[INACTIVE][ECON] DynamicMarket v. - Versatile Shop Plugin [440-480+?]

Discussion in 'Inactive/Unsupported Plugins' started by HaloInverse, Feb 2, 2011.

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    DynamicMarket - Dynamic Global Shop Plugin

    Version: 0.4.8
    Built against: Bukkit 0.0.1 build #412
    Works with: CraftBukkit 0.0.1 builds #440-480 or thereabouts.

    • Permissions 2.5
      • Very recommended, but now optional! See "DynamicMarket.settings" below.
    • iConomy 4.1
    • Either of:
      • SQLite (easiest to set up, reccomended)
      • MySQL (more troublesome, more powerful)
    Buy items, sell items, admins set prices, et cetera. However, there's a lot going on under the hood...

    Seriously. (open)

    This plugin has a great deal of flexibility, but the price of more flexibility is more command options to control that flexibility. Computers just aren't very psychic.

    While in-game help exists for commands, the output from /shop help (<topic>) is intended to be a quick reference, not exhaustive documentation. Full instructions simply won't fit on the MineCraft client's tiny text display.

    You should read and understand the following sections before installing this plugin and setting up your shop. If not, you should at least read and understand the following sections while you are setting up your shop items.

    The big feature: Dynamic pricing. Items can be set to increase in price as they are purchased from the shop, and decrease in price as they are sold back, simulating open market conditions. The initial prices of items are just considered a starting point - user transactions will eventually adjust an item's price to a near-ideal level, based on actual value vs. rarity.

    However, as of 0.4.5, the configuration fields are now flexible enough to allow a range of behaviours, from fixed pricing with no stock limits, to fully-dynamic pricing with finite stock levels.

    This is by no means "complete" in the sense of "finished adding features", but it is complete enough to be functional and usable.

    Current Features (open)

    New & Current Features:
    • Buying and selling of items:
      • Item prices can be set to dynamically adjust according to supply and demand. This is highly adjustable, including the rate of price increase/decrease per transaction, optional hard overstock/understock limits, price ceilings/floors, etc. Leaving all the extra features turned off makes an item's price fixed and always-in-stock, like a basic "flat rate" shop.
      • Subtypes of items are fully supported.
      • List of items in the shop is broken into pages, accessible by number.
        • Partial-name searching! "/shop list wood" shows everything with "wood" in the name.
      • Item names for buy/sell/info also use partial substring matches.
      • A dynamically-priced item might cost more for 10 items than the cost of 1 item multiplied by 10, due to stock depletion. So, the "/shop <id>" command now takes an optional ":<count>" parameter, so you can get a quote for the actual buy/sell price of larger numbers of items.
    • Administration:
      • Shop items are edited via a "tag" system, so you don't have to re-enter every field for each small change. Plus there's a few utility tags which do other things to an item's record...
      • Item names are now editable, and will persist (independent of items.db) until the item's record is deleted.
        • This also makes items.db a convenience instead of a necessity, since items can be added by ID and then immediately renamed.
      • A "Default" item exists in the shop, which cannot be bought or sold, but serves as the base data for any new items you add to the shop. Any tags not supplied when you add an item will be copied from whatever you put into "Default".
      • Basic sanity-checking on input data has been added. Also, adjusting an item's bundle-size will rescale its price automatically.
      • Items can be set to be purchasable but not sellable, or vice versa. (Set either price to -1 to disable that transaction type for that item.)
        • Tags like "canbuy:n" and "nosell" can now be used.
      • An extended in-game help system. "/shop help" lists available commands and help topics. "/shop help <topic>" gives help on a shop command or other shop-related topic listed in the main help.
      • The list of commands displayed is filtered by the user's current permission level.
      • Shortcuts for all commands (except for database reset).
      • All commands except for "/shop buy" and "/shop sell" can be accessed through the Bukkit console. No need to log in to add or update items!
      • Access to the entire shop is now restrictable by permission.
      • Highly informative error messages, to help reveal why your database exploded. (Which really shouldn't happen, but you never know...)
      • The shop DB can now be exported to a .csv file, edited in your favorite spreadsheet, and re-imported back into the database, making large-scale changes easier.
      • NEW: The revenue/cost of transactions can now be transferred to another account. With the basic plugin, this can be an admin's iConomy account, or a dummy "GovernmentBank" account. (Don't use that name, or some bright spark will register that username and exploit you.) With a wrapper plugin, this can be set to link a shop's funds directly to an owning player's iConomy balance.
      • NEW: Transaction logging to a comma-delimited file, ready to import into a spreadsheet for nefarious financial analysis!

    Market Mechanics (open)

    Quick Market Mechanics Description:
    • Instead of a "buy price" and a "sell price", items now have a "base price" and a "sales tax". The "buy price" is based on the base price (adjusted by stock, if set to do so), and the "sell price" is based on (<buy price> - <sales tax%>). So if the sales tax is set to 25, then an item's selling price will be 75% of its purchase price. (The sales tax is entered as a number from 0 to 100, representing 0% to 100% tax.)
      • Using the old "/shop add <id> <buyprice> <sellprice>" format still works - the plugin just calculates the base price and sales tax, so that the buying and selling prices come out right.
    • Shop items have a "stock level", which is not necessarily a literal count of items in stock. By default, the stock level is considered an offset from baseline, rather than an absolute count.
      • Items with stock near zero are considered to be in "average" supply, and will be priced at their base price.
      • Items with a positive stock are considered "in surplus", and will be priced below their base price.
      • Items with a negative stock are considered "understocked", and will be priced above their base price.
      • This interpretation of stock levels can be made to behave like literal counted stock, by setting an item's StockFloor to zero, which prohibits negative stock.
    • Items have a "volatility", which indicates how quickly the price changes based on changes in stock level. It represents the percent increase in an item's price per item purchased, multiplied by 10000. V=1 (the lowest level) means that 100 items would have to be purchased to raise the price by 1%. V=10000 (the highest level) means that 1 item purchased would raise the price by 100% (doubling the price). (More examples in tags.txt)
      • There is also "inverse volatility", which represents the number of items needed to be bought in order to double the buying price (or halve it, if selling). This is more convenient for some people's mindsets, and is converted into volatility when entered.
    • The "sell price" is actually calculated from the buy price at the current stock level + 1, rather than the current stock level. This is to prevent gaining endless money by buying an item (driving the price up) then immediately selling it back (dropping the price) - if <sales tax> = 0, then buying-then-selling like this produces zero net gain/loss (as it should).
    • The tag presets "fixed", "float", "finite", and "flat" allow you to quickly set up common options. If used with the "Default" item before adding items to your shop, this will allow you to set the overall behaviour of the shop easily. See Tag Reference for further details.

    Commands (open)


    <Angle Brackets> denote parameters.
    (Round Brackets) denote optional sections.
    The brackets themselves are not part of the command; they are just used to describe syntax. Brackets should not be typed.
    If executing shop commands through the Bukkit console, leave off the initial slash.

    /shop - Shows the main help page. Lists commands and shortcuts.
    /shop help - Ditto.
    /shop help <topic> - Shows help on the given command or subject.
    /shop help tag <tagName> - Shows help on the given item tag.
    /shop <id>( :<count>) - Shows current buy/sell information on the given item.
    <id> can be an item name or a type number with an optional subtype:
    <id> = <itemName> | <itemID> | <itemID>,<subtypeID> | Default
    If <count> is used, shows the total price for the given number of items/bundles.
    /shop list (<partname>) (<pageNum>) - Lists a page of items in the shop. Default page = 1.
    If <partname> is used, lists only items with <partname> as part of their name.
    /shop buy <id>( :<quantity>) - Purchases an item. Default quantity is 1 bundle.
    /shop sell <id>( :<quantity>) - Sells an item. Default quantity is 1 bundle.
    /shop add <id>( :<bundleSize>) (<buyPrice> (<sellPrice>)) <tagList> - Adds an item to the shop list.
    <buyPrice> and <sellPrice> are accepted for convenience, and are internally converted to BasePrice and SalesTax.
    Unused tags will have their data copied from the Default item.
    Transactions will be in multiples of <bundleSize>. Default quantity is 1 item per bundle (unless overriden with the Default record)
    /shop info <id> - Shows much more detailed information about an item in the shop, such as stock level, volatility, etc.
    /shop update <id>( :<bundleSize>) (<buyPrice> (<sellPrice>)) <tagList> - Edits an item's shop data record.
    Data is first copied from the old record, then tags are applied in order of entry.
    NEW! <id> can be "all", applying changes to all items in the shop list.
    /shop remove <id>- Removes an item from the shop list.
    /shop reload - Reboots the plugin, reloading the configuration file and items.db.
    /shop reset - Deletes and recreates the shop database from scratch. Asks for an extra confirmation before doing so.
    /shop exportdb - Exports the shop database to a .csv file. The name and location are configured in SimpleMarket.settings. (Default: Plugins/DynamicMarket/shopDB.csv)
    /shop importdb - Imports a .csv file into the shop database. Same file location as used by the exportdb command. Note that the previous contents of the database are NOT cleared out before importing, so you may want to do a "/shop reset" before importing. The file's format MUST match the format of the exported file (except for quote marks, which are stripped out on import).

    Tag Reference
    Tag Usage Examples
    Permissions (open)


    'dynamicmarket.access' : Grants basic access to the root /shop command.
    'dynamicmarket.buy' : Grants purchase rights.
    'dynamicmarket.sell' : Grants selling rights.
    'dynamicmarket.items.add' : Grants the ability to add new items to the shop.
    'dynamicmarket.items.update' : Grants the ability to edit items in the shop.
    'dynamicmarket.items.remove' : Grants the ability to remove items from the shop.
    'dynamicmarket.admin' : Grants the ability to delete-and-rebuild the shop database, and to reboot the plugin.

    Installation/Setup (open)

    • If you haven't already done so, install Permissions and iConomy, and ensure they work.
    • Copy DynamicMarket.jar into your Plugins/ folder.
    • NEW: Copy items.db into Plugins/DynamicMarket/ (or whichever directory you specify in DynamicMarket.settings) (DynamicMarket will work with other plugins' items.db files, but not all plugins will handle the extra subtype data in the items.db linked below.)
    • NEW: Copy either the SQLite connector or the MySQL connector into your main MineServer/Bukkit folder.
      • Or, if you have a MySQL server running, edit DynamicMarket.settings to specify the MySQL server, login, and password.
    • Edit plugins/Permissions/config.yml, and give everybody the appropriate permissions.
      • Most users would get 'dynamicmarket.access', 'dynamicmarket.buy', and 'dynamicmarket.sell', unless you want to restrict such commands to registered/VIP users.
      • Mods would probably get 'dynamicmarket.items.*'
      • Admins should get 'dynamicmarket.admin', if they don't already have '*'.
    • (Re)Start your MineCraft server. Errors may be thrown to the console, but the file Plugins/DynamicMarket/DynamicMarket.settings should be created.
    • Edit DynamicMarket.settings. Particularly, the setting "database-type".
      • "database-type=sqlite" : Use the SQLite connector. This is the simpler option. No further database access configuration should be needed.
      • "database-type=mysql" : Use the MySQL connector. You will need to set the options "mysql-user", "mysql-pass", and "mysql-db", as well as having a working MySQL server installation set up already.
    • NEW: Log in to MineCraft as someone with 'simpleMarket.admin' permission, or use the Bukkit console. Use "/shop reload" to load the edited config file.
    • Use /shop add to fill the market with tasty blocks at scandalous prices.
      • You WILL want to use "/shop update default" to set up some sensible default values for the items you will be adding, so you don't have to do so much typing for every item. (Or at least inspect the Default entry, to be sure you agree with it.)
      • If you want to make all of the items in the shop use dynamic pricing, set up the parameters in the Default item FIRST, so you don't have to go back and modify 100+ items to support variable pricing.

    DynamicMarket.settings Reference

    • DynamicMarket (.jar) (.7z) (iConomy 4.1, Permissions 2.5)
    • DynamicMarket 0.4.8 (.jar) (.7z) (iConomy 3.0, Permissions 2.1)
    • DynamicMarket (.jar) (.7z) (iConomy 2.1 / Cookies+iConomy Wrapper)
    • DynamicMarket Source on GitHub
    • items.db <-- Contains subtypes. Put this in /Plugins/DynamicMarket/.
    • SQLite Connector (reccomended) Put this in your MineCraft server/Bukkit root.
    • MySQL Installation Guide (not so easy, probably not recommended for SQL server beginners)
    • Sample shopDB.csv Many (but not all) items, set up for floating-stock+floating-prices. Edit it if you like, then put this in your Plugins/DynamicMarket folder and use /shop importdb to load the items into your shop.
    DynamicMarket Wrapper Plugins:
    • DMWrapper: Restricts shop access to specific regions. Outdated.
    Want to integrate DynamicMarket's shop functions into your own plugin? Read this!
    To Do List(s) (open)

    To Do for v.0.5:
    • Logging of transactions. Done.
      • Global messages to alert to price changes.
    • Item classes: Use Permissions to control access to certain types of items, i.e. make safe items (gravel, stone, iron) available to anyone, but limit traffic in dangerous items (TNT, lava buckets, monster spawners) to VIPs. (For example.)
    • Customizable interface/highlight colours. Done.
    • Clean up the d*** out-of-date comments in the code. (Working on it.)
    To Do before 1.0:
    • Optional auto-transactions triggered by price disparities in raw/processed materials.
    • Possible migration of the new help system to a separate plugin, unless the expanded features needed become available in MCDocs or Bukkit.
    • Migrate config file handler to Yaml.
    • Random fluctuations of stock levels (would make the market more lively on a low-population server)
    • Stock levels drift back to rolling averages (smoothes out short-term price spikes, allows for long-term price drifting)

    Recent Changes:
    • Migrated to Permissions 2.5, iConomy 4.1.
    • shopLabel moved from a table name suffix to a table field.
    • Using "all" as the item name now applies the given tags to all items with the current shopLabel.
    • Altering an item's bundleSize now changes its stock level, as well as its basePrice.
      • New stock level is rounded down, to stave off future item duplication issues.
    • Sanity-check behaviour changed to make database queries more efficient and fend off future exploits:
      • stockHighest/stockLowest set to stock if lower/higher than stock.
      • stockCeil/stockFloor is set to stockFloor if lower/higher than stock.
      • priceCeil is raised to priceFloor if priceCeil<priceFloor.
        • Previous behaviours: Swap if order wrong, range-crop stock if outside highest/lowest/floor/ceil.
    • Fixed bug: Adding items without specifying count did not import count from default record.
    • Upgraded to iConomy 3.0.
    • Rolled back iConomy calls to 2.x style, to be compatible with Cookies' iConomy wrapper.
    • Support for transaction funds to be backed by an iConomy account.
      • Account link parameters added to wrapper-call messages.
    • Wrapper calls streamlined.
    • Added basic transaction logging.
    • Volatility can now go as low as 0.
      • In this way, stock can still be counted without affecting price.
    • CSV import/export now uses +INF / -INF as shorthand for min/max values in applicable fields.
    • Message colours now customizable in DynamicMarket.settings.
    • Expanded help on tags/presets.
    • Changed "fixed" tag, splitting its function with "flat".
    • Added tag presets "flat" and "finite".
    • Updated tag "renorm" to accept an optional new stock level other than 0.
    Full Changelog

    • Nijikokun: SimpleShop v.1.1, on which this was based. (And for Permissions and iConomy, on which this relies.)
    • AtomicAcidBath: Assistance with tracking down a hard-to-see MySQL syntax error.
    SoapFlakes and Mahngiel like this.
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    Did you look at General's subtype so it doesn't collide with pre-existing code?

    Other than that Nice :D
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    I hadn't, but I'll have a look. I suspect it doesn't collide, because I've been testing this on a server running General, without noticeable collisions - but that would be a horrible assumption to be wrong about.

    (has a look)

    erm... what's supposed to be colliding, again? General and SimpleMarket are in different package namespaces, so I don't see how they even could collide, code-wise. SimpleMarket doesn't even collide with General's "/help" command, since its help command is "/shop help"... unless there's something else I need to watch for?
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    No.. the way that the items are setup in the file -_- not the coding.
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    Ok, but when user post offert (for sell things), items are taken from his equipment?
  6. Someone working on dynamic pricing, w00t!
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    Durrr... I realized this might be what you might have meant after going to bed... yes, that is a potential issue.


    My expanded version of items.db is compatible with General's /give command, sort of. I maintained the existing format of <id>(,<subtype>)=<name>, so "/give WoodLog" or "/give 17:0" gives item#[17,0], and "/give BirchLog" or "/give 17:2" gives item#[17,2]. But this is only if the first partial stack of logs in your inventory is not a different subtype of wood logs.

    If you already have a partial stack of wood logs of any subtype in your inventory, "/give <Any>Log" gives you more of the type you already had, instead of giving the requested type. If you had no items of the same main-type, "/give" gives you items of the proper subtype.

    This appears to be a bug with General (2.1 built vs. CB180), in which /give does not check the existing subtypes of objects when deciding whether to add a new stack into inventory or create a new stack. So my items.db appears to be compatible with General's intended behaviour, but not its actual behaviour.

    (checking further...)

    Uh oh. Not your fault or mine... This affects both General and SimpleMarket. Apparently, Bukkit's method Inventory.AddItem(ItemStack) is what's merging stacks of different subtypes, even when subtypes are being passed in properly (as they appear to be in both plugins). (EDIT: Traced the problem to org.bukkit.craftbukkit.inventory.CraftInventory.firstPartial, which disregards the damage/subtype field of Material when searching inventory for the first matching stack.) I'll have to post a workaround if this doesn't get resolved within the next few builds of Bukkit.

    Yes. That part works, at least. :)
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    Certainly. May I ask which parts do not satisfy the guidelines?

    EDIT: Never mind, it's all good.
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    When someone will make a sign shop :( ?
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    Can you make it so none of the /shop menu comes up if a person doesn't have any permissions to this plugin? It makes it rather confusing for them to be able to see the commands but not use them.
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    The plugin is missing the ClassPath to to mysql-connector
    Class-Path: ../sqlitejdbc-v056.jar ../mysql-connector-java-5.1.14-bin.jar ../mysql-connector-java-bin.jar
    And it conflicts with Cleaner, which also uses items.db in the root-directory, you should make that configurable!
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    Well, that was a silly oversight on my part. Yes, absolutely.
    Hrm? It seems to be working OK on my server. I'll examine this further.
    That's true, Cleaner will hiccup on the comma-delimited subtypes. (Note added to topic starter.) Fortunately, SimpleMarket is backwards-compatible with Cleaner's default items.db file - SimpleMarket just won't handle subtypes of items, but will otherwise work. I'll make the location of items.db configurable in the next release. (Unless I can find out how to extract the relevant item names directly from Bukkit...)
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    Could you give the raw source and not the JD-Decompiled?

    So I could implement some of your methods into Items.java?
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    The raw source is already posted under the "Downloads" heading in the first post in this thread. Parts of the source resemble JD-Decompiler output, because that was how I got the base source for SimpleShop in the first place.
    Lines with the left-column /* line numbers */ are the remaining imports from SimpleShop; lines without a /* line number */ are new or rewritten.
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    Olof Larsson likes this.
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    The plugin is working great for the admins on my server, but no other group is able to buy or sell even with the permissions configured properly.

    This is part of my permissions config. Am I doing something wrong? The permissions are working fine for every other plugin.

    default: true
    build: true
    - 'iConomy.payment'
    - 'iConomy.rank'
    - 'iConomy.list'
    - 'simpleMarket.buy'
    - 'simpleMarket.sell'
    - 'lwc.protect'
    - 'repairshop.repair'
    - 'essentials.home'
    - 'essentials.sethome'
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    I had that issue as well. I fixed it by changing:
    - 'simpleMarket.buy'
    - 'simpleMarket.sell'

    - 'simplemarket.buy'
    - 'simplemarket.sell'
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    Awesome, it works now. Thanks for posting the fix Hawkheart.
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    So does this not have stock?
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    this looks identical to bettershop. really need one with stock or an option for a player to sell
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    VERY cool stuff, finally a plugin that can sell items like iTrade used to... I was running out of gold as I was essentially the bank for my server X)

    I love the idea of LOCATION based shop commands as well, this is a whole new spin on the sign shop idea as it seemingly is easier to do, and it still gives a use for our buildings dedicated to shops! Well done, sir!
    --- merged: Feb 9, 2011 9:03 PM ---
    My Database creation repeatedly fails... I have only the SQLite connector as the other one admittedly confused me (or rather, how to install it confused me.) Any advice?

    Note: It may be the fact i'm on the most current Bukkit build - 295 : /
    Either way... I really love what this can do in theory.
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    How do i make names for the items i add? when i add them, it shows the id but not the name, its just says [256]UNKNOWN buy -10 sell-5. When i added it i typed /shop add 256:1 10 5 can someone tell me the command to put in the name of the item?
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    Does this plugin support stock with items?

    I like the Idea of my members selling things and then other members being able to buy them. Never could get into the Idea of the shop handing out things with the /give command.

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    Getting the error, how do I resolve it?

    2011-02-10 23:53:24 [SEVERE] [SimpleMarket]: Database connector not found for sq
    lite: java.lang.ClassNotFoundException: org.sqlite.JDBC
    2011-02-10 23:53:24 [INFO] [SimpleMarket] Creating database.
    2011-02-10 23:53:24 [SEVERE] [SimpleMarket]: Database connector not found for sq
    lite: java.lang.ClassNotFoundException: org.sqlite.JDBC
    2011-02-10 23:53:24 [SEVERE] [SimpleMarket] Database creation *failed*.
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    im using CB 230 i got it JUST for this plugin. I ran and restarted my server. It made the SimpleMarket folder. The folder is EMTPY!!!

    Could someone tell me the name of the files that should be in it and post me the txt that should be in them so i can make my own at this point???

    Or does it not work with CB 230?
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    No one can help?
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    The permission nodes are hard to read in that wall of text mind separating them and wrapping them in code tags please looks nicer and easier for me to hand them out where they need to go. atm they are all over the place.
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    This will be soooooo awesome! I can't wait ^^
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    Can't wait to see this fixed for the newer versions of bukkit (currently it is 80 versions behind, and the database is giving me trouble) 271 brought in MultiWorld, so few will be avoiding the most recent versions.

    It seems at first glance more advanced than SimpleShop since it has an "add" function, so I definitely would love to encourage an update!

    Here are the error logs with all versions 271+

    I have sqlite in my main directory as instructed.

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