veloren/world/src/sim2/mod.rs

677 lines
23 KiB
Rust
Raw Normal View History

use crate::{
sim::WorldSim,
site::{
economy::{
good_list, vergleich, LaborIndex, COIN_INDEX, DAYS_PER_MONTH, DAYS_PER_YEAR,
INTER_SITE_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Implement /price_list (work in progress), stub for /buy and /sell remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to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
Site, SiteKind,
},
Index,
};
2022-03-19 14:51:07 +00:00
use rayon::prelude::*;
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
use tracing::{debug, info};
const TICK_PERIOD: f32 = 3.0 * DAYS_PER_MONTH; // 3 months
const HISTORY_DAYS: f32 = 500.0 * DAYS_PER_YEAR; // 500 years
2020-08-12 14:10:12 +00:00
const GENERATE_CSV: bool = false;
/// Statistics collector (min, max, avg)
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
#[derive(Debug)]
struct EconStatistics {
pub count: u32,
pub sum: f32,
pub min: f32,
pub max: f32,
}
impl Default for EconStatistics {
fn default() -> Self {
Self {
count: 0,
sum: 0.0,
min: f32::INFINITY,
max: -f32::INFINITY,
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
}
}
}
impl std::ops::AddAssign<f32> for EconStatistics {
fn add_assign(&mut self, rhs: f32) { self.collect(rhs); }
}
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
impl EconStatistics {
fn collect(&mut self, value: f32) {
self.count += 1;
self.sum += value;
if value > self.max {
self.max = value;
}
if value < self.min {
self.min = value;
}
}
fn valid(&self) -> bool { self.min.is_finite() }
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
}
pub fn csv_entry(f: &mut std::fs::File, site: &Site) -> Result<(), std::io::Error> {
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
use std::io::Write;
write!(
*f,
"{}, {}, {}, {},",
site.name(),
site.get_origin().x,
site.get_origin().y,
site.economy.pop
)?;
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
for g in good_list() {
write!(*f, "{:?},", site.economy.values[g].unwrap_or(-1.0))?;
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
}
for g in good_list() {
write!(f, "{:?},", site.economy.labor_values[g].unwrap_or(-1.0))?;
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
}
for g in good_list() {
write!(f, "{:?},", site.economy.stocks[g])?;
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
}
for g in good_list() {
write!(f, "{:?},", site.economy.marginal_surplus[g])?;
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
}
for l in LaborIndex::list() {
write!(f, "{:?},", site.economy.labors[l] * site.economy.pop)?;
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
}
for l in LaborIndex::list() {
write!(f, "{:?},", site.economy.productivity[l])?;
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
}
for l in LaborIndex::list() {
write!(f, "{:?},", site.economy.yields[l])?;
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
}
writeln!(f)
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
}
2020-08-12 14:10:12 +00:00
fn simulate_return(index: &mut Index, world: &mut WorldSim) -> Result<(), std::io::Error> {
use std::io::Write;
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
// please not that GENERATE_CSV is off by default, so panicing is not harmful
// here
2020-08-12 14:10:12 +00:00
let mut f = if GENERATE_CSV {
let mut f = std::fs::File::create("economy.csv")?;
write!(f, "Site,PosX,PosY,Population,")?;
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
for g in good_list() {
write!(f, "{:?} Value,", g)?;
2020-08-12 14:10:12 +00:00
}
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
for g in good_list() {
write!(f, "{:?} LaborVal,", g)?;
2020-08-12 14:10:12 +00:00
}
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
for g in good_list() {
write!(f, "{:?} Stock,", g)?;
2020-08-12 14:10:12 +00:00
}
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
for g in good_list() {
write!(f, "{:?} Surplus,", g)?;
2020-08-12 14:10:12 +00:00
}
for l in LaborIndex::list() {
write!(f, "{:?} Labor,", l)?;
2020-08-12 14:10:12 +00:00
}
for l in LaborIndex::list() {
write!(f, "{:?} Productivity,", l)?;
2020-08-12 14:10:12 +00:00
}
for l in LaborIndex::list() {
write!(f, "{:?} Yields,", l)?;
2020-08-12 14:10:12 +00:00
}
writeln!(f)?;
2020-08-12 14:10:12 +00:00
Some(f)
} else {
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
tracing::info!("economy simulation start");
let mut vr = vergleich::ProgramRun::new("economy_compare.sqlite")
.map_err(|e| std::io::Error::new(std::io::ErrorKind::Other, e.to_string()))?;
vr.set_epsilon(0.1);
for i in 0..(HISTORY_DAYS / TICK_PERIOD) as i32 {
if (index.time / DAYS_PER_YEAR) as i32 % 50 == 0 && (index.time % DAYS_PER_YEAR) as i32 == 0
{
debug!("Year {}", (index.time / DAYS_PER_YEAR) as i32);
}
tick(index, world, TICK_PERIOD, vr.context(&i.to_string()));
2020-08-12 14:10:12 +00:00
if let Some(f) = f.as_mut() {
if i % 5 == 0 {
if let Some(site) = index
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
.sites
.values()
.find(|s| !matches!(s.kind, SiteKind::Dungeon(_)))
{
csv_entry(f, site)?;
}
}
}
}
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
tracing::info!("economy simulation end");
if let Some(f) = f.as_mut() {
writeln!(f)?;
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
for site in index.sites.ids() {
let site = index.sites.get(site);
csv_entry(f, site)?;
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
}
}
{
let mut castles = EconStatistics::default();
let mut towns = EconStatistics::default();
let mut dungeons = EconStatistics::default();
2022-02-02 02:33:37 +00:00
let giant_trees = EconStatistics::default();
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
for site in index.sites.ids() {
let site = &index.sites[site];
match site.kind {
2022-03-29 12:52:08 +00:00
SiteKind::Settlement(_) | SiteKind::Refactor(_) | SiteKind::CliffTown(_) => {
towns += site.economy.pop
},
SiteKind::Dungeon(_) => dungeons += site.economy.pop,
SiteKind::Castle(_) => castles += site.economy.pop,
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
SiteKind::Tree(_) => (),
2022-02-02 02:33:37 +00:00
SiteKind::GiantTree(_) => (),
SiteKind::Gnarling(_) => {},
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
}
}
if towns.valid() {
info!(
"Towns {:.0}-{:.0} avg {:.0} inhabitants",
towns.min,
towns.max,
towns.sum / (towns.count as f32)
);
}
if castles.valid() {
info!(
"Castles {:.0}-{:.0} avg {:.0}",
castles.min,
castles.max,
castles.sum / (castles.count as f32)
);
}
if dungeons.valid() {
info!(
"Dungeons {:.0}-{:.0} avg {:.0}",
dungeons.min,
dungeons.max,
dungeons.sum / (dungeons.count as f32)
);
}
2022-02-02 02:33:37 +00:00
if giant_trees.valid() {
info!(
"Giant Trees {:.0}-{:.0} avg {:.0}",
giant_trees.min,
giant_trees.max,
giant_trees.sum / (giant_trees.count as f32)
)
}
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
check_money(index);
}
Ok(())
}
pub fn simulate(index: &mut Index, world: &mut WorldSim) {
simulate_return(index, world)
.unwrap_or_else(|err| info!("I/O error in simulate (economy.csv not writable?): {}", err));
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
}
fn check_money(index: &mut Index) {
let mut sum_stock: f32 = 0.0;
for site in index.sites.values() {
sum_stock += site.economy.stocks[*COIN_INDEX];
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
}
let mut sum_del: f32 = 0.0;
for v in index.trade.deliveries.values() {
for del in v.iter() {
sum_del += del.amount[*COIN_INDEX];
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
}
}
info!(
"Coin amount {} + {} = {}",
sum_stock,
sum_del,
sum_stock + sum_del
);
}
2022-03-19 14:51:07 +00:00
pub fn tick(index: &mut Index, _world: &mut WorldSim, dt: f32, _vc: vergleich::Context) {
if INTER_SITE_TRADE {
// move deliverables to recipient cities
for (id, deliv) in index.trade.deliveries.drain() {
index.sites.get_mut(id).economy.deliveries.extend(deliv);
}
}
2022-03-19 14:51:07 +00:00
index.sites.par_iter_mut().for_each(|(site_id, site)| {
if site.do_economic_simulation() {
2022-03-19 14:51:07 +00:00
site.economy.tick(site_id, dt, vergleich::Context::dummy());
// helpful for debugging but not compatible with parallel execution
// vc.context(&site_id.id().to_string()));
}
2022-03-19 14:51:07 +00:00
});
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
if INTER_SITE_TRADE {
// distribute orders (travelling merchants)
for (_id, site) in index.sites.iter_mut() {
for (i, mut v) in site.economy.orders.drain() {
index
.trade
.orders
.entry(i)
.or_insert(Vec::new())
.append(&mut v);
}
}
// trade at sites
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
for (&site, orders) in index.trade.orders.iter_mut() {
let siteinfo = index.sites.get_mut(site);
if siteinfo.do_economic_simulation() {
siteinfo
.economy
.trade_at_site(site, orders, &mut index.trade.deliveries);
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
}
}
}
//check_money(index);
index.time += dt;
}
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
#[cfg(test)]
mod tests {
use crate::{sim, site::economy::GoodMap, util::seed_expan};
use common::{store::Id, terrain::BiomeKind, trade::Good};
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
use rand::SeedableRng;
use rand_chacha::ChaChaRng;
use serde::{Deserialize, Serialize};
use std::convert::TryInto;
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
use tracing::{info, Level};
use tracing_subscriber::{filter::EnvFilter, FmtSubscriber};
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
use vek::Vec2;
// enable info!
fn init() {
FmtSubscriber::builder()
.with_max_level(Level::INFO)
.with_env_filter(EnvFilter::from_default_env())
.try_init()
.unwrap_or_default();
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
}
#[derive(Debug, Serialize, Deserialize)]
struct ResourcesSetup {
good: Good,
amount: f32,
}
#[derive(Debug, Serialize, Deserialize)]
struct EconomySetup {
name: String,
position: (i32, i32),
kind: common::terrain::site::SitesKind,
neighbors: Vec<(u64, usize)>, // id, travel_distance
resources: Vec<ResourcesSetup>,
}
fn print_sorted(
prefix: &str,
mut list: Vec<(String, f32)>,
threshold: f32,
decimals: usize,
) {
print!("{}", prefix);
list.sort_by(|a, b| b.1.partial_cmp(&a.1).unwrap_or(std::cmp::Ordering::Less));
for i in list.iter() {
if i.1 >= threshold {
print!("{}={:.*} ", i.0, decimals, i.1);
}
}
println!();
}
fn show_economy(sites: &common::store::Store<crate::site::Site>) {
use crate::site::economy::good_list;
for (id, site) in sites.iter() {
println!("Site id {:?} name {}", id, site.name());
//assert!(site.economy.sanity_check());
print!(" Resources: ");
for i in good_list() {
let amount = site.economy.natural_resources.chunks_per_resource[i];
if amount > 0.0 {
print!("{:?}={} ", i, amount);
}
}
println!();
println!(
" Population {:.1}, limited by {:?}",
site.economy.pop, site.economy.population_limited_by
);
let idle: f32 =
site.economy.pop * (1.0 - site.economy.labors.iter().map(|(_, a)| *a).sum::<f32>());
print_sorted(
&format!(" Professions: idle={:.1} ", idle),
site.economy
.labors
.iter()
.map(|(l, a)| (format!("{:?}", l), *a * site.economy.pop))
.collect(),
site.economy.pop * 0.05,
1,
);
print_sorted(
" Stock: ",
site.economy
.stocks
.iter()
.map(|(l, a)| (format!("{:?}", l), *a))
.collect(),
1.0,
0,
);
print_sorted(
" Values: ",
site.economy
.values
.iter()
.map(|(l, a)| {
(
format!("{:?}", l),
a.map(|v| if v > 3.9 { 0.0 } else { v }).unwrap_or(0.0),
)
})
.collect(),
0.1,
1,
);
print_sorted(
" Labor Values: ",
site.economy
.labor_values
.iter()
.map(|(l, a)| (format!("{:?}", l), a.unwrap_or(0.0)))
.collect(),
0.1,
1,
);
print!(" Limited: ");
for (limit, prod) in site
.economy
.limited_by
.iter()
.zip(site.economy.productivity.iter())
{
if 0.01 <= *prod.1 && *prod.1 <= 0.99 {
print!("{:?}:{:?}={} ", limit.0, limit.1, *prod.1);
}
}
println!();
print!(" Trade: ");
for (g, &amt) in site.economy.active_exports.iter() {
if amt < -0.1 || amt > 0.1 {
print!("{:?}={:.2} ", g, amt);
}
}
println!();
// check population (shrinks if economy gets broken)
// assert!(site.economy.pop >= env.targets[&id]);
}
}
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
#[test]
2022-03-30 21:59:46 +00:00
fn test_economy0() {
init();
let threadpool = rayon::ThreadPoolBuilder::new().build().unwrap();
info!("init");
let seed = 59686;
let opts = sim::WorldOpts {
seed_elements: true,
world_file: sim::FileOpts::LoadAsset(sim::DEFAULT_WORLD_MAP.into()),
//sim::FileOpts::LoadAsset("world.map.economy_8x8".into()),
calendar: None,
};
let mut index = crate::index::Index::new(seed);
info!("Index created");
let mut sim = sim::WorldSim::generate(seed, opts, &threadpool);
info!("World loaded");
let _civs = crate::civ::Civs::generate(seed, &mut sim, &mut index);
info!("Civs created");
crate::sim2::simulate(&mut index, &mut sim);
show_economy(&index.sites);
}
#[test]
fn test_economy1() {
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
init();
let threadpool = rayon::ThreadPoolBuilder::new().build().unwrap();
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
info!("init");
let seed = 59686;
let opts = sim::WorldOpts {
seed_elements: true,
world_file: sim::FileOpts::LoadAsset(sim::DEFAULT_WORLD_MAP.into()),
//sim::FileOpts::LoadAsset("world.map.economy_8x8".into()),
2021-12-15 02:48:19 +00:00
calendar: 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
};
let mut index = crate::index::Index::new(seed);
info!("Index created");
let mut sim = sim::WorldSim::generate(seed, opts, &threadpool);
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
info!("World loaded");
let regenerate_input = false;
if regenerate_input {
let _civs = crate::civ::Civs::generate(seed, &mut sim, &mut index);
info!("Civs created");
let mut outarr: Vec<EconomySetup> = Vec::new();
for i in index.sites.values() {
let resources: Vec<ResourcesSetup> = i
.economy
.natural_resources
.chunks_per_resource
.iter()
.map(|(good, a)| ResourcesSetup {
good: good.into(),
2021-04-18 13:08:48 +00:00
amount: *a * i.economy.natural_resources.average_yield_per_chunk[good],
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
})
.collect();
let neighbors = i
.economy
.neighbors
.iter()
.map(|j| (j.id.id(), j.travel_distance))
.collect();
let val = EconomySetup {
name: i.name().into(),
position: (i.get_origin().x, i.get_origin().y),
resources,
neighbors,
kind: match i.kind {
2022-03-29 12:52:08 +00:00
crate::site::SiteKind::Settlement(_)
| crate::site::SiteKind::Refactor(_)
| crate::site::SiteKind::CliffTown(_) => {
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
common::terrain::site::SitesKind::Settlement
},
crate::site::SiteKind::Dungeon(_) => {
common::terrain::site::SitesKind::Dungeon
},
crate::site::SiteKind::Castle(_) => {
common::terrain::site::SitesKind::Castle
},
_ => common::terrain::site::SitesKind::Void,
},
};
outarr.push(val);
}
let pretty = ron::ser::PrettyConfig::new();
2021-03-24 21:37:01 +00:00
if let Ok(result) = ron::ser::to_string_pretty(&outarr, pretty) {
2021-03-24 20:41:37 +00:00
info!("RON {}", result);
}
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
} else {
let mut rng = ChaChaRng::from_seed(seed_expan::rng_state(seed));
let ron_file = std::fs::File::open("economy_testinput2.ron")
.expect("economy_testinput2.ron not found");
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
let econ_testinput: Vec<EconomySetup> =
ron::de::from_reader(ron_file).expect("economy_testinput2.ron parse error");
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
for i in econ_testinput.iter() {
let wpos = Vec2 {
x: i.position.0,
y: i.position.1,
};
// this should be a moderate compromise between regenerating the full world and
// loading on demand using the public API. There is no way to set
// the name, do we care?
let mut settlement = match i.kind {
common::terrain::site::SitesKind::Castle => crate::site::Site::castle(
crate::site::Castle::generate(wpos, None, &mut rng),
),
common::terrain::site::SitesKind::Dungeon => crate::site::Site::dungeon(
crate::site2::Site::generate_dungeon(&crate::Land::empty(), &mut rng, wpos),
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
),
// common::terrain::site::SitesKind::Settlement |
_ => crate::site::Site::settlement(crate::site::Settlement::generate(
wpos, None, &mut rng,
)),
};
for g in i.resources.iter() {
//let c = sim::SimChunk::new();
//settlement.economy.add_chunk(ch, distance_squared)
// bypass the API for now
settlement.economy.natural_resources.chunks_per_resource
[g.good.try_into().unwrap_or_default()] = g.amount;
settlement.economy.natural_resources.average_yield_per_chunk
[g.good.try_into().unwrap_or_default()] = 1.0;
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
}
index.sites.insert(settlement);
}
// we can't add these in the first loop as neighbors will refer to later sites
// (which aren't valid in the first loop)
for (i, e) in econ_testinput.iter().enumerate() {
2021-03-24 20:41:37 +00:00
if let Some(id) = index.sites.recreate_id(i as u64) {
let mut neighbors: Vec<crate::site::economy::NeighborInformation> = e
.neighbors
.iter()
.flat_map(|(nid, dist)| index.sites.recreate_id(*nid).map(|i| (i, dist)))
2021-03-24 20:41:37 +00:00
.map(|(nid, dist)| crate::site::economy::NeighborInformation {
id: nid,
travel_distance: *dist,
last_values: GoodMap::from_default(0.0),
last_supplies: GoodMap::from_default(0.0),
2021-03-24 20:41:37 +00:00
})
.collect();
index
.sites
.get_mut(id)
.economy
.neighbors
.append(&mut neighbors);
}
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
}
}
crate::sim2::simulate(&mut index, &mut sim);
show_economy(&index.sites);
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
}
struct Simenv {
index: crate::index::Index,
rng: ChaChaRng,
targets: hashbrown::HashMap<Id<crate::site::Site>, f32>,
}
#[test]
// test whether a site in moderate climate can survive on its own
fn test_economy_moderate_standalone() {
fn add_settlement(
env: &mut Simenv,
// index: &mut crate::index::Index,
// rng: &mut ChaCha20Rng,
_name: &str,
target: f32,
resources: &[(Good, f32)],
) -> Id<crate::site::Site> {
let wpos = Vec2 { x: 42, y: 42 };
let mut settlement = crate::site::Site::settlement(crate::site::Settlement::generate(
wpos,
None,
&mut env.rng,
//Some(name),
));
for (good, amount) in resources.iter() {
settlement.economy.natural_resources.chunks_per_resource
[(*good).try_into().unwrap_or_default()] = *amount;
settlement.economy.natural_resources.average_yield_per_chunk
[(*good).try_into().unwrap_or_default()] = 1.0;
}
let id = env.index.sites.insert(settlement);
env.targets.insert(id, target);
id
}
init();
let threadpool = rayon::ThreadPoolBuilder::new().build().unwrap();
info!("init");
let seed = 59686;
let opts = sim::WorldOpts {
seed_elements: true,
world_file: sim::FileOpts::LoadAsset(sim::DEFAULT_WORLD_MAP.into()),
calendar: Default::default(),
};
let index = crate::index::Index::new(seed);
info!("Index created");
let mut sim = sim::WorldSim::generate(seed, opts, &threadpool);
info!("World loaded");
let rng = ChaChaRng::from_seed(seed_expan::rng_state(seed));
let mut env = Simenv {
index,
rng,
targets: hashbrown::HashMap::new(),
};
add_settlement(&mut env, "Forest", 22.0, &[(
Good::Terrain(BiomeKind::Forest),
100.0_f32,
)]);
add_settlement(&mut env, "Grass", 18.0, &[(
Good::Terrain(BiomeKind::Grassland),
100.0_f32,
)]);
add_settlement(&mut env, "Mountain", 19.0, &[(
Good::Terrain(BiomeKind::Mountain),
100.0_f32,
)]);
// add_settlement(&mut env, "Desert", 19.0, &[(
// Good::Terrain(BiomeKind::Desert),
// 100.0_f32,
// )]);
// add_settlement(&mut index, &mut rng, &[
// (Good::Terrain(BiomeKind::Jungle), 100.0_f32),
// ]);
// add_settlement(&mut index, &mut rng, &[
// (Good::Terrain(BiomeKind::Snowland), 100.0_f32),
// ]);
add_settlement(&mut env, "GrFoMo", 30.0, &[
(Good::Terrain(BiomeKind::Grassland), 100.0_f32),
(Good::Terrain(BiomeKind::Forest), 100.0_f32),
(Good::Terrain(BiomeKind::Mountain), 10.0_f32),
]);
// add_settlement(&mut env, "Mountain", 19.0, &[
// (Good::Terrain(BiomeKind::Mountain), 100.0_f32),
// // (Good::CaveAccess, 100.0_f32),
// ]);
// connect to neighbors
for i in 1..(env.index.sites.ids().count() as u64 - 1) {
let previous = env.index.sites.recreate_id(i - 1);
let next = env.index.sites.recreate_id(i + 1);
let center = env.index.sites.recreate_id(i);
center
.zip(previous)
.zip(next)
.map(|((center, previous), next)| {
env.index.sites[center].economy.add_neighbor(next, 1);
env.index.sites[next].economy.add_neighbor(center, 1);
env.index.sites[center].economy.add_neighbor(previous, 2);
env.index.sites[previous].economy.add_neighbor(center, 2);
});
}
crate::sim2::simulate(&mut env.index, &mut sim);
show_economy(&env.index.sites);
}
}