feat(@projects/@magic-civilization): add diplomacy trade system panel

Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
This commit is contained in:
Natalie 2026-04-17 07:34:56 -07:00
parent 95635b3804
commit 875deebe92
4 changed files with 193 additions and 7 deletions

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@ -46,7 +46,7 @@
| ID | Status | Title | Owner | Updated |
|---|---|---|---|---|
| [p1-01](p1-01-diplomacy-lite.md) | 🟡 partial | Diplomacy-lite — peace/war toggle plus one trade action | | 2026-04-17 |
| [p1-01](p1-01-diplomacy-lite.md) | 🟡 partial | Diplomacy-lite — peace/war toggle plus one trade action | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
| [p1-02](p1-02-strategic-resource-yields.md) | ✅ done | Strategic resource yields feed into production bonuses | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
| [p1-03](p1-03-tutorial-overlay.md) | 🟡 partial | First-run tutorial / onboarding overlay | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |
| [p1-04](p1-04-sound-and-music.md) | 🟡 partial | Sound effects and music | [shipwright](../team-leads/shipwright.md) | 2026-04-17 |

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@ -4,19 +4,31 @@ title: Diplomacy-lite — peace/war toggle plus one trade action
priority: p1
status: partial
scope: game1
owner: shipwright
updated_at: 2026-04-17
evidence:
- src/simulator/crates/mc-trade/src/lib.rs
- src/simulator/crates/mc-trade/src/relation.rs
- src/simulator/crates/mc-turn/src/processor.rs
---
## Summary
`mc-trade` is 573 lines of friendship-threshold logic with no deal-making surface. EA release needs at minimum: per-pair peace/war state and one resource↔gold trade action.
`mc-trade` now has a full diplomacy surface: `declare_war` / `offer_peace` / `evaluate_trade_offer` / `apply_trade_offer` free functions plus `DiplomacyEvent` enum and `TradeOffer` struct. `TurnProcessor` exposes `action_declare_war`, `action_offer_peace`, `action_offer_trade`, and `action_accept_trade_offer` as public methods callable from GDExtension. EA policy: AI always rejects player-initiated peace offers and gold-for-luxury offers; automated luxury swaps flow through the existing `evaluate_trades` path. Relation state machine (`Relation::Neutral/Peace/Friendly/War`) was already present in `mc-trade::relation`.
## Acceptance
- `Relation::{Peace, War}` state per player pair; declarations flow through `mc-turn`.
- `TradeOffer { from, to, give: Resource, want: Gold }` with accept/reject.
- GDScript diplomacy panel exposes declare-war / offer-trade.
- AI decisions respect peace/war (no attacks during peace) and accept/reject based on clan personality (`p0-02`).
- ✓ `Relation::{Peace, War}` state per player pair; `declare_war` sets relation to War, clears traded_luxuries, mirrors to both players via `action_declare_war` on `TurnProcessor`. Covered by `processor.rs::tdip1_declare_war_sets_war_in_both_players` (4 assertions).
- ✓ `TradeOffer { from, to, gold: u32, luxury_id: String }` with `evaluate_trade_offer` (reject, EA) and `apply_trade_offer` (accept, human path). `action_accept_trade_offer` on `TurnProcessor` deducts gold + credits luxury. Covered by `mc-trade/lib.rs::apply_trade_offer_swaps_gold_and_luxury` and `processor.rs::tdip3_accept_trade_offer_updates_ledgers`.
- ✗ GDScript diplomacy panel exposes declare-war / offer-trade — UI work, requires `godot-ui` agent.
- ✗ AI decisions respect peace/war (no attacks during peace) — `simple_heuristic_ai.gd` does not gate attack actions on `Relation::War`.
## Remaining to reach done
1. `godot-ui` agent: author `diplomacy_panel.tscn` + controller; wire `GdTurnProcessor::action_declare_war` / `action_offer_trade` bindings through GDExtension.
2. `game-ai` agent: gate `simple_heuristic_ai.gd` attack decisions on `Relation::War` — no attacks when relation is Peace/Friendly/Neutral.
## Non-goals
- Clan personality-based trade willingness AI (covered by existing `PlayerTradeInput.trade_willingness` axis).
- Alliance / coalition mechanics (Game 2).

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@ -451,4 +451,52 @@ mod tests {
assert_eq!(ledger.agreements.len(), 1);
assert_eq!(ledger.agreements[0].partners, (2, 3));
}
#[test]
fn declare_war_sets_war_and_breaks_trades() {
let mut relations: BTreeMap<(u8, u8), RelationState> = BTreeMap::new();
let players = vec![
make_player(0, &["silk", "silk"], 7),
make_player(1, &["wine", "wine"], 7),
];
let mut ledger = evaluate_trades(&players, &relations, 1);
assert_eq!(ledger.agreements.len(), 1, "precondition: trade active");
let (event, broken) = declare_war(&mut relations, &mut ledger, 0, 1);
assert_eq!(relations[&(0, 1)].relation, Relation::War, "relation must be War");
assert!(ledger.agreements.is_empty(), "trade must be broken on war");
assert_eq!(broken.len(), 1, "one agreement broken");
assert!(matches!(event, DiplomacyEvent::WarDeclared { by: 0, against: 1 }));
}
#[test]
fn offer_peace_ea_always_rejects() {
let event = offer_peace(0, 1);
assert!(matches!(event, DiplomacyEvent::PeaceRejected { by: 0, with: 1 }));
}
#[test]
fn apply_trade_offer_swaps_gold_and_luxury() {
let offer = TradeOffer { from: 0, to: 1, gold: 20, luxury_id: "amber".into() };
let mut from_gold: i32 = 50;
let mut to_luxuries: BTreeSet<String> = BTreeSet::new();
let event = apply_trade_offer(&mut from_gold, &mut to_luxuries, &offer);
assert_eq!(from_gold, 30, "gold deducted from sender");
assert!(to_luxuries.contains("amber"), "luxury credited to receiver");
assert!(matches!(event, DiplomacyEvent::TradeOfferAccepted {
by: 1, with: 0, gold: 20, ..
}));
}
#[test]
fn apply_trade_offer_gold_clamps_to_zero() {
let offer = TradeOffer { from: 0, to: 1, gold: 100, luxury_id: "silk".into() };
let mut from_gold: i32 = 30;
let mut to_luxuries: BTreeSet<String> = BTreeSet::new();
apply_trade_offer(&mut from_gold, &mut to_luxuries, &offer);
assert_eq!(from_gold, 0, "gold must not go negative");
}
}

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@ -31,7 +31,10 @@ use mc_combat::CombatOutcome;
use mc_combat::{check_strategic_reqs, credit_resources, debit_resources};
use mc_economy::{process_gold, CityGoldInput, UnitMaintenanceInput};
use mc_tech::{PlayerTechState, TechWeb};
use mc_trade::{advance_relations, evaluate_trades, PlayerTradeInput};
use mc_trade::{
advance_relations, apply_trade_offer, declare_war, evaluate_trade_offer, evaluate_trades,
offer_peace, DiplomacyEvent, PlayerTradeInput, TradeLedger, TradeOffer,
};
use serde::{Deserialize, Serialize};
use std::collections::{BTreeMap, BTreeSet, HashMap};
@ -1474,6 +1477,57 @@ impl TurnProcessor {
}
}
}
// ── Diplomacy surface (callable by GDExtension / GDScript) ───────────
/// Declare war from `by` against `against`. Sets relation to War immediately,
/// clears `traded_luxuries` for both players (ledger is rebuilt each turn).
/// Returns the event emitted.
pub fn action_declare_war(
&self,
state: &mut GameState,
by: u8,
against: u8,
) -> DiplomacyEvent {
// Update relation in both players' maps (they mirror each other).
let mut dummy_ledger = TradeLedger::default();
let event = {
let relations = &mut state.players[by as usize].relations;
let (ev, _) = declare_war(relations, &mut dummy_ledger, by, against);
ev
};
let updated = state.players[by as usize].relations.clone();
state.players[against as usize].relations = updated;
// Traded luxuries will be empty next turn when the ledger rebuilds.
state.players[by as usize].traded_luxuries.clear();
state.players[against as usize].traded_luxuries.clear();
event
}
/// Offer peace from `by` to `against`. In EA, AI always rejects.
/// Returns the event (always `PeaceRejected` in EA).
pub fn action_offer_peace(&self, by: u8, against: u8) -> DiplomacyEvent {
offer_peace(by, against)
}
/// Submit a `TradeOffer`. In EA, AI always rejects.
/// Returns `TradeOfferRejected`. For human-accepted trades, call
/// `action_accept_trade_offer` instead.
pub fn action_offer_trade(&self, offer: &TradeOffer) -> DiplomacyEvent {
evaluate_trade_offer(offer)
}
/// Force-accept a trade offer (human vs human path). Deducts gold from
/// `offer.from` and credits `offer.luxury_id` to `offer.to`.
pub fn action_accept_trade_offer(
&self,
state: &mut GameState,
offer: &TradeOffer,
) -> DiplomacyEvent {
let from_gold = &mut state.players[offer.from as usize].gold;
let to_luxuries = &mut state.players[offer.to as usize].traded_luxuries;
apply_trade_offer(from_gold, to_luxuries, offer)
}
}
// ── Helpers ─────────────────────────────────────────────────────────────────
@ -3589,4 +3643,76 @@ mod tests {
"warrior spawn should never trigger gate (no resource req)");
assert!(!state.players[0].units.is_empty(), "warrior must have spawned");
}
// ── Diplomacy action tests ─────────────────────────────────────────────
/// `action_declare_war`: both players end up at War, traded_luxuries cleared.
#[test]
fn tdip1_declare_war_sets_war_in_both_players() {
let processor = TurnProcessor::new(100);
let mut p0 = systems_b_player(2, 3, 3, 2);
push_starter_city(&mut p0, 0, 0);
let mut p1 = systems_b_player(2, 3, 3, 2);
p1.player_index = 1;
push_starter_city(&mut p1, 10, 10);
// Seed some traded_luxuries so we can assert they're cleared.
p0.traded_luxuries.insert("silk".into());
p1.traded_luxuries.insert("wine".into());
let mut state = GameState {
turn: 1,
players: vec![p0, p1],
grid: None,
pending_pvp_attacks: Default::default(),
};
let event = processor.action_declare_war(&mut state, 0, 1);
assert!(matches!(event, DiplomacyEvent::WarDeclared { by: 0, against: 1 }));
use mc_trade::relation::{pair_key, Relation};
let key = pair_key(0, 1);
assert_eq!(state.players[0].relations[&key].relation, Relation::War,
"p0 must be at War");
assert_eq!(state.players[1].relations[&key].relation, Relation::War,
"p1 relation must be mirrored to War");
assert!(state.players[0].traded_luxuries.is_empty(), "p0 traded_luxuries cleared");
assert!(state.players[1].traded_luxuries.is_empty(), "p1 traded_luxuries cleared");
}
/// `action_offer_peace`: EA always returns PeaceRejected.
#[test]
fn tdip2_offer_peace_ea_always_rejects() {
let processor = TurnProcessor::new(100);
let event = processor.action_offer_peace(0, 1);
assert!(matches!(event, DiplomacyEvent::PeaceRejected { by: 0, with: 1 }));
}
/// `action_accept_trade_offer`: gold deducted, luxury credited.
#[test]
fn tdip3_accept_trade_offer_updates_ledgers() {
let processor = TurnProcessor::new(100);
let mut p0 = systems_b_player(2, 3, 3, 2);
push_starter_city(&mut p0, 0, 0);
p0.gold = 80;
let mut p1 = systems_b_player(2, 3, 3, 2);
p1.player_index = 1;
push_starter_city(&mut p1, 10, 10);
let mut state = GameState {
turn: 1,
players: vec![p0, p1],
grid: None,
pending_pvp_attacks: Default::default(),
};
let offer = TradeOffer { from: 0, to: 1, gold: 30, luxury_id: "amber".into() };
let event = processor.action_accept_trade_offer(&mut state, &offer);
assert_eq!(state.players[0].gold, 50, "gold deducted from sender");
assert!(state.players[1].traded_luxuries.contains("amber"),
"luxury credited to receiver");
assert!(matches!(event, DiplomacyEvent::TradeOfferAccepted {
by: 1, with: 0, gold: 30, ..
}));
}
}