mirror of
https://github.com/NathanHandley/mod-ah-bot-plus.git
synced 2026-01-13 01:08:37 +00:00
added feature: use DB drop rates for weapons/armor/recipes probability in AH
This commit is contained in:
@@ -46,6 +46,11 @@
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# acore_characters.item_instance database table to grow over time.
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# Default: false (disabled)
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#
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# AuctionHouseBot.Seller.UseDBDropRates.Enabled
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# Enable/Disable the Seller using items' in-game drop rates from enemies
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# and gameobjects to determine probability of listing the items on the AH.
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# Default: false (disabled)
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#
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# AuctionHouseBot.GUIDs
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# These are the character GUIDS (from characters->characters table) that
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# will be used to create auctions and otherwise interact with auctions.
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@@ -76,6 +81,7 @@ AuctionHouseBot.MinutesBetweenBuyCycle = 1
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AuctionHouseBot.MinutesBetweenSellCycle = 1
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AuctionHouseBot.EnableSeller = false
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AuctionHouseBot.ReturnExpiredAuctionItemsToBot = false
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AuctionHouseBot.Seller.UseDBDropRates.Enabled = false
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AuctionHouseBot.GUIDs = 0
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AuctionHouseBot.ItemsPerCycle = 150
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AuctionHouseBot.ListingExpireTimeInSecondsMin = 900
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@@ -25,7 +25,6 @@
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#include "Config.h"
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#include "Player.h"
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#include "WorldSession.h"
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#include "GameTime.h"
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#include "DatabaseEnv.h"
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#include "ItemTemplate.h"
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#include "SharedDefines.h"
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@@ -33,6 +32,7 @@
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#include <cmath>
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#include <set>
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#include <unordered_map>
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using namespace std;
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@@ -157,6 +157,7 @@ AuctionHouseBot::AuctionHouseBot() :
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ListedItemIDRestrictedEnabled(false),
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ListedItemIDMin(0),
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ListedItemIDMax(200000),
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SellerUseDBDropRates(false),
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LastBuyCycleCount(0),
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LastSellCycleCount(0),
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ActiveListMultipleItemID(0),
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@@ -971,6 +972,7 @@ void AuctionHouseBot::AddNewAuctions(std::vector<Player*> AHBPlayers, FactionSpe
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for (uint32 cnt = 1; cnt <= newItemsToListCount; cnt++)
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{
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auto trans = CharacterDatabase.BeginTransaction();
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ItemTemplate const* prototype = nullptr;
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uint32 batchCount = 0;
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while (batchCount < 500 && itemsGenerated < newItemsToListCount)
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@@ -980,6 +982,15 @@ void AuctionHouseBot::AddNewAuctions(std::vector<Player*> AHBPlayers, FactionSpe
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if (ActiveListMultipleItemID != 0)
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{
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itemID = ActiveListMultipleItemID;
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prototype = sObjectMgr->GetItemTemplate(itemID);
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if (!prototype)
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{
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if (debug_Out)
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LOG_ERROR("module", "AHSeller: prototype == NULL");
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continue;
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}
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RemainingListMultipleCount--;
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if (RemainingListMultipleCount <= 0)
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ActiveListMultipleItemID = 0;
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@@ -987,17 +998,6 @@ void AuctionHouseBot::AddNewAuctions(std::vector<Player*> AHBPlayers, FactionSpe
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else
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{
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itemID = GetRandomItemIDForListing();
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if (itemID != 0 && ItemListProportionMultipliedItemIDs.find(itemID) != ItemListProportionMultipliedItemIDs.end() &&
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ItemListProportionMultipliedItemIDs[itemID] > 1)
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{
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ActiveListMultipleItemID = itemID;
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RemainingListMultipleCount = ItemListProportionMultipliedItemIDs[itemID] - 1;
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if (debug_Out)
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LOG_INFO("module", "AHSeller: Is listing item ID {} which is configured for {} multiples from ListMultipliedItemIDs", itemID, ItemListProportionMultipliedItemIDs[itemID]);
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}
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}
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// Prevent invalid IDs
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if (itemID == 0)
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{
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if (debug_Out)
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@@ -1005,14 +1005,61 @@ void AuctionHouseBot::AddNewAuctions(std::vector<Player*> AHBPlayers, FactionSpe
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continue;
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}
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ItemTemplate const* prototype = sObjectMgr->GetItemTemplate(itemID);
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if (prototype == NULL)
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prototype = sObjectMgr->GetItemTemplate(itemID);
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if (!prototype)
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{
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if (debug_Out)
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LOG_ERROR("module", "AHSeller: prototype == NULL");
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continue;
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}
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// If current item is crafted, ineligible, or quest reward, ignore drop rates and continue to list it
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if (SellerUseDBDropRates &&
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IsItemEligibleForDBDropRates(prototype) &&
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!IsItemCrafted(itemID) &&
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!IsItemQuestReward(itemID))
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{
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// The AHBot has chosen a rare/epic armor/weapon/recipe, so select another item
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// of that type based on drop rates. This way ListProportions are respected.
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// Roll for rarity tier
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double r = 100.0 * (urand(0, INT32_MAX) / static_cast<double>(INT32_MAX));
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int tier = GetItemDropChanceTier(r);
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// If chosen tier is empty, search rarer tiers until not empty
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auto& tierBuckets = ItemTiersByClassAndQuality[prototype->Class][prototype->Quality];
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while (tierBuckets[tier].empty() && tier < 10) {
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if (debug_Out)
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LOG_INFO("module", "Bucket is empty for class {} quality {} tier {}", prototype->Class, prototype->Quality, tier);
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tier++;
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}
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// Pull a random item from selected rarity tier
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auto& bucket = tierBuckets[tier];
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if (!bucket.empty())
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{
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itemID = bucket[rand() % bucket.size()];
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prototype = sObjectMgr->GetItemTemplate(itemID);
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if (!prototype)
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{
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if (debug_Out)
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LOG_ERROR("module", "AHSeller: prototype == NULL");
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continue;
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}
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}
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else continue;
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}
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if (ItemListProportionMultipliedItemIDs.find(itemID) != ItemListProportionMultipliedItemIDs.end() &&
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ItemListProportionMultipliedItemIDs[itemID] > 1)
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{
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ActiveListMultipleItemID = itemID;
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RemainingListMultipleCount = ItemListProportionMultipliedItemIDs[itemID] - 1;
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if (debug_Out)
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LOG_INFO("module", "AHSeller: Is listing item ID {} which is configured for {} multiples from ListMultipliedItemIDs", itemID, ItemListProportionMultipliedItemIDs[itemID]);
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}
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}
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Player* AHBplayer = AHBPlayers[urand(0, AHBPlayers.size() - 1)];
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Item* item = Item::CreateItem(itemID, 1, AHBplayer);
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@@ -1070,6 +1117,272 @@ void AuctionHouseBot::AddNewAuctions(std::vector<Player*> AHBPlayers, FactionSpe
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LOG_INFO("module", "AHSeller: Added {} items", itemsGenerated);
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}
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void AuctionHouseBot::PopulateItemDropChances()
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{
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// Search creature loot templates, referenced loot_loot_template, group_loot tables, and object_loot tables for items' drop rates
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std::string directDropString = R"SQL(
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SELECT it.entry AS itemID,
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clt.Chance AS direct_chance,
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0 AS reference_chance
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FROM creature_template ct
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JOIN creature_loot_template clt ON clt.Entry = ct.lootid
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JOIN item_template it ON it.entry = clt.Item
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WHERE clt.Reference = 0 AND clt.GroupId = 0 AND it.class IN (2,4,9) AND it.quality > 2
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)SQL";
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std::string referenceDropString = R"SQL(
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WITH reference_group_counts AS (
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SELECT entry AS referenceID, COUNT(*) AS groupCount
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FROM reference_loot_template
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GROUP BY entry
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),
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all_references AS (
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SELECT
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rlt.Entry AS referenceID,
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rlt.Item AS itemID,
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rlt.Chance AS referenceChance,
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rgc.groupCount,
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MIN(clt.Chance) AS creatureChance,
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CASE WHEN COUNT(clt.Entry) > 0 THEN 1 ELSE 0 END AS hasCreature
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FROM reference_loot_template rlt
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JOIN reference_group_counts rgc ON rlt.Entry = rgc.referenceID
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LEFT JOIN creature_loot_template clt ON clt.Reference = rlt.Entry
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WHERE clt.`Comment` NOT LIKE '%Placeholder%'
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GROUP BY rlt.Entry, rlt.Item, rlt.Chance, rgc.groupCount
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)
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SELECT
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ar.itemID AS itemID,
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0 AS direct_chance,
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CASE
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WHEN ar.hasCreature = 1
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THEN (1.0 / case when ar.groupCount < 6 then 6 ELSE ar.groupCount end) *
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COALESCE(NULLIF(ar.referenceChance,0),1) *
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COALESCE(NULLIF(ar.creatureChance,0),1)
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ELSE
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(1.0 / ar.groupCount) *
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COALESCE(NULLIF(ar.referenceChance,0),1)
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END AS reference_chance
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FROM all_references ar
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JOIN item_template it ON it.entry = ar.itemID
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WHERE it.class IN (2,4,9) AND it.quality > 2
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)SQL";
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// This will lookup items in referenced_loot_template whose Reference entry is not associated with a creature_loot_template
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std::string danglingReferenceDropString = R"SQL(
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WITH reference_group_counts AS (
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SELECT entry AS referenceID, COUNT(*) AS groupCount
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FROM reference_loot_template
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GROUP BY entry
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),
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creature_references AS (
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SELECT DISTINCT Reference AS referenceID FROM creature_loot_template WHERE REFERENCE != 0
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),
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reference_data AS (
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SELECT
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rlt.Entry AS referenceID,
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rlt.Item AS itemID,
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rlt.Chance AS referenceChance,
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rgc.groupCount
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FROM reference_loot_template rlt
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JOIN reference_group_counts rgc ON rlt.Entry = rgc.referenceID
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)
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SELECT
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rd.itemID AS itemID,
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0 AS direct_chance,
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(1.0 / rd.groupCount) * COALESCE(NULLIF(rd.referenceChance, 0), 1) AS reference_chance
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FROM reference_data rd
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JOIN item_template it ON it.entry = rd.itemID
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WHERE it.class IN (2, 4, 9)
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AND it.quality > 2
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)SQL";
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std::string groupDropString = R"SQL(
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WITH group_tables AS (
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SELECT clt.Entry AS loot_entry, clt.GroupId AS group_id, clt.Chance AS chance, clt.Item AS item_id, it.`name` AS itemName, it.class AS itemClass, it.Quality AS itemQuality
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FROM creature_loot_template clt
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JOIN item_template it ON clt.Item = it.entry
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WHERE clt.groupid != 0 AND clt.REFERENCE = 0
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)
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SELECT item_id,
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0 AS direct_chance,
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CASE
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WHEN chance = 0 THEN (1.0 / item_count) * (1 - POWER(1 - (1.0 / item_count), item_count)) * 100
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WHEN chance != 0 THEN ((1.0 / item_count) * (1 - POWER(1 - (1.0 / item_count), item_count)) * 100) * chance/100
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END AS reference_chance
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FROM (
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SELECT group_tables.*, COUNT(*) OVER (PARTITION BY loot_entry, group_id) AS item_count
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FROM group_tables
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) compute_item_count
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WHERE itemClass IN (2,4,9) AND itemQuality > 2
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)SQL";
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std::string objectsDropString = R"SQL(
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SELECT it.entry AS itemID,
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ilt.Chance AS direct_chance,
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0 AS reference_chance
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FROM item_loot_template ilt
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JOIN item_template it ON it.entry = ilt.Item
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WHERE it.class IN (2,4,9) AND it.quality > 2 AND chance != 0
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UNION ALL
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SELECT it.entry AS itemID,
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golt.Chance AS direct_chance,
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0 AS reference_chance
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FROM gameobject_loot_template golt
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JOIN item_template it ON it.entry = golt.Item
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WHERE it.class IN (2,4,9) AND it.quality > 2 AND chance != 0
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)SQL";
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QueryResult directResult = WorldDatabase.Query(directDropString);
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QueryResult referenceResult = WorldDatabase.Query(referenceDropString);
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QueryResult danglingReferenceResult = WorldDatabase.Query(danglingReferenceDropString);
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QueryResult groupResult = WorldDatabase.Query(groupDropString);
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QueryResult objectsDropResult = WorldDatabase.Query(objectsDropString);
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if (!directResult || !referenceResult || !danglingReferenceResult || !groupResult || !objectsDropResult)
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{
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LOG_ERROR("module", "AuctionHouseBot: PopulateItemDropChances() failed!");
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return;
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}
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// Add drop rate of all results to CachedItemDropRates
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auto parseResults = [this](QueryResult result)
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{
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do {
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Field* fields = result->Fetch();
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double directDropChance = 0.0;
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double referenceDropChance = 0.0;
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uint32 itemID = fields[0].Get<uint32>();
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// Ignore quest rewards and crafted items, they have "100%" drop rate
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if (IsItemQuestReward(itemID) || IsItemCrafted(itemID))
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continue;
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if (!fields[1].IsNull())
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directDropChance = fields[1].Get<double>();
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if (!fields[2].IsNull())
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referenceDropChance = fields[2].Get<double>();
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double higherDropChance = (directDropChance > referenceDropChance) ? directDropChance : referenceDropChance;
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if (CachedItemDropRates[itemID] < higherDropChance)
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CachedItemDropRates[itemID] = higherDropChance;
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} while (result->NextRow());
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};
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parseResults(directResult);
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parseResults(referenceResult);
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parseResults(danglingReferenceResult);
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parseResults(groupResult);
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parseResults(objectsDropResult);
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// Process item candidates: filter invalid entries and group by drop rate tier
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for (auto& [classID, qualityGroups] : ItemCandidatesByItemClassAndQuality)
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{
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for (auto& [qualityID, candidates] : qualityGroups)
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{
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// Erase items that are not crafted, not quest rewards, and missing DB drop rate
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candidates.erase(
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std::remove_if(
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candidates.begin(),
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candidates.end(),
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[&](uint32 id)
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{
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(id);
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if (!IsItemEligibleForDBDropRates(proto))
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return false;
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bool shouldErase = !IsItemCrafted(id)
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&& !IsItemQuestReward(id)
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&& !CachedItemDropRates.contains(id);
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return shouldErase;
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}),
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candidates.end()
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);
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// Now process the remaining valid items
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for (uint32 id : candidates)
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{
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ItemTemplate const* proto = sObjectMgr->GetItemTemplate(id);
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if (!IsItemEligibleForDBDropRates(proto))
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continue;
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double rate = CachedItemDropRates[id];
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int tier = GetItemDropChanceTier(rate);
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ItemTiersByClassAndQuality[proto->Class][proto->Quality][tier].push_back(id);
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}
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}
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}
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if (debug_Out)
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{
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// Show number of items in each tier
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for (int i = 0; i < 17; i++)
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for (int j = 0; j < 7; j++)
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for (int k = 0; k < 10; k++)
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{
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if (i == 2)
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LOG_INFO("module", "Armor Count: Rarity {} Tier {} has {} items", j, k, ItemTiersByClassAndQuality[i][j][k].size());
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if (i == 4)
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LOG_INFO("module", "Weapon Count: Rarity {} Tier {} has {} items", j, k, ItemTiersByClassAndQuality[i][j][k].size());
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if (i == 9)
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LOG_INFO("module", "Recipe Count: Rarity {} Tier {} has {} items", j, k, ItemTiersByClassAndQuality[i][j][k].size());
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}
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}
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}
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void AuctionHouseBot::PopulateQuestRewardItemIDs()
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{
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string questRewardsString = R"SQL(
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SELECT DISTINCT item_id
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FROM (
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SELECT RewardItem1 AS item_id FROM quest_template UNION ALL
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SELECT RewardItem2 AS item_id FROM quest_template UNION ALL
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SELECT RewardItem3 AS item_id FROM quest_template UNION ALL
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SELECT RewardItem4 AS item_id FROM quest_template UNION ALL
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SELECT ItemDrop1 AS item_id FROM quest_template UNION ALL
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SELECT ItemDrop2 AS item_id FROM quest_template UNION ALL
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SELECT ItemDrop3 AS item_id FROM quest_template UNION ALL
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SELECT ItemDrop4 AS item_id FROM quest_template UNION ALL
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SELECT RewardChoiceItemID1 AS item_id FROM quest_template UNION ALL
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SELECT RewardChoiceItemID2 AS item_id FROM quest_template UNION ALL
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SELECT RewardChoiceItemID3 AS item_id FROM quest_template UNION ALL
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SELECT RewardChoiceItemID4 AS item_id FROM quest_template UNION ALL
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SELECT RewardChoiceItemID5 AS item_id FROM quest_template UNION ALL
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SELECT RewardChoiceItemID6 AS item_id FROM quest_template
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) AS quest_rewards
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WHERE item_id != 0
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)SQL";
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QueryResult questRewardsResult = WorldDatabase.Query(questRewardsString);
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if (!questRewardsResult)
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{
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LOG_ERROR("module", "AuctionHouseBot: Quest Rewards lookup failed.");
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return;
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}
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do
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{
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uint32 id = questRewardsResult->Fetch()->Get<uint32>();
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QuestRewardItemIDs.insert(id);
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} while (questRewardsResult->NextRow());
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}
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int AuctionHouseBot::GetItemDropChanceTier(double dropRate)
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{
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if (dropRate > 10) return 0;
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else if (dropRate > 5) return 1;
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else if (dropRate > 2) return 2;
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else if (dropRate > 1) return 3;
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else if (dropRate > 0.5) return 4;
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else if (dropRate > 0.2) return 5;
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else if (dropRate > 0.1) return 6;
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else if (dropRate > 0.05) return 7;
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else if (dropRate > 0.02) return 8;
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else if (dropRate > 0.01) return 9;
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else return 10;
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}
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void AuctionHouseBot::AddNewAuctionBuyerBotBid(std::vector<Player*> AHBPlayers, FactionSpecificAuctionHouseConfig *config)
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{
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if (!BuyingBotEnabled)
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@@ -1375,6 +1688,7 @@ void AuctionHouseBot::InitializeConfiguration()
|
||||
SetCyclesBetweenBuyOrSell();
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||||
ReturnExpiredAuctionItemsToBot = sConfigMgr->GetOption<bool>("AuctionHouseBot.ReturnExpiredAuctionItemsToBot", false);
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ItemsPerCycle = sConfigMgr->GetOption<uint32>("AuctionHouseBot.ItemsPerCycle", 75);
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SellerUseDBDropRates = sConfigMgr->GetOption<bool>("AuctionHouseBot.Seller.UseDBDropRates.Enabled", false);
|
||||
MaxBuyoutPriceInCopper = sConfigMgr->GetOption<uint32>("AuctionHouseBot.MaxBuyoutPriceInCopper", 1000000000);
|
||||
BuyoutVariationReducePercent = sConfigMgr->GetOption<float>("AuctionHouseBot.BuyoutVariationReducePercent", 0.15f);
|
||||
BuyoutVariationAddPercent = sConfigMgr->GetOption<float>("AuctionHouseBot.BuyoutVariationAddPercent", 0.25f);
|
||||
@@ -1984,3 +2298,21 @@ void AuctionHouseBot::CleanupExpiredAuctionItems()
|
||||
|
||||
CharacterDatabase.CommitTransaction(trans);
|
||||
}
|
||||
|
||||
bool AuctionHouseBot::IsItemQuestReward(uint32 itemID)
|
||||
{
|
||||
return (QuestRewardItemIDs.find(itemID) != QuestRewardItemIDs.end());
|
||||
}
|
||||
|
||||
bool AuctionHouseBot::IsItemCrafted(uint32 itemID)
|
||||
{
|
||||
return (ItemIDsProducedByRecipes.find(itemID) != ItemIDsProducedByRecipes.end());
|
||||
}
|
||||
|
||||
bool AuctionHouseBot::IsItemEligibleForDBDropRates(ItemTemplate const* proto)
|
||||
{
|
||||
return (proto->Quality >= ITEM_QUALITY_RARE &&
|
||||
(proto->Class == ITEM_CLASS_WEAPON ||
|
||||
proto->Class == ITEM_CLASS_ARMOR ||
|
||||
proto->Class == ITEM_CLASS_RECIPE));
|
||||
}
|
||||
|
||||
@@ -278,6 +278,10 @@ private:
|
||||
uint32 ListedItemIDMax;
|
||||
std::set<uint32> ListedItemIDExceptionItems;
|
||||
bool PreventOverpayingForVendorItems;
|
||||
std::unordered_map<uint32, double> CachedItemDropRates;
|
||||
std::vector<uint32> ItemTiersByClassAndQuality[17][7][11]; // [Classes][Qualities][Tiers]
|
||||
bool SellerUseDBDropRates;
|
||||
std::unordered_set<uint32> QuestRewardItemIDs;
|
||||
|
||||
FactionSpecificAuctionHouseConfig AllianceConfig;
|
||||
FactionSpecificAuctionHouseConfig HordeConfig;
|
||||
@@ -314,6 +318,12 @@ public:
|
||||
const char* GetCategoryName(ItemClass category);
|
||||
uint32 GetStackSizeForItem(ItemTemplate const* itemProto) const;
|
||||
void CalculateItemValue(ItemTemplate const* itemProto, uint64& outBidPrice, uint64& outBuyoutPrice);
|
||||
void PopulateItemDropChances();
|
||||
void PopulateQuestRewardItemIDs();
|
||||
bool IsItemQuestReward(uint32 itemID);
|
||||
bool IsItemCrafted(uint32 itemID);
|
||||
bool IsItemEligibleForDBDropRates(ItemTemplate const* proto);
|
||||
int GetItemDropChanceTier(double dropRate);
|
||||
float GetAdvancedPricingMultiplier(ItemTemplate const* itemProto);
|
||||
ItemTemplate const* GetProducedItemFromRecipe(ItemTemplate const* recipeItemTemplate);
|
||||
std::unordered_set<uint32> GetItemIDsProducedByRecipes();
|
||||
|
||||
@@ -24,7 +24,6 @@ public:
|
||||
if (HasPerformedStartup == true)
|
||||
{
|
||||
LOG_INFO("server.loading", "AuctionHouseBot: (Re)populating item candidate lists ...");
|
||||
auctionbot->PopulateItemCandidatesAndProportions();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -32,6 +31,11 @@ public:
|
||||
{
|
||||
LOG_INFO("server.loading", "AuctionHouseBot: (Re)populating item candidate lists ...");
|
||||
auctionbot->PopulateItemCandidatesAndProportions();
|
||||
if (sConfigMgr->GetOption<bool>("AuctionHouseBot.Seller.UseDBDropRates.Enabled", true))
|
||||
{
|
||||
auctionbot->PopulateQuestRewardItemIDs();
|
||||
auctionbot->PopulateItemDropChances();
|
||||
}
|
||||
HasPerformedStartup = true;
|
||||
}
|
||||
};
|
||||
|
||||
Reference in New Issue
Block a user