veloren/common/src/generation.rs

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Rust
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use crate::{
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assets::{self, AssetExt, Error},
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::{ItemSpec, 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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Alignment, Body, Item,
},
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lottery::LootSpec,
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npc::{self, NPC_NAMES},
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.
2021-06-05 18:05:31 +00:00
trade,
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
trade::SiteInformation,
};
use rand::prelude::SliceRandom;
use serde::Deserialize;
use vek::*;
#[derive(Debug, Deserialize, Clone, PartialEq)]
pub enum NameKind {
Name(String),
Automatic,
Uninit,
}
#[derive(Debug, Deserialize, Clone, PartialEq)]
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) }
}
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/// - TwoHanded(ItemSpec) for one 2h or 1h weapon,
/// - Paired(ItemSpec) for two 1h weapons aka berserker mode,
/// - Mix { mainhand: ItemSpec, offhand: ItemSpec, }
/// for two different 1h weapons.
#[derive(Debug, Deserialize, Clone)]
pub enum Hands {
TwoHanded(ItemSpec),
Paired(ItemSpec),
Mix {
mainhand: ItemSpec,
offhand: ItemSpec,
},
}
#[derive(Debug, Deserialize, Clone)]
pub enum LoadoutAsset {
Loadout(String),
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Choice(Vec<(u32, String)>),
}
#[derive(Debug, Deserialize, Clone)]
pub enum LoadoutKind {
FromBody,
Asset(LoadoutAsset),
Hands(Hands),
Extended {
hands: Hands,
base_asset: LoadoutAsset,
inventory: Vec<(u32, String)>,
},
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}
#[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.
//
// When we will use exension 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.
///
/// Intended to use with .ron files as base definion 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);
/// let entity = EntityInfo::at(dummy_position).with_asset_expect("common.entity.template");
/// ```
#[derive(Debug, Deserialize, Clone)]
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,
/// Loot
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/// See LootSpec in lottery
pub loot: LootSpec<String>,
/// Loadout & Inventory
/// Variants:
/// `FromBody` - will get default equipement for entity body.
/// `Asset` - will get loadout from loadout asset.
/// `Hands` - naked character with weapons.
/// `Extended` - combination of Asset and Hands with ability to specify
/// inventory of entity.
pub loadout: LoadoutKind,
/// 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(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)?;
Ok(configs.ids().map(|id| id.to_owned()).collect())
}
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#[derive(Clone)]
pub struct EntityInfo {
pub pos: Vec3<f32>,
pub is_waypoint: bool, // Edge case, overrides everything else
// Agent
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pub has_agency: bool,
pub alignment: Alignment,
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.
2021-06-05 18:05:31 +00:00
pub agent_mark: Option<agent::Mark>,
// 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,
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.
2021-06-05 18:05:31 +00:00
pub make_loadout: Option<fn(LoadoutBuilder, Option<&trade::SiteInformation>) -> 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
2021-03-14 03:18:32 +00:00
// we can't use DHashMap, do we want to move that into common?
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.
2021-06-05 18:05:31 +00:00
pub trading_information: Option<trade::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
2021-03-14 03:18:32 +00:00
//Option<hashbrown::HashMap<crate::trade::Good, (f32, f32)>>, /* price and available amount */
}
impl EntityInfo {
pub fn at(pos: Vec3<f32>) -> Self {
Self {
pos,
is_waypoint: false,
2020-07-05 12:39:28 +00:00
has_agency: true,
alignment: Alignment::Wild,
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.
2021-06-05 18:05:31 +00:00
agent_mark: None,
body: Body::Humanoid(humanoid::Body::random()),
name: None,
scale: 1.0,
loot: LootSpec::Nothing,
2022-01-27 12:47:46 +00:00
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.
2021-06-05 18:05:31 +00:00
make_loadout: None,
skillset_asset: None,
2020-11-22 12:39:59 +00:00
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,
}
}
/// Helper function for applying config from asset
#[must_use]
pub fn with_asset_expect(self, asset_specifier: &str) -> Self {
let loadout_rng = rand::thread_rng();
self.with_asset_expect_and_rng(asset_specifier, loadout_rng)
}
/// Helper function for applying config from asset
/// with specified Rng for managing loadout.
#[must_use]
pub fn with_asset_expect_and_rng<R>(self, asset_specifier: &str, loadout_rng: R) -> Self
where
R: rand::Rng,
{
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let config = EntityConfig::load_expect_cloned(asset_specifier);
self.with_entity_config(config, Some(asset_specifier), loadout_rng)
}
/// Evaluate and apply EntityConfig
#[must_use]
pub fn with_entity_config<R>(
mut self,
config: EntityConfig,
config_asset: Option<&str>,
loadout_rng: R,
) -> Self
where
R: rand::Rng,
{
let EntityConfig {
name,
body,
alignment,
loadout,
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 => {
self = self.with_automatic_name();
},
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
self = self.with_loadout(loadout, config_asset, loadout_rng);
for field in meta {
match field {
Meta::SkillSetAsset(asset) => {
self = self.with_skillset_asset(asset);
},
}
}
self
}
/// Return EntityInfo with LoadoutBuilder overwritten
2022-01-27 12:47:46 +00:00
// NOTE: helper function, think twice before exposing it
#[must_use]
fn with_loadout<R>(
mut self,
loadout: LoadoutKind,
config_asset: Option<&str>,
mut rng: R,
) -> Self
where
R: rand::Rng,
{
match loadout {
LoadoutKind::FromBody => {
self = self.with_default_equip();
},
LoadoutKind::Asset(loadout) => {
self = self.with_loadout_asset(loadout, &mut rng);
},
LoadoutKind::Hands(hands) => {
self = self.with_hands(hands, config_asset, &mut rng);
},
LoadoutKind::Extended {
hands,
base_asset,
inventory,
} => {
self = self.with_loadout_asset(base_asset, &mut rng);
self = self.with_hands(hands, config_asset, &mut rng);
2022-01-27 12:47:46 +00:00
// FIXME: this shouldn't always overwrite
// inventory. Think about this when we get to
// entity config inheritance.
self.inventory = inventory
.into_iter()
.map(|(num, i)| (num, Item::new_from_asset_expect(&i)))
.collect();
},
}
self
}
/// Return EntityInfo with LoadoutBuilder overwritten
2022-01-27 12:47:46 +00:00
// 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
}
/// Return EntityInfo with LoadoutBuilder overwritten
2022-01-27 12:47:46 +00:00
// NOTE: helper function, think twice before exposing it
#[must_use]
fn with_loadout_asset<R>(mut self, loadout: LoadoutAsset, rng: &mut R) -> Self
where
R: rand::Rng,
{
match loadout {
LoadoutAsset::Loadout(asset) => {
let loadout = LoadoutBuilder::from_asset_expect(&asset, Some(rng));
self.loadout = loadout;
},
LoadoutAsset::Choice(assets) => {
2022-01-27 12:47:46 +00:00
// TODO:
// choose_weighted allocates WeightedIndex,
// possible optimizaiton with using Lottery
let (_p, asset) = assets
.choose_weighted(rng, |(p, _asset)| *p)
.expect("rng error");
let loadout = LoadoutBuilder::from_asset_expect(asset, Some(rng));
self.loadout = loadout;
},
}
self
}
/// Return EntityInfo with weapons applied to LoadoutBuilder
2022-01-27 12:47:46 +00:00
// NOTE: helper function, think twice before exposing it
#[must_use]
fn with_hands<R>(mut self, hands: Hands, config_asset: Option<&str>, rng: &mut R) -> Self
where
R: rand::Rng,
{
match hands {
Hands::TwoHanded(main_tool) => {
let tool = main_tool.try_to_item(config_asset.unwrap_or("??"), rng);
if let Some(tool) = tool {
self.loadout = self.loadout.active_mainhand(Some(tool));
}
},
Hands::Paired(tool) => {
//FIXME: very stupid code, which just tries same item two times
//figure out reasonable way to clone item
let main_tool = tool.try_to_item(config_asset.unwrap_or("??"), rng);
let second_tool = tool.try_to_item(config_asset.unwrap_or("??"), rng);
if let Some(main_tool) = main_tool {
self.loadout = self.loadout.active_mainhand(Some(main_tool));
}
if let Some(second_tool) = second_tool {
self.loadout = self.loadout.active_offhand(Some(second_tool));
}
},
Hands::Mix { mainhand, offhand } => {
let main_tool = mainhand.try_to_item(config_asset.unwrap_or("??"), rng);
let second_tool = offhand.try_to_item(config_asset.unwrap_or("??"), rng);
if let Some(main_tool) = main_tool {
self.loadout = self.loadout.active_mainhand(Some(main_tool));
}
if let Some(second_tool) = second_tool {
self.loadout = self.loadout.active_offhand(Some(second_tool));
}
},
}
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]
pub fn into_waypoint(mut self) -> Self {
self.is_waypoint = true;
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]
2020-07-05 12:39:28 +00:00
pub fn with_name(mut self, name: impl Into<String>) -> Self {
self.name = Some(name.into());
self
}
#[must_use]
2020-07-05 12:39:28 +00:00
pub fn with_agency(mut self, agency: bool) -> Self {
self.has_agency = agency;
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.
2021-06-05 18:05:31 +00:00
pub fn with_agent_mark(mut self, agent_mark: agent::Mark) -> Self {
self.agent_mark = Some(agent_mark);
self
}
#[must_use]
2021-09-22 02:25:14 +00:00
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.
2021-06-05 18:05:31 +00:00
pub fn with_lazy_loadout(
mut self,
creator: fn(LoadoutBuilder, Option<&trade::SiteInformation>) -> LoadoutBuilder,
) -> 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.
2021-06-05 18:05:31 +00:00
self
}
#[must_use]
pub fn with_automatic_name(mut self) -> Self {
2020-12-12 22:14:24 +00:00
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) => {
2020-12-12 22:14:24 +00:00
Some(get_npc_name(&npc_names.quadruped_medium, body.species))
},
2020-12-12 22:14:24 +00:00
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)),
2020-12-12 22:14:24 +00:00
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) => {
2020-12-12 22:14:24 +00:00
Some(get_npc_name(&npc_names.quadruped_small, body.species))
},
2020-12-12 22:14:24 +00:00
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,
2021-08-16 14:31:42 +00:00
};
self.name = name.map(str::to_owned);
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
2021-03-14 03:18:32 +00:00
/// map contains price+amount
#[must_use]
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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pub fn with_economy(mut self, e: &SiteInformation) -> Self {
self.trading_information = Some(e.clone());
self
}
}
#[derive(Default)]
pub struct ChunkSupplement {
pub entities: Vec<EntityInfo>,
}
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::{comp::inventory::slot::EquipSlot, 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_loadout(loadout: LoadoutKind, body: &BodyBuilder, config_asset: &str) {
match loadout {
LoadoutKind::FromBody => {
if body.clone() == 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 FromBody loadout with Uninit body in {}", config_asset);
}
},
LoadoutKind::Asset(loadout) => {
validate_loadout_asset(loadout, config_asset);
},
LoadoutKind::Hands(hands) => {
validate_hands(hands, config_asset);
},
LoadoutKind::Extended {
hands,
base_asset,
inventory,
} => {
validate_hands(hands, config_asset);
validate_loadout_asset(base_asset, config_asset);
for (num, item_str) in inventory {
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_loadout_asset(loadout: LoadoutAsset, config_asset: &str) {
match loadout {
LoadoutAsset::Loadout(asset) => {
let rng = &mut rand::thread_rng();
// loadout is tested in loadout_builder
// we just try to load it and check that it exists
std::mem::drop(LoadoutBuilder::from_asset_expect(&asset, Some(rng)));
},
LoadoutAsset::Choice(assets) => {
for (p, asset) in assets {
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if p == 0 {
panic!("Weight of loadout asset is zero in {config_asset}");
}
validate_loadout_asset(LoadoutAsset::Loadout(asset), config_asset);
}
},
}
}
#[cfg(test)]
fn validate_hands(hands: Hands, _config_asset: &str) {
match hands {
Hands::TwoHanded(main_tool) => {
main_tool.validate(EquipSlot::ActiveMainhand);
},
Hands::Paired(tool) => {
tool.validate(EquipSlot::ActiveMainhand);
tool.validate(EquipSlot::ActiveOffhand);
},
Hands::Mix { mainhand, offhand } => {
mainhand.validate(EquipSlot::ActiveMainhand);
offhand.validate(EquipSlot::ActiveOffhand);
},
}
}
#[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) => {
std::mem::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 {
// print asset name so we don't need to find errors everywhere
// it'll be ignored by default so you'll see it only in case of errors
//
// TODO:
// 1) Add try_validate() for loadout_builder::ItemSpec which will return
// Result and we will happily panic in validate_hands() with name of
// config_asset.
// 2) Add try_from_asset() for LoadoutBuilder and
// SkillSet builder which will return Result and we will happily
// panic in validate_meta() with the name of config_asset
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println!("{}:", &config_asset);
let EntityConfig {
body,
loadout,
name,
loot,
meta,
alignment: _alignment, // can't fail if serialized, it's a boring enum
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} = EntityConfig::from_asset_expect(&config_asset);
validate_body(&body, &config_asset);
// body dependent stuff
validate_loadout(loadout, &body, &config_asset);
validate_name(name, body, &config_asset);
// misc
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validate_loot(loot, &config_asset);
validate_meta(meta, &config_asset);
}
}
}