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Message #11249
Re: [Merge] lp:~widelands-dev/widelands/market1 into lp:widelands
I added a bunch of small nits & ideas.
I don't know when I'll be able to check in again, so please do merge once you're happy.
Diff comments:
>
> === modified file 'src/logic/game.cc'
> --- src/logic/game.cc 2017-08-30 12:01:47 +0000
> +++ src/logic/game.cc 2017-09-23 15:17:19 +0000
> @@ -753,6 +754,87 @@
> get_gametime(), ship.get_owner()->player_number(), ship.serial()));
> }
>
> +void Game::send_player_propose_trade(const Trade& trade) {
> + auto* object = objects().get_object(trade.initiator);
> + assert(object != nullptr);
> + send_player_command(
> + *new CmdProposeTrade(get_gametime(), object->get_owner()->player_number(), trade));
> +}
> +
> +int Game::propose_trade(const Trade& trade) {
> + // TODO(sirver,trading): Check if a trade is possible (i.e. if there is a
> + // path between the two markets);
> + const int id = next_trade_agreement_id_;
> + ++next_trade_agreement_id_;
> +
> + auto* initiator = dynamic_cast<Market*>(objects().get_object(trade.initiator));
> + auto* receiver = dynamic_cast<Market*>(objects().get_object(trade.receiver));
> + // This is only ever called through a PlayerCommand and that already made
> + // sure that the objects still exist. Since no time has passed, they should
> + // not have vanished under us.
> + assert(initiator != nullptr);
> + assert(receiver != nullptr);
> +
> + receiver->removed.connect(
> + [this, id](const uint32_t /* serial */) { cancel_trade(id); });
Unless you're planning to do something with the serial in a follow-up branch, can it go? For the initiator as well.
> + initiator->removed.connect(
> + [this, id](const uint32_t /* serial */) { cancel_trade(id); });
> +
> + receiver->send_message(*this, Message::Type::kTradeOfferReceived, receiver->descr().descname(),
> + receiver->descr().icon_filename(), receiver->descr().descname(),
> + _("This Market received a new trade offer."), true);
I don't remember he interface for the messages right now - if this is within the message body, _("This market has received a new trade offer.")
For the message title in the message list, I'd go for "Trade Offer", as we are very short on space there.
> + trade_agreements_[id] = TradeAgreement{TradeAgreement::State::kProposed, trade};
> +
> + // TODO(sirver,trading): this should be done through another player_command, but I
> + // want to get to the trade logic implementation now.
> + accept_trade(id);
> + return id;
> +}
> +
> +void Game::accept_trade(const int trade_id) {
> + auto it = trade_agreements_.find(trade_id);
> + if (it == trade_agreements_.end()) {
> + log("Game::accept_trade: Trade %d has vanished. Ignoring.\n", trade_id);
> + return;
> + }
> + const Trade& trade = it->second.trade;
> + auto* initiator = dynamic_cast<Market*>(objects().get_object(trade.initiator));
> + auto* receiver = dynamic_cast<Market*>(objects().get_object(trade.receiver));
> + if (initiator == nullptr || receiver == nullptr) {
> + cancel_trade(trade_id);
> + return;
> + }
> +
> + initiator->new_trade(trade_id, trade.send_items, trade.num_batches, trade.receiver);
> + receiver->new_trade(trade_id, trade.received_items, trade.num_batches, trade.initiator);
> +
> + // TODO(sirver,trading): Message the users that the trade has been accepted.
> +}
> +
> +void Game::cancel_trade(int trade_id) {
> + // The trade id might be long gone - since we never disconnect from the
> + // 'removed' signal of the two buildings, we might be invoked long after the
> + // trade was deleted for other reasons.
> + const auto it = trade_agreements_.find(trade_id);
> + if (it == trade_agreements_.end()) {
> + return;
> + }
> + const auto& trade = it->second.trade;
> +
> + auto* initiator = dynamic_cast<Market*>(objects().get_object(trade.initiator));
> + if (initiator != nullptr) {
> + initiator->cancel_trade(trade_id);
> + // TODO(sirver,trading): Send message to owner that the trade has been canceled.
> + }
> +
> + auto* receiver = dynamic_cast<Market*>(objects().get_object(trade.receiver));
> + if (receiver != nullptr) {
> + receiver->cancel_trade(trade_id);
> + // TODO(sirver,trading): Send message to owner that the trade has been canceled.
> + }
> + trade_agreements_.erase(trade_id);
> +}
> +
> LuaGameInterface& Game::lua() {
> return static_cast<LuaGameInterface&>(EditorGameBase::lua());
> }
>
> === modified file 'src/logic/map_objects/tribes/market.cc'
> --- src/logic/map_objects/tribes/market.cc 2017-09-18 13:43:08 +0000
> +++ src/logic/map_objects/tribes/market.cc 2017-09-23 15:17:19 +0000
> @@ -30,7 +33,12 @@
> : BuildingDescr(init_descname, MapObjectType::MARKET, table, egbase) {
> i18n::Textdomain td("tribes");
>
> - parse_working_positions(egbase, table.get_table("working_positions").get(), &working_positions_);
> + DescriptionIndex const woi = egbase.tribes().worker_index(table.get_string("carrier"));
> + if (!egbase.tribes().worker_exists(woi)) {
> + throw wexception("invalid");
Please be a bit more informative?
> + }
> + carrier_ = woi;
> +
> // TODO(sirver,trading): Add actual logic here.
> }
>
> @@ -38,10 +46,223 @@
> return *new Market(*this);
> }
>
> +int Market::TradeOrder::num_wares_per_batch() const {
> + int sum = 0;
> + for (const auto& item_pair : items) {
> + sum += item_pair.second;
> + }
> + return sum;
> +}
> +
> +bool Market::TradeOrder::fulfilled() const {
> + return num_shipped_batches == initial_num_batches;
> +}
> +
> +// TODO(sirver,trading): This needs to implement 'set_economy'. Maybe common code can be shared.
> Market::Market(const MarketDescr& the_descr) : Building(the_descr) {
> }
>
> Market::~Market() {
> }
>
> +void Market::new_trade(const int trade_id,
> + const BillOfMaterials& items,
> + const int num_batches,
> + const Serial other_side) {
> + trade_orders_[trade_id] = TradeOrder{items, num_batches, 0, other_side, 0, nullptr, {}};
> + auto& trade_order = trade_orders_[trade_id];
> +
> + // Request one worker for each item in a batch.
> + trade_order.worker_request.reset(
> + new Request(*this, descr().carrier(), Market::worker_arrived_callback, wwWORKER));
> + trade_order.worker_request->set_count(trade_order.num_wares_per_batch());
> +
> + // Make sure we have a wares queue for each item in this.
> + for (const auto& entry : items) {
> + ensure_wares_queue_exists(entry.first);
> + }
> +}
> +
> +void Market::cancel_trade(const int trade_id) {
> + // TODO(sirver,trading): Launch workers, release no longer required wares and delete now unneeded 'WaresQueue's
> + trade_orders_.erase(trade_id);
> +}
> +
> +void Market::worker_arrived_callback(
> + Game& game, Request& rq, DescriptionIndex /* widx */, Worker* const w, PlayerImmovable& target) {
> + auto& market = dynamic_cast<Market&>(target);
> +
> + assert(w);
> + assert(w->get_location(game) == &market);
> +
> + for (auto& trade_order_pair : market.trade_orders_) {
> + auto& trade_order = trade_order_pair.second;
> + if (trade_order.worker_request.get() != &rq) {
> + continue;
> + }
> +
> + if (rq.get_count() == 0) {
> + // Erase this request.
> + trade_order.worker_request.reset();
> + }
> + w->start_task_idle(game, 0, -1);
> + trade_order.workers.push_back(w);
> + Notifications::publish(NoteBuilding(market.serial(), NoteBuilding::Action::kWorkersChanged));
> + market.try_launching_batch(&game);
> + return;
> + }
> + NEVER_HERE(); // We should have found and handled a match by now.
> +}
> +
> +void Market::ware_arrived_callback(Game& g, InputQueue*, DescriptionIndex, Worker*, void* data) {
> + Market& market = *static_cast<Market*>(data);
> + market.try_launching_batch(&g);
> +}
> +
> +void Market::try_launching_batch(Game* game) {
> + for (auto& pair : trade_orders_) {
> + if (!is_ready_to_launch_batch(pair.first)) {
> + continue;
> + }
> +
> + auto* other_market =
> + dynamic_cast<Market*>(game->objects().get_object(pair.second.other_side));
> + if (other_market == nullptr) {
> + // TODO(sirver,trading): Can this even happen? Where is this function called from?
> + // The other market seems to have vanished. The game tracks this and
> + // should soon delete this trade request from us. We just ignore it.
> + continue;
> + }
> + if (!other_market->is_ready_to_launch_batch(pair.first)) {
> + continue;
> + }
> + launch_batch(pair.first, game);
> + other_market->launch_batch(pair.first, game);
> + break;
> + }
> +}
> +
> +bool Market::is_ready_to_launch_batch(const int trade_id) {
> + const auto it = trade_orders_.find(trade_id);
> + if (it == trade_orders_.end()) {
> + return false;
> + }
> + auto& trade_order = it->second;
> + assert(!trade_order.fulfilled());
> +
> + // Do we have all necessary wares for a batch?
> + for (const auto& item_pair : trade_order.items) {
> + const auto wares_it = wares_queue_.find(item_pair.first);
> + if (wares_it == wares_queue_.end()) {
> + return false;
> + }
> + if (wares_it->second->get_filled() < item_pair.second) {
> + return false;
> + }
> + }
> +
> + // Do we have enough people to carry wares?
> + int num_available_carriers = 0;
> + for (auto* worker : trade_order.workers) {
> + num_available_carriers += worker->is_idle() ? 1 : 0;
> + }
> + return num_available_carriers == trade_order.num_wares_per_batch();
> +}
> +
> +void Market::launch_batch(const int trade_id, Game* game) {
> + assert(is_ready_to_launch_batch(trade_id));
> + auto& trade_order = trade_orders_.at(trade_id);
> +
> + // Do we have all necessary wares for a batch?
> + int worker_index = 0;
> + for (const auto& item_pair : trade_order.items) {
> + for (size_t i = 0; i < item_pair.second; ++i) {
> + Worker* carrier = trade_order.workers.at(worker_index);
> + ++worker_index;
> + assert(carrier->is_idle());
> +
> + // Give the carrier a ware.
> + WareInstance* ware =
> + new WareInstance(item_pair.first, game->tribes().get_ware_descr(item_pair.first));
> + ware->init(*game);
> + carrier->set_carried_ware(*game, ware);
> +
> + // We have to remove this item from our economy. Otherwise it would be
> + // considered idle (since it has no transport associated with it) and
> + // the engine would want to transfer it to the next warehouse.
> + ware->set_economy(nullptr);
> + wares_queue_.at(item_pair.first)
> + ->set_filled(wares_queue_.at(item_pair.first)->get_filled() - 1);
> +
> + // Send the carrier going.
> + carrier->reset_tasks(*game);
> + carrier->start_task_carry_trade_item(
> + *game, trade_id, ObjectPointer(game->objects().get_object(trade_order.other_side)));
> + }
> + }
> +}
> +
> +void Market::ensure_wares_queue_exists(int ware_index) {
> + if (wares_queue_.count(ware_index) > 0) {
> + return;
> + }
> + wares_queue_[ware_index] =
> + std::unique_ptr<WaresQueue>(new WaresQueue(*this, ware_index, kMaxPerItemTradeBatchSize));
> + wares_queue_[ware_index]->set_callback(Market::ware_arrived_callback, this);
> +}
> +
> +InputQueue& Market::inputqueue(DescriptionIndex index, WareWorker ware_worker) {
> + assert(ware_worker == wwWARE);
> + auto it = wares_queue_.find(index);
> + if (it != wares_queue_.end()) {
> + return *it->second;
> + }
> + // The parent will throw an exception.
> + return Building::inputqueue(index, ware_worker);
> +}
> +
> +void Market::cleanup(EditorGameBase& egbase) {
> + for (auto& pair : wares_queue_) {
> + pair.second->cleanup();
> + }
> + Building::cleanup(egbase);
> +}
> +
> +void Market::traded_ware_arrived(const int trade_id, const DescriptionIndex ware_index, Game* game) {
> + auto& trade_order = trade_orders_.at(trade_id);
> +
> + WareInstance* ware = new WareInstance(ware_index, game->tribes().get_ware_descr(ware_index));
> + ware->init(*game);
> +
> + // TODO(sirver,trading): This is a hack. We should have a worker that
> + // carriers stuff out. At the moment this assumes this market is barbarians
> + // (which is always correct right now), creates a carrier for each received
> + // ware to drop it off. The carrier then leaves the building and goes home.
> + const WorkerDescr& w_desc =
> + *game->tribes().get_worker_descr(game->tribes().worker_index("barbarians_carrier"));
A line like owner()->get_tribe()->carrier() should solve this problem - TribeDescr has a carrier() function.
> + auto& worker = w_desc.create(*game, owner(), this, position_);
> + worker.start_task_dropoff(*game, *ware);
> + trade_order.received_traded_wares_in_this_batch += 1;
> + owner().ware_produced(ware_index);
> +
> + auto* other_market = dynamic_cast<Market*>(game->objects().get_object(trade_order.other_side));
> + assert(other_market != nullptr);
> + other_market->owner().ware_consumed(ware_index, 1);
> + auto& other_trade_order = other_market->trade_orders_.at(trade_id);
> + if (trade_order.received_traded_wares_in_this_batch == other_trade_order.num_wares_per_batch() &&
> + other_trade_order.received_traded_wares_in_this_batch == trade_order.num_wares_per_batch()) {
> + // This batch is completed.
> + ++trade_order.num_shipped_batches;
> + trade_order.received_traded_wares_in_this_batch = 0;
> + ++other_trade_order.num_shipped_batches;
> + other_trade_order.received_traded_wares_in_this_batch = 0;
> + if (trade_order.fulfilled()) {
> + assert(other_trade_order.fulfilled());
> + // TODO(sirver,trading): This is not quite correct. This should for
> + // example send a differnet message than actually canceling a trade.
> + game->cancel_trade(trade_id);
> + }
> + }
> +}
> +
> } // namespace Widelands
>
> === modified file 'src/logic/map_objects/tribes/market.h'
> --- src/logic/map_objects/tribes/market.h 2017-09-15 12:33:58 +0000
> +++ src/logic/map_objects/tribes/market.h 2017-09-23 15:17:19 +0000
> @@ -32,8 +36,10 @@
>
> Building& create_object() const override;
>
> + DescriptionIndex carrier() const { return carrier_; }
> +
> private:
> - BillOfMaterials working_positions_;
> + DescriptionIndex carrier_;
Is there a specific reason that you change the interface here? It will make the Lua interface harder to learn, so there should be a good reason.
> };
>
> class Market : public Building {
>
> === modified file 'src/logic/map_objects/tribes/worker.cc'
> --- src/logic/map_objects/tribes/worker.cc 2017-08-20 17:45:42 +0000
> +++ src/logic/map_objects/tribes/worker.cc 2017-09-23 15:17:19 +0000
> @@ -1594,6 +1595,88 @@
> send_signal(game, "update");
> }
>
> +// The task when a worker is part of the caravane that is trading items.
cavavane => caravan
> +const Bob::Task Worker::taskCarryTradeItem = {
> + "carry_trade_item", static_cast<Bob::Ptr>(&Worker::carry_trade_item_update), nullptr, nullptr, true};
> +
> +void Worker::start_task_carry_trade_item(Game& game,
> + const int trade_id,
> + ObjectPointer other_market) {
> + push_task(game, taskCarryTradeItem);
> + auto& state = top_state();
> + state.ivar1 = 0;
> + state.ivar2 = trade_id;
> + state.objvar1 = other_market;
> +}
> +
> +// This is a state machine: leave building, go to the other market, drop off
> +// wares, and return.
> +void Worker::carry_trade_item_update(Game& game, State& state) {
> + // Reset any signals that are not related to location
> + std::string signal = get_signal();
> + signal_handled();
> + if (!signal.empty()) {
> + // TODO(sirver,trading): Remove once signals are correctly handled.
> + log("carry_trade_item_update: signal received: %s\n", signal.c_str());
> + }
> + if (signal == "evict") {
> + return pop_task(game);
> + }
> +
> + // First of all, make sure we're outside
> + if (state.ivar1 == 0) {
> + start_task_leavebuilding(game, false);
> + ++state.ivar1;
> + return;
> + }
> +
> + auto* other_market = dynamic_cast<Market*>(state.objvar1.get(game));
> + if (state.ivar1 == 1) {
> + // Arrived on site. Move to the building and advance our state.
> + if (other_market->base_flag().get_position() == get_position()) {
> + ++state.ivar1;
> + return start_task_move(
> + game, WALK_NW, descr().get_right_walk_anims(does_carry_ware()), true);
> + }
> +
> + // Otherwise continue making progress towards the other market.
> + if (!start_task_movepath(game, other_market->base_flag().get_position(), 5,
> + descr().get_right_walk_anims(does_carry_ware()))) {
> + molog("carry_trade_item_update: Could not move to other flag.\n");
> + // TODO(sirver,trading): something needs to happen here.
> + }
> + return;
> + }
> +
> + if (state.ivar1 == 2) {
else if or switch?
> + WareInstance* const ware = fetch_carried_ware(game);
> + other_market->traded_ware_arrived(state.ivar2, ware->descr_index(), &game);
> + ware->remove(game);
> + ++state.ivar1;
> + start_task_move(game, WALK_SE, descr().get_right_walk_anims(does_carry_ware()), true);
> + return;
> + }
> +
> + if (state.ivar1 == 3) {
> + ++state.ivar1;
> + start_task_return(game, false);
> + return;
> + }
> +
> + if (state.ivar1 == 4) {
> + pop_task(game);
> + start_task_idle(game, 0, -1);
> + dynamic_cast<Market*>(get_location(game))->try_launching_batch(&game);
> + return;
> + }
> + NEVER_HERE();
> +}
> +
> +void Worker::update_task_carry_trade_item(Game& game) {
> + if (top_state().task == &taskCarryTradeItem)
> + send_signal(game, "update");
> +}
> +
> /**
> * Evict the worker from its current building.
> */
>
> === modified file 'src/logic/playercommand.cc'
> --- src/logic/playercommand.cc 2017-06-25 21:56:53 +0000
> +++ src/logic/playercommand.cc 2017-09-23 15:17:19 +0000
> @@ -1784,4 +1805,75 @@
> fw.unsigned_8(ware_);
> fw.unsigned_8(static_cast<uint8_t>(policy_));
> }
> +
> +CmdProposeTrade::CmdProposeTrade(uint32_t time, PlayerNumber pn, const Trade& trade)
> + : PlayerCommand(time, pn), trade_(trade) {
> +}
> +
> +CmdProposeTrade::CmdProposeTrade() : PlayerCommand() {
> +}
> +
> +void CmdProposeTrade::execute(Game& game) {
> + Player* plr = game.get_player(sender());
> + if (plr == nullptr) {
> + return;
> + }
> +
> + Market* initiator = dynamic_cast<Market*>(game.objects().get_object(trade_.initiator));
> + if (initiator == nullptr) {
> + log("CmdProposeTrade: initiator vanished or is not a market.\n");
> + return;
> + }
> + if (&initiator->owner() != plr) {
> + log("CmdProposeTrade: sender %u, but market owner %u\n", sender(),
> + initiator->owner().player_number());
> + return;
> + }
> + Market* receiver = dynamic_cast<Market*>(game.objects().get_object(trade_.receiver));
> + if (receiver == nullptr) {
> + log("CmdProposeTrade: receiver vanished or is not a market.\n");
> + return;
> + }
> + if (&initiator->owner() == &receiver->owner()) {
> + log("CmdProposeTrade: Sending and receiving player are the same.\n");
Idea: In the future, how about we allow trade for the same player if it's between 2 economies? Might get interesting.
> + return;
> + }
> +
> + // TODO(sirver,trading): Maybe check connectivity between markets here and
> + // report errors.
> + game.propose_trade(trade_);
> +}
> +
> +CmdProposeTrade::CmdProposeTrade(StreamRead& des) : PlayerCommand(0, des.unsigned_8()) {
> + trade_.initiator = des.unsigned_32();
> + trade_.receiver = des.unsigned_32();
> + trade_.send_items = deserialize_bill_of_materials(&des);
send_items => sent_items
> + trade_.received_items = deserialize_bill_of_materials(&des);
> + trade_.num_batches = des.signed_32();
> +}
> +
> +void CmdProposeTrade::serialize(StreamWrite& ser) {
> + ser.unsigned_8(PLCMD_PROPOSE_TRADE);
> + ser.unsigned_8(sender());
> + ser.unsigned_32(trade_.initiator);
> + ser.unsigned_32(trade_.receiver);
> + serialize_bill_of_materials(trade_.send_items, &ser);
> + serialize_bill_of_materials(trade_.received_items, &ser);
> + ser.signed_32(trade_.num_batches);
> +}
> +
> +void CmdProposeTrade::read(FileRead& /* fr */,
> + EditorGameBase& /* egbase */,
> + MapObjectLoader& /* mol */) {
> + // TODO(sirver,trading): Implement this.
> + NEVER_HERE();
> +}
> +
> +void CmdProposeTrade::write(FileWrite& /* fw */,
> + EditorGameBase& /* egbase */,
> + MapObjectSaver& /* mos */) {
> + // TODO(sirver,trading): Implement this.
> + NEVER_HERE();
> +}
> +
> }
>
> === added file 'src/logic/trade_agreement.h'
> --- src/logic/trade_agreement.h 1970-01-01 00:00:00 +0000
> +++ src/logic/trade_agreement.h 2017-09-23 15:17:19 +0000
> @@ -0,0 +1,54 @@
> +/*
> + * Copyright (C) 2006-2017 by the Widelands Development Team
> + *
> + * This program is free software; you can redistribute it and/or
> + * modify it under the terms of the GNU General Public License
> + * as published by the Free Software Foundation; either version 2
> + * of the License, or (at your option) any later version.
> + *
> + * This program is distributed in the hope that it will be useful,
> + * but WITHOUT ANY WARRANTY; without even the implied warranty of
> + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
> + * GNU General Public License for more details.
> + *
> + * You should have received a copy of the GNU General Public License
> + * along with this program; if not, write to the Free Software
> + * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
> + *
> + */
> +
> +#ifndef WL_LOGIC_TRADE_AGREEMENT_H
> +#define WL_LOGIC_TRADE_AGREEMENT_H
> +
> +#include "logic/map_objects/map_object.h"
> +
> +namespace Widelands {
> +
> +// TODO(sirver,trading): Document everything in here.
> +
> +// Maximal number of a single ware that can be contained in a trade batch.
Highest/Maximum number - Maximal has a different meaning.
> +constexpr int kMaxPerItemTradeBatchSize = 15;
> +
> +struct Trade {
> + BillOfMaterials send_items;
> + BillOfMaterials received_items;
> + int num_batches;
> + Serial initiator;
> + Serial receiver;
> +};
> +
> +// TODO(sirver,trading): This class should probably be private to 'Game'.
> +struct TradeAgreement {
> + enum class State {
> + kProposed,
> + kRunning,
> + };
> +
> + State state;
> + Trade trade;
> +};
> +
> +} // namespace Widelands
> +
> +
> +#endif // end of include guard: WL_LOGIC_TRADE_AGREEMENT_H
>
> === modified file 'src/scripting/lua_map.cc'
> --- src/scripting/lua_map.cc 2017-09-18 13:43:08 +0000
> +++ src/scripting/lua_map.cc 2017-09-23 15:17:19 +0000
> @@ -594,6 +595,52 @@
> }
> return 0;
> }
> +
> +// Parses a table of name/count pairs as given from Lua.
> +void parse_wares_workers(lua_State* L,
> + int table_index,
> + const TribeDescr& tribe,
> + InputMap* ware_workers_list,
> + bool is_ware) {
> + luaL_checktype(L, table_index, LUA_TTABLE);
> + lua_pushnil(L);
> + while (lua_next(L, table_index) != 0) {
> + if (is_ware) {
> + if (tribe.ware_index(luaL_checkstring(L, -2)) == INVALID_INDEX) {
> + report_error(L, "Illegal ware %s", luaL_checkstring(L, -2));
> + }
> + } else {
> + if (tribe.worker_index(luaL_checkstring(L, -2)) == INVALID_INDEX) {
> + report_error(L, "Illegal worker %s", luaL_checkstring(L, -2));
> + }
> + }
> +
> + if (is_ware) {
Why not shift this up and save 1 if/else statement?
> + ware_workers_list->insert(
> + std::make_pair(std::make_pair(tribe.ware_index(luaL_checkstring(L, -2)),
> + Widelands::WareWorker::wwWARE),
> + luaL_checkuint32(L, -1)));
> + } else {
> + ware_workers_list->insert(
> + std::make_pair(std::make_pair(tribe.worker_index(luaL_checkstring(L, -2)),
> + Widelands::WareWorker::wwWORKER),
> + luaL_checkuint32(L, -1)));
> + }
> + lua_pop(L, 1);
> + }
> +}
> +
> +BillOfMaterials parse_wares_as_bill_of_material(lua_State* L, int table_index,
> + const TribeDescr& tribe) {
> + InputMap input_map;
> + parse_wares_workers(L, table_index, tribe, &input_map, true /* is_ware */);
> + BillOfMaterials result;
> + for (const auto& pair : input_map) {
> + result.push_back(std::make_pair(pair.first.first, pair.second));
> + }
> + return result;
> +}
> +
> } // namespace
>
> /*
> @@ -5106,6 +5130,35 @@
> ==========================================================
> */
>
> +/* RST
> + .. method:: propose_trade(other_market, num_batches, send_items, received_items)
> +
> + TODO(sirver,trading): document
> +
> + :returns: :const:`nil`
> +*/
> +int LuaMarket::propose_trade(lua_State* L) {
> + if (lua_gettop(L) != 5) {
> + report_error(L, "Takes 4 arguments.");
> + }
> + Game& game = get_game(L);
> + Market* self = get(L, game);
> + Market* other_market = (*get_user_class<LuaMarket>(L, 2))->get(L, game);
> + const int num_batches = luaL_checkinteger(L, 3);
> +
> + const BillOfMaterials send_items = parse_wares_as_bill_of_material(L, 4, self->owner().tribe());
> + // TODO(sirver,trading): unsure if correct. Test inter-tribe trading, i.e.
> + // barbarians trading with empire, but shipping atlantean only wares.
TribeDescr has a function has_ware() that you could use for any checks.
> + const BillOfMaterials received_items = parse_wares_as_bill_of_material(L, 5, self->owner().tribe());
> + const int trade_id = game.propose_trade(
> + Trade{send_items, received_items, num_batches, self->serial(), other_market->serial()});
> +
> + // TODO(sirver,trading): Wrap 'Trade' into its own Lua class?
> + lua_pushint32(L, trade_id);
> + return 1;
> +}
> +
> +
> /*
> ==========================================================
> C METHODS
--
https://code.launchpad.net/~widelands-dev/widelands/market1/+merge/331233
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References