971 Commits

Author SHA1 Message Date
Christof Petig
11d9b93684 Accelerate econsim using arrays instead of hashmaps 2021-06-20 16:00:37 +00:00
juliancoffee
0fecde103d Don't spawn enemies in boss room 2021-06-19 10:47:45 +03:00
jshipsey
85fdf467fd basilisk tweaks 2021-06-16 23:28:25 -04:00
jshipsey
a98734d609 buffs to stretch progression 2021-06-16 20:50:46 -04:00
Avi Weinstock
a5ff4be601 Make tornado (and empty models in general) work on WGPU. 2021-06-15 09:49:13 +02:00
Snowram
3df69ba11d Add troll variants and roc npcs 2021-06-15 09:49:13 +02:00
Marcel
c0fec35f7a Merge branch 'dungeon_voxel_export' into 'master'
Add dungeon shape to MagicaVoxel export example

See merge request veloren/veloren!2412
2021-06-14 15:07:25 +00:00
Marcel
f41bedc02c Merge branch 'juliancoffee/asset_entity' into 'master'
EntityInfo assetization.

See merge request veloren/veloren!2382
2021-06-14 12:56:28 +00:00
Vincent Junge
f724123694 Added dungeon shape to MagicaVoxel export example 2021-06-14 14:43:00 +02:00
Marcel Märtens
d291a71f79 Change the version number to 0.10 2021-06-12 10:14:07 +02:00
Joshua Barretto
6dae58c8a6 Prevent creatures spawning in the ground 2021-06-11 07:09:58 +01:00
juliancoffee
72bc681570 Move loot tables to entityconfigs
* Moved all entities in dungeons to assets
2021-06-09 15:37:04 +03:00
juliancoffee
14a99cd0e1 Move body to EntityConfig assets
* currently works only for random and random_with, uses FromStr for
NpcKind
2021-06-09 15:37:04 +03:00
juliancoffee
f9575d7df0 Load skillsets from assets
Done:
    support loading from assets in skillset_builder.rs
    entity_config field with skillset asset field
    move every SkillSet config to assets
    tests for skillset assets
    tests for assets in entity configs
2021-06-09 15:37:04 +03:00
juliancoffee
c61cfac20c Post refactoring 2021-06-09 15:37:04 +03:00
juliancoffee
299d660857 Start to load EntityInfo from assets in dungeons
* All enemies in dungeons are now specify loadout_config, name and
main_tool in assets
* Add more variance to the enemies names
2021-06-09 15:37:04 +03:00
juliancoffee
6b487fbadf Split LodoutBuilder::build_loadout
LoadoutBuilder::build_loadout is a function which has four parameters
and 3 of them are Option<>, and although fourth (body) isn't Option<>,
it's optional too because it is used only in some combinations of
another arguments.

Because these combinations produces quirky code flow, it will be better
to split it to different methods.

So we did following changes to remove it and rewrite code that was using it
to use better methods.

* Introduce LoadoutPreset as new LoadoutConfig, currently it's only used
in Summon ability, because SummonInfo uses Copy and we can't specify
String for specifying asset path for loadout.
Everything else is rewritten to use asset path to create loadouts.

* More builder methods for LoadoutBuilder.
Namely:
    - from_default which is used in server/src/cmd.rs in "/spawn" command.
    - with_default_equipment, with_default_maintool to use default
    loadout for specific body
    - with_preset to use LoadoutPreset

* Add new make_loadout field with `fn (loadout_builder, trading_info) -> loadout_builder`
to EntityInfo which allows to lazily construct loadout without
modifying LoadoutBuilder code

* Fix Merchants not having trade site
We had heuristic that if something has Merchant LoadoutConfig - it's
merchant, which can be false, especially if we create Merchant loadout
lazily
As side note, we do same check for Guards and it fails too.

Too fix it, we introduce new agent::Mark, which explicitly specifies
kind of agent for entity

* `LoadoutBuilder::build_loadout` was written in a such way that depending
on main_tool you will have different loadout. Turns out it was this
way only for Adlets though and this behaviour is reproduced by specifying
different loadouts directly in world code.
2021-06-09 15:37:04 +03:00
Marcel
3520a3afed Merge branch 'xMAC94x/hashbrown' into 'master'
switch to hashbrown 0.11 and specs 0.16.2

See merge request veloren/veloren!2390
2021-06-07 14:31:58 +00:00
jshipsey
5ef6bff0f2 mig fix 2021-06-07 08:32:59 -04:00
Marcel Märtens
4c29484f22 switch to hashbrown 0.11 and specs 0.16.2 2021-06-07 13:01:01 +02:00
jshipsey
0c550516a1 cave adjustments 2021-06-07 11:02:34 +02:00
jshipsey
b03af3b712 finalize stats
t
2021-06-07 11:02:03 +02:00
jshipsey
1892554b21 comment addressing, cave tweaks 2021-06-07 11:01:46 +02:00
jshipsey
44cd8c1bf6 proper recipes, tanning racks, various fixes 2021-06-07 11:00:14 +02:00
jshipsey
287ec0ffe9 more loot tables, overworld ores, more items 2021-06-07 11:00:00 +02:00
jshipsey
df3fa8b073 ore deposits, flower drops 2021-06-07 10:59:50 +02:00
jshipsey
ab09814bd9 cave changes 2021-06-07 10:59:44 +02:00
jshipsey
9c96a8d941 crafting stations 2021-06-07 10:59:35 +02:00
Imbris
5caf8b6b55 Re-disable incremental just for common-systems, small fix in plugin
crate, more new clippy fixes
2021-05-31 20:44:57 -04:00
Imbris
5985584c5c Update toolchain 2021-05-31 20:44:57 -04:00
Avi Weinstock
0f85a7daf5 Clear the economy database when creating it. 2021-05-28 16:14:31 -04:00
Avi Weinstock
202646787d Fix economy data not properly being used to price trades, resulting in default prices being applied at most towns.
Also add an exporter from econsim results to sqlite to aid in debugging the economy (which revealed this bug).
2021-05-28 15:09:29 -04:00
juliancoffee
f4b3aef9b4 Refactor enemy creation in dungeons 2021-05-26 01:39:48 +03:00
juliancoffee
718c5b88f4 Adding different chests for each dungeon 2021-05-24 23:00:44 +03:00
juliancoffee
3c82a0e8cd LoadoutBuilder efactoring 2021-05-23 20:29:19 +03:00
juliancoffee
a1d2849dae fmt 2021-05-23 01:04:11 +03:00
juliancoffee
2f568235d9 Adjust mob numbers and add /kit tier-0 2021-05-23 01:04:11 +03:00
juliancoffee
6027f2ffa3 Adjust loot tables
- Add regular drop to T5 miniboss
- Fixup cultist loot table
- Give own loot table to Deadwood in T0
2021-05-23 01:04:11 +03:00
juliancoffee
b31b80637e Edit minibosses in lower tiers
- Deadwood to T0 (instead of bonerattlers)
- Rats to T1 (instead of bonerattlers)
- Bonerattlers to T3 (instead of hakulaqs, it's still placeholder)
2021-05-23 01:04:05 +03:00
Monty Marz
20faacd04f Ferocious armour for t5-dungeon minibosses 2021-05-22 10:55:36 +00:00
juliancoffee
0cd6ffbbba Add note to tests 2021-05-21 19:33:31 +03:00
juliancoffee
21fd246cb3 fmt 2021-05-21 11:36:48 +03:00
juliancoffee
5201de7192 Fixing loot tables
- Use quad_low and quad_medium loot table for corresponding mobs in
dungeons
- Remove cultist loot table from T3-T4 loot tables
- Use resize instead of vec[obj; len] to create different loot and not
duplicated for miniboss_1
2021-05-21 11:31:39 +03:00
juliancoffee
12c42cc1ad Give bosses own creation function and loot table
- Make goose miniboss fallback to differentiate bosses and minibosses
2021-05-21 11:01:47 +03:00
Sam
ed830e6935 Added haniwa sentries to level 3 dungeons. 2021-05-10 18:53:50 -05:00
Sam
f39d5e34bf Dungeon placement. Tweaks to melee. 2021-05-10 18:53:47 -05:00
Illia Denysenko
3dab8786f1 Miniboss Loot quickfix 2021-05-09 21:29:35 +00:00
Marcel
7a0f4f1dec Merge branch 'aweinstock/heightmap_visualization' into 'master'
Add heightmap visualization to world/examples.

See merge request veloren/veloren!2246
2021-05-08 16:02:11 +00:00
Avi Weinstock
bb2c5ce5d3 Add max-convolution to heightmap visualization, and specify required-features for it to make CI work. 2021-05-08 11:19:37 -04:00
juliancoffee
8dc032db4b Transer Animal Trainers to lvl5 dungeons 2021-05-07 14:50:03 +03:00