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436 lines
14 KiB
Rust
436 lines
14 KiB
Rust
use std::cmp::Ordering;
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use crate::{
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comp::inventory::{slot::InvSlotId, trade_pricing::TradePricing, Inventory},
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terrain::BiomeKind,
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uid::Uid,
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};
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use hashbrown::HashMap;
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use serde::{Deserialize, Serialize};
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use strum::EnumIter;
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use tracing::{trace, warn};
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#[derive(Copy, Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum TradePhase {
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Mutate,
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Review,
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Complete,
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}
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/// Clients submit `TradeAction` to the server, which adds the Uid of the
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/// player out-of-band (i.e. without trusting the client to say who it's
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/// accepting on behalf of)
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum TradeAction {
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AddItem {
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item: InvSlotId,
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quantity: u32,
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ours: bool,
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},
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RemoveItem {
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item: InvSlotId,
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quantity: u32,
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ours: bool,
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},
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/// Accept needs the phase indicator to avoid progressing too far in the
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/// trade if there's latency and a player presses the accept button
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/// multiple times
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Accept(TradePhase),
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Decline,
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}
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub enum TradeResult {
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Completed,
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Declined,
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NotEnoughSpace,
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}
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/// Items are not removed from the inventory during a PendingTrade: all the
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/// items are moved atomically (if there's space and both parties agree) upon
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/// completion
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///
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/// Since this stores `InvSlotId`s (i.e. references into inventories) instead of
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/// items themselves, there aren't any duplication/loss risks from things like
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/// dropped connections or declines, since the server doesn't have to move items
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/// from a trade back into a player's inventory.
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///
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/// On the flip side, since they are references to *slots*, if a player could
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/// swap items in their inventory during a trade, they could mutate the trade,
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/// enabling them to remove an item from the trade even after receiving the
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/// counterparty's phase2 accept. To prevent this, we disallow all
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/// forms of inventory manipulation in `server::events::inventory_manip` if
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/// there's a pending trade that's past phase1 (in phase1, the trade should be
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/// mutable anyway).
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///
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/// Inventory manipulation in phase1 may be beneficial to trade (e.g. splitting
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/// a stack of items, once that's implemented), but should reset both phase1
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/// accept flags to make the changes more visible.
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///
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/// Another edge case prevented by using `InvSlotId`s is that it disallows
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/// trading currently-equipped items (since `EquipSlot`s are disjoint from
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/// `InvSlotId`s), which avoids the issues associated with trading equipped bags
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/// that may still have contents.
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#[derive(Clone, Debug, PartialEq, Serialize, Deserialize)]
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pub struct PendingTrade {
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/// `parties[0]` is the entity that initiated the trade, parties[1] is the
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/// other entity that's being traded with
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pub parties: [Uid; 2],
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/// `offers[i]` represents the items and quantities of the party i's items
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/// being offered
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pub offers: [HashMap<InvSlotId, u32>; 2],
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/// The current phase of the trade
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pub phase: TradePhase,
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/// `accept_flags` indicate that which parties wish to proceed to the next
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/// phase of the trade
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pub accept_flags: [bool; 2],
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}
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impl TradePhase {
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fn next(self) -> TradePhase {
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match self {
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TradePhase::Mutate => TradePhase::Review,
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TradePhase::Review => TradePhase::Complete,
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TradePhase::Complete => TradePhase::Complete,
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}
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}
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}
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impl TradeAction {
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pub fn item(item: InvSlotId, delta: i32, ours: bool) -> Option<Self> {
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match delta.cmp(&0) {
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Ordering::Equal => None,
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Ordering::Less => Some(TradeAction::RemoveItem {
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item,
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ours,
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quantity: -delta as u32,
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}),
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Ordering::Greater => Some(TradeAction::AddItem {
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item,
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ours,
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quantity: delta as u32,
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}),
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}
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}
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}
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impl PendingTrade {
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pub fn new(party: Uid, counterparty: Uid) -> PendingTrade {
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PendingTrade {
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parties: [party, counterparty],
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offers: [HashMap::new(), HashMap::new()],
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phase: TradePhase::Mutate,
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accept_flags: [false, false],
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}
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}
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pub fn phase(&self) -> TradePhase { self.phase }
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pub fn should_commit(&self) -> bool { matches!(self.phase, TradePhase::Complete) }
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pub fn which_party(&self, party: Uid) -> Option<usize> {
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self.parties
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.iter()
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.enumerate()
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.find(|(_, x)| **x == party)
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.map(|(i, _)| i)
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}
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pub fn is_empty_trade(&self) -> bool { self.offers[0].is_empty() && self.offers[1].is_empty() }
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/// Invariants:
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/// - A party is never shown as offering more of an item than they own
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/// - Offers with a quantity of zero get removed from the trade
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/// - Modifications can only happen in phase 1
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/// - Whenever a trade is modified, both accept flags get reset
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/// - Accept flags only get set for the current phase
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pub fn process_trade_action(
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&mut self,
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mut who: usize,
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action: TradeAction,
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inventories: &[&Inventory],
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) {
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use TradeAction::*;
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match action {
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AddItem {
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item,
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quantity: delta,
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ours,
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} => {
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if self.phase() == TradePhase::Mutate && delta > 0 {
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if !ours {
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who = 1 - who;
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}
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let total = self.offers[who].entry(item).or_insert(0);
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let owned_quantity =
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inventories[who].get(item).map(|i| i.amount()).unwrap_or(0);
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*total = total.saturating_add(delta).min(owned_quantity);
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self.accept_flags = [false, false];
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}
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},
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RemoveItem {
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item,
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quantity: delta,
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ours,
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} => {
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if self.phase() == TradePhase::Mutate {
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if !ours {
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who = 1 - who;
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}
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self.offers[who]
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.entry(item)
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.and_replace_entry_with(|_, mut total| {
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total = total.saturating_sub(delta);
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if total > 0 { Some(total) } else { None }
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});
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self.accept_flags = [false, false];
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}
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},
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Accept(phase) => {
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if self.phase == phase && !self.is_empty_trade() {
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self.accept_flags[who] = true;
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}
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if self.accept_flags[0] && self.accept_flags[1] {
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self.phase = self.phase.next();
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self.accept_flags = [false, false];
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}
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},
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Decline => {},
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}
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}
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}
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#[derive(Clone, Copy, Debug, Serialize, Deserialize, PartialEq, Eq, Hash)]
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pub struct TradeId(usize);
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pub struct Trades {
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pub next_id: TradeId,
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pub trades: HashMap<TradeId, PendingTrade>,
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pub entity_trades: HashMap<Uid, TradeId>,
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}
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impl Trades {
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pub fn begin_trade(&mut self, party: Uid, counterparty: Uid) -> TradeId {
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let id = self.next_id;
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self.next_id = TradeId(id.0.wrapping_add(1));
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self.trades
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.insert(id, PendingTrade::new(party, counterparty));
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self.entity_trades.insert(party, id);
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self.entity_trades.insert(counterparty, id);
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id
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}
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pub fn process_trade_action<'a, F: Fn(Uid) -> Option<&'a Inventory>>(
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&mut self,
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id: TradeId,
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who: Uid,
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action: TradeAction,
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get_inventory: F,
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) {
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trace!("for trade id {:?}, message {:?}", id, action);
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if let Some(trade) = self.trades.get_mut(&id) {
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if let Some(party) = trade.which_party(who) {
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let mut inventories = Vec::new();
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for party in trade.parties.iter() {
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match get_inventory(*party) {
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Some(inventory) => inventories.push(inventory),
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None => return,
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}
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}
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trade.process_trade_action(party, action, &*inventories);
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} else {
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warn!(
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"An entity who is not a party to trade {:?} tried to modify it",
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id
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);
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}
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} else {
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warn!("Attempt to modify nonexistent trade id {:?}", id);
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}
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}
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pub fn decline_trade(&mut self, id: TradeId, who: Uid) -> Option<Uid> {
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let mut to_notify = None;
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if let Some(trade) = self.trades.remove(&id) {
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match trade.which_party(who) {
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Some(i) => {
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self.entity_trades.remove(&trade.parties[0]);
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self.entity_trades.remove(&trade.parties[1]);
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// let the other person know the trade was declined
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to_notify = Some(trade.parties[1 - i])
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},
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None => {
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warn!(
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"An entity who is not a party to trade {:?} tried to decline it",
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id
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);
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// put it back
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self.trades.insert(id, trade);
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},
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}
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} else {
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warn!("Attempt to decline nonexistent trade id {:?}", id);
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}
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to_notify
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}
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/// See the doc comment on `common::trade::PendingTrade` for the
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/// significance of these checks
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pub fn in_trade_with_property<F: FnOnce(&PendingTrade) -> bool>(
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&self,
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uid: &Uid,
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f: F,
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) -> bool {
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self.entity_trades
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.get(uid)
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.and_then(|trade_id| self.trades.get(trade_id))
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.map(f)
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// if any of the option lookups failed, we're not in any trade
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.unwrap_or(false)
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}
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pub fn in_immutable_trade(&self, uid: &Uid) -> bool {
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self.in_trade_with_property(uid, |trade| trade.phase() != TradePhase::Mutate)
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}
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pub fn in_mutable_trade(&self, uid: &Uid) -> bool {
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self.in_trade_with_property(uid, |trade| trade.phase() == TradePhase::Mutate)
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}
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pub fn implicit_mutation_occurred(&mut self, uid: &Uid) {
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if let Some(trade_id) = self.entity_trades.get(uid) {
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self.trades
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.get_mut(trade_id)
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.map(|trade| trade.accept_flags = [false, false]);
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}
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}
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}
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impl Default for Trades {
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fn default() -> Trades {
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Trades {
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next_id: TradeId(0),
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trades: HashMap::new(),
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entity_trades: HashMap::new(),
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}
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}
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}
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// we need this declaration in common for Merchant loadout creation, it is not
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// directly related to trade between entities, but between sites (more abstract)
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// economical information
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#[derive(Clone, Copy, Debug, Eq, Hash, PartialEq, Serialize, Deserialize, EnumIter)]
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pub enum Good {
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Territory(BiomeKind),
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Flour,
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Meat,
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Terrain(BiomeKind),
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Transportation,
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Food,
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Wood,
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Stone,
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Tools, // weapons, farming tools
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Armor,
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Ingredients, // raw material for Armor+Tools+Potions
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Potions,
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Coin, // exchange material across sites
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RoadSecurity,
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}
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impl Default for Good {
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fn default() -> Self {
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Good::Terrain(crate::terrain::BiomeKind::Void) // Arbitrary
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}
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}
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impl Good {
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/// The discounting factor applied when selling goods back to a merchant
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pub fn trade_margin(&self) -> f32 {
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match self {
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Good::Tools | Good::Armor => 0.5,
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Good::Food | Good::Potions | Good::Ingredients => 0.75,
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Good::Coin => 1.0,
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// Certain abstract goods (like Territory) shouldn't be attached to concrete items;
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// give a sale price of 0 if the player is trying to sell a concrete item that somehow
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// has one of these categories
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_ => 0.0,
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}
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}
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}
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// ideally this would be a real Id<Site> but that is from the world crate
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pub type SiteId = u64;
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#[derive(Clone, Debug)]
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pub struct SiteInformation {
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pub id: SiteId,
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pub unconsumed_stock: HashMap<Good, f32>,
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}
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#[derive(Clone, Debug, Default, Serialize, Deserialize)]
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pub struct SitePrices {
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pub values: HashMap<Good, f32>,
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}
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impl SitePrices {
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pub fn balance(
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&self,
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offers: &[HashMap<InvSlotId, u32>; 2],
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inventories: &[Option<ReducedInventory>; 2],
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who: usize,
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reduce: bool,
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) -> f32 {
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offers[who]
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.iter()
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.map(|(slot, amount)| {
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inventories[who]
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.as_ref()
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.and_then(|ri| {
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ri.inventory.get(slot).map(|item| {
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if let Some(vec) = TradePricing::get_materials(&item.name) {
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vec.iter()
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.map(|(amount2, material)| {
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self.values.get(material).copied().unwrap_or_default()
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* *amount2
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* (if reduce { material.trade_margin() } else { 1.0 })
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})
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.sum::<f32>()
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* (*amount as f32)
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} else {
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0.0
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}
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})
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})
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.unwrap_or_default()
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})
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.sum()
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}
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}
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#[derive(Clone, Debug, Default)]
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pub struct ReducedInventoryItem {
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pub name: String,
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pub amount: u32,
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}
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#[derive(Clone, Debug, Default)]
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pub struct ReducedInventory {
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pub inventory: HashMap<InvSlotId, ReducedInventoryItem>,
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}
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impl ReducedInventory {
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pub fn from(inventory: &Inventory) -> Self {
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let items = inventory
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.slots_with_id()
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.filter(|(_, it)| it.is_some())
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.map(|(sl, it)| {
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(sl, ReducedInventoryItem {
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name: it.as_ref().unwrap().item_definition_id().to_string(),
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amount: it.as_ref().unwrap().amount(),
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})
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})
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.collect();
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Self { inventory: items }
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}
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}
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