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-rw-r--r--src/LivingVillage.Desktop/Game.fs103
-rw-r--r--src/LivingVillage.Desktop/Interaction.fs40
-rw-r--r--src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj1
-rw-r--r--src/LivingVillage.Desktop/PlayerTrade.fs230
4 files changed, 368 insertions, 6 deletions
diff --git a/src/LivingVillage.Desktop/Game.fs b/src/LivingVillage.Desktop/Game.fs
index db39566..0dce3a9 100644
--- a/src/LivingVillage.Desktop/Game.fs
+++ b/src/LivingVillage.Desktop/Game.fs
@@ -336,6 +336,20 @@ type LivingVillageGame() as this =
let mutable p47Step = 0
let mutable p47PendingName = ""
let mutable p47Pending = false
+ // P52 证据钩子:LV_P52_SHOT=1 时选职业开局 → 走到 NPC 旁用真实 Interact 开对话 →
+ // 真实 BuyFromTarget / SellToTarget 各一次,拍「对话入口 / 买入后 / 卖出后」三帧;
+ // 每笔交易打印钱与背包数量前后值,供 analyze 脚本算 delta。
+ // LV_P52_OCCUPATION=farmer|fisher|peddler|scholar(默认 peddler)。
+ let p52ShotMode = Environment.GetEnvironmentVariable("LV_P52_SHOT") = "1"
+ let p52Occupation =
+ match Environment.GetEnvironmentVariable("LV_P52_OCCUPATION") with
+ | "farmer" -> Occupation.Farmer
+ | "fisher" -> Occupation.Fisher
+ | "scholar" -> Occupation.Scholar
+ | _ -> Occupation.Peddler
+ let mutable p52Step = 0
+ let mutable p52PendingName = ""
+ let mutable p52Pending = false
let mutable autoplayFrames = 0
let mutable flowStep = 0
let mutable flowHold = 0
@@ -1106,6 +1120,77 @@ type LivingVillageGame() as this =
p47PendingName world.Tick world.Avatar.Pos.X world.Avatar.Pos.Y camera.X camera.Y
p47Step <- p47Step + 1
+ /// P52 证据:选职业开局 → 真实 Interact 开对话 → 真实 BuyFromTarget / SellToTarget 各一次。
+ member private this.PrepareP52Shot () =
+ let setHour (hour: float) =
+ let tick = M6Presentation.resolveStartTick (Some hour) false
+ world <- { world with Tick = tick; Time = float tick * Sim.dtSeconds }
+ let bagText () =
+ match m5View.Task with
+ | None -> "-"
+ | Some state ->
+ state.Backpack
+ |> List.map (fun (item, quantity) -> sprintf "%A=%d" item quantity)
+ |> String.concat ";"
+ if not p52Pending then
+ match p52Step with
+ | 0 ->
+ setHour 12.0
+ let npc = world.Npcs.[0]
+ world <- { world with Avatar = { world.Avatar with Pos = npc.Pos } }
+ let nextWorld, nextView = M5Interaction.apply M5Command.Interact world m5View
+ world <- nextWorld
+ m5View <- nextView
+ this.CenterCamera()
+ p52PendingName <- "p52-dialog"
+ p52Pending <- true
+ | 1 ->
+ let moneyBefore = world.Avatar.Mind.Needs.Money
+ let bagBefore = bagText ()
+ let nextWorld, nextView = M5Interaction.apply M5Command.BuyFromTarget world m5View
+ world <- nextWorld
+ m5View <- nextView
+ printfn "p52-trade buy npc=%A money_before=%.2f money_after=%.2f bag_before=[%s] bag_after=[%s] status=%s"
+ world.Npcs.[0].Id moneyBefore world.Avatar.Mind.Needs.Money bagBefore (bagText ()) m5View.Status
+ p52PendingName <- "p52-buy"
+ p52Pending <- true
+ | 2 ->
+ let reopenedWorld, reopenedView = M5Interaction.apply M5Command.Interact world m5View
+ world <- reopenedWorld
+ m5View <- reopenedView
+ let moneyBefore = world.Avatar.Mind.Needs.Money
+ let bagBefore = bagText ()
+ let nextWorld, nextView = M5Interaction.apply M5Command.SellToTarget world m5View
+ world <- nextWorld
+ m5View <- nextView
+ printfn "p52-trade sell npc=%A money_before=%.2f money_after=%.2f bag_before=[%s] bag_after=[%s] status=%s"
+ world.Npcs.[0].Id moneyBefore world.Avatar.Mind.Needs.Money bagBefore (bagText ()) m5View.Status
+ p52PendingName <- "p52-sell"
+ p52Pending <- true
+ | _ ->
+ printfn "p52-shot=done"
+ this.Exit()
+
+ /// P52 证据:在 `Draw` 末尾落盘每帧,并打印面板/反馈/背包快照。
+ member private this.CaptureP52Shot () =
+ if p52Pending then
+ p52Pending <- false
+ System.IO.Directory.CreateDirectory recordDirectory |> ignore
+ this.SaveBackBuffer(sprintf "%s/%s.png" recordDirectory p52PendingName)
+ let bag =
+ match m5View.Task with
+ | None -> "-"
+ | Some state ->
+ state.Backpack
+ |> List.map (fun (item, quantity) -> sprintf "%A=%d" item quantity)
+ |> String.concat ";"
+ printfn "p52-shot=%s panel=%s status=%s bag=[%s]"
+ p52PendingName
+ (M5Interaction.panelName m5View)
+ m5View.Status
+ bag
+ p52Step <- p52Step + 1
+
/// P46 证据:菜单阶段按帧表把 menuEntranceFrame 钉到灯笼呼吸的波峰/波谷,拍两相位。
member private this.PrepareP46Shot () =
if p46MenuADone && p46MenuBDone then
@@ -1249,13 +1334,15 @@ type LivingVillageGame() as this =
| None -> ()
let m5Command =
if overlayOpen then
- // P44:弹层开启只允许对话选项 1-6;E/Q/Tab/C/T 等世界交互键全部屏蔽,不穿透。
+ // P44:弹层开启只允许对话选项 1-6 + P52 买卖键;E/Q/Tab/C/T 等世界交互键全部屏蔽,不穿透。
if m5View.Panel = DialoguePanel && pressedAny [ Keys.D1; Keys.NumPad1 ] then Some Intent1
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D2; Keys.NumPad2 ] then Some Intent2
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D3; Keys.NumPad3 ] then Some Intent3
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D4; Keys.NumPad4 ] then Some Intent4
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D5; Keys.NumPad5 ] then Some Intent5
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D6; Keys.NumPad6 ] then Some Intent6
+ elif m5View.Panel = DialoguePanel && pressed Keys.B then Some BuyFromTarget
+ elif m5View.Panel = DialoguePanel && pressed Keys.V then Some SellToTarget
else None
else
if M5Interaction.worldInputAllowed m5View && pressed Keys.E then Some Interact
@@ -1265,6 +1352,8 @@ type LivingVillageGame() as this =
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D4; Keys.NumPad4 ] then Some Intent4
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D5; Keys.NumPad5 ] then Some Intent5
elif m5View.Panel = DialoguePanel && pressedAny [ Keys.D6; Keys.NumPad6 ] then Some Intent6
+ elif m5View.Panel = DialoguePanel && pressed Keys.B then Some BuyFromTarget
+ elif m5View.Panel = DialoguePanel && pressed Keys.V then Some SellToTarget
elif pressed Keys.Q then Some Observe
elif pressed Keys.Tab then Some ToggleNeeds
elif pressed Keys.C then Some ShowChronicle
@@ -1513,6 +1602,16 @@ type LivingVillageGame() as this =
else this.DispatchMenuInput Confirm
elif menu.Page = Playing then
this.PrepareP47Shot()
+ elif p52ShotMode then
+ if menu.Page = MainMenu then
+ this.DispatchMenuInput Confirm
+ elif menu.Page = OccupationSelect then
+ let targetIndex =
+ MenuState.occupationOptions |> List.findIndex (fun option -> option = Some p52Occupation)
+ if menu.Selected <> targetIndex then this.DispatchMenuInput Down
+ else this.DispatchMenuInput Confirm
+ elif menu.Page = Playing then
+ this.PrepareP52Shot()
elif menu.Page = Playing then
this.UpdatePlaying gameTime kb pressed pressedAny
elif menuShotMode then
@@ -1926,6 +2025,8 @@ type LivingVillageGame() as this =
this.CaptureP46Shot()
if p47ShotMode && menu.Page = Playing then
this.CaptureP47Shot()
+ if p52ShotMode && menu.Page = Playing then
+ this.CaptureP52Shot()
/// 启动画面:分层天色 + 屋脊/水面剪影 + 标题淡入上浮 + 跳过提示,全部为帧计数纯函数。
member private this.DrawSplash() =
diff --git a/src/LivingVillage.Desktop/Interaction.fs b/src/LivingVillage.Desktop/Interaction.fs
index 9aceff6..6a34b40 100644
--- a/src/LivingVillage.Desktop/Interaction.fs
+++ b/src/LivingVillage.Desktop/Interaction.fs
@@ -32,6 +32,8 @@ type M5Command =
| Intent4
| Intent5
| Intent6
+ | BuyFromTarget
+ | SellToTarget
| Observe
| ToggleNeeds
| ShowChronicle
@@ -352,7 +354,9 @@ module M5Interaction =
| Intent3
| Intent4
| Intent5
- | Intent6 -> view.Panel = DialoguePanel
+ | Intent6
+ | BuyFromTarget
+ | SellToTarget -> view.Panel = DialoguePanel
| Observe
| ToggleNeeds
| ShowChronicle
@@ -406,6 +410,25 @@ module M5Interaction =
| Intent4 -> chooseIntent 3 world view
| Intent5 -> chooseIntent 4 world view
| Intent6 -> chooseIntent 5 world view
+ | BuyFromTarget
+ | SellToTarget ->
+ match view.Menu with
+ | None -> world, { view with Status = "no dialogue menu; press E near an NPC" }
+ | Some menu ->
+ // P52:玩家买/卖走既有 Trade 路径(Sim.quotePrice → Occupation.biasedQuote),
+ // 成交后回到世界面板,让短暂反馈通道显示结果。
+ let outcome =
+ if command = BuyFromTarget then PlayerTrade.buyFood view.Task menu.Target world
+ else PlayerTrade.sellFirst view.Task menu.Target world
+ outcome.World,
+ { view with
+ Panel = WorldPanel
+ Menu = None
+ Prompt = None
+ PromptTargetPos = None
+ Task = outcome.Occupation
+ Status = (if outcome.Succeeded then "trade ok|" else "trade fail|") + outcome.Message
+ StatusTick = Some outcome.World.Tick }
| Observe ->
let observations = Sim.observeVisible (observationBounds world) world
world,
@@ -514,6 +537,8 @@ module M5Interaction =
| value when value.StartsWith("observation") -> "观察完成"
| value when value.StartsWith("chronicle") -> "年鉴已打开"
| "task panel open" -> "任务面板已打开"
+ | value when value.StartsWith("trade ok|") -> value.Substring("trade ok|".Length)
+ | value when value.StartsWith("trade fail|") -> "交易失败:" + value.Substring("trade fail|".Length)
| value when value.StartsWith("no dialogue") -> "当前没有可用对话"
| value when value.StartsWith("invalid dialogue") -> "对话选项无效"
| value when value.StartsWith("no nearby") -> "附近没有可互动目标"
@@ -552,9 +577,12 @@ module M5Interaction =
| TradeAnnal event ->
match event.Kind with
| TradeEvent(buyer, seller, item, quantity, unitPrice) ->
- sprintf "交易:村民 %d 从村民 %d 获得%s ×%d,单价 %.2f"
- (npcNumber buyer)
- (npcNumber seller)
+ // P52:玩家交易以 playerId 记事件,年鉴里显示为「玩家」而非「村民 -1」。
+ let participant (id: NpcId) =
+ if id = playerId then "玩家" else sprintf "村民 %d" (npcNumber id)
+ sprintf "交易:%s 从 %s 获得%s ×%d,单价 %.2f"
+ (participant buyer)
+ (participant seller)
(itemName item)
quantity
unitPrice
@@ -613,7 +641,9 @@ module M5Interaction =
let options =
menu.Options
|> List.mapi (fun index intent -> sprintf "%d %s" (index + 1) (intentName intent))
- [ sprintf "互动:村民 %d" (npcNumber menu.Target) ] @ options @ [ "ESC 关闭"; status ]
+ [ sprintf "互动:村民 %d" (npcNumber menu.Target) ]
+ @ options
+ @ [ "B 买入 食物×1"; "V 卖出 背包物品×1"; "ESC 关闭"; status ]
| ChroniclePanel ->
let entries = chronicleLines world
"年鉴" :: (if entries.IsEmpty then [ "暂无记录" ] else entries) @ [ status ]
diff --git a/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj b/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj
index 9aa3f94..b3243e2 100644
--- a/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj
+++ b/src/LivingVillage.Desktop/LivingVillage.Desktop.fsproj
@@ -10,6 +10,7 @@
<Compile Include="ProceduralMap.fs" />
<Compile Include="MapGen.fs" />
<Compile Include="WorldBootstrap.fs" />
+ <Compile Include="PlayerTrade.fs" />
<Compile Include="CharacterArt.fs" />
<Compile Include="FloaterArt.fs" />
<Compile Include="VillageArt.fs" />
diff --git a/src/LivingVillage.Desktop/PlayerTrade.fs b/src/LivingVillage.Desktop/PlayerTrade.fs
new file mode 100644
index 0000000..e1ea53e
--- /dev/null
+++ b/src/LivingVillage.Desktop/PlayerTrade.fs
@@ -0,0 +1,230 @@
+namespace LivingVillage.Desktop
+
+open LivingVillage.Kernel
+open LivingVillage.Kernel.Sim
+
+/// P52 职业切片二:把 P51 落盘的职业背包侧车变成玩家在世界里可用的物品
+/// (docs/design-professions.md §2.4-2)。
+///
+/// 口径:
+/// - 定价仍走既有 `Sim.quotePrice`,再经 `Occupation.biasedQuote`;无职业恒等 1.0。
+/// - 钱写 `world.Avatar.Mind.Needs.Money`,物品写 `Occupation.State.Backpack`(侧车)。
+/// - 交易像 `Sim.trade` 一样追加 `TradeEvent` + `TradeAnnal` 并写双方记忆,
+/// 但**不动** `Sim.step` / 地图 / seed,也不给 Avatar 加 Inventory 字段。
+///
+/// 玩家不是 `world.Npcs` 成员(`playerId = NpcId -1`),而 `Sim.quotePrice` 只认
+/// `Npcs`。这里把玩家侧(Avatar 需求/人格 + 背包)镜像成一个临时 `Npc` 追加进
+/// 「报价世界副本」再调用 `Sim.quotePrice`;副本只用于报价,不写回真实世界。
+module PlayerTrade =
+
+ type Outcome =
+ { World: World
+ Occupation: Occupation.State option
+ Succeeded: bool
+ /// 成交时的职业偏置后单位价(失败为 None)。
+ UnitPrice: float32 option
+ /// 面向 HUD 的短中文反馈。
+ Message: string }
+
+ let private itemName (item: ItemKind) : string =
+ match item with
+ | Food -> "食物"
+ | Fish -> "鱼"
+ | Spice -> "香料"
+ | Scroll -> "卷轴"
+
+ let private quantityOf (item: ItemKind) (inventory: Map<ItemKind, int>) : int =
+ inventory |> Map.tryFind item |> Option.defaultValue 0
+
+ let private changeItem (item: ItemKind) (delta: int) (inventory: Map<ItemKind, int>) : Map<ItemKind, int> =
+ let next = quantityOf item inventory + delta
+ if next <= 0 then Map.remove item inventory else Map.add item next inventory
+
+ let private backpackMap (backpack: (ItemKind * int) list) : Map<ItemKind, int> =
+ backpack
+ |> List.fold (fun acc (item, quantity) -> Map.add item (quantityOf item acc + quantity) acc) Map.empty
+
+ /// 背包增减,保持声明顺序;归零移除,新物品追加到尾部。
+ let private changeBackpack (item: ItemKind) (delta: int) (backpack: (ItemKind * int) list) : (ItemKind * int) list =
+ let mutable found = false
+ let updated =
+ backpack
+ |> List.choose (fun (kind, quantity) ->
+ if kind = item then
+ found <- true
+ let next = quantity + delta
+ if next <= 0 then None else Some(kind, next)
+ else
+ Some(kind, quantity))
+ if not found && delta > 0 then updated @ [ item, delta ] else updated
+
+ let private quoteWorld (world: World) (state: Occupation.State option) : World =
+ let backpack = state |> Option.map (fun s -> s.Backpack) |> Option.defaultValue []
+ let playerNpc =
+ { Id = playerId
+ Pos = world.Avatar.Pos
+ Inventory = backpackMap backpack
+ Mind = world.Avatar.Mind }
+ { world with Npcs = Array.append world.Npcs [| playerNpc |] }
+
+ let private requestFor (playerIsBuyer: bool) (counterparty: NpcId) (item: ItemKind) (quantity: int) : TradeRequest =
+ if playerIsBuyer then
+ { Buyer = playerId; Seller = counterparty; Item = item; Quantity = quantity }
+ else
+ { Buyer = counterparty; Seller = playerId; Item = item; Quantity = quantity }
+
+ /// 未偏置的 `Sim.quotePrice` 结果(玩家侧镜像为临时参与者)。
+ let quoteBase
+ (state: Occupation.State option)
+ (playerIsBuyer: bool)
+ (counterparty: NpcId)
+ (item: ItemKind)
+ (quantity: int)
+ (world: World)
+ : float32 option =
+ Sim.quotePrice (requestFor playerIsBuyer counterparty item quantity) (quoteWorld world state)
+
+ /// 最终成交单价 = `Sim.quotePrice` → `Occupation.biasedQuote`。
+ let quote
+ (state: Occupation.State option)
+ (playerIsBuyer: bool)
+ (counterparty: NpcId)
+ (item: ItemKind)
+ (quantity: int)
+ (world: World)
+ : float32 option =
+ let kind = state |> Option.map (fun s -> s.Profile.Kind)
+ quoteBase state playerIsBuyer counterparty item quantity world
+ |> Occupation.biasedQuote kind playerIsBuyer
+
+ let private replaceNpc (npc: Npc) (world: World) : World =
+ { world with Npcs = world.Npcs |> Array.map (fun current -> if current.Id = npc.Id then npc else current) }
+
+ let private recordTrade
+ (buyer: NpcId)
+ (seller: NpcId)
+ (item: ItemKind)
+ (quantity: int)
+ (unitPrice: float32)
+ (world: World)
+ : World =
+ let event =
+ { Tick = world.Tick
+ Kind = TradeEvent(buyer, seller, item, quantity, unitPrice) }
+ let entry =
+ { Tick = world.Tick
+ Kind = TradeAnnal event
+ Summary =
+ sprintf "trade tick=%d buyer=%A seller=%A item=%A quantity=%d price=%.2f"
+ world.Tick buyer seller item quantity unitPrice }
+ Sim.appendAnnal entry { world with Events = world.Events @ [ event ] }
+
+ let private failure (state: Occupation.State option) (world: World) (message: string) : Outcome =
+ { World = world; Occupation = state; Succeeded = false; UnitPrice = None; Message = message }
+
+ /// 玩家向 `counterparty` 买入 `quantity` 件 `item`。
+ let buy
+ (state: Occupation.State option)
+ (counterparty: NpcId)
+ (item: ItemKind)
+ (quantity: int)
+ (world: World)
+ : Outcome =
+ match state with
+ | None -> failure state world "未选择职业"
+ | Some occupation ->
+ match world.Npcs |> Array.tryFind (fun npc -> npc.Id = counterparty) with
+ | None -> failure state world "找不到对方"
+ | Some seller when quantity <= 0 -> failure state world "数量必须大于零"
+ | Some seller ->
+ if quantityOf item seller.Inventory < quantity then
+ failure state world "库存不足"
+ else
+ match quote (Some occupation) true counterparty item quantity world with
+ | None -> failure state world "无法报价"
+ | Some unitPrice ->
+ let total = unitPrice * float32 quantity
+ if world.Avatar.Mind.Needs.Money < total then
+ failure state world "资金不足"
+ else
+ let avatarMind =
+ { world.Avatar.Mind with
+ Needs = { world.Avatar.Mind.Needs with Money = world.Avatar.Mind.Needs.Money - total }
+ Memory = recordMemory world.Tick (Bought(counterparty, item, quantity, unitPrice)) world.Avatar.Mind.Memory }
+ let updatedSeller =
+ { seller with
+ Inventory = changeItem item -quantity seller.Inventory
+ Mind =
+ { seller.Mind with
+ Needs = { seller.Mind.Needs with Money = seller.Mind.Needs.Money + total }
+ Memory = recordMemory world.Tick (Sold(playerId, item, quantity, unitPrice)) seller.Mind.Memory } }
+ let nextWorld =
+ world
+ |> (fun w -> { w with Avatar = { w.Avatar with Mind = avatarMind } })
+ |> replaceNpc updatedSeller
+ |> recordTrade playerId counterparty item quantity unitPrice
+ { World = nextWorld
+ Occupation = Some { occupation with Backpack = changeBackpack item quantity occupation.Backpack }
+ Succeeded = true
+ UnitPrice = Some unitPrice
+ Message = sprintf "买入%s ×%d,单价 %.2f" (itemName item) quantity unitPrice }
+
+ /// 玩家向 `counterparty` 卖出 `quantity` 件 `item`(须在背包内)。
+ let sell
+ (state: Occupation.State option)
+ (counterparty: NpcId)
+ (item: ItemKind)
+ (quantity: int)
+ (world: World)
+ : Outcome =
+ match state with
+ | None -> failure state world "未选择职业"
+ | Some occupation ->
+ match world.Npcs |> Array.tryFind (fun npc -> npc.Id = counterparty) with
+ | None -> failure state world "找不到对方"
+ | Some buyer when quantity <= 0 -> failure state world "数量必须大于零"
+ | Some buyer ->
+ if Occupation.backpackQuantity item occupation < quantity then
+ failure state world "背包不足"
+ else
+ match quote (Some occupation) false counterparty item quantity world with
+ | None -> failure state world "无法报价"
+ | Some unitPrice ->
+ let total = unitPrice * float32 quantity
+ if buyer.Mind.Needs.Money < total then
+ failure state world "对方资金不足"
+ else
+ let avatarMind =
+ { world.Avatar.Mind with
+ Needs = { world.Avatar.Mind.Needs with Money = world.Avatar.Mind.Needs.Money + total }
+ Memory = recordMemory world.Tick (Sold(counterparty, item, quantity, unitPrice)) world.Avatar.Mind.Memory }
+ let updatedBuyer =
+ { buyer with
+ Inventory = changeItem item quantity buyer.Inventory
+ Mind =
+ { buyer.Mind with
+ Needs = { buyer.Mind.Needs with Money = buyer.Mind.Needs.Money - total }
+ Memory = recordMemory world.Tick (Bought(playerId, item, quantity, unitPrice)) buyer.Mind.Memory } }
+ let nextWorld =
+ world
+ |> (fun w -> { w with Avatar = { w.Avatar with Mind = avatarMind } })
+ |> replaceNpc updatedBuyer
+ |> recordTrade counterparty playerId item quantity unitPrice
+ { World = nextWorld
+ Occupation = Some { occupation with Backpack = changeBackpack item -quantity occupation.Backpack }
+ Succeeded = true
+ UnitPrice = Some unitPrice
+ Message = sprintf "卖出%s ×%d,单价 %.2f" (itemName item) quantity unitPrice }
+
+ /// HUD 入口:向 `counterparty` 买 1 件食物。
+ let buyFood (state: Occupation.State option) (counterparty: NpcId) (world: World) : Outcome =
+ buy state counterparty Food 1 world
+
+ /// HUD 入口:卖出背包里第一件有货的物品 1 件;背包为空则失败。
+ let sellFirst (state: Occupation.State option) (counterparty: NpcId) (world: World) : Outcome =
+ match state with
+ | None -> failure state world "未选择职业"
+ | Some occupation ->
+ match occupation.Backpack |> List.tryFind (fun (_, quantity) -> quantity > 0) with
+ | None -> failure state world "背包里没有可卖物品"
+ | Some(item, quantity) -> sell state counterparty item (min 1 quantity) world