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Bubberstation/code/modules/cargo/materials_market.dm
T
3a76cb27fe Arcargo: Balance Pass v2 on the Stock Market (#81580)
## About The Pull Request

Picking up where I left off on #81216. 

* Stock market stocks have had their market quantity drastically
reduced, as on both the more common and more rare material sides of
things these materials traditionally have been traded in quantities that
it would prevent bicycle like quantities of materials entering the game
while still allowing for access to rare materials at rare material rates
of credits.

* The stock market subsystem now fires once every 60 seconds, as opposed
to once every 20 seconds. To compensate for this, the subsystem now
makes much wider price changes every update, to disincentivize players
from just camping out at the stock market console all game, as this is
behavior we typically discourage (genetics/virology/etc). Material
tending times are similarly decreased to make up for that, while noting
that stock market events will still enable for a material to change
directions at any point as well.

* Material prices can drop below their minimum trading threshold,
resulting in them gaining protected purchasing status, and resulting in
them being unavailable for purchase. This means if you're watching a
price drop, and it's still trending lower, there's a distinct chance you
might want to buy before it drops below the threshold, or risk it, buy
later, and avoid the material getting locked out for another minute or
more.

* Adds 2 new stock market events to help add additional variety to the
stock market's variability, while adjusting the probability of a market
event occurring per stock market event. This should average to ~4 events
every minute, keeping things somewhat interesting if you're watching the
prices of items, but without requiring second to second updates to keep
things engaging.
* These two events include one that blocks off all material quantity
from a material for the duration of the event and resets prices when
complete, and another one that maximizes the profitability of a
material, but leaves it's market quantity up in the air.

* Stock blocks have had their freeze timer decreased from 5 minutes,
down to 3, with the warning now at 1.5 minutes. This is to encourage
players not to sit on their resources for longer periods of time if
their goal is just to sell at a specific price point and to keep items
going through the shuttle, which _also_ encourages players to receive
mail/receive regular orders from the rest of the crew.

* The UI has a number of improvements, those being:
* The time until the next stock market update is listed on the UI as an
active timer.
* The materials listed in the UI are now sorted by the value of that
resource per unit.
* The instructions are now kept within a collapsible component to cut
down on wasted space within the UI.
* A few elements are moved over to % width as opposed to a hardset x
pixels width for screen size compatibility purposes.


![image](https://github.com/tgstation/tgstation/assets/41715314/b8c7b00a-947e-421b-aa18-2b77f0b9bb50)

## Why It's Good For The Game

Stock market has been known to create bike levels of wealth with near
negligible amounts of effort and was going to need a balance pass
eventually. This is being accomplished by slowing down the system, but
also making it more unpredictable by expanding on the stock market event
system a bit further. Naturally, it could use a few more wacky events to
keep the system fresh and active, but for now this helps to keep the
system from being a screen simulator while also making game-health
changes like lowering material quantities that were capable of allowing
the player to double, quadruple, octuple, etc. their wealth every few
minutes by just buying low and selling high.

Makes a few QOL changes to the UI to compensate for a few of these
changes, like the new update timer on the UI in the case we change the
time per update any further, as well as to give incentive to players to
not just camp the console for new updates, just to glance at how their
investments are doing.

These tweaks also keep cargo moving as opposed to just trying to power
game iron and glass for maximum returns, while giving them extra
opportunities to send the shuttle to keep packages flowing for other
purchases/getting mail.

This has a chance to stop #79978, but I'll edit this appropriately after
a TM has confirmed if it was effective or not.

## Changelog

🆑
balance: The stock market now fires slower, has stock market events
occur more often, and the stock market has fewer minerals that are
available to buy in a single purchase before restocking.
balance: Materials sold on the stock market may be protected from being
bought if their prices drop too low, so make sure you watch your prices
before they run the risk of getting shut out!
balance: Stock blocks now freeze the price of materials for 3 minutes,
down from 5.
qol: Tweaks to the Galactic Material Market UI, with materials sorted
based on their rarity and a timer to show how long until it updates.
add: New Stock market events, one locks a material from being purchased,
the other maximizes the value and quantity of a material for sale.
/🆑

---------

Co-authored-by: MrMelbert <51863163+MrMelbert@users.noreply.github.com>
Co-authored-by: Ghom <42542238+Ghommie@users.noreply.github.com>
2024-03-06 23:54:37 +00:00

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/// The maximum number of stacks you can place in 1 order
#define MAX_STACK_LIMIT 10
/// The order rank for all galactic material market orders
#define GALATIC_MATERIAL_ORDER "Galactic Materials Market"
/obj/machinery/materials_market
name = "galactic materials market"
desc = "This machine allows the user to buy and sell sheets of minerals \
across the system. Prices are known to fluxuate quite often,\
sometimes even within the same minute. All transactions are final."
circuit = /obj/item/circuitboard/machine/materials_market
req_access = list(ACCESS_CARGO)
density = TRUE
icon = 'icons/obj/economy.dmi'
icon_state = "mat_market"
base_icon_state = "mat_market"
idle_power_usage = BASE_MACHINE_IDLE_CONSUMPTION
/// What items can be converted into a stock block? Must be a stack subtype based on current implementation.
var/static/list/exportable_material_items = list(
/obj/item/stack/sheet/iron, //God why are we like this
/obj/item/stack/sheet/glass, //No really, God why are we like this
/obj/item/stack/sheet/mineral,
/obj/item/stack/tile/mineral,
/obj/item/stack/ore,
/obj/item/stack/sheet/bluespace_crystal,
/obj/item/stack/rods
)
/// Are we ordering sheets from our own card balance or the cargo budget?
var/ordering_private = TRUE
/obj/machinery/materials_market/update_icon_state()
if(panel_open)
icon_state = "[base_icon_state]_open"
return ..()
if(!is_operational || !anchored)
icon_state = "[base_icon_state]_off"
return ..()
icon_state = "[base_icon_state]"
return ..()
/obj/machinery/materials_market/wrench_act(mob/living/user, obj/item/tool)
. = ..()
if(default_unfasten_wrench(user, tool, time = 1.5 SECONDS) == SUCCESSFUL_UNFASTEN)
return ITEM_INTERACT_SUCCESS
/obj/machinery/materials_market/screwdriver_act(mob/living/user, obj/item/tool)
. = ..()
if(default_deconstruction_screwdriver(user, "[base_icon_state]_open", "[base_icon_state]", tool))
return ITEM_INTERACT_SUCCESS
/obj/machinery/materials_market/crowbar_act(mob/living/user, obj/item/tool)
. = ..()
if(default_deconstruction_crowbar(tool))
return ITEM_INTERACT_SUCCESS
/obj/machinery/materials_market/attackby(obj/item/O, mob/user, params)
if(is_type_in_list(O, exportable_material_items))
var/amount = 0
var/value = 0
var/material_to_export
var/obj/item/stack/exportable = O
for(var/datum/material/mat as anything in SSstock_market.materials_prices)
if(exportable.has_material_type(mat))
amount = exportable.amount
value = SSstock_market.materials_prices[mat]
material_to_export = mat
break //This is only for trading non-alloys, so we can break here
if(!amount)
say("Not enough material. Aborting.")
playsound(src, 'sound/machines/scanbuzz.ogg', 25, FALSE)
return TRUE
qdel(exportable)
var/obj/item/stock_block/new_block = new /obj/item/stock_block(drop_location())
new_block.export_value = amount * value * MARKET_PROFIT_MODIFIER
new_block.export_mat = material_to_export
new_block.quantity = amount
to_chat(user, span_notice("You have created a stock block worth [new_block.export_value] cr! Sell it before it becomes liquid!"))
playsound(src, 'sound/machines/synth_yes.ogg', 50, FALSE)
return TRUE
return ..()
/**
* Find the order purchased either privately or by cargo budget
* Arguments
* * [user][mob] - the user who placed this order
* * is_ordering_private - is the player ordering privatly. If FALSE it means they are using cargo budget
*/
/obj/machinery/materials_market/proc/find_order(mob/user, is_ordering_private)
for(var/datum/supply_order/order in SSshuttle.shopping_list)
// Must be a Galactic Materials Market order and payed by the null account(if ordered via cargo budget) or by correct user for private purchase
if(order.orderer_rank == GALATIC_MATERIAL_ORDER && ( \
(!is_ordering_private && isnull(order.paying_account)) || \
(is_ordering_private && !isnull(order.paying_account) && order.orderer == user) \
))
return order
return null
/obj/machinery/materials_market/ui_interact(mob/user, datum/tgui/ui)
ui = SStgui.try_update_ui(user, src, ui)
if(!anchored)
return
if(!ui)
ui = new(user, src, "MatMarket", name)
ui.open()
/obj/machinery/materials_market/ui_static_data(mob/user)
. = list()
.["CARGO_CRATE_VALUE"] = CARGO_CRATE_VALUE
/obj/machinery/materials_market/ui_data(mob/user)
. = list()
//can this player use cargo budget
var/can_buy_via_budget = FALSE
var/obj/item/card/id/used_id_card
if(isliving(user))
var/mob/living/living_user = user
used_id_card = living_user.get_idcard(TRUE)
can_buy_via_budget = (ACCESS_CARGO in used_id_card?.GetAccess())
//if no cargo access then force private purchase
var/is_ordering_private = ordering_private || !can_buy_via_budget
//find current order based on ordering mode & player
var/datum/supply_order/current_order = find_order(user, is_ordering_private)
var/material_data
var/trend_string
var/color_string
var/sheet_to_buy
var/requested_amount
var/minimum_value_threshold = 0
for(var/datum/material/traded_mat as anything in SSstock_market.materials_prices)
//convert trend into text
switch(SSstock_market.materials_trends[traded_mat])
if(0)
trend_string = "neutral"
if(1)
trend_string = "up"
else
trend_string = "down"
//get mat color
var/initial_colors = initial(traded_mat.greyscale_colors)
if(initial_colors)
color_string = splicetext(initial_colors, 7, length(initial_colors), "") //slice it to a standard 6 char hex
else
initial_colors = initial(traded_mat.color)
if(initial_colors)
color_string = initial_colors
else
color_string = COLOR_CYAN
//get sheet type from material
sheet_to_buy = initial(traded_mat.sheet_type)
if(!sheet_to_buy)
CRASH("Material with no sheet type being sold on materials market!")
//get the ordered amount from the order
requested_amount = 0
if(!isnull(current_order))
requested_amount = current_order.pack.contains[sheet_to_buy]
var/min_value_override = initial(traded_mat.minimum_value_override)
if(min_value_override)
minimum_value_threshold = min_value_override
else
minimum_value_threshold = round(initial(traded_mat.value_per_unit) * SHEET_MATERIAL_AMOUNT * 0.5)
//send data
material_data += list(list(
"name" = initial(traded_mat.name),
"price" = SSstock_market.materials_prices[traded_mat],
"rarity" = initial(traded_mat.value_per_unit),
"threshold" = minimum_value_threshold,
"quantity" = SSstock_market.materials_quantity[traded_mat],
"trend" = trend_string,
"color" = color_string,
"requested" = requested_amount
))
//get account balance
var/balance = 0
if(!ordering_private)
var/datum/bank_account/dept = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(dept)
balance = dept.account_balance
else
balance = used_id_card?.registered_account?.account_balance
//is market crashing
var/market_crashing = FALSE
if(HAS_TRAIT(SSeconomy, TRAIT_MARKET_CRASHING))
market_crashing = TRUE
//get final order cost
var/current_cost = 0
if(!isnull(current_order))
current_cost = current_order.get_final_cost()
//pack data
.["catastrophe"] = market_crashing
.["materials"] = material_data
.["creditBalance"] = balance
.["orderBalance"] = current_cost
.["orderingPrive"] = ordering_private
.["canOrderCargo"] = can_buy_via_budget
.["updateTime"] = SSstock_market.next_fire - world.time
/obj/machinery/materials_market/ui_act(action, params, datum/tgui/ui, datum/ui_state/state)
. = ..()
if(.)
return
//You must have an ID to be able to do something
var/mob/living/living_user = ui.user
var/obj/item/card/id/used_id_card = living_user.get_idcard(TRUE)
if(isnull(used_id_card))
say("No ID Found")
return
var/can_buy_via_budget = (ACCESS_CARGO in used_id_card?.GetAccess())
//if multiple users open the UI some of them may not have the required access so we recheck
var/is_ordering_private = ordering_private
if(!can_buy_via_budget) //no cargo access then force private purchase
is_ordering_private = TRUE
switch(action)
if("buy")
var/material_str = params["material"]
var/quantity = text2num(params["quantity"])
//find material from it's name
var/datum/material/material_bought
var/obj/item/stack/sheet/sheet_to_buy
for(var/datum/material/mat as anything in SSstock_market.materials_prices)
if(initial(mat.name) == material_str)
material_bought = mat
break
if(!material_bought)
CRASH("Invalid material name passed to materials market!")
sheet_to_buy = initial(material_bought.sheet_type)
if(!sheet_to_buy)
CRASH("Material with no sheet type being sold on materials market!")
//get available bank account for purchasing
var/datum/bank_account/account_payable
if(is_ordering_private)
account_payable = used_id_card.registered_account
else if(can_buy_via_budget)
account_payable = SSeconomy.get_dep_account(ACCOUNT_CAR)
if(!account_payable)
say("No bank account detected!")
return
//sanity checks for available quantity & budget
if(quantity > SSstock_market.materials_quantity[material_bought])
say("Not enough materials on the market to purchase!")
return
var/cost = SSstock_market.materials_prices[material_bought] * quantity
var/list/things_to_order = list()
things_to_order += (sheet_to_buy)
things_to_order[sheet_to_buy] = quantity
// We want to count how many stacks of all sheets we're ordering to make sure they don't exceed the limit of 10
// If we already have a custom order on SSshuttle, we should add the things to order to that order
var/datum/supply_order/current_order = find_order(living_user, is_ordering_private)
if(!isnull(current_order))
// Check if this order exceeded the market limit
var/prior_sheets = current_order.pack.contains[sheet_to_buy]
if(prior_sheets + quantity > SSstock_market.materials_quantity[material_bought] )
say("There aren't enough sheets on the market! Please wait for more sheets to be traded before adding more.")
playsound(usr, 'sound/machines/synth_no.ogg', 35, FALSE)
return
// Check if the order exceeded the purchase limit
var/prior_stacks = ROUND_UP(prior_sheets / MAX_STACK_SIZE)
if(prior_stacks >= MAX_STACK_LIMIT)
say("There are already 10 stacks of sheets on order! Please wait for them to arrive before ordering more.")
playsound(usr, 'sound/machines/synth_no.ogg', 35, FALSE)
return
// Prevents you from ordering more than the available budget
var/datum/bank_account/paying_account = account_payable
if(!isnull(current_order.paying_account)) //order is already being paid by another account
paying_account = current_order.paying_account
if(current_order.get_final_cost() + cost > paying_account.account_balance)
say("Order exceeds available budget! Please send it before purchasing more.")
return
// Finally Append to this order
current_order.append_order(things_to_order, cost)
return TRUE
//Place a new order
var/datum/supply_pack/custom/minerals/mineral_pack = new(
purchaser = is_ordering_private ? living_user : "Cargo", \
cost = cost, \
contains = things_to_order, \
)
var/datum/supply_order/disposable/materials/new_order = new(
pack = mineral_pack,
orderer = living_user,
orderer_rank = GALATIC_MATERIAL_ORDER,
orderer_ckey = living_user.ckey,
paying_account = is_ordering_private ? account_payable : null,
cost_type = "cr",
can_be_cancelled = FALSE
)
//first time order compute the correct cost and compare
if(new_order.get_final_cost() > account_payable.account_balance)
say("Not enough money to start purchase!")
qdel(new_order)
return
say("Thank you for your purchase! It will arrive on the next cargo shuttle!")
SSshuttle.shopping_list += new_order
return TRUE
if("toggle_budget")
if(!can_buy_via_budget)
return
ordering_private = !ordering_private
return TRUE
if("clear")
var/datum/supply_order/current_order = find_order(living_user, is_ordering_private)
if(!isnull(current_order))
SSshuttle.shopping_list -= current_order
qdel(current_order)
return TRUE
/obj/item/stock_block
name = "stock block"
desc = "A block of stock. It's worth a certain amount of money, based on a sale on the materials market. Ship it on the cargo shuttle to claim your money."
icon = 'icons/obj/economy.dmi'
icon_state = "stock_block"
/// How many credits was this worth when created?
var/export_value = 0
/// What is the name of the material this was made from?
var/datum/material/export_mat
/// Quantity of export material
var/quantity = 0
/// Is this stock block currently updating it's value with the market (aka fluid)?
var/fluid = FALSE
/obj/item/stock_block/Initialize(mapload)
. = ..()
addtimer(CALLBACK(src, PROC_REF(value_warning)), 1.5 MINUTES, TIMER_DELETE_ME)
addtimer(CALLBACK(src, PROC_REF(update_value)), 3 MINUTES, TIMER_DELETE_ME)
/obj/item/stock_block/examine(mob/user)
. = ..()
. += span_notice("\The [src] is worth [export_value] cr, from selling [quantity] sheets of [initial(export_mat?.name)].")
if(fluid)
. += span_warning("\The [src] is currently liquid! It's value is based on the market price.")
else
. += span_notice("\The [src]'s value is still [span_boldnotice("locked in")]. [span_boldnotice("Sell it")] before it's value becomes liquid!")
/obj/item/stock_block/proc/value_warning()
visible_message(span_warning("\The [src] is starting to become liquid!"))
icon_state = "stock_block_fluid"
update_appearance(UPDATE_ICON_STATE)
/obj/item/stock_block/proc/update_value()
if(!export_mat)
return
if(!SSstock_market.materials_prices[export_mat])
return
export_value = quantity * SSstock_market.materials_prices[export_mat] * MARKET_PROFIT_MODIFIER
icon_state = "stock_block_liquid"
update_appearance(UPDATE_ICON_STATE)
visible_message(span_warning("\The [src] becomes liquid!"))
#undef MAX_STACK_LIMIT
#undef GALATIC_MATERIAL_ORDER