veloren/common/src/trade.rs

421 lines
14 KiB
Rust
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use crate::{
comp::inventory::{slot::InvSlotId, trade_pricing::TradePricing, Inventory},
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
terrain::BiomeKind,
uid::Uid,
};
use hashbrown::HashMap;
use serde::{Deserialize, Serialize};
use strum_macros::EnumIter;
use tracing::{trace, warn};
#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum TradePhase {
Mutate,
Review,
Complete,
}
/// Clients submit `TradeAction` to the server, which adds the Uid of the
/// player out-of-band (i.e. without trusting the client to say who it's
/// accepting on behalf of)
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum TradeAction {
AddItem {
item: InvSlotId,
quantity: u32,
ours: bool,
},
RemoveItem {
item: InvSlotId,
quantity: u32,
ours: bool,
},
/// Accept needs the phase indicator to avoid progressing too far in the
/// trade if there's latency and a player presses the accept button
/// multiple times
Accept(TradePhase),
Decline,
Voxygen(VoxygenUpdate),
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum VoxygenUpdate {
Focus(usize),
Clear,
}
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub enum TradeResult {
Completed,
Declined,
NotEnoughSpace,
}
/// Items are not removed from the inventory during a PendingTrade: all the
/// items are moved atomically (if there's space and both parties agree) upon
/// completion
///
/// Since this stores `InvSlotId`s (i.e. references into inventories) instead of
/// items themselves, there aren't any duplication/loss risks from things like
/// dropped connections or declines, since the server doesn't have to move items
/// from a trade back into a player's inventory.
///
/// On the flip side, since they are references to *slots*, if a player could
/// swap items in their inventory during a trade, they could mutate the trade,
/// enabling them to remove an item from the trade even after receiving the
/// counterparty's phase2 accept. To prevent this, we disallow all
/// forms of inventory manipulation in `server::events::inventory_manip` if
/// there's a pending trade that's past phase1 (in phase1, the trade should be
/// mutable anyway).
///
/// Inventory manipulation in phase1 may be beneficial to trade (e.g. splitting
/// a stack of items, once that's implemented), but should reset both phase1
/// accept flags to make the changes more visible.
///
/// Another edge case prevented by using `InvSlotId`s is that it disallows
/// trading currently-equipped items (since `EquipSlot`s are disjoint from
/// `InvSlotId`s), which avoids the issues associated with trading equipped bags
/// that may still have contents.
#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
pub struct PendingTrade {
/// `parties[0]` is the entity that initiated the trade, parties[1] is the
/// other entity that's being traded with
pub parties: [Uid; 2],
/// `offers[i]` represents the items and quantities of the party i's items
/// being offered
pub offers: [HashMap<InvSlotId, u32>; 2],
/// The current phase of the trade
pub phase: TradePhase,
/// `accept_flags` indicate that which parties wish to proceed to the next
/// phase of the trade
pub accept_flags: [bool; 2],
}
impl TradePhase {
fn next(self) -> TradePhase {
match self {
TradePhase::Mutate => TradePhase::Review,
TradePhase::Review => TradePhase::Complete,
TradePhase::Complete => TradePhase::Complete,
}
}
}
impl PendingTrade {
pub fn new(party: Uid, counterparty: Uid) -> PendingTrade {
PendingTrade {
parties: [party, counterparty],
offers: [HashMap::new(), HashMap::new()],
phase: TradePhase::Mutate,
accept_flags: [false, false],
}
}
pub fn phase(&self) -> TradePhase { self.phase }
pub fn should_commit(&self) -> bool { matches!(self.phase, TradePhase::Complete) }
pub fn which_party(&self, party: Uid) -> Option<usize> {
self.parties
.iter()
.enumerate()
.find(|(_, x)| **x == party)
.map(|(i, _)| i)
}
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pub fn is_empty_trade(&self) -> bool { self.offers[0].is_empty() && self.offers[1].is_empty() }
/// Invariants:
/// - A party is never shown as offering more of an item than they own
/// - Offers with a quantity of zero get removed from the trade
/// - Modifications can only happen in phase 1
/// - Whenever a trade is modified, both accept flags get reset
/// - Accept flags only get set for the current phase
pub fn process_trade_action(
&mut self,
mut who: usize,
action: TradeAction,
inventories: &[&Inventory],
) {
use TradeAction::*;
match action {
AddItem {
item,
quantity: delta,
ours,
} => {
if self.phase() == TradePhase::Mutate && delta > 0 {
if !ours {
who = 1 - who;
}
let total = self.offers[who].entry(item).or_insert(0);
let owned_quantity =
inventories[who].get(item).map(|i| i.amount()).unwrap_or(0);
*total = total.saturating_add(delta).min(owned_quantity);
self.accept_flags = [false, false];
}
},
RemoveItem {
item,
quantity: delta,
ours,
} => {
if self.phase() == TradePhase::Mutate {
if !ours {
who = 1 - who;
}
self.offers[who]
.entry(item)
.and_replace_entry_with(|_, mut total| {
total = total.saturating_sub(delta);
if total > 0 { Some(total) } else { None }
});
self.accept_flags = [false, false];
}
},
Accept(phase) => {
2022-02-16 21:41:26 +00:00
if self.phase == phase && !self.is_empty_trade() {
self.accept_flags[who] = true;
}
if self.accept_flags[0] && self.accept_flags[1] {
self.phase = self.phase.next();
self.accept_flags = [false, false];
}
},
_ => {},
}
}
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq, Eq, Hash)]
pub struct TradeId(usize);
pub struct Trades {
pub next_id: TradeId,
pub trades: HashMap<TradeId, PendingTrade>,
pub entity_trades: HashMap<Uid, TradeId>,
}
impl Trades {
pub fn begin_trade(&mut self, party: Uid, counterparty: Uid) -> TradeId {
let id = self.next_id;
self.next_id = TradeId(id.0.wrapping_add(1));
self.trades
.insert(id, PendingTrade::new(party, counterparty));
self.entity_trades.insert(party, id);
self.entity_trades.insert(counterparty, id);
id
}
pub fn process_trade_action<'a, F: Fn(Uid) -> Option<&'a Inventory>>(
&mut self,
id: TradeId,
who: Uid,
action: TradeAction,
get_inventory: F,
) {
trace!("for trade id {:?}, message {:?}", id, action);
if let Some(trade) = self.trades.get_mut(&id) {
if let Some(party) = trade.which_party(who) {
let mut inventories = Vec::new();
for party in trade.parties.iter() {
match get_inventory(*party) {
Some(inventory) => inventories.push(inventory),
None => return,
}
}
trade.process_trade_action(party, action, &*inventories);
} else {
warn!(
"An entity who is not a party to trade {:?} tried to modify it",
id
);
}
} else {
warn!("Attempt to modify nonexistent trade id {:?}", id);
}
}
pub fn decline_trade(&mut self, id: TradeId, who: Uid) -> Option<Uid> {
let mut to_notify = None;
if let Some(trade) = self.trades.remove(&id) {
match trade.which_party(who) {
Some(i) => {
self.entity_trades.remove(&trade.parties[0]);
self.entity_trades.remove(&trade.parties[1]);
// let the other person know the trade was declined
to_notify = Some(trade.parties[1 - i])
},
None => {
warn!(
"An entity who is not a party to trade {:?} tried to decline it",
id
);
// put it back
self.trades.insert(id, trade);
},
}
} else {
warn!("Attempt to decline nonexistent trade id {:?}", id);
}
to_notify
}
/// See the doc comment on `common::trade::PendingTrade` for the
/// significance of these checks
pub fn in_trade_with_property<F: FnOnce(&PendingTrade) -> bool>(
&self,
uid: &Uid,
f: F,
) -> bool {
self.entity_trades
.get(uid)
.and_then(|trade_id| self.trades.get(trade_id))
.map(f)
// if any of the option lookups failed, we're not in any trade
.unwrap_or(false)
}
pub fn in_immutable_trade(&self, uid: &Uid) -> bool {
self.in_trade_with_property(uid, |trade| trade.phase() != TradePhase::Mutate)
}
pub fn in_mutable_trade(&self, uid: &Uid) -> bool {
self.in_trade_with_property(uid, |trade| trade.phase() == TradePhase::Mutate)
}
pub fn implicit_mutation_occurred(&mut self, uid: &Uid) {
if let Some(trade_id) = self.entity_trades.get(uid) {
self.trades
.get_mut(trade_id)
.map(|trade| trade.accept_flags = [false, false]);
}
}
}
impl Default for Trades {
fn default() -> Trades {
Trades {
next_id: TradeId(0),
trades: HashMap::new(),
entity_trades: HashMap::new(),
}
}
}
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
// we need this declaration in common for Merchant loadout creation, it is not
// directly related to trade between entities, but between sites (more abstract)
// economical information
#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize, EnumIter)]
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
pub enum Good {
Territory(BiomeKind),
Flour,
Meat,
Terrain(BiomeKind),
Transportation,
Food,
Wood,
Stone,
Tools, // weapons, farming tools
Armor,
Ingredients, // raw material for Armor+Tools+Potions
Potions,
Coin, // exchange material across sites
RoadSecurity,
}
impl Default for Good {
fn default() -> Self {
Good::Terrain(crate::terrain::BiomeKind::Void) // Arbitrary
}
}
impl Good {
/// The discounting factor applied when selling goods back to a merchant
pub fn trade_margin(&self) -> f32 {
match self {
Good::Tools | Good::Armor => 0.5,
Good::Food | Good::Potions | Good::Ingredients => 0.75,
Good::Coin => 1.0,
// Certain abstract goods (like Territory) shouldn't be attached to concrete items;
// give a sale price of 0 if the player is trying to sell a concrete item that somehow
// has one of these categories
_ => 0.0,
}
}
}
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
// ideally this would be a real Id<Site> but that is from the world crate
pub type SiteId = u64;
#[derive(Clone, Debug)]
pub struct SiteInformation {
pub id: SiteId,
pub unconsumed_stock: HashMap<Good, f32>,
}
#[derive(Clone, Debug, Default, Serialize, Deserialize)]
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
pub struct SitePrices {
pub values: HashMap<Good, f32>,
}
impl SitePrices {
pub fn balance(
&self,
offers: &[HashMap<InvSlotId, u32>; 2],
inventories: &[Option<ReducedInventory>; 2],
who: usize,
reduce: bool,
) -> f32 {
offers[who]
.iter()
.map(|(slot, amount)| {
inventories[who]
.as_ref()
.and_then(|ri| {
ri.inventory.get(slot).map(|item| {
if let Some(vec) = TradePricing::get_materials(&item.name) {
vec.iter()
.map(|(amount2, material)| {
self.values.get(material).copied().unwrap_or_default()
* *amount2
* (if reduce { material.trade_margin() } else { 1.0 })
})
.sum::<f32>()
* (*amount as f32)
} else {
0.0
}
})
})
.unwrap_or_default()
})
.sum()
}
}
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
#[derive(Clone, Debug, Default)]
pub struct ReducedInventoryItem {
pub name: String,
pub amount: u32,
}
#[derive(Clone, Debug, Default)]
pub struct ReducedInventory {
pub inventory: HashMap<InvSlotId, ReducedInventoryItem>,
}
impl ReducedInventory {
pub fn from(inventory: &Inventory) -> Self {
let items = inventory
.slots_with_id()
.filter(|(_, it)| it.is_some())
.map(|(sl, it)| {
(sl, ReducedInventoryItem {
name: it.as_ref().unwrap().item_definition_id().to_string(),
amount: it.as_ref().unwrap().amount(),
})
})
.collect();
Self { inventory: items }
}
}