860 Commits

Author SHA1 Message Date
Snowram
95924315fb Fix a staff icon, some offset fixes, lower wolf spawn rate 2021-03-30 00:27:03 +02:00
Sam
699f992774 Made entity spawn room check more intuitive to understand 2021-03-29 13:05:04 -04:00
Sam
d17edfcd64 Mindflayer balance tweaks. 2021-03-29 10:44:46 -04:00
Treeco
dfbfd25934 Less horrible spawn 2021-03-28 20:12:27 +01:00
Joshua Barretto
e4b5f02df2 Merge branch 'treeco/new-map' into 'master'
A new map and clouds

See merge request veloren/veloren!2007
2021-03-28 18:32:20 +00:00
Treeco
bf155b1407 Move common code out into function 2021-03-28 18:22:47 +01:00
Joshua Barretto
6005756f94 Updated changelog, fmt 2021-03-28 18:07:01 +01:00
Treeco
2922b00c11 New default world map, default continent scale doubled 2021-03-28 17:07:38 +01:00
Joshua Barretto
fa1fee430b Make caves and rtsim entities scale with map size, more cloud detail 2021-03-28 17:02:16 +01:00
Joshua Barretto
a76f15dd9f Softer and faster clouds with more verticality 2021-03-28 17:01:51 +01:00
Treeco
0186cf8398 Fix issues loading larger maps 2021-03-28 17:01:19 +01:00
Sam
c18726753d Loot table hotfix 2021-03-28 11:26:30 -04:00
Scott Williams
998d5f0719 Fix husk drops in miniboss rooms. 2021-03-28 10:39:20 +00:00
Marcel
6ecd0b68f3 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
b94013943f Fix the price category of the newly added items 2021-03-28 09:25:51 +00:00
Sam
d707fbbd83 Repalced stone golems with 10 husks in T5 dungeon miniboss rooms. 2021-03-27 21:06:18 -04:00
Sam
43290d1dc3 Moved all legendaries to mindflayer loot table. 2021-03-27 21:05:12 -04:00
Avi Weinstock
6d30f17add 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
3ba439994e 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
11aaf90845 fix the test 2021-03-24 22:37:01 +01:00
Joshua Barretto
76d40981db Merge branch 'synis/primitives' into 'master'
Primitives

See merge request veloren/veloren!1937
2021-03-24 21:06:33 +00:00
Christof Petig
76fa685b9a remove the remaining unwraps 2021-03-24 21:59:47 +01:00
Christof Petig
3049c6daf5 replace another group of unwraps 2021-03-24 21:43:30 +01:00
Avi Weinstock
67dedf409a 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
5bc6dca0d7 remove I/O unwraps (code inactive by default) 2021-03-24 20:31:17 +01:00
Synis
5b9b5c5101 Rotation uses matrix and some fixes for plane primitive 2021-03-24 18:21:01 +01:00
Synis
b91ee0476d Rotation primitive and some minor fixes 2021-03-24 18:21:01 +01:00
Synis
e3d956adfb Added a bunch of primitives 2021-03-24 18:21:01 +01:00
Avi Weinstock
2edb78afd9 Add an additional kind of stairs to dungeons. 2021-03-23 18:17:00 -04:00
Marcel Märtens
8838bddefe update toolchain to nightly-2021-03-22 2021-03-22 16:41:04 +01:00
Marcel Märtens
fcb00df6b8 Change the version number to 0.9 2021-03-20 13:07:09 +01:00
Snowram
0dabf089f2 Various visual fixes 2021-03-18 22:53:06 +01:00
Joshua Barretto
16fd382010 Reduced frequency of bee hives 2021-03-17 21:43:08 +00:00
Snowram
9c45f5c32d Theropod charge attack 2021-03-14 18:10:40 +01:00
Snowram
2b1adf1028 Add new npcs 2021-03-14 14:24:35 +01:00
Christof Petig
4cdfab236a 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
aff3536ac9 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
c63adbaf2b Addressed comments 2021-03-11 23:51:57 +01:00
Synis
efad60016c Castle generation 2021-03-11 22:17:31 +01:00
Marcel Märtens
51cf530877 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
ccb696d661 Addressed pine tree criticism by improving generation 2021-03-08 10:51:06 +00:00
Joshua Barretto
7b0b410b4f Better docs, faster terrain meshing 2021-03-07 14:25:07 +00:00
Joshua Barretto
34f98e7d4b Fixed snow biome trees 2021-03-07 14:25:07 +00:00
Joshua Barretto
081b290b45 Fixed clippy warnings and fmt 2021-03-07 14:25:07 +00:00
Synis
73e1b1d7ca More work on castles 2021-03-07 14:25:07 +00:00
Synis
83a56e0062 Basic Castle Wall 2021-03-07 14:25:07 +00:00
Joshua Barretto
6790327b90 Better giant tree spawn rate 2021-03-07 14:25:07 +00:00
Joshua Barretto
71fdf0e333 Turn giant trees into proper sites 2021-03-07 14:25:07 +00:00
Joshua Barretto
144b8bbcda Brick fill 2021-03-07 14:25:04 +00:00
Joshua Barretto
6266e13614 Better Fill type 2021-03-07 14:25:03 +00:00