Commit Graph

825 Commits

Author SHA1 Message Date
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remove outdated economic simulation code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
Joshua Barretto
b0951c972b Better paths 2021-03-07 14:25:03 +00:00
Joshua Barretto
8601cfe2a6 Fewer fields 2021-03-07 14:25:03 +00:00
Joshua Barretto
db79fefede Fixed plazas, buggy willow trees 2021-03-07 14:25:03 +00:00
Joshua Barretto
65bd1a4ad1 fmt 2021-03-07 14:25:03 +00:00
Joshua Barretto
1a55540493 Switched to 6x6 tiles, more natural paths 2021-03-07 14:25:02 +00:00
Joshua Barretto
46f1eadf10 Small fixes 2021-03-07 14:25:02 +00:00
Joshua Barretto
b217e89b30 Updated vek, fixed house wall bugs 2021-03-07 14:25:02 +00:00
Joshua Barretto
5ec57101e5 Fixed more silly issues 2021-03-07 14:25:02 +00:00
Joshua Barretto
3dec950c5d Fixed stupid generation bugs, made houses more interesting 2021-03-07 14:25:02 +00:00
Joshua Barretto
31cc6cbe2a More plot generation work 2021-03-07 14:25:02 +00:00
Joshua Barretto
9a1e3953ca Better house generation 2021-03-07 14:25:02 +00:00
Joshua Barretto
8bebc98031 Added CSG house roofs 2021-03-07 14:25:02 +00:00
Joshua Barretto
863fb7c217 Began work on CSG-based primitive tree site structure generation system 2021-03-07 14:25:02 +00:00
Joshua Barretto
e41ca0f13d Town hazards 2021-03-07 14:25:02 +00:00
Joshua Barretto
f06ce9d258 Wider roads, better structure 2021-03-07 14:25:02 +00:00
Joshua Barretto
7ca7215f0f Fixed biasing bug 2021-03-07 14:25:02 +00:00
Joshua Barretto
3735239fd7 New town layouts, initial progress 2021-03-07 14:25:02 +00:00
Joshua Barretto
a8360a24c2 Cliff height variety 2021-03-07 14:25:02 +00:00
Joshua Barretto
dbcecbdb92 More varied cliff placement 2021-03-07 14:25:02 +00:00
Joshua Barretto
06a920e15f Better cliffs 2021-03-07 14:25:01 +00:00
Joshua Barretto
5fd5d20e68 Better water/cave/cliff interaction 2021-03-07 14:25:01 +00:00
Joshua Barretto
116e7360cd Removed the worst water/cliff interaction issues 2021-03-07 14:25:01 +00:00
Joshua Barretto
6b41f57874 Cliff overhangs 2021-03-07 14:25:01 +00:00
Joshua Barretto
046162b9e8 Stone layering 2021-03-07 14:25:01 +00:00
Joshua Barretto
1800e02b32 Cliff improvements 2021-03-07 14:25:01 +00:00
Joshua Barretto
b4cb4dce62 Experimental cliffs, use column alt for world map 2021-03-07 14:25:01 +00:00
Joshua Barretto
0234b362b6 Initial test site generation 2021-03-07 14:25:01 +00:00
Joshua Barretto
860ce80938 Began work integrating new sites into the world 2021-03-07 14:25:01 +00:00
Joshua Barretto
a22c7c55e2 Better stairs 2021-03-07 14:25:01 +00:00
Joshua Barretto
1ad63b2bed Added staircase to giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
830c2952ac Added staircases to giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
8b752412d6 Lanterns in trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
abef0960ac Faster More interesting giant trees, better oaks, hives on branches 2021-03-07 14:25:01 +00:00
Joshua Barretto
4be9a7274b Specialised giant trees 2021-03-07 14:25:01 +00:00
Joshua Barretto
9b80c33270 Slightly smaller giant trees, more dispersed forests 2021-03-07 14:25:01 +00:00