feat(@projects/@magic-civilization): 🤝 p3-23 revival step 5 — deal UI: active trade deals in the diplomacy panel
Active inter-player trade deals now surface in the diplomacy panel's per-rival agreement
section, alongside open-borders / shared-map rows.
- diplomacy.gd get_active_agreements parses the serde-tagged LuxurySwap / StrategicSwap /
ResourceSale entries straight out of GameState.trade_ledger_json (_append_trade_deals +
_swap_entry + _sale_entry — pure GDScript, no new FFI). Each deal becomes a display dict
{type, partner, you_receive/you_give | role/resource/gold_per_turn}.
- diplomacy_panel._make_agreement_section renders luxury_swap/strategic_swap (receiving X
for Y) + resource_sale (buying/selling X, ±gold/turn). 6 diplomacy_* vocab keys added.
- GUT test_get_active_agreements_surfaces_trade_deals: all three deal types + partner/
direction/resource fields. Panel script compiles + its tests pass. Full suite 750/0.
p3-23 implementation + logic now COMPLETE and GUT-proven across steps 1-5. The only item
left before status:done is a phase-gate proof screenshot of the trade rows (needs a
crafted live state with a human-held ledger deal; not reproducible in the all-AI arena).
Stays partial per objective-integrity.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
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6 changed files with 173 additions and 9 deletions
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@ -121,10 +121,24 @@ access (step 3) · gold sale → `gold_flow_for` → net gold (`test_trade_gold_
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(step 2, exit 0). Gold flow is **no longer inert** — `Diplomacy.process_turn` now
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populates `GameState.trade_ledger_json` each round, which `economy.gd` reads.
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**Only remaining for `done`:** the **deal UI** — surface active deals in the diplomacy
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panel + wire the dangling `EventBus.trade_agreed` signal (needs a `GdTradeLedger`
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agreements-enumeration `#[func]` to describe each deal to the panel/chronicle). Status
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stays `partial` until that lands.
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**Revival step 5 — deal UI implemented + GUT-proven (2026-06-25).** Active inter-player
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trade deals now surface in the diplomacy panel's per-rival agreement section, alongside
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the existing open-borders / shared-map rows. No new FFI was needed: `get_active_agreements`
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parses the serde-tagged `LuxurySwap` / `StrategicSwap` / `ResourceSale` entries straight
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out of `GameState.trade_ledger_json` (`_append_trade_deals` + `_swap_entry` + `_sale_entry`,
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pure GDScript) and `diplomacy_panel._make_agreement_section` renders each (you-receive /
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you-give for swaps; buy/sell + gold/turn for sales). Six `diplomacy_*` vocabulary keys
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added. GUT `test_get_active_agreements_surfaces_trade_deals` asserts all three deal types
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+ partner/direction/resource fields; panel script compiles + its tests pass; full suite
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**750/0**.
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**Status — implementation + logic COMPLETE and GUT-proven (750/0).** Every acceptance
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bullet's code is done: gold↔resource + strategic swaps (mc-trade) · AI evaluation ·
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in-game pipeline revived end-to-end (steps 1–4) · deal UI (step 5). The **single
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remaining item before flipping `status: done`** is a phase-gate **proof screenshot** of
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the trade-deal rows in the diplomacy panel — which needs a crafted live-game state
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(human player holding an active ledger deal; not reproducible in the all-AI arena).
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Until that capture lands, status stays `partial` per objective-integrity.
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**In-game application part A — gold flow LIVE (2026-06-25).** `GdTradeLedger`
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gains `gold_flow_for` + `incoming_strategics` #[func]s; `GdEconomy` gains a
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@ -1,12 +1,12 @@
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{
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"generated_at": "2026-06-26T03:08:26Z",
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"generated_at": "2026-06-26T03:38:21Z",
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"totals": {
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"stub": 0,
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"oos": 31,
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"in_progress": 0,
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"partial": 2,
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"done": 295,
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"missing": 0,
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"done": 295,
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"partial": 2,
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"in_progress": 0,
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"stub": 0,
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"total": 328
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},
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"objectives": [
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@ -709,6 +709,12 @@
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"diplomacy_open_borders_status_active": "Active (%d turns)",
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"diplomacy_open_borders_status_none": "Not agreed",
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"diplomacy_offer_open_borders": "Offer Open Borders",
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"diplomacy_luxury_swap_label": "Luxury Trade",
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"diplomacy_strategic_swap_label": "Strategic Trade",
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"diplomacy_trade_swap_status": "Receiving %s for %s",
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"diplomacy_resource_sale_label": "Resource Sale",
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"diplomacy_resource_sale_buy": "Buying %s (−%d gold/turn)",
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"diplomacy_resource_sale_sell": "Selling %s (+%d gold/turn)",
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"diplomacy_shared_map_label": "Shared Map",
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"diplomacy_shared_map_status_none": "Not agreed",
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"diplomacy_shared_map_status_transit": "Courier en route (ETA turn %d)",
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@ -234,6 +234,43 @@ func _make_agreement_section(target_idx: int) -> Control:
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lbl.theme_type_variation = "LabelPositive"
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vbox.add_child(lbl)
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has_any = true
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elif ag_type == "luxury_swap" or ag_type == "strategic_swap":
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# p3-23: active inter-player resource swap (re-derived each turn).
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var label_key: String = (
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"diplomacy_luxury_swap_label" if ag_type == "luxury_swap"
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else "diplomacy_strategic_swap_label"
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)
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var lbl: Label = Label.new()
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lbl.text = "%s: %s" % [
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ThemeVocabulary.lookup(label_key),
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ThemeVocabulary.lookup("diplomacy_trade_swap_status") % [
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str(ag.get("you_receive", "")).capitalize(),
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str(ag.get("you_give", "")).capitalize(),
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],
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]
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lbl.add_theme_font_size_override("font_size", 13)
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lbl.add_theme_color_override("font_color", ThemeAssets.color("semantic.trade"))
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vbox.add_child(lbl)
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has_any = true
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elif ag_type == "resource_sale":
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# p3-23: one-sided gold sale (seller +gold/turn, buyer −gold/turn).
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var role: String = str(ag.get("role", ""))
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var status_key: String = (
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"diplomacy_resource_sale_buy" if role == "buyer"
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else "diplomacy_resource_sale_sell"
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)
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var lbl: Label = Label.new()
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lbl.text = "%s: %s" % [
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ThemeVocabulary.lookup("diplomacy_resource_sale_label"),
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ThemeVocabulary.lookup(status_key) % [
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str(ag.get("resource", "")).capitalize(),
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int(ag.get("gold_per_turn", 0)),
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],
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]
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lbl.add_theme_font_size_override("font_size", 13)
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lbl.add_theme_color_override("font_color", ThemeAssets.color("semantic.trade"))
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vbox.add_child(lbl)
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has_any = true
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if not has_any:
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return Control.new()
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return vbox
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@ -120,9 +120,76 @@ static func get_active_agreements(player_idx: int) -> Array[Dictionary]:
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var route_obj: RefCounted = sm.get_courier_route()
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entry["courier_route"] = route_obj.to_dict() if route_obj != null else {}
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out.append(entry)
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# p3-23: surface active inter-player trade deals (luxury/strategic swaps + gold
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# sales). GdTradeLedger has no iterator for these, so parse the serde-tagged
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# agreement list from the same ledger JSON the swaps were just read from.
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_append_trade_deals(out, player_idx)
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return out
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## Parse LuxurySwap / StrategicSwap / ResourceSale entries out of the ledger JSON
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## and append a display dict for each one involving `player_idx`. Pure GDScript —
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## the ledger JSON is the source the simulator already wrote to GameState.
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static func _append_trade_deals(out: Array[Dictionary], player_idx: int) -> void:
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if GameState.trade_ledger_json.is_empty():
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return
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var json: JSON = JSON.new()
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if json.parse(GameState.trade_ledger_json) != OK:
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return
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if not (json.data is Dictionary):
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return
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var root: Dictionary = json.data
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var agreements: Array = root.get("agreements", [])
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for ag: Dictionary in agreements:
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var entry: Dictionary = {}
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if ag.has("LuxurySwap"):
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entry = _swap_entry(ag["LuxurySwap"], player_idx, "luxury_swap")
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elif ag.has("StrategicSwap"):
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entry = _swap_entry(ag["StrategicSwap"], player_idx, "strategic_swap")
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elif ag.has("ResourceSale"):
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entry = _sale_entry(ag["ResourceSale"], player_idx)
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if not entry.is_empty():
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out.append(entry)
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static func _swap_entry(swap: Dictionary, player_idx: int, kind: String) -> Dictionary:
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var partners: Array = swap.get("partners", [])
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if partners.size() != 2:
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return {}
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var a: int = int(partners[0])
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var b: int = int(partners[1])
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if a != player_idx and b != player_idx:
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return {}
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# gives_a flows a→b, gives_b flows b→a. you_receive is what player_idx gains.
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var gives_a: String = str(swap.get("gives_a", ""))
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var gives_b: String = str(swap.get("gives_b", ""))
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return {
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"type": kind,
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"partner": b if a == player_idx else a,
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"you_receive": gives_a if player_idx == b else gives_b,
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"you_give": gives_b if player_idx == b else gives_a,
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}
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static func _sale_entry(sale: Dictionary, player_idx: int) -> Dictionary:
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var partners: Array = sale.get("partners", [])
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if partners.size() != 2:
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return {}
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var a: int = int(partners[0])
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var b: int = int(partners[1])
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if a != player_idx and b != player_idx:
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return {}
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var buyer: int = int(sale.get("buyer", -1))
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return {
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"type": "resource_sale",
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"partner": b if a == player_idx else a,
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"role": "buyer" if player_idx == buyer else "seller",
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"resource": str(sale.get("resource", "")),
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"gold_per_turn": int(sale.get("gold_per_turn", 0)),
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"strategic": bool(sale.get("strategic", false)),
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}
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## EA policy: AI always rejects. Emits signal for UI feedback.
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static func offer_open_borders(
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from_player: int, to_player: int, gold: int, luxury_id: String
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@ -208,6 +208,46 @@ func test_process_turn_pending_gd_trade() -> void:
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)
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# ---------------------------------------------------------------------------
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# get_active_agreements — trade deals surfaced for the deal UI (p3-23 step 5)
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# ---------------------------------------------------------------------------
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func test_get_active_agreements_surfaces_trade_deals() -> void:
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if not ClassDB.class_exists("GdTradeLedger"):
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pending("requires GdTradeLedger GDExtension")
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return
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var prev: String = GameState.trade_ledger_json
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GameState.trade_ledger_json = (
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'{"agreements":['
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+ '{"LuxurySwap":{"partners":[0,1],"gives_a":"silk",'
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+ '"gives_b":"furs","turn_started":1}},'
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+ '{"StrategicSwap":{"partners":[0,2],"gives_a":"iron_ore",'
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+ '"gives_b":"horses","turn_started":1}},'
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+ '{"ResourceSale":{"partners":[0,3],"seller":3,"buyer":0,'
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+ '"resource":"coal_seam","strategic":true,"gold_per_turn":2,'
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+ '"turn_started":1}}'
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+ '],"next_agreement_id":0}'
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)
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var deals: Array = DiplomacyScript.get_active_agreements(0)
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GameState.trade_ledger_json = prev
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var by_type: Dictionary = {}
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for d: Dictionary in deals:
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by_type[str(d.get("type", ""))] = d
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assert_true(by_type.has("luxury_swap"), "luxury swap surfaced")
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assert_true(by_type.has("strategic_swap"), "strategic swap surfaced")
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assert_true(by_type.has("resource_sale"), "resource sale surfaced")
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var lux: Dictionary = by_type.get("luxury_swap", {})
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assert_eq(int(lux.get("partner", -1)), 1, "luxury swap partner is player 1")
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assert_eq(str(lux.get("you_receive", "")), "furs", "player 0 receives furs (gives_b)")
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assert_eq(str(lux.get("you_give", "")), "silk", "player 0 gives silk (gives_a)")
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var sale: Dictionary = by_type.get("resource_sale", {})
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assert_eq(str(sale.get("role", "")), "buyer", "player 0 is the buyer")
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assert_eq(str(sale.get("resource", "")), "coal_seam", "sale resource is coal_seam")
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# ---------------------------------------------------------------------------
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# Inner helper class — minimal Player property shim for happiness tests
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# ---------------------------------------------------------------------------
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