Commit Graph

904 Commits

Author SHA1 Message Date
Joshua Barretto
5bf17779ec Updated changelog, fmt 2021-03-28 18:07:01 +01:00
Treeco
ab596d2ae8 New default world map, default continent scale doubled 2021-03-28 17:07:38 +01:00
Joshua Barretto
d8117b3b3d Make caves and rtsim entities scale with map size, more cloud detail 2021-03-28 17:02:16 +01:00
Joshua Barretto
19ef00085d Softer and faster clouds with more verticality 2021-03-28 17:01:51 +01:00
Treeco
f3284b7d90 Fix issues loading larger maps 2021-03-28 17:01:19 +01:00
Sam
738aa02e7e Loot table hotfix 2021-03-28 11:26:30 -04:00
Scott Williams
ef43d29627 Fix husk drops in miniboss rooms. 2021-03-28 10:39:20 +00:00
Marcel
519c01a888 Merge branch 'christof/item_price_fix' into 'master'
Fix the price category of the newly added items

See merge request veloren/veloren!2010
2021-03-28 09:25:52 +00:00
Christof Petig
66d0948d06 Fix the price category of the newly added items 2021-03-28 09:25:51 +00:00
Sam
0e3b0a9ee7 Repalced stone golems with 10 husks in T5 dungeon miniboss rooms. 2021-03-27 21:06:18 -04:00
Sam
1edf79d109 Moved all legendaries to mindflayer loot table. 2021-03-27 21:05:12 -04:00
Avi Weinstock
8d90548331 Get SitePricing information to clients, and use it to display coin-denominated prices in voxygen on tooltips during a trade. Also boost merchant spawn rate slightly. 2021-03-25 02:11:58 -04:00
Joshua Barretto
5b234a3d08 Merge branch 'christof/de_unwrap2' into 'master'
Replace unwrap in the economy code

See merge request veloren/veloren!1988
2021-03-24 22:22:02 +00:00
Christof Petig
71b91d589b fix the test 2021-03-24 22:37:01 +01:00
Joshua Barretto
5abdd0be8d Merge branch 'synis/primitives' into 'master'
Primitives

See merge request veloren/veloren!1937
2021-03-24 21:06:33 +00:00
Christof Petig
a897a5aa68 remove the remaining unwraps 2021-03-24 21:59:47 +01:00
Christof Petig
43dec7c103 replace another group of unwraps 2021-03-24 21:43:30 +01:00
Avi Weinstock
c4a6875133 Fix airships getting stuck in trees and campfires spawning too close to new-style dungeon stairs. 2021-03-24 15:42:37 -04:00
Christof Petig
3773b23836 remove I/O unwraps (code inactive by default) 2021-03-24 20:31:17 +01:00
Synis
d7aea52a8f Rotation uses matrix and some fixes for plane primitive 2021-03-24 18:21:01 +01:00
Synis
35ef2082e2 Rotation primitive and some minor fixes 2021-03-24 18:21:01 +01:00
Synis
187d7d4fe7 Added a bunch of primitives 2021-03-24 18:21:01 +01:00
Avi Weinstock
cfb55b4881 Add an additional kind of stairs to dungeons. 2021-03-23 18:17:00 -04:00
Marcel Märtens
6b23101fac update toolchain to nightly-2021-03-22 2021-03-22 16:41:04 +01:00
Marcel Märtens
2733ba2e27 Change the version number to 0.9 2021-03-20 13:07:09 +01:00
Snowram
e5afb2fcf7 Various visual fixes 2021-03-18 22:53:06 +01:00
Joshua Barretto
fadf5ee1ec Reduced frequency of bee hives 2021-03-17 21:43:08 +00:00
Snowram
60dd47cdea Theropod charge attack 2021-03-14 18:10:40 +01:00
Snowram
9d7e8957bb Add new npcs 2021-03-14 14:24:35 +01:00
Christof Petig
15b11d9154 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
Imbris
0127832172 Fix tracy not working in certain areas, add span to chunk gen, missing fmt, remove extra span, make voxygen use INFO level instead of TRACE in tracy mode 2021-03-13 13:30:20 -05:00
Synis
9f9ed4b211 Addressed comments 2021-03-11 23:51:57 +01:00
Synis
631a591a68 Castle generation 2021-03-11 22:17:31 +01:00
Marcel Märtens
d7df741671 update dependencies, including removal of some tracy deps as they are get through common/tracy 2021-03-09 20:17:29 +01:00
Joshua Barretto
549f89f590 Addressed pine tree criticism by improving generation 2021-03-08 10:51:06 +00:00
Joshua Barretto
36d20e6990 Better docs, faster terrain meshing 2021-03-07 14:25:07 +00:00
Joshua Barretto
9910398917 Fixed snow biome trees 2021-03-07 14:25:07 +00:00
Joshua Barretto
911acdd9db Fixed clippy warnings and fmt 2021-03-07 14:25:07 +00:00
Synis
c35780d05b More work on castles 2021-03-07 14:25:07 +00:00
Synis
f7f7f12a38 Basic Castle Wall 2021-03-07 14:25:07 +00:00
Joshua Barretto
eff9fc5393 Better giant tree spawn rate 2021-03-07 14:25:07 +00:00
Joshua Barretto
db573f6b2d Turn giant trees into proper sites 2021-03-07 14:25:07 +00:00
Joshua Barretto
0ede7d3899 Brick fill 2021-03-07 14:25:04 +00:00
Joshua Barretto
173a127d5e Better Fill type 2021-03-07 14:25:03 +00:00
Joshua Barretto
97141d12a6 Better paths 2021-03-07 14:25:03 +00:00
Joshua Barretto
e65e3b52f4 Fewer fields 2021-03-07 14:25:03 +00:00
Joshua Barretto
a568669526 Fixed plazas, buggy willow trees 2021-03-07 14:25:03 +00:00
Joshua Barretto
862cd5fe49 fmt 2021-03-07 14:25:03 +00:00
Joshua Barretto
02d86f0fb0 Switched to 6x6 tiles, more natural paths 2021-03-07 14:25:02 +00:00
Joshua Barretto
1d16f14dd5 Small fixes 2021-03-07 14:25:02 +00:00
Joshua Barretto
f537f82b17 Updated vek, fixed house wall bugs 2021-03-07 14:25:02 +00:00
Joshua Barretto
fe8ffc8f87 Fixed more silly issues 2021-03-07 14:25:02 +00:00
Joshua Barretto
6e6e322e90 Fixed stupid generation bugs, made houses more interesting 2021-03-07 14:25:02 +00:00
Joshua Barretto
293d1f2d5e More plot generation work 2021-03-07 14:25:02 +00:00
Joshua Barretto
9e20d7390f Better house generation 2021-03-07 14:25:02 +00:00
Joshua Barretto
14bac81dc4 Added CSG house roofs 2021-03-07 14:25:02 +00:00
Joshua Barretto
9875e2c025 Began work on CSG-based primitive tree site structure generation system 2021-03-07 14:25:02 +00:00
Joshua Barretto
95af1536be Town hazards 2021-03-07 14:25:02 +00:00
Joshua Barretto
cd97a4b2fc Wider roads, better structure 2021-03-07 14:25:02 +00:00
Joshua Barretto
1dab08075e Fixed biasing bug 2021-03-07 14:25:02 +00:00
Joshua Barretto
7d94c3600f New town layouts, initial progress 2021-03-07 14:25:02 +00:00
Joshua Barretto
660b297dd0 Cliff height variety 2021-03-07 14:25:02 +00:00
Joshua Barretto
81b93b548e More varied cliff placement 2021-03-07 14:25:02 +00:00
Joshua Barretto
7ea9e32acf Better cliffs 2021-03-07 14:25:01 +00:00
Joshua Barretto
e5b02ff7da Better water/cave/cliff interaction 2021-03-07 14:25:01 +00:00
Joshua Barretto
466f3919d2 Removed the worst water/cliff interaction issues 2021-03-07 14:25:01 +00:00
Joshua Barretto
4ffdcd0fa1 Cliff overhangs 2021-03-07 14:25:01 +00:00
Joshua Barretto
740dcbb440 Stone layering 2021-03-07 14:25:01 +00:00
Joshua Barretto
9b5c9d1246 Cliff improvements 2021-03-07 14:25:01 +00:00
Joshua Barretto
620e2000d2 Experimental cliffs, use column alt for world map 2021-03-07 14:25:01 +00:00
Joshua Barretto
3aff271a05 Initial test site generation 2021-03-07 14:25:01 +00:00
Joshua Barretto
c7e82aea26 Began work integrating new sites into the world 2021-03-07 14:25:01 +00:00
Joshua Barretto
6af0e77efd Better stairs 2021-03-07 14:25:01 +00:00
Joshua Barretto
b07c942aef Added staircase to giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
284d061068 Added staircases to giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
0c302bb020 Lanterns in trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
6fc7d2a906 Faster More interesting giant trees, better oaks, hives on branches 2021-03-07 14:25:01 +00:00
Joshua Barretto
185b1c3053 Specialised giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
abd1eec815 Slightly smaller giant trees, more dispersed forests 2021-03-07 14:25:01 +00:00
Joshua Barretto
7d526da735 Experimental giant mother trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
e30c625d81 More tree variety, denser forests 2021-03-07 14:25:01 +00:00
Joshua Barretto
81206d5e13 New site work 2021-03-07 14:25:00 +00:00
Joshua Barretto
68b0aa5c50 sync 2021-03-07 14:25:00 +00:00
Joshua Barretto
9cf13ac3b2 Simple coral 2021-03-07 14:25:00 +00:00
Joshua Barretto
3766a77de1 Better tree parameterisation, improved pines 2021-03-07 14:25:00 +00:00
Joshua Barretto
953d8841b4 Procedural pines (first attempt), more tree parameters 2021-03-07 14:25:00 +00:00
Joshua Barretto
24773afe76 Better parameterisation of trees 2021-03-07 14:25:00 +00:00
Joshua Barretto
5e7c231788 Switched to recursive tree generation and recursive culling algorithm for massive performance wins 2021-03-07 14:25:00 +00:00
Joshua Barretto
6f11c4c5c7 Added tree benchmarks 2021-03-07 14:25:00 +00:00
ccgauche
2f68a565d4 Fixed branch flattening 2021-03-07 14:25:00 +00:00
ccgauche
cf91358f40 Fixed canopy problem + Added iteration constant 2021-03-07 14:25:00 +00:00
ccgauche
0eaf8492a5 Removed unsafe from finvsqrt 2021-03-07 14:25:00 +00:00
ccgauche
454d9d0b75 Quite a lot of optimisations 2021-03-07 14:25:00 +00:00
ccgauche
37f9fba023 Simplified generation and fixed some tree cliping issues 2021-03-07 14:25:00 +00:00
ccgauche
bbc64b4ead New generation for trees 2021-03-07 14:25:00 +00:00
Joshua Barretto
9d1a03504c Fixed clipping issues, faster generation 2021-03-07 14:25:00 +00:00
ccgauche
7f3ba0eaca New generation for trees 2021-03-07 14:25:00 +00:00
Joshua Barretto
0745514174 Prevented trees from being too sparse 2021-03-07 14:25:00 +00:00
Joshua Barretto
4bcf9e7a63 More sparse, faster trees 2021-03-07 14:25:00 +00:00
Joshua Barretto
6dd0f73c2d Fixed clipping issues, faster generation 2021-03-07 14:25:00 +00:00