Merge branch 'more_spot_things' into 'master'

grave models, spot fixes, sword overlay

See merge request veloren/veloren!3842
This commit is contained in:
Monty Marz 2023-03-31 02:57:39 +00:00
commit d1a7884ac8
16 changed files with 75 additions and 46 deletions

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assets/voxygen/element/ui/diary/sword_path_overlay.png (Stored with Git LFS) Normal file

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assets/voxygen/voxel/sprite/grave/grave_3.vox (Stored with Git LFS) Normal file

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assets/voxygen/voxel/sprite/grave/grave_6.vox (Stored with Git LFS) Normal file

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@ -4244,6 +4244,26 @@ Gravestone: Some((
offset: (1.0, -6.0, 0.0),
lod_axes: (0.0, 0.0, 0.0),
),
(
model: "voxygen.voxel.sprite.grave.grave_3",
offset: (1.0, -6.0, 0.0),
lod_axes: (0.0, 0.0, 0.0),
),
(
model: "voxygen.voxel.sprite.grave.grave_4",
offset: (1.0, -6.0, 0.0),
lod_axes: (0.0, 0.0, 0.0),
),
(
model: "voxygen.voxel.sprite.grave.grave_5",
offset: (1.0, -6.0, 0.0),
lod_axes: (0.0, 0.0, 0.0),
),
(
model: "voxygen.voxel.sprite.grave.grave_6",
offset: (1.0, -6.0, 0.0),
lod_axes: (0.0, 0.0, 0.0),
),
],
wind_sway: 0.0,
)),

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@ -4,10 +4,12 @@
// ron file pointing to voxel model and defining special colors
base_structures: "spots_general.mage_tower",
// maximum occurance per each 1000km^2 world area
freq: 0.0,
freq: 1.0,
// placement requirements
condition: All([Typical, MaxGradient(0.2), Biome([Forest, Taiga])]),
condition: All([Typical, MaxGradient(0.2), Biome([Forest, Taiga, Snowland, Grassland])]),
// Available Conditions: Typical (Not near river, way, cliffs or underwater), NearRiver,IsWay, IsUnderwater, NearCliffs
// Available Biomes: Void, Lake, Grassland, Ocean, Mountain, Snowland, Desert, Swamp, Jungle, Forest, Savannah, Taiga
// whether to prevent trees etc. around this spot
spawn: false,
spawn: true,
),
]

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@ -6,9 +6,14 @@
center: (3, 3, 1),
custom_indices: {
8: Filled(Air, (r: 255, g: 255, b: 255)),
9: Sprite(BedrollPirate),
9: RotatedSprite(BedrollPirate, 0),
10: Grass,
11: Sprite(Chest),
11: Sprite(CommonLockedChest),
12: Filled(Air, (r: 255, g: 255, b: 255)),
13: Filled(Air, (r: 255, g: 255, b: 255)),
14: Filled(Air, (r: 255, g: 255, b: 255)),
15: Filled(Air, (r: 255, g: 255, b: 255)),
16: Filled(Air, (r: 255, g: 255, b: 255)),
251: Grass,
},
),

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@ -6,9 +6,14 @@
center: (3, 3, 1),
custom_indices: {
8: Filled(Air, (r: 255, g: 255, b: 255)),
9: Sprite(BedrollSnow),
10: None,
9: RotatedSprite(BedrollSnow, 0),
10: Grass,
11: Sprite(CookingPot),
12: Sprite(Chest),
13: RotatedSprite(Tent, 0),
14: RotatedSprite(Tent, 4),
15: RotatedSprite(Tent, 6),
16: RotatedSprite(Tent, 2),
251: Sprite(SmokeDummy),
},
),

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@ -193,6 +193,7 @@ widget_ids! {
skill_general_climb_2,
skill_general_swim_0,
skill_general_swim_1,
sword_path_overlay,
// Ability selection
spellbook_art,
sb_page_left_align,
@ -1577,15 +1578,12 @@ impl<'a> Diary<'a> {
ui: &mut UiCell,
mut events: Vec<Event>,
) -> Vec<Event> {
// Title text
let tree_title = &self.localized_strings.get_msg("common-weapons-sword");
Text::new(tree_title)
.mid_top_with_margin_on(state.ids.content_align, 2.0)
.font_id(self.fonts.cyri.conrod_id)
.font_size(self.fonts.cyri.scale(34))
.color(TEXT_COLOR)
.set(state.ids.tree_title_txt, ui);
Image::new(self.imgs.sword_tree_paths)
.wh([1042.0, 636.0])
.mid_top_with_margin_on(state.ids.content_align, 55.0)
.graphics_for(state.ids.content_align)
.color(Some(Color::Rgba(1.0, 1.0, 1.0, 1.0)))
.set(state.ids.sword_path_overlay, ui);
// Sword
Image::new(self.imgs.sword_bg)

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@ -76,6 +76,7 @@ image_ids! {
arrow_r_inactive: "voxygen.element.ui.diary.buttons.arrow_r_inactive",
ability_frame: "voxygen.element.ui.diary.abilitiy_desc_frame",
ability_frame_dual: "voxygen.element.ui.diary.abilitiy_desc_frame_dual",
sword_tree_paths: "voxygen.element.ui.diary.sword_path_overlay",
// Skill Trees
book_bg: "voxygen.element.ui.diary.spellbook_bg",

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@ -31,6 +31,9 @@ use vek::*;
/// 3. Add a new arm to the `match` expression in [`Spot::apply_spots_to`] that
/// tells the generator how to generate a spot, including the base structure
/// that composes the spot and the entities that should be spawned there.
///
/// Only add spots with randomly spawned NPCs here. Spots that only use
/// EntitySpawner blocks can be added in assets/world/manifests/spots.ron
#[derive(Copy, Clone, Debug)]
pub enum Spot {
DwarvenGrave,
@ -69,7 +72,6 @@ pub enum Spot {
JungleTemple,
SaurokTotem,
JungleOutpost,
MageTower,
RonFile(&'static SpotProperties),
}
@ -104,20 +106,6 @@ impl Spot {
},
false,
);
Self::generate_spots(
Spot::MageTower,
world,
1.0,
|g, c| {
g < 0.25
&& !c.near_cliffs()
&& !c.river.near_water()
&& !c.path.0.is_way()
&& c.sites.is_empty()
&& matches!(c.get_biome(), Grassland | Forest | Taiga | Snowland)
},
false,
);
Self::generate_spots(
Spot::Igloo,
world,
@ -577,11 +565,6 @@ pub fn apply_spots_to(canvas: &mut Canvas, _dynamic_rng: &mut impl Rng) {
let spot_config = match spot {
// Themed Spots
Spot::MageTower => SpotConfig {
base_structures: Some("spots_general.mage_tower"),
entity_radius: 1.0,
entities: &[],
},
Spot::DwarvenGrave => SpotConfig {
base_structures: Some("spots_grasslands.dwarven_grave"),
entity_radius: 60.0,