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Use labour value for prices
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@ -36,10 +36,10 @@ loot_tables: [
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// this is the amount of that good the most common item represents
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// so basically this table balances the goods against each other (higher=less valuable)
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good_scaling: [
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(Potions, 0.0005), // common.items.consumable.potion_minor
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(Food, 1.0), // common.items.food.mushroom
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(Coin, 10.0), // common.items.utility.coins
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(Armor, 0.5), // common.items.armor.misc.pants.worker_blue
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(Tools, 0.5), // common.items.weapons.staff.starter_staff
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(Ingredients, 2.5), // common.items.crafting_ing.leather_scraps
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(Potions, 0.3), // common.items.consumable.potion_minor
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(Food, 3.0), // common.items.food.mushroom
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(Coin, 1.0), // common.items.utility.coins
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(Armor, 0.2), // common.items.armor.misc.pants.worker_blue
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(Tools, 0.2), // common.items.weapons.staff.starter_staff
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(Ingredients, 0.25), // common.items.crafting_ing.leather_scraps
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])
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@ -1,5 +1,10 @@
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// we use a vector to easily generate a key into all the economic data containers
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([
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(
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name: "Banker",
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orders: [ (Ingredients, 12.0), (Stone, 4.0), (Tools, 1.0), (RoadSecurity, 4.0) ],
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products: [ (Coin, 16.0) ],
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),
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(
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name: "Cook",
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orders: [ (Flour, 12.0), (Meat, 4.0), (Wood, 1.5), (Stone, 1.0) ],
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@ -328,14 +328,15 @@ impl Economy {
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pub fn get_site_prices(&self) -> SitePrices {
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SitePrices {
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values: {
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// Use labor values as prices. Not correct (doesn't care about exchange value)
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let prices = self.labor_values.clone();
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// Normalized values. Note: not correct, but better than nothing
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let sum = self
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.values
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let sum = prices
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.iter()
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.map(|(_, price)| (*price).unwrap_or(0.0))
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.sum::<f32>()
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.max(0.001);
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self.values
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prices
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.iter()
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.map(|(g, v)| (g, v.map(|v| v / sum).unwrap_or(Economy::MINIMUM_PRICE)))
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.collect()
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