Commit Graph

47 Commits

Author SHA1 Message Date
juliancoffee
021d5c60de Add test for duplicates in EntityConfig::meta
+ make tests cleaner
2021-07-17 15:37:31 +03:00
juliancoffee
23a020f602 Add Automatic NameKind to EntityConfig
+ add animal entities for wildlife spawns
2021-07-17 15:37:31 +03:00
juliancoffee
d04364b1f1 Replace EntityConfig main/second_tool with hands
+ Check equip_slot can hold item in LoadoutBuilder
2021-07-17 15:37:31 +03:00
juliancoffee
1d2ea717ab Move builder assets in EntityConfig to meta field 2021-07-17 15:37:31 +03:00
juliancoffee
6403ee0634 Merge None-loot in EntityConfig to LootKind 2021-07-17 15:37:31 +03:00
juliancoffee
d920f911a2 Add Exact body field for EntityConfig
Add Alignment field to EntityConfig

+ Migrate to specifying alignment and body in entity assets
+ Make Body required field (with Uninit if you want to specify it later)
2021-07-17 15:37:30 +03:00
juliancoffee
15d83e65cc Remove load_expect_dir as it's misused
- load_expect_dir while expected to fail on erros, fails only on
filesystem errors and only on root directory.
This commit replaces this function with `read_expect_dir` which returns iterator
which loads all files and panics if can't load them.
2021-07-05 20:14:26 +03:00
Avi Weinstock
836f10ae63 Remove allocation in SpriteKind::collectible_id. 2021-07-03 15:32:36 -04:00
Benoît du Garreau
1cba7db9b6 Update assets_manager to 0.5 2021-06-26 12:05:40 +02:00
juliancoffee
057aa7fecf Move loot tables to entityconfigs
* Moved all entities in dungeons to assets
2021-06-09 15:37:04 +03:00
juliancoffee
a4cc1e24ee 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
0c9f05b8d1 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
c3a120c551 Post refactoring 2021-06-09 15:37:04 +03:00
juliancoffee
f5bf991eb0 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
5f3eaddb70 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
juliancoffee
102f6d3338 EntityInfo assetization
* Rename skillset_config to skillset_preset
* Rename loadout_config to loadout_preset
* Add skillset_config for asset_specifier of skillset
* Add loadout_config for asset_specifier of loadout
2021-06-09 15:37:03 +03:00
Snowram
bc95484863 Swaps bird_small skeleton to a new bird_large 2021-04-25 02:14:49 +02:00
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
Sam
6ce422748c Added SkillSetConfig to specify skill sets for npcs. 2021-01-19 08:07:55 -05:00
Sam
cb3e44a811 Health can now be scaled for npcs again. 2021-01-19 08:07:40 -05:00
Ben Wallis
aef2637288 Refactored loadout to have public functions for each slot instead of requiring callers to use the _INDEX consts 2021-01-08 19:12:09 +00:00
Benoît du Garreau
0cf164f33a Use assets_manager to load assets 2020-12-17 12:06:07 +01:00
Snowram
72d73ecd38 Initial fish work 2020-12-08 23:03:38 +01:00
Sam
17656c990d Changed default main and secondary tool from Some(empty) to None. 2020-11-23 21:54:12 -06:00
Joshua Barretto
26fd40c0e3 Fmt, make clippy happy 2020-11-23 15:39:03 +00:00
Snowram
8885efd702 Adds (mini)bosses spawns 2020-11-23 10:58:21 +00:00
Snowram
3bcffe1bf7 Assigns spawned npcs loadout with new method 2020-11-23 10:57:56 +00:00
Joshua Barretto
2ae51de7f0 Added more creature spawns 2020-11-21 14:33:32 +01:00
jshipsey
cd6e1ad45f haul out the critter skele, add theropod 2020-09-17 22:32:10 -04:00
Joshua Barretto
15b1717295 Added decals to towns 2020-08-12 21:15:53 +01:00
Joshua Barretto
fd39ee97bc Added training dummies 2020-07-05 16:15:51 +01:00
Snowram
72eb03ceb5 Add quadruped_low skeleton 2020-07-05 09:38:11 -04:00
scott-c
d53b51954b Added ability to use 2 x 1h weapons or shields 2020-07-01 17:51:06 +08:00
Monty Marz
f7d6f76a04 Added 36 Swords
I added 36 sword models to the code.
2020-05-29 18:23:00 +00:00
Joshua Barretto
aac28d04d5 Added dungeon bosses, boss loot, boss arenas 2020-05-15 16:05:50 +01:00
jshipsey
cf392b5a66 fmt 2020-05-09 18:11:25 -04:00
Robin Gilh
40360ff149 Dragon work 2020-05-09 18:07:31 -04:00
Joshua Barretto
444f2ecb45 Made /waypoint admin-only, MR cleanup 2020-04-23 18:19:41 +01:00
Joshua Barretto
a7b5d6b270 Fix minor bugs with NPCs 2020-04-23 18:19:41 +01:00
jshipsey
a89b28e117 adjusted run animation to allow villager walking 2020-04-23 18:19:41 +01:00
Pfauenauge90
98704a4753 turnip and window blocks 2020-04-23 18:19:41 +01:00
Joshua Barretto
6448c17110 Fixed sprite AO, overhauled entity spawning, better enemy spawning in dungeons, made agents more skilled at combat 2020-04-23 18:19:41 +01:00
Monty Marz
0fb3a115da Add more crops 2020-04-23 18:19:41 +01:00
Joshua Barretto
e3ebdc56b3 Fixed figure AO (still need to do sprite AO), added more control over NPC spawning, loot in dungeons 2020-04-23 18:19:41 +01:00
Joshua Barretto
fd14223c33 Basic boss spawning in dungeons, better AO 2020-04-23 18:19:41 +01:00
Joshua Barretto
11193a692a Better neutral AI, initial waypoint objects 2020-01-26 12:52:28 +00:00
Joshua Barretto
2d9aa21eef Added test world, friendly NPC pathfinding 2020-01-26 12:52:07 +00:00