mirror of
https://github.com/JustArchiNET/ArchiSteamFarm.git
synced 2026-01-06 17:10:13 +00:00
Add MatchableTypes
As well as unit testing so I'm sure that part is not screwed up.
This commit is contained in:
27
ArchiSteamFarm/AssemblyInfo.cs
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27
ArchiSteamFarm/AssemblyInfo.cs
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/*
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_ _ _ ____ _ _____
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/ \ _ __ ___ | |__ (_)/ ___| | |_ ___ __ _ _ __ ___ | ___|__ _ _ __ _ __ ___
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/ _ \ | '__|/ __|| '_ \ | |\___ \ | __|/ _ \ / _` || '_ ` _ \ | |_ / _` || '__|| '_ ` _ \
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/ ___ \ | | | (__ | | | || | ___) || |_| __/| (_| || | | | | || _|| (_| || | | | | | | |
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/_/ \_\|_| \___||_| |_||_||____/ \__|\___| \__,_||_| |_| |_||_| \__,_||_| |_| |_| |_|
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Copyright 2015-2017 Łukasz "JustArchi" Domeradzki
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Contact: JustArchi@JustArchi.net
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Licensed under the Apache License, Version 2.0 (the "License");
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you may not use this file except in compliance with the License.
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You may obtain a copy of the License at
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http://www.apache.org/licenses/LICENSE-2.0
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Unless required by applicable law or agreed to in writing, software
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distributed under the License is distributed on an "AS IS" BASIS,
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WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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See the License for the specific language governing permissions and
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limitations under the License.
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*/
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using System.Runtime.CompilerServices;
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[assembly: InternalsVisibleTo("ArchiSteamFarm.Tests")]
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@@ -92,6 +92,12 @@ namespace ArchiSteamFarm {
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Steam.Item.EType.TradingCard
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};
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[JsonProperty(ObjectCreationHandling = ObjectCreationHandling.Replace, Required = Required.DisallowNull)]
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internal readonly HashSet<Steam.Item.EType> MatchableTypes = new HashSet<Steam.Item.EType> {
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Steam.Item.EType.FoilTradingCard,
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Steam.Item.EType.TradingCard
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};
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[JsonProperty(Required = Required.DisallowNull)]
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internal readonly CryptoHelper.ECryptoMethod PasswordFormat = CryptoHelper.ECryptoMethod.PlainText;
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@@ -486,7 +486,15 @@ namespace ArchiSteamFarm.JSON {
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return true;
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}
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internal bool IsSteamCardsRequest() => ItemsToGive.All(item => (item.AppID == Item.SteamAppID) && (item.ContextID == Item.SteamCommunityContextID) && (item.Type == Item.EType.TradingCard));
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internal bool IsValidSteamItemsRequest(HashSet<Item.EType> acceptedTypes) {
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if ((acceptedTypes == null) || (acceptedTypes.Count == 0)) {
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ASF.ArchiLogger.LogNullError(nameof(acceptedTypes));
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return false;
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}
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bool result = ItemsToGive.All(item => (item.AppID == Item.SteamAppID) && (item.ContextID == Item.SteamCommunityContextID) && acceptedTypes.Contains(item.Type));
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return result;
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}
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[SuppressMessage("ReSharper", "UnusedMember.Global")]
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internal enum ETradeOfferState : byte {
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@@ -173,7 +173,7 @@ namespace ArchiSteamFarm {
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return new ParseTradeResult(tradeOffer.TradeOfferID, tradeOffer.ItemsToGive.Count > 0 ? ParseTradeResult.EResult.AcceptedWithItemLose : ParseTradeResult.EResult.AcceptedWithoutItemLose);
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}
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// Always deny trades from blacklistem steamIDs
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// Always deny trades from blacklisted steamIDs
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if (Bot.IsBlacklistedFromTrades(tradeOffer.OtherSteamID64)) {
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return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedPermanently);
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}
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@@ -214,8 +214,8 @@ namespace ArchiSteamFarm {
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return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedPermanently);
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}
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// Decline trade if we're losing anything but steam cards, or if it's non-dupes trade
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if (!tradeOffer.IsSteamCardsRequest() || !tradeOffer.IsFairTypesExchange()) {
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// Decline trade if it's not fair games/types exchange or if we're requested to handle any not-accepted item type
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if (!tradeOffer.IsFairTypesExchange() || !tradeOffer.IsValidSteamItemsRequest(Bot.BotConfig.MatchableTypes)) {
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return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedPermanently);
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}
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@@ -241,17 +241,35 @@ namespace ArchiSteamFarm {
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return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.AcceptedWithItemLose);
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}
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// Get appIDs we're interested in
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HashSet<uint> appIDs = new HashSet<uint>(tradeOffer.ItemsToGive.Select(item => item.RealAppID));
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// Get appIDs/types we're interested in
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HashSet<uint> appIDs = new HashSet<uint>();
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HashSet<Steam.Item.EType> types = new HashSet<Steam.Item.EType>();
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foreach (Steam.Item item in tradeOffer.ItemsToGive) {
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appIDs.Add(item.RealAppID);
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types.Add(item.Type);
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}
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// Now check if it's worth for us to do the trade
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HashSet<Steam.Item> inventory = await Bot.ArchiWebHandler.GetMySteamInventory(false, new HashSet<Steam.Item.EType> { Steam.Item.EType.TradingCard }, appIDs).ConfigureAwait(false);
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HashSet<Steam.Item> inventory = await Bot.ArchiWebHandler.GetMySteamInventory(false, types, appIDs).ConfigureAwait(false);
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if ((inventory == null) || (inventory.Count == 0)) {
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// If we can't check our inventory when not using MatchEverything, this is a temporary failure
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Bot.ArchiLogger.LogGenericWarning(string.Format(Strings.ErrorIsEmpty, nameof(inventory)));
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return new ParseTradeResult(tradeOffer.TradeOfferID, ParseTradeResult.EResult.RejectedTemporarily);
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}
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bool accept = IsTradeNeutralOrBetter(inventory, tradeOffer.ItemsToGive, tradeOffer.ItemsToReceive);
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// Even if trade is not neutral+ for us right now, it might be in the future, unless we're bot account where we assume that inventory doesn't change
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return new ParseTradeResult(tradeOffer.TradeOfferID, accept ? ParseTradeResult.EResult.AcceptedWithItemLose : (Bot.BotConfig.IsBotAccount ? ParseTradeResult.EResult.RejectedPermanently : ParseTradeResult.EResult.RejectedTemporarily));
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}
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private static bool IsTradeNeutralOrBetter(HashSet<Steam.Item> inventory, HashSet<Steam.Item> itemsToGive, HashSet<Steam.Item> itemsToReceive) {
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if ((inventory == null) || (inventory.Count == 0) || (itemsToGive == null) || (itemsToGive.Count == 0) || (itemsToReceive == null) || (itemsToReceive.Count == 0)) {
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ASF.ArchiLogger.LogNullError(nameof(inventory) + " || " + nameof(itemsToGive) + " || " + nameof(itemsToReceive));
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return false;
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}
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// Now let's create a map which maps items to their amount in our EQ
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// This has to be done as we might have multiple items of given ClassID with multiple amounts
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Dictionary<ulong, uint> itemAmounts = new Dictionary<ulong, uint>();
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@@ -264,12 +282,12 @@ namespace ArchiSteamFarm {
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}
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// Calculate our value of items to give on per-game basis
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Dictionary<uint, List<uint>> itemAmountToGivePerGame = new Dictionary<uint, List<uint>>(appIDs.Count);
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Dictionary<(Steam.Item.EType Type, uint AppID), List<uint>> itemAmountToGivePerGame = new Dictionary<(Steam.Item.EType Type, uint AppID), List<uint>>();
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Dictionary<ulong, uint> itemAmountsToGive = new Dictionary<ulong, uint>(itemAmounts);
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foreach (Steam.Item item in tradeOffer.ItemsToGive) {
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if (!itemAmountToGivePerGame.TryGetValue(item.RealAppID, out List<uint> amountsToGive)) {
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foreach (Steam.Item item in itemsToGive) {
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if (!itemAmountToGivePerGame.TryGetValue((item.Type, item.RealAppID), out List<uint> amountsToGive)) {
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amountsToGive = new List<uint>();
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itemAmountToGivePerGame[item.RealAppID] = amountsToGive;
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itemAmountToGivePerGame[(item.Type, item.RealAppID)] = amountsToGive;
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}
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if (!itemAmountsToGive.TryGetValue(item.ClassID, out uint amount)) {
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@@ -287,12 +305,12 @@ namespace ArchiSteamFarm {
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}
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// Calculate our value of items to receive on per-game basis
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Dictionary<uint, List<uint>> itemAmountToReceivePerGame = new Dictionary<uint, List<uint>>(appIDs.Count);
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Dictionary<(Steam.Item.EType Type, uint AppID), List<uint>> itemAmountToReceivePerGame = new Dictionary<(Steam.Item.EType Type, uint AppID), List<uint>>();
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Dictionary<ulong, uint> itemAmountsToReceive = new Dictionary<ulong, uint>(itemAmounts);
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foreach (Steam.Item item in tradeOffer.ItemsToReceive) {
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if (!itemAmountToReceivePerGame.TryGetValue(item.RealAppID, out List<uint> amountsToReceive)) {
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foreach (Steam.Item item in itemsToReceive) {
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if (!itemAmountToReceivePerGame.TryGetValue((item.Type, item.RealAppID), out List<uint> amountsToReceive)) {
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amountsToReceive = new List<uint>();
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itemAmountToReceivePerGame[item.RealAppID] = amountsToReceive;
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itemAmountToReceivePerGame[(item.Type, item.RealAppID)] = amountsToReceive;
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}
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if (!itemAmountsToReceive.TryGetValue(item.ClassID, out uint amount)) {
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@@ -313,10 +331,7 @@ namespace ArchiSteamFarm {
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// This is quite complex operation of taking minimum difference from all differences on per-game basis
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// When calculating per-game difference, we sum only amounts at proper indexes, because user might be overpaying
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int difference = itemAmountToGivePerGame.Min(kv => kv.Value.Select((t, i) => (int) (t - itemAmountToReceivePerGame[kv.Key][i])).Sum());
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// Trade is neutral+ for us if the difference is greater than 0
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// If not, we assume that the trade might be good for us in the future, unless we're bot account where we assume that inventory doesn't change
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return new ParseTradeResult(tradeOffer.TradeOfferID, difference > 0 ? ParseTradeResult.EResult.AcceptedWithItemLose : (Bot.BotConfig.IsBotAccount ? ParseTradeResult.EResult.RejectedPermanently : ParseTradeResult.EResult.RejectedTemporarily));
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return difference > 0;
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}
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private sealed class ParseTradeResult {
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@@ -15,6 +15,10 @@
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3,
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5
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],
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"MatchableTypes": [
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3,
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5
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],
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"PasswordFormat": 0,
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"Paused": false,
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"RedeemingPreferences": 0,
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