price='number'}, {buyout_price='number'}, {hidden='boolean'}}
existing_auctions = {}
inventory_records = nil
scan_id = 0
selected_item = nil
refresh = nil
function LOAD()
create_frames()
end
function OPEN()
frame:Show()
deposit:SetText('Deposit: '..money.to_string(0, nil, nil, nil, gui.inline_color.text.enabled))
set_unit_start_price(0)
set_unit_buyout_price(0)
update_inventory_records()
refresh = true
end
function CLOSE()
selected_item = nil
frame:Hide()
end
function USE_ITEM(item_info)
select_item(item_info.item_key)
end
function default_settings()
return {
duration = DURATION_8,
stack_size = 1,
start_price = 0,
buyout_price = 0,
hidden = false,
}
end
function read_settings(item_key)
item_key = item_key or selected_item.key
local dataset = persistence.load_dataset()
dataset.post = dataset.post or {}
local settings
if dataset.post[item_key] then
settings = persistence.read(settings_schema, dataset.post[item_key])
else
settings = default_settings()
end
return settings
end
function write_settings(settings, item_key)
item_key = item_key or selected_item.key
local dataset = persistence.load_dataset()
dataset.post = dataset.post or {}
dataset.post[item_key] = persistence.write(settings_schema, settings)
end
function get_unit_start_price()
local money_text = unit_start_price:GetText()
return money.from_string(money_text) or 0
end
function set_unit_start_price(amount)
unit_start_price:SetText(money.to_string(amount, true, nil, 3))
end
function get_unit_buyout_price()
local money_text = unit_buyout_price:GetText()
return money.from_string(money_text) or 0
end
function set_unit_buyout_price(amount)
unit_buyout_price:SetText(money.to_string(amount, true, nil, 3))
end
function update_inventory_listing()
if not ACTIVE then return end
item_listing.populate(item_listing, values(filter(inventory_records, function(record)
local settings = read_settings(record.key)
return record.aux_quantity > 0 and (not settings.hidden or show_hidden_checkbox:GetChecked())
end)))
end
function update_auction_listing()
if not ACTIVE then return end
local auction_rows = {}
if selected_item then
local unit_start_price = get_unit_start_price()
local unit_buyout_price = get_unit_buyout_price()
for i, auction_record in existing_auctions[selected_item.key] or {} do
local blizzard_bid_undercut, buyout_price_undercut = undercut(auction_record, stack_size_slider:GetValue())
blizzard_bid_undercut = money.from_string(money.to_string(blizzard_bid_undercut, true, nil, 3))
buyout_price_undercut = money.from_string(money.to_string(buyout_price_undercut, true, nil, 3))
local stack_blizzard_bid_undercut, stack_buyout_price_undercut = undercut(auction_record, stack_size_slider:GetValue(), true)
stack_blizzard_bid_undercut = money.from_string(money.to_string(stack_blizzard_bid_undercut, true, nil, 3))
stack_buyout_price_undercut = money.from_string(money.to_string(stack_buyout_price_undercut, true, nil, 3))
local stack_size = stack_size_slider:GetValue()
local historical_value = history.value(selected_item.key)
local bid_color
if blizzard_bid_undercut < unit_start_price and stack_blizzard_bid_undercut < unit_start_price then
bid_color = gui.inline_color.red
elseif blizzard_bid_undercut < unit_start_price then
bid_color = gui.inline_color.orange
elseif stack_blizzard_bid_undercut < unit_start_price then
bid_color = gui.inline_color.yellow
end
local buyout_color
if buyout_price_undercut < unit_buyout_price and stack_buyout_price_undercut < unit_buyout_price then
buyout_color = gui.inline_color.red
elseif buyout_price_undercut < unit_buyout_price then
buyout_color = gui.inline_color.orange
elseif stack_buyout_price_undercut < unit_buyout_price then
buyout_color = gui.inline_color.yellow
end
tinsert(auction_rows, {
cols = {
{value=auction_record.own and gui.color.yellow(auction_record.count) or auction_record.count},
{value=auction_listing.time_left(auction_record.duration)},
{value=auction_record.stack_size == stack_size and gui.color.yellow(auction_record.stack_size) or auction_record.stack_size},
{value=money.to_string(auction_record.unit_blizzard_bid, true, nil, 3, bid_color) },
{value=historical_value and auction_listing.percentage_historical(round(auction_record.unit_blizzard_bid / historical_value * 100)) or '---'},
{value=auction_record.unit_buyout_price > 0 and money.to_string(auction_record.unit_buyout_price, true, nil, 3, buyout_color) or '---'},
{value=auction_record.unit_buyout_price > 0 and historical_value and auction_listing.percentage_historical(round(auction_record.unit_buyout_price / historical_value * 100)) or '---'},
},
record = auction_record,
})
end
sort(auction_rows, function(a, b)
return sorting.multi_lt(
{
a.record.unit_buyout_price == 0 and huge or a.record.unit_buyout_price,
a.record.unit_blizzard_bid,
a.record.stack_size,
b.record.own and 1 or 0,
a.record.duration,
},
{
b.record.unit_buyout_price == 0 and huge or b.record.unit_buyout_price,
b.record.unit_blizzard_bid,
b.record.stack_size,
a.record.own and 1 or 0,
b.record.duration,
}
)
end)
end
auction_listing:SetData(auction_rows)
end
function public.select_item(item_key)
for _, inventory_record in filter(inventory_records, function(record) return record.aux_quantity > 0 end) do
if inventory_record.key == item_key then
set_item(inventory_record)
break
end
end
end
function price_update()
if selected_item then
local settings = read_settings()
local start_price_input = get_unit_start_price()
settings.start_price = start_price_input
local historical_value = history.value(selected_item.key)
start_price_percentage:SetText(historical_value and auction_listing.percentage_historical(round(start_price_input / historical_value * 100)) or '---')
local buyout_price_input = get_unit_buyout_price()
settings.buyout_price = buyout_price_input
local historical_value = history.value(selected_item.key)
buyout_price_percentage:SetText(historical_value and auction_listing.percentage_historical(round(buyout_price_input / historical_value * 100)) or '---')
write_settings(settings)
end
end
function post_auctions()
if selected_item then
local unit_start_price = get_unit_start_price()
local unit_buyout_price = get_unit_buyout_price()
local stack_size = stack_size_slider:GetValue()
local stack_count
stack_count = stack_count_slider:GetValue()
local duration = UIDropDownMenu_GetSelectedValue(duration_dropdown)
local key = selected_item.key
local duration_code
if duration == DURATION_4 then
duration_code = 2
elseif duration == DURATION_8 then
duration_code = 3
elseif duration == DURATION_24 then
duration_code = 4
end
post.start(
key,
stack_size,
duration,
unit_start_price,
unit_buyout_price,
stack_count,
function(posted)
local new_auction_record
for i=1,posted do
new_auction_record = record_auction(key, stack_size, unit_start_price, unit_buyout_price, duration_code, UnitName('player'))
end
update_inventory_records()
selected_item = nil
for _, record in inventory_records do
if record.key == key then
set_item(record)
end
end
refresh = true
end
)
end
end
function validate_parameters()
if not selected_item then
post_button:Disable()
return
end
if get_unit_buyout_price() > 0 and get_unit_start_price() > get_unit_buyout_price() then
post_button:Disable()
return
end
if get_unit_start_price() == 0 then
post_button:Disable()
return
end
if stack_count_slider:GetValue() == 0 then
post_button:Disable()
return
end
post_button:Enable()
end
function update_item_configuration()
if not selected_item then
refresh_button:Disable()
item.texture:SetTexture(nil)
item.count:SetText()
item.name:SetTextColor(unpack(gui.color.label.enabled))
item.name:SetText('No item selected')
start_price_frame:Hide()
buyout_price_frame:Hide()
stack_size_slider:Hide()
stack_count_slider:Hide()
deposit:Hide()
duration_dropdown:Hide()
historical_value_button:Hide()
hide_checkbox:Hide()
else
start_price_frame:Show()
buyout_price_frame:Show()
stack_size_slider:Show()
stack_count_slider:Show()
deposit:Show()
duration_dropdown:Show()
historical_value_button:Show()
hide_checkbox:Show()
item.texture:SetTexture(selected_item.texture)
item.name:SetText('['..selected_item.name..']')
local color = ITEM_QUALITY_COLORS[selected_item.quality]
item.name:SetTextColor(color.r, color.g, color.b)
if selected_item.aux_quantity > 1 then
item.count:SetText(selected_item.aux_quantity)
else
item.count:SetText()
end
stack_size_slider.editbox:SetNumber(stack_size_slider:GetValue())
stack_count_slider.editbox:SetNumber(stack_count_slider:GetValue())
do
local deposit_factor = neutral_faction() and 0.25 or 0.05
local stack_size = stack_size_slider:GetValue()
local stack_count
stack_count = stack_count_slider:GetValue()
local deposit = floor(selected_item.unit_vendor_price * deposit_factor * (selected_item.max_charges and 1 or stack_size)) * stack_count * UIDropDownMenu_GetSelectedValue(duration_dropdown) / 120
m.deposit:SetText('Deposit: '..money.to_string(deposit, nil, nil, nil, gui.inline_color.text.enabled))
end
refresh_button:Enable()
end
end
function undercut(record, stack_size, stack)
local start_price = round(record.unit_blizzard_bid * (stack and record.stack_size or stack_size))
local buyout_price = round(record.unit_buyout_price * (stack and record.stack_size or stack_size))
if not record.own then
start_price = max(0, start_price - 1)
buyout_price = max(0, buyout_price - 1)
end
return start_price / stack_size, buyout_price / stack_size
end
function quantity_update(max_count)
if selected_item then
local max_stack_count = selected_item.max_charges and selected_item.availability[stack_size_slider:GetValue()] or floor(selected_item.availability[0] / stack_size_slider:GetValue())
stack_count_slider:SetMinMaxValues(1, max_stack_count)
if max_count then
stack_count_slider:SetValue(max_stack_count)
end
end
refresh = true
end
function unit_vendor_price(item_key)
for slot in inventory do
local item_info = info.container_item(unpack(slot))
if item_info and item_info.item_key == item_key then
if info.auctionable(item_info.tooltip, nil, item_info.lootable) then
ClearCursor()
PickupContainerItem(unpack(slot))
ClickAuctionSellItemButton()
local auction_sell_item = info.auction_sell_item()
ClearCursor()
ClickAuctionSellItemButton()
ClearCursor()
if auction_sell_item then
return auction_sell_item.vendor_price / auction_sell_item.count
end
end
end
end
end
function update_historical_value_button()
if selected_item then
local historical_value = history.value(selected_item.key)
historical_value_button.amount = historical_value
historical_value_button:SetText(historical_value and money.to_string(historical_value, true, nil, 3) or '---')
end
end
function set_item(item)
local settings = read_settings(item.key)
item.unit_vendor_price = unit_vendor_price(item.key)
if not item.unit_vendor_price then
settings.hidden = 1
write_settings(settings, item.key)
refresh = true
return
end
scan.abort(scan_id)
selected_item = item
UIDropDownMenu_Initialize(duration_dropdown, initialize_duration_dropdown) -- TODO, wtf, why is this needed
UIDropDownMenu_SetSelectedValue(duration_dropdown, settings.duration)
hide_checkbox:SetChecked(settings.hidden)
stack_size_slider:SetMinMaxValues(1, selected_item.max_charges or selected_item.max_stack)
stack_size_slider:SetValue(settings.stack_size)
quantity_update(true)
unit_start_price:SetText(money.to_string(settings.start_price, true, nil, 3, nil, true))
unit_buyout_price:SetText(money.to_string(settings.buyout_price, true, nil, 3, nil, true))
if not existing_auctions[selected_item.key] then
refresh_entries()
end
write_settings(settings, item.key)
refresh = true
end
function update_inventory_records()
inventory_records = {}
refresh = true
local auction_candidate_map = {}
for slot in inventory do
local item_info = info.container_item(unpack(slot))
if item_info then
local charge_class = item_info.charges or 0
if info.auctionable(item_info.tooltip, nil, item_info.lootable) then
if not auction_candidate_map[item_info.item_key] then
local availability = {}
for i=0,10 do
availability[i] = 0
end
availability[charge_class] = item_info.count
auction_candidate_map[item_info.item_key] = {
item_id = item_info.item_id,
suffix_id = item_info.suffix_id,
key = item_info.item_key,
itemstring = item_info.itemstring,
name = item_info.name,
texture = item_info.texture,
quality = item_info.quality,
aux_quantity = item_info.charges or item_info.count,
max_stack = item_info.max_stack,
max_charges = item_info.max_charges,
availability = availability,
}
else
local candidate = auction_candidate_map[item_info.item_key]
candidate.availability[charge_class] = (candidate.availability[charge_class] or 0) + item_info.count
candidate.aux_quantity = candidate.aux_quantity + (item_info.charges or item_info.count)
end
end
end
end
inventory_records = {}
for _, auction_candidate in auction_candidate_map do
tinsert(inventory_records, auction_candidate)
end
sort(inventory_records, function(a, b) return a.name < b.name end)
refresh = true
end
function refresh_entries()
if selected_item then
local item_id, suffix_id = selected_item.item_id, selected_item.suffix_id
local item_key = item_id..':'..suffix_id
existing_auctions[item_key] = nil
local query = scan_util.item_query(item_id)
status_bar:update_status(0,0)
status_bar:set_text('Scanning auctions...')
scan_id = scan.start{
type = 'list',
ignore_owner = true,
queries = { query },
on_page_loaded = function(page, total_pages)
status_bar:update_status(100 * (page - 1) / total_pages, 0) -- TODO
status_bar:set_text(format('Scanning Page %d / %d', page, total_pages))
end,
on_auction = function(auction_record)
if auction_record.item_key == item_key then
record_auction(
auction_record.item_key,
auction_record.aux_quantity,
auction_record.unit_blizzard_bid,
auction_record.unit_buyout_price,
auction_record.duration,
auction_record.owner
)
end
end,
on_abort = function()
existing_auctions[item_key] = nil
update_historical_value_button()
status_bar:update_status(100, 100)
status_bar:set_text('Scan aborted')
end,
on_complete = function()
existing_auctions[item_key] = existing_auctions[item_key] or {}
refresh = true
status_bar:update_status(100, 100)
status_bar:set_text('Scan complete')
end,
}
end
end
function record_auction(key, aux_quantity, unit_blizzard_bid, unit_buyout_price, duration, owner)
existing_auctions[key] = existing_auctions[key] or {}
local entry
for _, existing_entry in existing_auctions[key] do
if unit_blizzard_bid == existing_entry.unit_blizzard_bid and unit_buyout_price == existing_entry.unit_buyout_price and aux_quantity == existing_entry.stack_size and duration == existing_entry.duration and is_player(owner) == existing_entry.own then
entry = existing_entry
end
end
if not entry then
entry = {
stack_size = aux_quantity,
unit_blizzard_bid = unit_blizzard_bid,
unit_buyout_price = unit_buyout_price,
duration = duration,
own = is_player(owner),
count = 0,
}
tinsert(existing_auctions[key], entry)
end
entry.count = entry.count + 1
return entry
end
function on_update()
if refresh then
refresh = false
price_update()
update_historical_value_button()
update_item_configuration()
update_inventory_listing()
update_auction_listing()
end
validate_parameters()
end
function initialize_duration_dropdown()
local function on_click()
UIDropDownMenu_SetSelectedValue(duration_dropdown, this.value)
local settings = read_settings()
settings.duration = this.value
write_settings(settings)
refresh = true
end
UIDropDownMenu_AddButton{
text = '2 Hours',
value = DURATION_4,
func = on_click,
}
UIDropDownMenu_AddButton{
text = '8 Hours',
value = DURATION_8,
func = on_click,
}
UIDropDownMenu_AddButton{
text = '24 Hours',
value = DURATION_24,
func = on_click,
}
end