Re: [htsserver-devel] finally start implementing the trading engine
Status: Abandoned
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uh1763
From: Uwe H. <uh...@bi...> - 2000-01-14 01:45:12
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On Fri, Jan 14, 2000 at 12:30:16AM +0100, Piotr Esden-Tempski wrote: [ trading engine ] > Things that we have to know: > How to store the goods (Uwe allready has an idea in the code) This is what we have at the moment: typedef struct good_t { char name[MAX_LEN_GOODNAME]; long nominal_price; /* standard price; is the same in all towns */ long price_paid; /* price you paid when buying the good */ long price; /* current price */ long amount; long demand; long supply; /* TODO average amount of goods in town? */ } good_t; Every trader(players, computer-players, towns...) will have one of these good_t. The goods will be stored in linked lists. Only those goods which are available in a town will be in the list of the town, and only those will be shown in the client. If any goods are sold to the town, which weren't available before, a new node is added to the list, containing the respective good. > How to travel? (map, streats, storage format) Not sure about this. Haven't really thought about it, yet. > How to handle prices > *let the sellers say what do they want for their goods Human vs. Human: There will be a chat-like environment, where both traders (or 3 or 4..) can agree on a price and amount of what they want to trade. Also see docs/FEATURES for some more stuff. > *let the game engine say the prices (how?) If you buy/sell from/to a town, you'll have to either pay the price the town asks for, or not buy at all. I don't think you will be able to work out price agreements with a town. Uwe. -- Uwe Hermann <uh...@bi...> http://www.bingo-ev.de/~uh1763/index.html ----------------------------------------- :wq |