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3684cf0454
Also add an exporter from econsim results to sqlite to aid in debugging the economy (which revealed this bug).
408 lines
13 KiB
Rust
408 lines
13 KiB
Rust
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_macros::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 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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/// 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 {
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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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.map(|ri| {
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ri.inventory.get(slot).map(|item| {
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let (material, factor) = TradePricing::get_material(&item.name);
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self.values.get(&material).cloned().unwrap_or_default()
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* factor
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* (*amount as f32)
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* if reduce { material.trade_margin() } else { 1.0 }
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})
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})
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.flatten()
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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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