On 9/15/19 10:52 PM, James Cook wrote:
It seems a bit complicated, maybe because you've tried to make it very general.
You're right, it is a bit complicated.
Do you have any applications in mind other than selling cheques?
First was the Supermarket - which was just a rules-defined Market with all the defaults. But, as you point out, that role is already filled by pledges/contracts.
I was also considering something with permitting free trade of zombies - a Rule could require a fee to submit an Order, then in exchange permit flipping the Master of that zombie, but that's not fully fleshed out (pun not intended).
If not I'd rather start with something simpler, e.g: --- Any player CAN create or destroy a sell order by announcement, specifying a set of assets to sell (the lot) and a price. When a sell order has existed for seven or more days, it is destroyed. Whenever a sell order exists, any entity (the buyer) CAN match that sell order by paying the price to the seller. When e does so: * the sell order is destroyed, and * if the creater of the sell order CAN transfer the lot to the buyer, e immediately does so; otherwise e SHALL do so in a timely fashion. --
That seems reasonable enough - although I'm not sure that I see why it's a "sell" order - you're selling what you have just as much as you're buying what someone else has.
Two more notes: * Players can already trade with other players, using pledges, contracts, auctions, or just trust. So we may not want to add rules like these until we need a market with non-player entities (like my cheque market). * My rule text has a bit of overlap with the end-of-auction rules; maybe they could be combined somehow.
I was thinking my system could be used to implement Auctions (by opening a Market for each Auction and having the Rules specify what Orders the Auctioneer accepts - that's part of why I included a provision for Agora doing stuff).
-- - Falsifian
-- Jason Cobb