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Complete refactor + lots of new features #10
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- Improve how a tooltip text is generated to be more reusable. - Decouple tooltip text logic from actual code logic. - Improve highlighting logic. - Add arrow to show which seller it will use when using quick sale. - Tooltip will only show base price of weapons. - Tooltip will show unit price of items that have multiple stacks. - Tooltip will show if item can't be sold to either channels. - Tooltip will tell you if an item won't be able to be sold (i.e: item has items, item contains banned items) Quick sale: - Decoupled quick sale logic so the same checks are done everywhere - Quick sale has improved logic for checking if an item can be sold on the flea market or not. General: - Selling something will sell the entire stack. - If FiR, multiple comparable items will be sold as one offer Server: - Server will not check for the current offers, but rather the actual average price to avoid not selling the item (lowest offer could be higher than avg offer causing it to not be sold) - WIP: Improve building mechanism for csproj (I HAVE NO IDEA WHAT I AM DOING HERE)
fixes armor carriers without plates added todos
improve boolean logic on tooltips to make it easier to read price tooltip wont show on flea market, trader and mails
improve indent and logic
Improve UI for price Per slot and per weight
- Extracted flea market listing logic - Using nativel ogic to check if item is empty / listable in flea market - Improve logic for price checking - Improve bad condition tooltip messages
Improve trader price for items that are not empty Improve algorithm to get trader price
Improve logic to be more readable
Allow non FiR items to be sold in bulk.
Added support for repair kits and fuel durability Added support to sell items to trader if certain conditions are met
decoupled tooltip utils multiple item tooltip will be added on two click solution properly multiple item sale will only be shown if quick sale is enabled
Improvements
Improves selling threshold to consider the total value of all items that will be sold when clicking
…tems below the threshold
Fix min durability items that have 0 price to not be considered banned from flea market
As I've been less and less active I'm very hesitant to merge this as is. |
Hey! no worries, I don't really have the time to maintain it either, maybe I just throw it on the discord and someone might want to use it or take it over, thanks for your work, I learned how to do quite a few things :) |
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Hey, i've been working on this to fit my own needs while I play (I love to min/max loot and play the market). This is the first time I do anything in C# so i have no idea about packages/build/etc, but i moved everything around so it made a little more sense rather than have everything in one big class.
Feel free to reject this, but this is a complete refactor of the code and adds tons of new features:
I changed the entire file structure, my dev environment looks like this:
<SPT base directory>\Dev\LootValue\<repo files>
Server:
Client:
Most of the logic was re-dne from scratch, fixing a lot of bugs in the way
New features and changes:
More information on tooltip
Better quick sale logic
Most of the new features are toggleable.
Note I developed mostly for the one button quick sale mode, while I did my best to try to code and support both methods, and make everything as generic as possible, I could've forgotten some tooltip scenarios for the two button sale.
Note as I said before, I made this mainly for myself, but it felt a little selfish to at least not bring this up back to you :)
I will probably work on this even further as I keep finding things I would like the mod to do for me, but most of the things that I really wanted are already there. I won't take any feature request most likely