public override void ProcessServer() { if (!EconomyScript.Instance.ServerConfig.EnableNpcTradezones && !EconomyScript.Instance.ServerConfig.EnablePlayerTradezones) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "All Trade zones are disabled."); return; } switch (SellAction) { #region create case SellAction.Create: { EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create started by Steam Id '{0}'.", SenderSteamId); //* Logic: //* Get player steam ID var sellingPlayer = MyAPIGateway.Players.FindPlayerBySteamId(SenderSteamId); MyDefinitionBase definition = null; MyObjectBuilderType result; if (MyObjectBuilderType.TryParse(ItemTypeId, out result)) { var id = new MyDefinitionId(result, ItemSubTypeName); MyDefinitionManager.Static.TryGetDefinition(id, out definition); } if (definition == null) { // Someone hacking, and passing bad data? MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, the item you specified doesn't exist!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Definition could not be found for item during '/sell'; '{0}' '{1}'.", ItemTypeId, ItemSubTypeName); return; } // Do a floating point check on the item item. Tools and components cannot have decimals. They must be whole numbers. if (definition.Id.TypeId != typeof(MyObjectBuilder_Ore) && definition.Id.TypeId != typeof(MyObjectBuilder_Ingot)) { if (ItemQuantity != Math.Truncate(ItemQuantity)) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You must provide a whole number for the quantity of that item."); return; } //ItemQuantity = Math.Round(ItemQuantity, 0); // Or do we just round the number? } if (ItemQuantity <= 0) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Invalid quantity, or you dont have any to trade!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- Invalid quantity.", SenderSteamId); return; } // Who are we selling to? BankAccountStruct accountToBuy; if (SellToMerchant) { accountToBuy = AccountManager.FindAccount(EconomyConsts.NpcMerchantId); } else { accountToBuy = AccountManager.FindAccount(ToUserName); } if (accountToBuy == null) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, player does not exist or have an account!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- account not found.", SenderSteamId); return; } if (MarketManager.IsItemBlacklistedOnServer(ItemTypeId, ItemSubTypeName)) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, the item you tried to sell is blacklisted on this server."); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- Item is blacklisted.", SenderSteamId); return; } // Verify that the items are in the player inventory. // TODO: later check trade block, cockpit inventory, cockpit ship inventory, inventory of targeted cube. // Get the player's inventory, regardless of if they are in a ship, or a remote control cube. var character = sellingPlayer.GetCharacter(); // TODO: do players in Cryochambers count as a valid trading partner? They should be alive, but the connected player may be offline. // I think we'll have to do lower level checks to see if a physical player is Online. if (character == null) { // Player has no body. Could mean they are dead. // Either way, there is no inventory. MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You are dead. You cannot trade while dead."); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- player is dead.", SenderSteamId); return; } // TODO: is a null check adaqaute?, or do we need to check for IsDead? // I don't think the chat console is accessible during respawn, only immediately after death. // Is it valid to be able to trade when freshly dead? //var identity = payingPlayer.Identity(); //MyAPIGateway.Utilities.ShowMessage("CHECK", "Is Dead: {0}", identity.IsDead); //if (identity.IsDead) //{ // MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You are dead. You cannot trade while dead."); // return; //} EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell finalizing by Steam Id '{0}' -- cataloging cargo cubes.", SenderSteamId); // Build list of all cargo blocks that player is attached to as pilot or passenger. var cargoBlocks = new List <MyCubeBlock>(); var tankBlocks = new List <MyCubeBlock>(); var controllingCube = sellingPlayer.Controller.ControlledEntity as IMyCubeBlock; if (controllingCube != null) { var terminalsys = MyAPIGateway.TerminalActionsHelper.GetTerminalSystemForGrid(controllingCube.CubeGrid); var blocks = new List <IMyTerminalBlock>(); terminalsys.GetBlocksOfType <IMyCargoContainer>(blocks); cargoBlocks.AddRange(blocks.Cast <MyCubeBlock>()); terminalsys.GetBlocksOfType <IMyGasTank>(blocks); tankBlocks.AddRange(blocks.Cast <MyCubeBlock>()); } EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell finalizing by Steam Id '{0}' -- checking inventory.", SenderSteamId); var position = ((IMyEntity)character).WorldMatrix.Translation; var playerInventory = character.GetPlayerInventory(); MyFixedPoint amount = (MyFixedPoint)ItemQuantity; var storedAmount = playerInventory.GetItemAmount(definition.Id); if (definition.Id.TypeId == typeof(MyObjectBuilder_GasProperties)) { foreach (MyCubeBlock cubeBlock in tankBlocks) { MyGasTankDefinition gasTankDefintion = cubeBlock.BlockDefinition as MyGasTankDefinition; if (gasTankDefintion == null || gasTankDefintion.StoredGasId != definition.Id) { continue; } var tankLevel = ((IMyGasTank)cubeBlock).FilledRatio; storedAmount += (MyFixedPoint)((decimal)tankLevel * (decimal)gasTankDefintion.Capacity); } } else { foreach (MyCubeBlock cubeBlock in cargoBlocks) { var cubeInventory = cubeBlock.GetInventory(); storedAmount += cubeInventory.GetItemAmount(definition.Id); } } if (amount > storedAmount) { // Insufficient items in inventory. // TODO: use of definition.GetDisplayName() isn't localized here. if ((definition.Id.TypeId != typeof(MyObjectBuilder_GasProperties) && cargoBlocks.Count == 0) && (definition.Id.TypeId == typeof(MyObjectBuilder_GasProperties) && tankBlocks.Count == 0)) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You don't have {0} of '{1}' to sell. You have {2} in your inventory.", ItemQuantity, definition.GetDisplayName(), storedAmount); } else { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You don't have {0} of '{1}' to sell. You have {2} in your player and cargo inventory.", ItemQuantity, definition.GetDisplayName(), storedAmount); } EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- inventory doesn't exist.", SenderSteamId); return; } MarketItemStruct marketItem = null; if (SellToMerchant || UseBankBuyPrice) { var markets = MarketManager.FindMarketsFromLocation(position); if (markets.Count == 0) //once again here is were we could put the multi market best price logic.. { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, your are not in range of any markets!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- no market in range.", SenderSteamId); return; } // TODO: find market with best Buy price that isn't blacklisted. var market = markets.FirstOrDefault(); if (market == null) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, the market you are accessing does not exist!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- no market found.", SenderSteamId); return; } accountToBuy = AccountManager.FindAccount(market.MarketId); marketItem = market.MarketItems.FirstOrDefault(e => e.TypeId == ItemTypeId && e.SubtypeName == ItemSubTypeName); if (marketItem == null) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, the items you are trying to sell doesn't have a market entry!"); // In reality, this shouldn't happen as all markets have their items synced up on start up of the mod. return; } if (marketItem.IsBlacklisted) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, the item you tried to sell is blacklisted in this market."); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- item is blacklisted.", SenderSteamId); return; } if (UseBankBuyPrice) { // The player is selling, but the *Market* will *buy* it from the player at this price. // if we are not using price scaling OR the market we are trading with isn't owned by the NPC ID, dont change price. Otherwise scale. if (!EconomyScript.Instance.ServerConfig.PriceScaling || accountToBuy.SteamId != EconomyConsts.NpcMerchantId) { ItemPrice = marketItem.BuyPrice; } else { ItemPrice = EconDataManager.PriceAdjust(marketItem.BuyPrice, marketItem.Quantity, PricingBias.Buy); } } // if we are using price scaling adjust the price before our NPC trade (or check player for subsidy pricing) } var accountToSell = AccountManager.FindOrCreateAccount(SenderSteamId, SenderDisplayName, SenderLanguage); // need fix negative amounts before checking if the player can afford it. if (!sellingPlayer.IsAdmin()) { ItemPrice = Math.Abs(ItemPrice); } var transactionAmount = ItemPrice * ItemQuantity; if (!sellingPlayer.IsAdmin()) { transactionAmount = Math.Abs(transactionAmount); } if (SellToMerchant) // && (merchant has enough money || !EconomyScript.Instance.ServerConfig.LimitedSupply) //this is also a quick fix ideally npc should buy what it can afford and the rest is posted as a sell offer { if (accountToBuy.SteamId != accountToSell.SteamId) { decimal limit = EconomyScript.Instance.ServerConfig.LimitedSupply ? marketItem.StockLimit - marketItem.Quantity : ItemQuantity; if (limit == 0) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, you cannot sell any more {0} into this market.", definition.GetDisplayName()); return; } if (ItemQuantity > limit) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, you cannot sell any more than {0} of {1} into this market.", limit, definition.GetDisplayName()); return; } } if (accountToBuy.BankBalance >= transactionAmount // || !EconomyScript.Instance.ServerConfig.LimitedSupply // I'm not sure why we check limited supply when selling. || accountToBuy.SteamId == accountToSell.SteamId) { // here we look up item price and transfer items and money as appropriate EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell finalizing by Steam Id '{0}' -- removing inventory.", SenderSteamId); RemoveInventory(playerInventory, cargoBlocks, tankBlocks, amount, definition.Id); marketItem.Quantity += ItemQuantity; // increment Market content. if (accountToBuy.SteamId != accountToSell.SteamId) { accountToBuy.BankBalance -= transactionAmount; accountToBuy.Date = DateTime.Now; accountToSell.BankBalance += transactionAmount; accountToSell.Date = DateTime.Now; MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You just sold {0} {3} worth of {2} ({1} units)", transactionAmount, ItemQuantity, definition.GetDisplayName(), EconomyScript.Instance.ServerConfig.CurrencyName); MessageUpdateClient.SendAccountMessage(accountToBuy); MessageUpdateClient.SendAccountMessage(accountToSell); } else { accountToSell.Date = DateTime.Now; MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "You just arranged transfer of {0} '{1}' into your market.", ItemQuantity, definition.GetDisplayName()); } } else { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "NPC can't afford {0} {4} worth of {2} ({1} units) NPC only has {3} funds!", transactionAmount, ItemQuantity, definition.GetDisplayName(), accountToBuy.BankBalance, EconomyScript.Instance.ServerConfig.CurrencyName); } EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create completed by Steam Id '{0}' -- to NPC market.", SenderSteamId); return; } if (OfferToMarket) { // TODO: Here we post offer to appropriate zone market MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Offset to market at price is not yet available!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- Offer to market at price is not yet available.", SenderSteamId); return; } // is it a player then? if (accountToBuy.SteamId == sellingPlayer.SteamUserId) { // commented out for testing with myself. MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, you cannot sell to yourself!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- can't sell to self.", SenderSteamId); return; } // check if buying player is online and in range? var buyingPlayer = MyAPIGateway.Players.FindPlayerBySteamId(accountToBuy.SteamId); if (EconomyScript.Instance.ServerConfig.LimitedRange && !Support.RangeCheck(buyingPlayer, sellingPlayer)) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, you are not in range of that player!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- target player not in range.", SenderSteamId); return; } // if other player online, send message. if (buyingPlayer == null) { // TODO: other player offline. MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You cannot sell to offline players at this time."); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create aborted by Steam Id '{0}' -- cannot sell to offline player.", SenderSteamId); return; // TODO: we need a way to queue up messages. // While you were gone.... // You missed an offer for 4000Kg of Gold for 20,000. } else { // The other player is online. // write to Trade offer table. MarketManager.CreateTradeOffer(SenderSteamId, ItemTypeId, ItemSubTypeName, ItemQuantity, ItemPrice, accountToBuy.SteamId); // remove items from inventory. EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell finalizing by Steam Id '{0}' -- removing inventory.", SenderSteamId); RemoveInventory(playerInventory, cargoBlocks, tankBlocks, amount, definition.Id); // Only send message to targeted player if this is the only offer pending for them. // Otherwise it will be sent when the have with previous orders in their order Queue. if (EconomyScript.Instance.Data.OrderBook.Count(e => (e.OptionalId == accountToBuy.SteamId.ToString() && e.TradeState == TradeState.SellDirectPlayer)) == 1) { MessageClientTextMessage.SendMessage(accountToBuy.SteamId, "SELL", "You have received an offer from {0} to buy {1} {2} at price {3} {4} each - type '/sell accept' to accept offer (or '/sell deny' to reject and return item to seller)", SenderDisplayName, ItemQuantity, definition.GetDisplayName(), ItemPrice, EconomyScript.Instance.ServerConfig.CurrencyName); } // TODO: Improve the message here, to say who were are trading to, and that the item is gone from inventory. // send message to seller to confirm action, "Your Trade offer has been submitted, and the goods removed from you inventory." MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Your offer of {0} {1} for {2} {4} each has been sent to {3}.", ItemQuantity, definition.GetDisplayName(), ItemPrice, accountToBuy.NickName, EconomyScript.Instance.ServerConfig.CurrencyName); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Create completed by Steam Id '{0}' -- to another player.", SenderSteamId); return; } } #endregion #region accept case SellAction.Accept: { EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Accept started by Steam Id '{0}'.", SenderSteamId); var order = EconomyScript.Instance.Data.OrderBook.FirstOrDefault(e => e.OptionalId == SenderSteamId.ToString() && e.TradeState == TradeState.SellDirectPlayer); if (order == null) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "There are no outstanding orders to be accepted."); return; } var payingPlayer = MyAPIGateway.Players.FindPlayerBySteamId(SenderSteamId); // get the accounts and check finance. var accountToBuy = AccountManager.FindAccount(ulong.Parse(order.OptionalId)); var transactionAmount = order.Price * order.Quantity; // need fix negative amounts before checking if the player can afford it. if (!payingPlayer.IsAdmin()) { transactionAmount = Math.Abs(transactionAmount); } if (accountToBuy.BankBalance < transactionAmount) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You cannot afford {0} {1} at this time.", transactionAmount, EconomyScript.Instance.ServerConfig.CurrencyName); return; } var accountToSell = AccountManager.FindAccount(order.TraderId); // rebalance accounts. accountToBuy.BankBalance -= transactionAmount; accountToBuy.Date = DateTime.Now; accountToSell.BankBalance += transactionAmount; accountToSell.Date = DateTime.Now; MessageUpdateClient.SendAccountMessage(accountToBuy); MessageUpdateClient.SendAccountMessage(accountToSell); order.TradeState = TradeState.SellAccepted; var definition = MyDefinitionManager.Static.GetDefinition(order.TypeId, order.SubtypeName); if (definition == null) { // Someone hacking, and passing bad data? MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, the item in your order doesn't exist!"); // trade has been finalized, so we can exit safely. EconomyScript.Instance.ServerLogger.WriteVerbose("Definition could not be found for item during '/sell accept'; '{0}' '{1}'.", order.TypeId, order.SubtypeName); return; } // TODO: Improve the messages. // message back "Your Trade offer of xxx to yyy has been accepted. You have recieved zzzz" MessageClientTextMessage.SendMessage(accountToSell.SteamId, "SELL", "You just sold {0} {3} worth of {2} ({1} units)", transactionAmount, order.Quantity, definition.GetDisplayName(), EconomyScript.Instance.ServerConfig.CurrencyName); var collectingPlayer = MyAPIGateway.Players.FindPlayerBySteamId(SenderSteamId); var playerInventory = collectingPlayer.GetPlayerInventory(); bool hasAddedToInventory = true; if (playerInventory != null) { MyFixedPoint amount = (MyFixedPoint)order.Quantity; hasAddedToInventory = Support.InventoryAdd(playerInventory, amount, definition.Id); } if (hasAddedToInventory) { EconomyScript.Instance.Data.OrderBook.Remove(order); // item has been collected, so the order is finalized. MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You just purchased {0} {3} worth of {2} ({1} units) which are now in your player inventory.", transactionAmount, order.Quantity, definition.GetDisplayName(), EconomyScript.Instance.ServerConfig.CurrencyName); } else { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You just purchased {0} {3} worth of {2} ({1} units). Enter '/collect' when you are ready to receive them.", transactionAmount, order.Quantity, definition.GetDisplayName(), EconomyScript.Instance.ServerConfig.CurrencyName); } // Send message to player if additional offers are pending their attention. DisplayNextOrderToAccept(SenderSteamId); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Accept completed by Steam Id '{0}'.", SenderSteamId); return; } #endregion #region collect case SellAction.Collect: { EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Collect or /collect started by Steam Id '{0}'.", SenderSteamId); var collectableOrders = EconomyScript.Instance.Data.OrderBook.Where(e => (e.TraderId == SenderSteamId && e.TradeState == TradeState.SellTimedout) || (e.TraderId == SenderSteamId && e.TradeState == TradeState.Holding) || (e.TraderId == SenderSteamId && e.TradeState == TradeState.SellRejected) || (e.OptionalId == SenderSteamId.ToString() && e.TradeState == TradeState.SellAccepted)).ToArray(); if (collectableOrders.Length == 0) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "There is nothing to collect currently."); return; } var collectingPlayer = MyAPIGateway.Players.FindPlayerBySteamId(SenderSteamId); // TODO: this is just for debugging until the message below are completed.... //MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You are collecting items from {0} order/s.", collectableOrders.Length); foreach (var order in collectableOrders) { MyDefinitionBase definition = null; MyObjectBuilderType result; if (MyObjectBuilderType.TryParse(order.TypeId, out result)) { var id = new MyDefinitionId(result, order.SubtypeName); MyDefinitionManager.Static.TryGetDefinition(id, out definition); } if (definition == null) { // Someone hacking, and passing bad data? MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, the item in your order doesn't exist!"); // TODO: more detail on the item. EconomyScript.Instance.ServerLogger.WriteVerbose("Definition could not be found for item during '/sell collect or /collect'; '{0}' '{1}'.", order.TypeId, order.SubtypeName); continue; } EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell finalizing by Steam Id '{0}' -- adding to inventories.", SenderSteamId); var remainingToCollect = MessageSell.AddToInventories(collectingPlayer, order.Quantity, definition.Id); var collected = order.Quantity - remainingToCollect; if (remainingToCollect == 0) { EconomyScript.Instance.Data.OrderBook.Remove(order); MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You just collected {0} worth of {2} ({1} units)", order.Price * collected, collected, definition.GetDisplayName()); } else { order.Quantity = remainingToCollect; MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You just collected {0} worth of {2} ({1} units). There are {3} remaining.", order.Price * collected, collected, definition.GetDisplayName(), remainingToCollect); } } EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Collect completed by Steam Id '{0}'.", SenderSteamId); return; } #endregion #region cancel case SellAction.Cancel: { EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Cancel started by Steam Id '{0}'.", SenderSteamId); var cancellableOrders = EconomyScript.Instance.Data.OrderBook.Where(e => (e.TraderId == SenderSteamId && e.TradeState == TradeState.SellDirectPlayer)).OrderByDescending(e => e.Created).ToArray(); if (cancellableOrders.Length == 0) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "There is nothing to cancel currently."); } // Sellers should be presented with the newest order first, as they will be the most recently created. // use of OrderByDescending above assures us that [0] is the most recent order added. var order = cancellableOrders[0]; order.TradeState = TradeState.SellRejected; var definition = MyDefinitionManager.Static.GetDefinition(order.TypeId, order.SubtypeName); if (definition == null) { // Someone hacking, and passing bad data? MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, the item in your order doesn't exist!"); // trade has been finalized, so we can exit safely. EconomyScript.Instance.ServerLogger.WriteVerbose("Definition could not be found for item during '/sell cancel'; '{0}' '{1}'.", order.TypeId, order.SubtypeName); return; } var transactionAmount = order.Price * order.Quantity; var collectingPlayer = MyAPIGateway.Players.FindPlayerBySteamId(SenderSteamId); var inventory = collectingPlayer.GetPlayerInventory(); bool hasAddedToInventory = true; if (inventory != null) { MyFixedPoint amount = (MyFixedPoint)order.Quantity; hasAddedToInventory = Support.InventoryAdd(inventory, amount, definition.Id); } if (hasAddedToInventory) { EconomyScript.Instance.Data.OrderBook.Remove(order); // item has been collected, so the order is finalized. MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You just cancelled the sale of {2} ({1} units) for a total of {0} {3} which are now in your inventory.", transactionAmount, order.Quantity, definition.GetDisplayName(), EconomyScript.Instance.ServerConfig.CurrencyName); } else { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "You just cancelled the sale of {2} ({1} units) for a total of {0} {3}. Enter '/sell collect' when you are ready to receive them.", transactionAmount, order.Quantity, definition.GetDisplayName(), EconomyScript.Instance.ServerConfig.CurrencyName); } cancellableOrders = EconomyScript.Instance.Data.OrderBook.Where(e => (e.TraderId == SenderSteamId && e.TradeState == TradeState.SellDirectPlayer)).OrderByDescending(e => e.Created).ToArray(); if (cancellableOrders.Length > 0) { // TODO: Inform the player of the next order in the queue that can be cancelled. } EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Cancel completed by Steam Id '{0}'.", SenderSteamId); return; } #endregion #region deny case SellAction.Deny: { EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Deny started by Steam Id '{0}'.", SenderSteamId); var buyOrdersForMe = EconomyScript.Instance.Data.OrderBook.Where(e => (e.OptionalId == SenderSteamId.ToString() && e.TradeState == TradeState.SellDirectPlayer)).OrderBy(e => e.Created).ToArray(); if (buyOrdersForMe.Length == 0) { MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "There is nothing to deny currently."); } // Buyers should be presented with the oldest order first, as they will timout first. // use of OrderBy above assures us that [0] is the most oldest order added. var order = buyOrdersForMe[0]; order.TradeState = TradeState.SellRejected; var definition = MyDefinitionManager.Static.GetDefinition(order.TypeId, order.SubtypeName); if (definition == null) { // Someone hacking, and passing bad data? MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Sorry, the item in your order doesn't exist!"); // trade has been finalized, so we can exit safely. EconomyScript.Instance.ServerLogger.WriteVerbose("Definition could not be found for item during '/sell deny'; '{0}' '{1}'.", order.TypeId, order.SubtypeName); return; } var transactionAmount = order.Price * order.Quantity; var buyerId = ulong.Parse(order.OptionalId); MessageClientTextMessage.SendMessage(buyerId, "SELL", "You just rejected the purchase of {2} ({1} units) for a total of {0} {3}.", transactionAmount, order.Quantity, definition.GetDisplayName(), EconomyScript.Instance.ServerConfig.CurrencyName); // TODO: return items to inventory automatically to Trader inventory if there is space. MessageClientTextMessage.SendMessage(order.TraderId, "SELL", "{3} has just rejected your offer of {2} ({1} units) for a total of {0} {4}. Enter '/sell collect' when you are ready to receive them.", transactionAmount, order.Quantity, definition.GetDisplayName(), SenderDisplayName, EconomyScript.Instance.ServerConfig.CurrencyName); // Send message to player if additional offers are pending their attention. DisplayNextOrderToAccept(SenderSteamId); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Sell Deny completed by Steam Id '{0}'.", SenderSteamId); return; } #endregion } // this is a fall through from the above conditions not yet complete. MessageClientTextMessage.SendMessage(SenderSteamId, "SELL", "Not yet complete."); }
public override void ProcessServer() { EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy started by Steam Id '{0}'.", SenderSteamId); // Get player steam ID var buyingPlayer = MyAPIGateway.Players.FindPlayerBySteamId(SenderSteamId); MyPhysicalItemDefinition definition = null; MyObjectBuilderType result; if (MyObjectBuilderType.TryParse(ItemTypeId, out result)) { var id = new MyDefinitionId(result, ItemSubTypeName); MyDefinitionManager.Static.TryGetPhysicalItemDefinition(id, out definition); } if (definition == null) { // Someone hacking, and passing bad data? MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, the item you specified doesn't exist!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- item doesn't exist.", SenderSteamId); return; } // Do a floating point check on the item item. Tools and components cannot have decimals. They must be whole numbers. if (definition.Id.TypeId != typeof(MyObjectBuilder_Ore) && definition.Id.TypeId != typeof(MyObjectBuilder_Ingot)) { if (ItemQuantity != Math.Truncate(ItemQuantity)) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "You must provide a whole number for the quantity to buy that item."); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- invalid qantity.", SenderSteamId); return; } //ItemQuantity = Math.Round(ItemQuantity, 0); // Or do we just round the number? } if (ItemQuantity <= 0) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "You must provide a valid quantity to buy."); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- invalid qantity.", SenderSteamId); return; } // Who are we buying to? BankAccountStruct accountToSell; if (BuyFromMerchant) { accountToSell = AccountManager.FindAccount(EconomyConsts.NpcMerchantId); } else { accountToSell = AccountManager.FindAccount(FromUserName); } if (accountToSell == null) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, player does not exist or have an account!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- no account.", SenderSteamId); return; } if (MarketManager.IsItemBlacklistedOnServer(ItemTypeId, ItemSubTypeName)) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, the item you tried to buy is blacklisted on this server."); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- item blacklisted.", SenderSteamId); return; } // Get the player's inventory, regardless of if they are in a ship, or a remote control cube. var character = buyingPlayer.GetCharacter(); // TODO: do players in Cryochambers count as a valid trading partner? They should be alive, but the connected player may be offline. // I think we'll have to do lower level checks to see if a physical player is Online. if (character == null) { // Player has no body. Could mean they are dead. // Either way, there is no inventory. MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "You are dead. You cannot trade while dead."); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- player is dead.", SenderSteamId); return; } // TODO: is a null check adaqaute?, or do we need to check for IsDead? // I don't think the chat console is accessible during respawn, only immediately after death. // Is it valid to be able to trade when freshly dead? //var identity = buyingPlayer.Identity(); //MyAPIGateway.Utilities.ShowMessage("CHECK", "Is Dead: {0}", identity.IsDead); //if (identity.IsDead) //{ // MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "You are dead. You cannot trade while dead."); // return; //} var position = ((IMyEntity)character).WorldMatrix.Translation; MarketItemStruct marketItem = null; if (BuyFromMerchant || UseBankSellPrice) { var markets = MarketManager.FindMarketsFromLocation(position); if (markets.Count == 0) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, your are not in range of any markets!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- no market in range.", SenderSteamId); return; } // TODO: find market with best Sell price that isn't blacklisted. var market = markets.FirstOrDefault(); if (market == null) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, the market you are accessing does not exist!"); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- no market found.", SenderSteamId); return; } marketItem = market.MarketItems.FirstOrDefault(e => e.TypeId == ItemTypeId && e.SubtypeName == ItemSubTypeName); if (marketItem == null) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, the items you are trying to buy doesn't have a market entry!"); // In reality, this shouldn't happen as all markets have their items synced up on start up of the mod. return; } if (marketItem.IsBlacklisted) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, the item you tried to buy is blacklisted in this market."); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- item is blacklisted in market.", SenderSteamId); return; } // Verify that the items are in the player inventory. // TODO: later check trade block, cockpit inventory, cockpit ship inventory, inventory of targeted cube. if (UseBankSellPrice) { // The player is buying, but the *Market* will *sell* it to the player at this price. ItemPrice = marketItem.SellPrice; } } var accountToBuy = AccountManager.FindOrCreateAccount(SenderSteamId, SenderDisplayName, SenderLanguage); var transactionAmount = ItemPrice * ItemQuantity; // need fix negative amounts before checking if the player can afford it. if (!buyingPlayer.IsAdmin()) { transactionAmount = Math.Abs(transactionAmount); } // TODO: admin check on ability to afford it? //[maybe later, our pay and reset commands let us steal money from npc anyway best to keep admin abuse features to minimum] //[we could put an admin check on blacklist however, allow admins to spawn even blacklisted gear] if (accountToBuy.BankBalance < transactionAmount) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, you cannot afford {0} {1}!", transactionAmount, EconomyScript.Instance.Config.CurrencyName); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- not enough money.", SenderSteamId); return; } if (BuyFromMerchant) // and supply is not exhausted, or unlimited mode is not on. //This is a quick fix, ideally it should do a partial buy of what is left and post a buy offer for remainder { // here we look up item price and transfer items and money as appropriate if (marketItem.Quantity >= ItemQuantity || !EconomyScript.Instance.Config.LimitedSupply) { marketItem.Quantity -= ItemQuantity; // reduce Market content. EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy finalizing by Steam Id '{0}' -- adding to inventory.", SenderSteamId); var remainingToCollect = MessageSell.AddToInventories(buyingPlayer, ItemQuantity, definition.Id); //EconomyScript.Instance.Config.LimitedSupply accountToSell.BankBalance += transactionAmount; accountToSell.Date = DateTime.Now; accountToBuy.BankBalance -= transactionAmount; accountToBuy.Date = DateTime.Now; MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "You just purchased {1} '{2}' for {0} {3}", transactionAmount, ItemQuantity, definition.GetDisplayName(), EconomyScript.Instance.Config.CurrencyName); if (remainingToCollect > 0) { MarketManager.CreateStockHeld(buyingPlayer.SteamUserId, ItemTypeId, ItemSubTypeName, remainingToCollect, ItemPrice); // TODO: there should be a common command to collect items. Not use /sell. MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "There are {0} remaining to collect. Use '/sell collect'", remainingToCollect); } EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy complete by Steam Id '{0}' -- items bought.", SenderSteamId); } else { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "There isn't '{0}' of {1} available to purchase! Only {2} available to buy!", ItemQuantity, definition.GetDisplayName(), marketItem.Quantity); EconomyScript.Instance.ServerLogger.WriteVerbose("Action /Buy aborted by Steam Id '{0}' -- not enough stock.", SenderSteamId); } return; } else if (FindOnMarket) { // TODO: Here we find the best offer on the zone market return; } else { // is it a player then? if (accountToSell.SteamId == buyingPlayer.SteamUserId) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, you cannot buy from yourself!"); return; } // check if selling player is online and in range? var payingPlayer = MyAPIGateway.Players.FindPlayerBySteamId(accountToSell.SteamId); if (EconomyScript.Instance.Config.LimitedRange && !Support.RangeCheck(buyingPlayer, payingPlayer)) { MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Sorry, you are not in range of that player!"); return; } if (payingPlayer == null) { // TODO: other player offline. } else { // TODO: other player is online. } } // this is a fall through from the above conditions not yet complete. MessageClientTextMessage.SendMessage(SenderSteamId, "BUY", "Not yet complete."); }