veloren/common/src/generation.rs

700 lines
21 KiB
Rust
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use crate::{
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assets::{self, AssetExt, Error},
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calendar::Calendar,
Split LodoutBuilder::build_loadout LoadoutBuilder::build_loadout is a function which has four parameters and 3 of them are Option<>, and although fourth (body) isn't Option<>, it's optional too because it is used only in some combinations of another arguments. Because these combinations produces quirky code flow, it will be better to split it to different methods. So we did following changes to remove it and rewrite code that was using it to use better methods. * Introduce LoadoutPreset as new LoadoutConfig, currently it's only used in Summon ability, because SummonInfo uses Copy and we can't specify String for specifying asset path for loadout. Everything else is rewritten to use asset path to create loadouts. * More builder methods for LoadoutBuilder. Namely: - from_default which is used in server/src/cmd.rs in "/spawn" command. - with_default_equipment, with_default_maintool to use default loadout for specific body - with_preset to use LoadoutPreset * Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder` to EntityInfo which allows to lazily construct loadout without modifying LoadoutBuilder code * Fix Merchants not having trade site We had heuristic that if something has Merchant LoadoutConfig - it's merchant, which can be false, especially if we create Merchant loadout lazily As side note, we do same check for Guards and it fails too. Too fix it, we introduce new agent::Mark, which explicitly specifies kind of agent for entity * `LoadoutBuilder::build_loadout` was written in a such way that depending on main_tool you will have different loadout. Turns out it was this way only for Adlets though and this behaviour is reproduced by specifying different loadouts directly in world code.
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comp::{
self, agent, humanoid,
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inventory::loadout_builder::{LoadoutBuilder, LoadoutSpec},
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misc::PortalData,
Alignment, Body, Item,
Split LodoutBuilder::build_loadout LoadoutBuilder::build_loadout is a function which has four parameters and 3 of them are Option<>, and although fourth (body) isn't Option<>, it's optional too because it is used only in some combinations of another arguments. Because these combinations produces quirky code flow, it will be better to split it to different methods. So we did following changes to remove it and rewrite code that was using it to use better methods. * Introduce LoadoutPreset as new LoadoutConfig, currently it's only used in Summon ability, because SummonInfo uses Copy and we can't specify String for specifying asset path for loadout. Everything else is rewritten to use asset path to create loadouts. * More builder methods for LoadoutBuilder. Namely: - from_default which is used in server/src/cmd.rs in "/spawn" command. - with_default_equipment, with_default_maintool to use default loadout for specific body - with_preset to use LoadoutPreset * Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder` to EntityInfo which allows to lazily construct loadout without modifying LoadoutBuilder code * Fix Merchants not having trade site We had heuristic that if something has Merchant LoadoutConfig - it's merchant, which can be false, especially if we create Merchant loadout lazily As side note, we do same check for Guards and it fails too. Too fix it, we introduce new agent::Mark, which explicitly specifies kind of agent for entity * `LoadoutBuilder::build_loadout` was written in a such way that depending on main_tool you will have different loadout. Turns out it was this way only for Adlets though and this behaviour is reproduced by specifying different loadouts directly in world code.
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},
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lottery::LootSpec,
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npc::{self, NPC_NAMES},
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resources::TimeOfDay,
rtsim,
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trade::SiteInformation,
};
use enum_map::EnumMap;
use serde::Deserialize;
use vek::*;
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#[derive(Debug, Deserialize, Clone, PartialEq, Eq)]
pub enum NameKind {
Name(String),
Automatic,
Uninit,
}
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#[derive(Debug, Deserialize, Clone, PartialEq, Eq)]
pub enum BodyBuilder {
RandomWith(String),
Exact(Body),
Uninit,
}
#[derive(Debug, Deserialize, Clone)]
pub enum AlignmentMark {
Alignment(Alignment),
Uninit,
}
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impl Default for AlignmentMark {
fn default() -> Self { Self::Alignment(Alignment::Wild) }
}
#[derive(Default, Debug, Deserialize, Clone)]
#[serde(default)]
pub struct AgentConfig {
pub has_agency: Option<bool>,
pub no_flee: Option<bool>,
pub idle_wander_factor: Option<f32>,
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pub aggro_range_multiplier: Option<f32>,
}
#[derive(Debug, Deserialize, Clone)]
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pub enum LoadoutKind {
FromBody,
Asset(String),
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Inline(Box<LoadoutSpec>),
}
#[derive(Debug, Deserialize, Clone)]
pub struct InventorySpec {
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loadout: LoadoutKind,
#[serde(default)]
items: Vec<(u32, String)>,
}
#[derive(Debug, Deserialize, Clone)]
pub enum Meta {
SkillSetAsset(String),
}
// FIXME: currently this is used for both base definition
// and extension manifest.
// This is why all fields have Uninit kind which is means
// that this field should be either Default or Unchanged
// depending on how it is used.
//
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// When we will use extension manifests more, it would be nicer to
// split EntityBase and EntityExtension to different structs.
//
// Fields which have Uninit enum kind
// should be optional (or renamed to Unchanged) in EntityExtension
// and required (or renamed to Default) in EntityBase
/// Struct for EntityInfo manifest.
///
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/// Intended to use with .ron files as base definition or
/// in rare cases as extension manifest.
/// Pure data struct, doesn't do anything until evaluated with EntityInfo.
///
/// Check assets/common/entity/template.ron or other examples.
///
/// # Example
/// ```
/// use vek::Vec3;
/// use veloren_common::generation::EntityInfo;
///
/// // create new EntityInfo at dummy position
/// // and fill it with template config
/// let dummy_position = Vec3::new(0.0, 0.0, 0.0);
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/// // rng is required because some elements may be randomly generated
/// let mut dummy_rng = rand::thread_rng();
/// let entity =
/// EntityInfo::at(dummy_position).with_asset_expect("common.entity.template", &mut dummy_rng);
/// ```
#[derive(Debug, Deserialize, Clone)]
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#[serde(deny_unknown_fields)]
pub struct EntityConfig {
/// Name of Entity
/// Can be Name(String) with given name
/// or Automatic which will call automatic name depend on Body
/// or Uninit (means it should be specified somewhere in code)
// Hidden, because its behaviour depends on `body` field.
name: NameKind,
/// Body
/// Can be Exact (Body with all fields e.g BodyType, Species, Hair color and
/// such) or RandomWith (will generate random body or species)
/// or Uninit (means it should be specified somewhere in code)
pub body: BodyBuilder,
/// Alignment, can be Uninit
pub alignment: AlignmentMark,
/// Parameterises agent behaviour
#[serde(default)]
pub agent: AgentConfig,
/// Loot
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/// See LootSpec in lottery
pub loot: LootSpec<String>,
/// Loadout & Inventory
/// Check docs for `InventorySpec` struct in this file.
pub inventory: InventorySpec,
/// Meta Info for optional fields
/// Possible fields:
/// SkillSetAsset(String) with asset_specifier for skillset
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#[serde(default)]
pub meta: Vec<Meta>,
}
impl assets::Asset for EntityConfig {
type Loader = assets::RonLoader;
const EXTENSION: &'static str = "ron";
}
impl EntityConfig {
pub fn from_asset_expect_owned(asset_specifier: &str) -> Self {
Self::load_owned(asset_specifier)
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.unwrap_or_else(|e| panic!("Failed to load {}. Error: {:?}", asset_specifier, e))
}
#[must_use]
pub fn with_body(mut self, body: BodyBuilder) -> Self {
self.body = body;
self
}
}
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/// Return all entity config specifiers
pub fn try_all_entity_configs() -> Result<Vec<String>, Error> {
let configs = assets::load_dir::<EntityConfig>("common.entity", true)?;
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Ok(configs.ids().map(|id| id.to_string()).collect())
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}
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#[derive(Clone)]
pub enum SpecialEntity {
Waypoint,
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Teleporter(PortalData),
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}
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#[derive(Clone)]
pub struct EntityInfo {
pub pos: Vec3<f32>,
pub alignment: Alignment,
/// Parameterises agent behaviour
pub has_agency: bool,
Split LodoutBuilder::build_loadout LoadoutBuilder::build_loadout is a function which has four parameters and 3 of them are Option<>, and although fourth (body) isn't Option<>, it's optional too because it is used only in some combinations of another arguments. Because these combinations produces quirky code flow, it will be better to split it to different methods. So we did following changes to remove it and rewrite code that was using it to use better methods. * Introduce LoadoutPreset as new LoadoutConfig, currently it's only used in Summon ability, because SummonInfo uses Copy and we can't specify String for specifying asset path for loadout. Everything else is rewritten to use asset path to create loadouts. * More builder methods for LoadoutBuilder. Namely: - from_default which is used in server/src/cmd.rs in "/spawn" command. - with_default_equipment, with_default_maintool to use default loadout for specific body - with_preset to use LoadoutPreset * Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder` to EntityInfo which allows to lazily construct loadout without modifying LoadoutBuilder code * Fix Merchants not having trade site We had heuristic that if something has Merchant LoadoutConfig - it's merchant, which can be false, especially if we create Merchant loadout lazily As side note, we do same check for Guards and it fails too. Too fix it, we introduce new agent::Mark, which explicitly specifies kind of agent for entity * `LoadoutBuilder::build_loadout` was written in a such way that depending on main_tool you will have different loadout. Turns out it was this way only for Adlets though and this behaviour is reproduced by specifying different loadouts directly in world code.
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pub agent_mark: Option<agent::Mark>,
pub no_flee: bool,
pub idle_wander_factor: f32,
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pub aggro_range_multiplier: f32,
// Stats
pub body: Body,
pub name: Option<String>,
pub scale: f32,
// Loot
pub loot: LootSpec<String>,
// Loadout
pub inventory: Vec<(u32, Item)>,
pub loadout: LoadoutBuilder,
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pub make_loadout: Option<
fn(
LoadoutBuilder,
Option<&SiteInformation>,
time: Option<&(TimeOfDay, Calendar)>,
) -> LoadoutBuilder,
>,
// Skills
pub skillset_asset: Option<String>,
// Not implemented
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pub pet: Option<Box<EntityInfo>>,
// Economy
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
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// we can't use DHashMap, do we want to move that into common?
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pub trading_information: Option<SiteInformation>,
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
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//Option<hashbrown::HashMap<crate::trade::Good, (f32, f32)>>, /* price and available amount */
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// Edge cases, override everything else
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pub special_entity: Option<SpecialEntity>,
}
impl EntityInfo {
pub fn at(pos: Vec3<f32>) -> Self {
Self {
pos,
alignment: Alignment::Wild,
has_agency: true,
Split LodoutBuilder::build_loadout LoadoutBuilder::build_loadout is a function which has four parameters and 3 of them are Option<>, and although fourth (body) isn't Option<>, it's optional too because it is used only in some combinations of another arguments. Because these combinations produces quirky code flow, it will be better to split it to different methods. So we did following changes to remove it and rewrite code that was using it to use better methods. * Introduce LoadoutPreset as new LoadoutConfig, currently it's only used in Summon ability, because SummonInfo uses Copy and we can't specify String for specifying asset path for loadout. Everything else is rewritten to use asset path to create loadouts. * More builder methods for LoadoutBuilder. Namely: - from_default which is used in server/src/cmd.rs in "/spawn" command. - with_default_equipment, with_default_maintool to use default loadout for specific body - with_preset to use LoadoutPreset * Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder` to EntityInfo which allows to lazily construct loadout without modifying LoadoutBuilder code * Fix Merchants not having trade site We had heuristic that if something has Merchant LoadoutConfig - it's merchant, which can be false, especially if we create Merchant loadout lazily As side note, we do same check for Guards and it fails too. Too fix it, we introduce new agent::Mark, which explicitly specifies kind of agent for entity * `LoadoutBuilder::build_loadout` was written in a such way that depending on main_tool you will have different loadout. Turns out it was this way only for Adlets though and this behaviour is reproduced by specifying different loadouts directly in world code.
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agent_mark: None,
no_flee: false,
idle_wander_factor: 1.0,
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aggro_range_multiplier: 1.0,
body: Body::Humanoid(humanoid::Body::random()),
name: None,
scale: 1.0,
loot: LootSpec::Nothing,
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inventory: Vec::new(),
loadout: LoadoutBuilder::empty(),
Split LodoutBuilder::build_loadout LoadoutBuilder::build_loadout is a function which has four parameters and 3 of them are Option<>, and although fourth (body) isn't Option<>, it's optional too because it is used only in some combinations of another arguments. Because these combinations produces quirky code flow, it will be better to split it to different methods. So we did following changes to remove it and rewrite code that was using it to use better methods. * Introduce LoadoutPreset as new LoadoutConfig, currently it's only used in Summon ability, because SummonInfo uses Copy and we can't specify String for specifying asset path for loadout. Everything else is rewritten to use asset path to create loadouts. * More builder methods for LoadoutBuilder. Namely: - from_default which is used in server/src/cmd.rs in "/spawn" command. - with_default_equipment, with_default_maintool to use default loadout for specific body - with_preset to use LoadoutPreset * Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder` to EntityInfo which allows to lazily construct loadout without modifying LoadoutBuilder code * Fix Merchants not having trade site We had heuristic that if something has Merchant LoadoutConfig - it's merchant, which can be false, especially if we create Merchant loadout lazily As side note, we do same check for Guards and it fails too. Too fix it, we introduce new agent::Mark, which explicitly specifies kind of agent for entity * `LoadoutBuilder::build_loadout` was written in a such way that depending on main_tool you will have different loadout. Turns out it was this way only for Adlets though and this behaviour is reproduced by specifying different loadouts directly in world code.
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make_loadout: None,
skillset_asset: None,
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pet: None,
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
2021-03-14 03:18:32 +00:00
trading_information: None,
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special_entity: None,
}
}
/// Helper function for applying config from asset
/// with specified Rng for managing loadout.
#[must_use]
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pub fn with_asset_expect<R>(
self,
asset_specifier: &str,
loadout_rng: &mut R,
time: Option<&(TimeOfDay, Calendar)>,
) -> Self
where
R: rand::Rng,
{
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let config = EntityConfig::load_expect_cloned(asset_specifier);
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self.with_entity_config(config, Some(asset_specifier), loadout_rng, time)
}
/// Evaluate and apply EntityConfig
#[must_use]
pub fn with_entity_config<R>(
mut self,
config: EntityConfig,
config_asset: Option<&str>,
loadout_rng: &mut R,
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time: Option<&(TimeOfDay, Calendar)>,
) -> Self
where
R: rand::Rng,
{
let EntityConfig {
name,
body,
alignment,
agent,
inventory,
loot,
meta,
} = config;
match body {
BodyBuilder::RandomWith(string) => {
let npc::NpcBody(_body_kind, mut body_creator) =
string.parse::<npc::NpcBody>().unwrap_or_else(|err| {
panic!("failed to parse body {:?}. Err: {:?}", &string, err)
});
let body = body_creator();
self = self.with_body(body);
},
BodyBuilder::Exact(body) => {
self = self.with_body(body);
},
BodyBuilder::Uninit => {},
}
// NOTE: set name after body, as it's used with automatic name
match name {
NameKind::Name(name) => {
self = self.with_name(name);
},
NameKind::Automatic => {
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self = self.with_automatic_name(None);
},
NameKind::Uninit => {},
}
if let AlignmentMark::Alignment(alignment) = alignment {
self = self.with_alignment(alignment);
}
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self = self.with_loot_drop(loot);
// NOTE: set loadout after body, as it's used with default equipement
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self = self.with_inventory(inventory, config_asset, loadout_rng, time);
// Prefer the new configuration, if possible
let AgentConfig {
has_agency,
no_flee,
idle_wander_factor,
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aggro_range_multiplier,
} = agent;
self.has_agency = has_agency.unwrap_or(self.has_agency);
self.no_flee = no_flee.unwrap_or(self.no_flee);
self.idle_wander_factor = idle_wander_factor.unwrap_or(self.idle_wander_factor);
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self.aggro_range_multiplier = aggro_range_multiplier.unwrap_or(self.aggro_range_multiplier);
for field in meta {
match field {
Meta::SkillSetAsset(asset) => {
self = self.with_skillset_asset(asset);
},
}
}
self
}
/// Return EntityInfo with LoadoutBuilder and items overwritten
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// NOTE: helper function, think twice before exposing it
#[must_use]
fn with_inventory<R>(
mut self,
inventory: InventorySpec,
config_asset: Option<&str>,
rng: &mut R,
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time: Option<&(TimeOfDay, Calendar)>,
) -> Self
where
R: rand::Rng,
{
let config_asset = config_asset.unwrap_or("???");
let InventorySpec { loadout, items } = inventory;
// FIXME: this shouldn't always overwrite
// inventory. Think about this when we get to
// entity config inheritance.
self.inventory = items
.into_iter()
.map(|(num, i)| (num, Item::new_from_asset_expect(&i)))
.collect();
match loadout {
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LoadoutKind::FromBody => {
self = self.with_default_equip();
},
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LoadoutKind::Asset(loadout) => {
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let loadout = LoadoutBuilder::from_asset(&loadout, rng, time).unwrap_or_else(|e| {
panic!("failed to load loadout for {config_asset}: {e:?}");
});
self.loadout = loadout;
},
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LoadoutKind::Inline(loadout_spec) => {
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let loadout = LoadoutBuilder::from_loadout_spec(*loadout_spec, rng, time)
.unwrap_or_else(|e| {
panic!("failed to load loadout for {config_asset}: {e:?}");
});
self.loadout = loadout;
},
}
self
}
/// Return EntityInfo with LoadoutBuilder overwritten
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// NOTE: helper function, think twice before exposing it
#[must_use]
fn with_default_equip(mut self) -> Self {
let loadout_builder = LoadoutBuilder::from_default(&self.body);
self.loadout = loadout_builder;
self
}
#[must_use]
pub fn do_if(mut self, cond: bool, f: impl FnOnce(Self) -> Self) -> Self {
if cond {
self = f(self);
}
self
}
#[must_use]
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pub fn into_special(mut self, special: SpecialEntity) -> Self {
self.special_entity = Some(special);
self
}
#[must_use]
pub fn with_alignment(mut self, alignment: Alignment) -> Self {
self.alignment = alignment;
self
}
#[must_use]
pub fn with_body(mut self, body: Body) -> Self {
self.body = body;
self
}
#[must_use]
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pub fn with_name(mut self, name: impl Into<String>) -> Self {
self.name = Some(name.into());
self
}
#[must_use]
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pub fn with_agency(mut self, agency: bool) -> Self {
self.has_agency = agency;
self
}
#[must_use]
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pub fn with_agent_mark(mut self, agent_mark: impl Into<Option<agent::Mark>>) -> Self {
self.agent_mark = agent_mark.into();
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self
}
Split LodoutBuilder::build_loadout LoadoutBuilder::build_loadout is a function which has four parameters and 3 of them are Option<>, and although fourth (body) isn't Option<>, it's optional too because it is used only in some combinations of another arguments. Because these combinations produces quirky code flow, it will be better to split it to different methods. So we did following changes to remove it and rewrite code that was using it to use better methods. * Introduce LoadoutPreset as new LoadoutConfig, currently it's only used in Summon ability, because SummonInfo uses Copy and we can't specify String for specifying asset path for loadout. Everything else is rewritten to use asset path to create loadouts. * More builder methods for LoadoutBuilder. Namely: - from_default which is used in server/src/cmd.rs in "/spawn" command. - with_default_equipment, with_default_maintool to use default loadout for specific body - with_preset to use LoadoutPreset * Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder` to EntityInfo which allows to lazily construct loadout without modifying LoadoutBuilder code * Fix Merchants not having trade site We had heuristic that if something has Merchant LoadoutConfig - it's merchant, which can be false, especially if we create Merchant loadout lazily As side note, we do same check for Guards and it fails too. Too fix it, we introduce new agent::Mark, which explicitly specifies kind of agent for entity * `LoadoutBuilder::build_loadout` was written in a such way that depending on main_tool you will have different loadout. Turns out it was this way only for Adlets though and this behaviour is reproduced by specifying different loadouts directly in world code.
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#[must_use]
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pub fn with_loot_drop(mut self, loot_drop: LootSpec<String>) -> Self {
self.loot = loot_drop;
self
}
#[must_use]
pub fn with_scale(mut self, scale: f32) -> Self {
self.scale = scale;
self
}
#[must_use]
Split LodoutBuilder::build_loadout LoadoutBuilder::build_loadout is a function which has four parameters and 3 of them are Option<>, and although fourth (body) isn't Option<>, it's optional too because it is used only in some combinations of another arguments. Because these combinations produces quirky code flow, it will be better to split it to different methods. So we did following changes to remove it and rewrite code that was using it to use better methods. * Introduce LoadoutPreset as new LoadoutConfig, currently it's only used in Summon ability, because SummonInfo uses Copy and we can't specify String for specifying asset path for loadout. Everything else is rewritten to use asset path to create loadouts. * More builder methods for LoadoutBuilder. Namely: - from_default which is used in server/src/cmd.rs in "/spawn" command. - with_default_equipment, with_default_maintool to use default loadout for specific body - with_preset to use LoadoutPreset * Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder` to EntityInfo which allows to lazily construct loadout without modifying LoadoutBuilder code * Fix Merchants not having trade site We had heuristic that if something has Merchant LoadoutConfig - it's merchant, which can be false, especially if we create Merchant loadout lazily As side note, we do same check for Guards and it fails too. Too fix it, we introduce new agent::Mark, which explicitly specifies kind of agent for entity * `LoadoutBuilder::build_loadout` was written in a such way that depending on main_tool you will have different loadout. Turns out it was this way only for Adlets though and this behaviour is reproduced by specifying different loadouts directly in world code.
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pub fn with_lazy_loadout(
mut self,
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creator: fn(
LoadoutBuilder,
Option<&SiteInformation>,
time: Option<&(TimeOfDay, Calendar)>,
) -> LoadoutBuilder,
Split LodoutBuilder::build_loadout LoadoutBuilder::build_loadout is a function which has four parameters and 3 of them are Option<>, and although fourth (body) isn't Option<>, it's optional too because it is used only in some combinations of another arguments. Because these combinations produces quirky code flow, it will be better to split it to different methods. So we did following changes to remove it and rewrite code that was using it to use better methods. * Introduce LoadoutPreset as new LoadoutConfig, currently it's only used in Summon ability, because SummonInfo uses Copy and we can't specify String for specifying asset path for loadout. Everything else is rewritten to use asset path to create loadouts. * More builder methods for LoadoutBuilder. Namely: - from_default which is used in server/src/cmd.rs in "/spawn" command. - with_default_equipment, with_default_maintool to use default loadout for specific body - with_preset to use LoadoutPreset * Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder` to EntityInfo which allows to lazily construct loadout without modifying LoadoutBuilder code * Fix Merchants not having trade site We had heuristic that if something has Merchant LoadoutConfig - it's merchant, which can be false, especially if we create Merchant loadout lazily As side note, we do same check for Guards and it fails too. Too fix it, we introduce new agent::Mark, which explicitly specifies kind of agent for entity * `LoadoutBuilder::build_loadout` was written in a such way that depending on main_tool you will have different loadout. Turns out it was this way only for Adlets though and this behaviour is reproduced by specifying different loadouts directly in world code.
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) -> Self {
self.make_loadout = Some(creator);
self
}
#[must_use]
pub fn with_skillset_asset(mut self, asset: String) -> Self {
self.skillset_asset = Some(asset);
Split LodoutBuilder::build_loadout LoadoutBuilder::build_loadout is a function which has four parameters and 3 of them are Option<>, and although fourth (body) isn't Option<>, it's optional too because it is used only in some combinations of another arguments. Because these combinations produces quirky code flow, it will be better to split it to different methods. So we did following changes to remove it and rewrite code that was using it to use better methods. * Introduce LoadoutPreset as new LoadoutConfig, currently it's only used in Summon ability, because SummonInfo uses Copy and we can't specify String for specifying asset path for loadout. Everything else is rewritten to use asset path to create loadouts. * More builder methods for LoadoutBuilder. Namely: - from_default which is used in server/src/cmd.rs in "/spawn" command. - with_default_equipment, with_default_maintool to use default loadout for specific body - with_preset to use LoadoutPreset * Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder` to EntityInfo which allows to lazily construct loadout without modifying LoadoutBuilder code * Fix Merchants not having trade site We had heuristic that if something has Merchant LoadoutConfig - it's merchant, which can be false, especially if we create Merchant loadout lazily As side note, we do same check for Guards and it fails too. Too fix it, we introduce new agent::Mark, which explicitly specifies kind of agent for entity * `LoadoutBuilder::build_loadout` was written in a such way that depending on main_tool you will have different loadout. Turns out it was this way only for Adlets though and this behaviour is reproduced by specifying different loadouts directly in world code.
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self
}
#[must_use]
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pub fn with_automatic_name(mut self, alias: Option<String>) -> Self {
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let npc_names = NPC_NAMES.read();
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let name = match &self.body {
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Body::Humanoid(body) => Some(get_npc_name(&npc_names.humanoid, body.species)),
Body::QuadrupedMedium(body) => {
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Some(get_npc_name(&npc_names.quadruped_medium, body.species))
},
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Body::BirdMedium(body) => Some(get_npc_name(&npc_names.bird_medium, body.species)),
Body::BirdLarge(body) => Some(get_npc_name(&npc_names.bird_large, body.species)),
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Body::FishSmall(body) => Some(get_npc_name(&npc_names.fish_small, body.species)),
Body::FishMedium(body) => Some(get_npc_name(&npc_names.fish_medium, body.species)),
Body::Theropod(body) => Some(get_npc_name(&npc_names.theropod, body.species)),
Body::QuadrupedSmall(body) => {
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Some(get_npc_name(&npc_names.quadruped_small, body.species))
},
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Body::Dragon(body) => Some(get_npc_name(&npc_names.dragon, body.species)),
Body::QuadrupedLow(body) => Some(get_npc_name(&npc_names.quadruped_low, body.species)),
Body::Golem(body) => Some(get_npc_name(&npc_names.golem, body.species)),
Body::BipedLarge(body) => Some(get_npc_name(&npc_names.biped_large, body.species)),
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Body::Arthropod(body) => Some(get_npc_name(&npc_names.arthropod, body.species)),
_ => None,
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};
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self.name = name.map(|name| {
if let Some(alias) = alias {
format!("{alias} ({name})")
} else {
name.to_string()
}
});
self
}
#[must_use]
pub fn with_alias(mut self, alias: String) -> Self {
self.name = Some(if let Some(name) = self.name {
format!("{alias} ({name})")
} else {
alias
});
self
}
Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to each chunk implement natural resources (the distance scale is wrong) cargo fmt working distance calculation this collection of natural resources seem to make sense, too much Wheat though use natural resources and controlled area to replenish goods increase the amount of chunks controlled by one guard to 50 add new professions and goods to the list implement multiple products per worker remove the old code and rename the new code to the previous name correctly determine which goods guards will give you access to correctly estimate the amount of natural resources controlled adapt to new server API instrument tooltips Now I just need to figure out how to store a (reference to) a closure closures for tooltip content generation pass site/cave id to the client Add economic information to the client structure (not yet exchanged with the server) Send SiteId to the client, prepare messages for economy request Make client::sites a HashMap Specialize the Crafter into Brewer,Bladesmith and Blacksmith working server request for economic info from within tooltip fully operational economic tooltips I need to fix the id clash between caves and towns though fix overlapping ids between caves and sites display stock amount correctly handle invalid (cave) ids in the request some initial balancing, turn off most info logging less intrusive way of implementing the dynamic tool tips in map further tooltip cleanup further cleanup, dynamic tooltip not fully working as intended correctly working tooltip visibility logic cleanup, display labor value separate economy info request in a separate translation unit display values as well nicer display format for economy add last_exports and coin to the new economy do not allocate natural resources to Dungeons (making town so much larger) balancing attempt print town size statistics cargo fmt (dead code) resource tweaks, csv debugging output a more interesting town (and then all sites) fix the labor value logic (now we have meaningful prices) load professions from ron (WIP) use assets manager in economy loading professions works use professions from ron file fix Labor debug logic count chunks per type separately (preparing for better resource control) better structured resource data traders, more professions (WIP) fix exception when starting the simulation fix replenish function TODO: - use area_ratio for resource usage (chunks should be added to stock, ratio on usage?) - fix trading documentation clean up fix merge artifact Revise trader mechanic start Coin with a reasonable default remove the outdated economy code preserve documentation from removed old structure output neighboring sites (preparation) pass list of neighbors to economy add trade structures trading stub Description of purpose by zesterer on Discord remember prices (needed for planning) avoid growing the order vector unboundedly into_iter doesn't clear the Vec, so clear it manually use drain to process Vecs, avoid clone fix the test server implement a test stub (I need to get it faster than 30 seconds to be more useful) enable info output in test debug missing and extra goods use the same logging extension as water, activate feature update dependencies determine good prices, good exchange goods a working set of revisions a cozy world which economy tests in 2s first order planning version fun with package version buy according to value/priority, not missing amount introduce min price constant, fix order priority in depth debugging with a correct sign the trading plans start to make sense move the trade planning to a separate function rename new function reorganize code into subroutines (much cleaner) each trading step now has its own function cut down the number of debugging output introduce RoadSecurity and Transportation transport capacity bookkeeping only plan to pay with valuable goods, you can no longer stockpile unused options (which interestingly shows a huge impact, to be investigated) Coin is now listed as a payment (although not used) proper transportation estimation (although 0) remove more left overs uncovered by viewing the code in a merge request use the old default values, handle non-pileable stocks directly before increasing it (as economy is based on last year's products) don't order the missing good multiple times also it uses coin to buy things! fix warnings and use the transportation from stock again cargo fmt prepare evaluation of trade don't count transportation multiple times fix merge artifact operational trade planning trade itself is still misleading make clippy happy clean up correct labor ratio of merchants (no need to multiply with amount produced) incomplete merchant labor_value computation correct last commit make economy of scale more explicit make clippy happy (and code cleaner) more merchant tweaks (more pop=better) beginning of real trading code revert the update of dependencies remove stale comments/unused code trading implementation complete (but untested) something is still strange ... fix sign in trading another sign fix some bugfixes and plenty of debugging code another bug fixed, more to go fix another invariant (rounding will lead to very small negative value) introduce Terrain and Territory fix merge mistakes
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/// map contains price+amount
#[must_use]
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pub fn with_economy<'a>(mut self, e: impl Into<Option<&'a SiteInformation>>) -> Self {
self.trading_information = e.into().cloned();
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self
}
#[must_use]
pub fn with_no_flee(mut self) -> Self {
self.no_flee = true;
self
}
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#[must_use]
pub fn with_loadout(mut self, loadout: LoadoutBuilder) -> Self {
self.loadout = loadout;
self
}
}
#[derive(Default)]
pub struct ChunkSupplement {
pub entities: Vec<EntityInfo>,
pub rtsim_max_resources: EnumMap<rtsim::ChunkResource, usize>,
}
impl ChunkSupplement {
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pub fn add_entity(&mut self, entity: EntityInfo) { self.entities.push(entity); }
}
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pub fn get_npc_name<
'a,
Species,
SpeciesData: for<'b> core::ops::Index<&'b Species, Output = npc::SpeciesNames>,
>(
body_data: &'a comp::BodyData<npc::BodyNames, SpeciesData>,
species: Species,
) -> &'a str {
&body_data.species[&species].generic
}
#[cfg(test)]
mod tests {
use super::*;
use crate::SkillSetBuilder;
use hashbrown::HashMap;
#[derive(Debug, Eq, Hash, PartialEq)]
enum MetaId {
SkillSetAsset,
}
impl Meta {
fn id(&self) -> MetaId {
match self {
Meta::SkillSetAsset(_) => MetaId::SkillSetAsset,
}
}
}
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#[cfg(test)]
fn validate_body(body: &BodyBuilder, config_asset: &str) {
match body {
BodyBuilder::RandomWith(string) => {
let npc::NpcBody(_body_kind, mut body_creator) =
string.parse::<npc::NpcBody>().unwrap_or_else(|err| {
panic!(
"failed to parse body {:?} in {}. Err: {:?}",
&string, config_asset, err
)
});
let _ = body_creator();
},
BodyBuilder::Uninit | BodyBuilder::Exact { .. } => {},
}
}
#[cfg(test)]
fn validate_inventory(inventory: InventorySpec, body: &BodyBuilder, config_asset: &str) {
let InventorySpec { loadout, items } = inventory;
match loadout {
LoadoutKind::FromBody => {
if body.clone() == BodyBuilder::Uninit {
// there is a big chance to call automatic name
// when body is yet undefined
panic!("Used FromBody loadout with Uninit body in {}", config_asset);
}
},
LoadoutKind::Asset(asset) => {
let loadout =
LoadoutSpec::load_cloned(&asset).expect("failed to load loadout asset");
loadout
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.validate(vec![asset])
.unwrap_or_else(|e| panic!("Config {config_asset} is broken: {e:?}"));
},
LoadoutKind::Inline(spec) => {
spec.validate(Vec::new())
.unwrap_or_else(|e| panic!("Config {config_asset} is broken: {e:?}"));
},
}
// TODO: check for number of items
//
// 1) just with 16 default slots?
// - well, keep in mind that not every item can stack to infinite amount
//
// 2) discover total capacity from loadout?
for (num, item_str) in items {
let item = Item::new_from_asset(&item_str);
let mut item = item.unwrap_or_else(|err| {
panic!("can't load {} in {}: {:?}", item_str, config_asset, err);
});
item.set_amount(num).unwrap_or_else(|err| {
panic!(
"can't set amount {} for {} in {}: {:?}",
num, item_str, config_asset, err
);
});
}
}
#[cfg(test)]
fn validate_name(name: NameKind, body: BodyBuilder, config_asset: &str) {
if name == NameKind::Automatic && body == BodyBuilder::Uninit {
// there is a big chance to call automatic name
// when body is yet undefined
//
// use .with_automatic_name() in code explicitly
panic!("Used Automatic name with Uninit body in {}", config_asset);
}
}
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#[cfg(test)]
fn validate_loot(loot: LootSpec<String>, _config_asset: &str) {
use crate::lottery;
lottery::tests::validate_loot_spec(&loot);
}
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#[cfg(test)]
fn validate_meta(meta: Vec<Meta>, config_asset: &str) {
let mut meta_counter = HashMap::new();
for field in meta {
meta_counter
.entry(field.id())
.and_modify(|c| *c += 1)
.or_insert(1);
match field {
Meta::SkillSetAsset(asset) => {
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drop(SkillSetBuilder::from_asset_expect(&asset));
},
}
}
for (meta_id, counter) in meta_counter {
if counter > 1 {
panic!("Duplicate {:?} in {}", meta_id, config_asset);
}
}
}
#[test]
fn test_all_entity_assets() {
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// Get list of entity configs, load everything, validate content.
let entity_configs =
try_all_entity_configs().expect("Failed to access entity configs directory");
for config_asset in entity_configs {
let EntityConfig {
body,
agent: _,
inventory,
name,
loot,
meta,
alignment: _, // can't fail if serialized, it's a boring enum
} = EntityConfig::from_asset_expect_owned(&config_asset);
validate_body(&body, &config_asset);
// body dependent stuff
validate_inventory(inventory, &body, &config_asset);
validate_name(name, body, &config_asset);
// misc
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validate_loot(loot, &config_asset);
validate_meta(meta, &config_asset);
}
}
}