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https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
Fill trade_pricing with craftable items
This commit is contained in:
parent
3ee123b745
commit
f213ba138a
@ -12,18 +12,21 @@ loot_tables: [
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(0.025, false, "common.loot_tables.weapons.cultist"),
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(0.025, false, "common.loot_tables.weapons.cave"),
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(0.02, false, "common.loot_tables.weapons.legendary"),
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// Armor
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// Non-craftable Armor
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(20.0, true, "common.loot_tables.armor.cloth"),
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(1.0, true, "common.loot_tables.armor.twigs"),
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(1.0, true, "common.loot_tables.armor.twigsflowers"),
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(1.0, true, "common.loot_tables.armor.twigsleaves"),
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// Materials
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(7.5, true, "common.loot_tables.materials.common"),
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(8.0, true, "common.loot_tables.materials.underground"),
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// Food
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(0.3, true, "common.loot_tables.food.farm_ingredients"),
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(0.4, true, "common.loot_tables.food.wild_ingredients"),
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(0.2, true, "common.loot_tables.food.prepared"),
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(0.01, false, "common.loot_tables.trading.jewellery"),
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// Ingredients
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(1.0, true, "common.loot_tables.trading.sellable_materials"),
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(1.0, false, "common.loot_tables.trading.unsellable_materials"),
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// Food Ingredients
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(1.0, true, "common.loot_tables.trading.food"),
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// Potions
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//
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// crafted from food, no need to duplicate it here.
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@ -35,16 +38,17 @@ loot_tables: [
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//
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// Misc
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(0.1, true, "common.loot_tables.consumable.throwable"),
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(0.7, true, "common.loot_tables.consumable.misc"),
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(1.0, false, "common.loot_tables.trading"),
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// Collections
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(0.00001, false, "common.loot_tables.trading.collection"),
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],
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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, 0.0075), // common.items.consumable.potion_minor
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(Food, 0.1), // common.items.food.mushroom
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(Potions, 0.005), // common.items.consumable.potion_minor
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(Food, 0.5), // common.items.food.mushroom
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(Coin, 1.0), // common.items.utility.coins
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(Armor, 1.0), // common.items.armor.misc.pants.worker_blue
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(Tools, 0.25), // common.items.weapons.staff.starter_staff
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(Ingredients, 0.25), // common.items.crafting_ing.leather_scraps
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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, 0.5), // common.items.crafting_ing.leather_scraps
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])
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@ -1,37 +0,0 @@
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// Loot table that exists purely for price rationalisation
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// Please keep it sorting by rarity so it's easier to reason about things
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[
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// Ores
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(0.03, Item("common.items.mineral.ore.gold")),
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(0.045, Item("common.items.mineral.ore.silver")),
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(0.1, Item("common.items.mineral.ore.bloodstone")),
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(0.2, Item("common.items.mineral.ore.cobalt")),
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(0.25, Item("common.items.mineral.ore.coal")),
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(0.3, Item("common.items.mineral.ore.iron")),
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(0.5, Item("common.items.mineral.ore.velorite")),
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(0.6, Item("common.items.mineral.ore.veloritefrag")),
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(1.5, Item("common.items.mineral.ore.copper")),
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(1.5, Item("common.items.mineral.ore.tin")),
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// Animal Hide
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(0.05, Item("common.items.crafting_ing.hide.dragon_scale")),
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(0.05, Item("common.items.crafting_ing.hide.plate")),
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(0.1, Item("common.items.crafting_ing.leather.rigid_leather")),
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(0.1, Item("common.items.crafting_ing.hide.carapace")),
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(0.2, Item("common.items.crafting_ing.hide.scales")),
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(0.7, Item("common.items.crafting_ing.hide.tough_hide")),
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(1.0, Item("common.items.crafting_ing.hide.animal_hide")),
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(1.5, Item("common.items.crafting_ing.leather.leather_strips")),
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// Mob Drops
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(0.01, Item("common.items.crafting_ing.animal_misc.phoenix_feather")),
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(0.08, Item("common.items.crafting_ing.animal_misc.large_horn")),
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(0.1, Item("common.items.crafting_ing.animal_misc.icy_fang")),
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(0.15, Item("common.items.crafting_ing.animal_misc.grim_eyeball")),
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(0.15, Item("common.items.crafting_ing.animal_misc.lively_vine")),
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(1.2, Item("common.items.crafting_ing.animal_misc.fur")),
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// Meats
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(0.6, Item("common.items.food.meat.beast_large_raw")),
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(0.8, Item("common.items.food.meat.tough_raw")),
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(1.0, Item("common.items.food.meat.beast_small_raw")),
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(1.2, Item("common.items.food.meat.fish_raw")),
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(1.3, Item("common.items.food.meat.bird_raw")),
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]
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10
assets/common/loot_tables/trading/buying.ron
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10
assets/common/loot_tables/trading/buying.ron
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@ -0,0 +1,10 @@
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// Loot table that exists purely for price rationalisation
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// Put here anything that doesn't fit in anything else.
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//
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// This loot table should be marked as un-sellable.
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// If you want to add something that merchants can buy and sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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]
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22
assets/common/loot_tables/trading/collection.ron
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22
assets/common/loot_tables/trading/collection.ron
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@ -0,0 +1,22 @@
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// Loot table that exists purely for price rationalisation
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// Put here anything that doesn't fit in anything else.
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//
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// This loot table should be marked as un-sellable.
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// If you want to add something that merchants can buy and sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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/// Non-craftable gliders
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// Butterfly gliders
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(5, Item("common.items.glider.glider_morpho")),
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(5, Item("common.items.glider.glider_monarch")),
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(5, Item("common.items.glider.glider_moth")),
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// Skullgrin
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(2, Item("common.items.glider.glider_purp")),
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/// Lanterns
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(5, Item("common.items.lantern.geode_purp")),
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(2, Item("common.items.lantern.blue_0")),
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(2, Item("common.items.boss_drops.lantern")),
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]
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24
assets/common/loot_tables/trading/food.ron
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24
assets/common/loot_tables/trading/food.ron
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@ -0,0 +1,24 @@
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// Loot table that exists purely for price rationalisation
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//
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// This loot table should be marked as sellable.
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// If you want to add something that merchants can buy but not sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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// Meats
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(0.0125, Item("common.items.food.meat.bird_large_raw")),
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(0.5, Item("common.items.food.meat.beast_large_raw")),
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(2.0, Item("common.items.food.meat.bird_raw")),
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(2.0, Item("common.items.food.meat.fish_raw")),
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(2.0, Item("common.items.food.meat.tough_raw")),
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(4.0, Item("common.items.food.meat.beast_small_raw")),
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// Gatherables
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(0.025, Item("common.items.food.coconut")),
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(0.25, Item("common.items.food.cheese")),
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(0.25, Item("common.items.food.apple")),
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(2.0, Item("common.items.food.carrot")),
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(2.0, Item("common.items.food.lettuce")),
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(2.0, Item("common.items.food.tomato")),
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(2.0, Item("common.items.food.mushroom")),
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]
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11
assets/common/loot_tables/trading/jewellery.ron
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11
assets/common/loot_tables/trading/jewellery.ron
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@ -0,0 +1,11 @@
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// Loot table that exists purely for price rationalisation
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//
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// This loot table should be marked as un-sellable.
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// If you want to add something that merchants can buy and sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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(1, Item("common.items.armor.misc.back.dungeon_purple")),
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(1, Item("common.items.armor.misc.ring.skull")),
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]
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58
assets/common/loot_tables/trading/sellable_materials.ron
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58
assets/common/loot_tables/trading/sellable_materials.ron
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@ -0,0 +1,58 @@
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// Loot table that exists purely for price rationalisation
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//
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// This loot table should be marked as sellable.
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// If you want to add something that merchants can buy but not sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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// Stones
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(0.02, Item("common.items.mineral.gem.diamond")),
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(0.08, Item("common.items.mineral.gem.ruby")),
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(0.1, Item("common.items.mineral.gem.emerald")),
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(0.2, Item("common.items.mineral.gem.sapphire")),
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(0.25, Item("common.items.mineral.ore.velorite")),
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(0.5, Item("common.items.mineral.ore.veloritefrag")),
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(0.75, Item("common.items.mineral.gem.topaz")),
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(1.0, Item("common.items.mineral.gem.amethyst")),
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(4.0, Item("common.items.crafting_ing.stones")),
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// Ores
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(0.5, Item("common.items.mineral.ore.velorite")),
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(0.6, Item("common.items.mineral.ore.veloritefrag")),
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(2.5, Item("common.items.mineral.ore.copper")),
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(2.5, Item("common.items.mineral.ore.iron")),
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(2.5, Item("common.items.mineral.ore.tin")),
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// Animal Hide
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(2.5, Item("common.items.crafting_ing.hide.tough_hide")),
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(4.0, Item("common.items.crafting_ing.hide.animal_hide")),
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// Mob Drops
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(0.15, Item("common.items.crafting_ing.animal_misc.grim_eyeball")),
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(0.15, Item("common.items.crafting_ing.animal_misc.lively_vine")),
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(0.5, Item("common.items.crafting_ing.animal_misc.raptor_feather")),
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(1.0, Item("common.items.crafting_ing.animal_misc.icy_fang")),
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(1.2, Item("common.items.crafting_ing.animal_misc.claw")),
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(2.5, Item("common.items.crafting_ing.animal_misc.fur")),
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(2.5, Item("common.items.crafting_ing.animal_misc.sharp_fang")),
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(2.5, Item("common.items.crafting_ing.animal_misc.venom_sac")),
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(2.5, Item("common.items.crafting_ing.animal_misc.viscous_ooze")),
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(4.0, Item("common.items.crafting_ing.cloth.wool")),
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// Junk
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(4.0, Item("common.items.crafting_ing.bowl")),
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(4.0, Item("common.items.crafting_ing.empty_vial")),
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// Gatherables
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(0.1, Item("common.items.crafting_ing.seashells")),
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(0.2, Item("common.items.crafting_ing.honey")),
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(0.2, Item("common.items.flowers.moonbell")),
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(1.0, Item("common.items.crafting_ing.cactus")),
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(1.0, Item("common.items.crafting_ing.cotton_boll")),
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(1.0, Item("common.items.flowers.pyrebloom")),
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(3.0, Item("common.items.crafting_ing.twigs")),
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(4.0, Item("common.items.flowers.red")),
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(4.0, Item("common.items.flowers.wild_flax")),
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(9.0, Item("common.items.flowers.sunflower")),
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]
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32
assets/common/loot_tables/trading/unsellable_materials.ron
Normal file
32
assets/common/loot_tables/trading/unsellable_materials.ron
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@ -0,0 +1,32 @@
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// Loot table that exists purely for price rationalisation
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//
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// This loot table should be marked as un-sellable.
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// If you want to add something that merchants can buy and sell,
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// add another loot table
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//
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// Please keep it sorted by rarity so it's easier to reason about things
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[
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// High tier Ores
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(0.025, Item("common.items.mineral.ore.gold")),
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(0.03, Item("common.items.mineral.ore.silver")),
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(0.1, Item("common.items.mineral.ore.bloodstone")),
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(0.2, Item("common.items.mineral.ore.cobalt")),
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(0.25, Item("common.items.mineral.ore.coal")),
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// High tier Animal Hide
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(0.025, Item("common.items.crafting_ing.hide.dragon_scale")),
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(0.05, Item("common.items.crafting_ing.hide.plate")),
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(0.05, Item("common.items.crafting_ing.hide.leather_troll")),
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(0.05, Item("common.items.crafting_ing.hide.rugged_hide")),
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(0.2, Item("common.items.crafting_ing.hide.carapace")),
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(0.2, Item("common.items.crafting_ing.hide.scales")),
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// High tier Mob drops
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(0.005, Item("common.items.crafting_ing.animal_misc.phoenix_feather")),
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(0.08, Item("common.items.crafting_ing.animal_misc.large_horn")),
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(0.08, Item("common.items.crafting_ing.animal_misc.lively_vine")),
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(0.225, Item("common.items.crafting_ing.sticky_thread")),
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// Ultra Rare drops
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(0.0005, Item("common.items.crafting_ing.mindflayer_bag_damaged")),
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]
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@ -223,8 +223,6 @@ impl TradePricing {
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fn get_list_by_path(&self, name: &str) -> &[Entry] {
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match name {
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// Armor
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// TODO: balance mindflayer bag price so this isn't needed
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"common.items.crafting_ing.mindflayer_bag_damaged" => &self.armor.entries,
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_ if name.starts_with("common.items.armor.") => &self.armor.entries,
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// Tools
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_ if name.starts_with("common.items.weapons.") => &self.tools.entries,
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@ -253,8 +251,6 @@ impl TradePricing {
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fn get_list_by_path_mut(&mut self, name: &str) -> &mut Entries {
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match name {
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// Armor
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// TODO: balance mindflayer bag price so this isn't needed
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"common.items.crafting_ing.mindflayer_bag_damaged" => &mut self.armor,
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_ if name.starts_with("common.items.armor.") => &mut self.armor,
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// Tools
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_ if name.starts_with("common.items.weapons.") => &mut self.tools,
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@ -350,6 +346,8 @@ impl TradePricing {
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let mut ordered_recipes: Vec<RememberedRecipe> = Vec::new();
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for (_, recipe) in book.iter() {
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let (ref asset_path, amount) = recipe.output;
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// Trading don't know how to work with recycling yet
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if !recipe.is_recycling {
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ordered_recipes.push(RememberedRecipe {
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output: asset_path.id().into(),
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amount,
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@ -359,7 +357,12 @@ impl TradePricing {
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.iter()
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.filter_map(|&(ref recipe_input, count)| {
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if let RecipeInput::Item(it) = recipe_input {
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// If item is not consumed in craft, ignore it
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if count == 0 {
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None
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} else {
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Some((it.id().into(), count))
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}
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} else {
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None
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}
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@ -367,6 +370,7 @@ impl TradePricing {
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.collect(),
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});
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}
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}
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// re-evaluate prices based on crafting tables
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// (start with cheap ones to avoid changing material prices after evaluation)
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