示例#1
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    def make_purchase(self, buyer, amount):
        """
        Khajit has wares, if you have coin.
        Args:
            buyer (PlayerOrNpc): the buyer
            amount (int): How much they're buying

        Returns:
            the amount they paid

        Raises:
            PayError if they can't afford stuff
        """
        if amount > self.amount:
            raise PayError(
                "You want to buy %s, but there is only %s for sale." %
                (amount, self.amount))
        cost = self.price * amount
        character = buyer.player.char_ob
        if cost > character.currency:
            raise PayError(
                "You cannot afford to pay %s when you only have %s silver." %
                (cost, character.currency))
        character.pay_money(cost)
        self.amount -= amount
        self.save()
        self.record_sale(buyer, amount)
        self.send_goods(buyer, amount)
        self.pay_owner(buyer, amount, cost)
        return cost
示例#2
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    def make_purchase(self, buyer, amount):
        """
        Khajit has wares, if you have coin.
        Args:
            buyer (PlayerOrNpc): the buyer
            amount (int): How much they're buying

        Returns:
            the amount they paid

        Raises:
            PayError if they can't afford stuff
        """
        if amount > self.amount:
            raise PayError("You want to buy %s, but there is only %s for sale." % (amount, self.amount))
        cost = self.price * amount
        self.amount -= amount
        if self.broker_type == self.SALE:
            self.send_goods(buyer, amount)
            self.pay_owner(buyer, amount, cost)
        else:
            self.send_goods(self.owner, amount)
            self.pay_seller(buyer, amount, cost)
        if self.amount:
            self.save()
            self.record_sale(buyer, amount)
        else:
            self.delete()
        return cost
示例#3
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文件: models.py 项目: daiimus/arxcode
 def change_price(self, new_price):
     """Changes the price to new_price. If we have an existing sale by that price, merge with it."""
     if self.broker_type == self.PURCHASE:
         buyer = self.owner_character
         original_cost = new_price * self.amount
         new_cost = self.price * self.amount
         to_pay = original_cost - new_cost
         if to_pay > buyer.currency:
             raise PayError(
                 "You cannot afford to pay %s when you only have %s silver."
                 % (to_pay, buyer.currency))
         self.owner_character.pay_money(to_pay)
     try:
         other_sale = self.owner.brokered_sales.get(
             sale_type=self.sale_type,
             price=new_price,
             crafting_material_type=self.crafting_material_type,
             broker_type=self.broker_type,
         )
         other_sale.amount += self.amount
         other_sale.save()
         self.delete()
     except BrokeredSale.DoesNotExist:
         self.price = new_price
         self.save()
示例#4
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 def pay_xp(self, value):
     """Attempts to spend xp"""
     if value < 0:
         raise ValueError("Attempted to spend negative xp.")
     if self.xp < value:
         raise PayError(
             "You tried to spend %s xp, but only have %s available." %
             (value, self.xp))
     self.xp -= value
     self.msg("You spend %s xp and have %s remaining." % (value, self.xp))
示例#5
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 def pay_money(self, amount, receiver=None):
     """
     A method to pay money from this object, possibly to a receiver.
     All checks should be done before this, and messages also sent
     outside. This just transfers the money itself.
     :type self: ObjectDB
     :param amount: int
     :param receiver: ObjectDB
     """
     currency = self.currency
     amount = round(amount, 2)
     if amount > currency:
         from server.utils.exceptions import PayError
         raise PayError("pay_money called without checking sufficient funds in character. Not enough.")
     self.currency -= amount
     if receiver:
         receiver.currency += amount
     return True
示例#6
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    def make_purchase(self):
        """Buys some amount from a sale"""
        sale_type = self.get_sale_type()
        if len(self.rhslist) != 2:
            raise self.BrokerError(
                "You must ask for both an amount and a price.")
        amount = self.get_amount(self.rhslist[0])
        price = self.get_amount(self.rhslist[1], "price")
        character = self.caller.player.char_ob
        cost = price * amount
        if cost > character.currency:
            raise PayError(
                "You cannot afford to pay %s when you only have %s silver." %
                (cost, character.currency))
        material_type = None
        if sale_type == BrokeredSale.ACTION_POINTS:
            from evennia.server.models import ServerConfig
            disabled = ServerConfig.objects.conf(key="DISABLE_AP_TRANSFER")
            if disabled:
                raise self.BrokerError(
                    "Action Point sales are temporarily disabled.")
        elif sale_type == BrokeredSale.CRAFTING_MATERIALS:
            from world.dominion.models import CraftingMaterialType
            try:
                material_type = CraftingMaterialType.objects.get(
                    name__iexact=self.lhs)
            except CraftingMaterialType.DoesNotExist:
                raise self.BrokerError(
                    "Could not find a material by the name '%s'." % self.lhs)
            if "nosell" in (material_type.acquisition_modifiers or ""):
                raise self.BrokerError(
                    "You can't put contraband on the broker! Seriously, how are you still alive?"
                )
        character.pay_money(cost)
        dompc = self.caller.player_ob.Dominion
        sell_orders = BrokeredSale.objects.filter(
            broker_type=BrokeredSale.SALE,
            price__lte=price,
            sale_type=sale_type,
            amount__gt=0,
            crafting_material_type=material_type).order_by('price')
        purchase, created = dompc.brokered_sales.get_or_create(
            price=price,
            sale_type=sale_type,
            crafting_material_type=material_type,
            broker_type=BrokeredSale.PURCHASE)
        if not created:
            original = amount
            amount += purchase.amount
        else:
            original = 0
        for order in sell_orders:
            if amount > 0:
                seller = order.owner
                if seller != dompc and order.owner.player.roster.current_account != self.caller.roster.current_account:
                    if amount > order.amount:
                        buyamount = order.amount
                    else:
                        buyamount = amount
                    order.make_purchase(dompc, buyamount)
                    self.msg("You have bought %s %s from %s for %s silver." %
                             (buyamount, order.material_name, seller,
                              order.price * buyamount))
                    amount -= buyamount
                    if order.price < price:
                        character.pay_money(-(price - order.price) * buyamount)

        purchase.amount = amount
        purchase.save()
        if amount == 0:
            purchase.delete()
            created = None
        if created:
            self.msg(
                "You have placed an order for %s %s for %s silver each and %s total."
                % (amount, purchase.material_name, price,
                   purchase.amount * price))
        else:
            if amount > 0:
                self.msg(
                    "Added %s to the existing order of %s for %s silver each and %s total."
                    % (original, purchase.material_name, price,
                       purchase.amount * price))