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Message #11260
Re: [Merge] lp:~widelands-dev/widelands/market1 into lp:widelands
I added some more comments for a follow-up branch.
Diff comments:
>
> === 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
> @@ -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"));
DescriptionIndex carrier() const; is equivalent to worker_index("barbarians_carrier"), the only difference is that you access it via the building's owner's tribe, thus giving you the correct carrier rather than a Barbarian carrier for all tribes.
we could also consider having a working position for an inkeeper or some such, to sort out the accomodation for tired traders.
> + 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_;
Forget my comment, now that I think about it, this is actually better - working position is for workers who stay at the building or just roam a bit.
> };
>
> class Market : public 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");
Of course, 1 thing at a time :)
> + 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);
OK :)
> + 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();
> +}
> +
> }
>
> === 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
> @@ -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.
that's certainly a usecase that I didn't think of. Let's keep this more open then, unless it's creating difficulties with the implementation or the UI.
> + 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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