Commit Graph

628 Commits

Author SHA1 Message Date
Marcel
4cafdb3bfd Merge branch 'aweinstock/mining-skill-tree' into 'master'
Mining skill tree.

See merge request veloren/veloren!2406
2021-06-14 14:19:06 +00:00
Marcel
b0702d792a Merge branch 'juliancoffee/asset_entity' into 'master'
EntityInfo assetization.

See merge request veloren/veloren!2382
2021-06-14 12:56:28 +00:00
Avi Weinstock
0e394029de Mining skill tree. 2021-06-13 14:34:42 -04:00
Monty
c17e3ad996 Cactus Colada
Made cacti lootable
Cactus colada recipe and item
price balance
fmt

 "make it 8 and drop it to 20 or 25? Not really sure tbh"
2021-06-13 13:52:56 +02:00
Marcel
278b64deab Merge branch 'juliancoffee/item_price_split_consumables' into 'master'
Split consumables to different tables in trading

See merge request veloren/veloren!2415
2021-06-13 11:29:47 +00:00
Forest Anderson
f578c56db7 Merge branch 'juliancoffee/small_fixes' into 'master'
Ranged, Tidal Warrior, spears, assets

See merge request veloren/veloren!2416
2021-06-11 17:46:56 +00:00
juliancoffee
982e5986c3 revert bow to almost master values 2021-06-11 17:20:46 +03:00
juliancoffee
e63c21d29e Nerf recover duration for animal dashes 2021-06-11 16:18:59 +03:00
juliancoffee
11ded86a2b Make bow more snipy 2021-06-11 15:56:16 +03:00
juliancoffee
6c11aa80e0 adjust staff firebomb 2021-06-11 15:41:38 +03:00
Justin Shipsey
7eda90b8f7 Update simple_leather.ron 2021-06-11 08:32:49 +00:00
juliancoffee
a5e4a829eb Balanse fixes
- Make bow charge time even smaller and reduce damage/enery reward a little
- Buff staff firebomb
- Nerf spear dash
- Longer recover time of Tidal shockwaves and less knockback
- Nerf Tidal bubbles
2021-06-11 01:34:33 +03:00
juliancoffee
cba8e15797 Split consumables to different tables in trading 2021-06-10 16:04:59 +03:00
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
229b253a17 remove Mindflayer skillset 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
aad65c6159 Move traveler loadout declaration to asset
* New loadout/world/traveler.ron file to specify traveler loadout
* LoadoutBuilder::with_asset_expect now can use passed rng to choose
items
2021-06-09 15:37:03 +03:00
juliancoffee
e832fa86f1 Add entity template and make 'loadouts' singular 2021-06-09 15:37:03 +03:00
jshipsey
7cb5323eb6 small tweaks
t
2021-06-09 01:58:08 -04:00
Sam
a5aef59ac5 Fix 2021-06-08 20:12:42 -05:00
jshipsey
fe1cbec37c various fixes to items 2021-06-07 21:21:12 -04:00
Christof Petig
c0f952030c Enable spinning flax (recipe got overwritten by linen from linen items) 2021-06-07 23:40:25 +02:00
jshipsey
670845e6f5 changelog 2021-06-07 11:06:39 +02:00
Sam
0488b2fcd0 Adressed comments on energy and armor functions. 2021-06-07 11:06:25 +02:00
Snowram
76ca99ece4 Derive str from Material, better deserialization 2021-06-07 11:03:50 +02:00
jshipsey
4deeb42155 cave adjustments 2021-06-07 11:02:34 +02:00
jshipsey
1d23b7aebf finalize stats
t
2021-06-07 11:02:03 +02:00
jshipsey
9034d0f25d comment addressing, cave tweaks 2021-06-07 11:01:46 +02:00
jshipsey
0e269b59d7 tooltip work 2021-06-07 11:01:32 +02:00
jshipsey
5fdb2ac01d migration 2021-06-07 11:01:04 +02:00
Snowram
29a38e6d4f Split tags into material class and material 2021-06-07 11:00:57 +02:00
Snowram
3fa7d0b6d4 Add material and armor class tags 2021-06-07 11:00:31 +02:00
jshipsey
7a573efab7 proper recipes, tanning racks, various fixes 2021-06-07 11:00:14 +02:00
jshipsey
1a5717e957 armor stats on chest 2021-06-07 11:00:05 +02:00
jshipsey
8acd3832e3 more loot tables, overworld ores, more items 2021-06-07 11:00:00 +02:00
jshipsey
05de96c94b ore deposits, flower drops 2021-06-07 10:59:50 +02:00
jshipsey
1c17d8fe5e cave changes 2021-06-07 10:59:44 +02:00
jshipsey
754b60d810 crafting stations 2021-06-07 10:59:35 +02:00
Sam
2a07fad802 Removed armor stat hackery.
Added new armor stats to remaining armor items.
Fixed broken tests.
2021-06-07 10:59:26 +02:00
Sam
ff66e34be5 Added default values to every armor item. 2021-06-07 10:59:15 +02:00
Sam
855384fbeb Crit power stat now functional, added comments on each stat field to better describe what the stat does and what values should be used. 2021-06-07 10:58:42 +02:00
Sam
6790b71d53 Energy recovery stat functional. 2021-06-07 10:58:32 +02:00
jshipsey
58bd51a9e8 icon work, more models 2021-06-07 10:58:27 +02:00
Sam
f2233d5b5d Recipe book fix 2021-06-07 10:58:07 +02:00
jshipsey
18e9b5b890 recipes, re-organization, cleanup 2021-06-07 10:58:05 +02:00
jshipsey
74fbe9a123 cloth/metallic armor 2021-06-07 10:56:54 +02:00