Commit Graph

98 Commits

Author SHA1 Message Date
Imbris
bf48bd5346 update toolchain to nightly-2021-12-19 2021-12-23 13:04:24 +01:00
Avi Weinstock
cb4c3eb34e Bodies of water no longer contain black chunks on the voxel minimap.
The heuristic for pruning dungeon ceilings depended on detecting an
air-to-not-air edge, which was not present for chunks whose topmost
layer was water. Sampling 1 layer of the `above` block introduces such
an edge, allowing the water surface to be detected.
2021-11-29 14:39:56 -05:00
Snowram
dddb47a385 Makes dungeons start at level 1 visually 2021-08-09 16:36:37 +02:00
Dr. Dystopia
fdee2d4a62 Resolve all '#[allow(clippy::unused_unit)]' error supressions 2021-07-14 21:42:29 +02:00
Marcel Märtens
9b3b21f368 fix clippy warnings 2021-07-12 12:09:09 +02:00
Imbris
315ab872f5 add prof_span to hud elements 2021-06-19 04:27:51 -04:00
Zakru
52c965fb6d Avoid saving settings if maps are not updating
Fixes #1193
2021-06-15 21:19:52 +03:00
Avi Weinstock
42dc86788e Address further MR 2301 comments. 2021-06-02 00:39:58 -04:00
Avi Weinstock
9c4453508e Address many of Imbris's comments on MR 2301. 2021-06-02 00:39:58 -04:00
Avi Weinstock
6d3dcc3835 Address MR 2301 review comments.
- Replace tabs with spaces in map-related i18n.
- Use `retain` in `remove_unloaded_chunks`.
2021-06-02 00:39:58 -04:00
Avi Weinstock
9d60a7f533 Make the chunks above dungeons/caves default to black when the ceiling is below them. 2021-06-02 00:39:58 -04:00
Avi Weinstock
523bf2be58 Fix memory leak in KeyedJobs threadpool helper. 2021-06-02 00:39:58 -04:00
Avi Weinstock
7115b1c899 Performance and aesthetic improvements to the voxel minimap.
Performance:
- don't do anything when it's inactive
- only process chunks within minimap-VD
- remove chunks outside of VD
- higher thread pool fraction specified

Aesthetics:
- different water color
- wood and leaves no longer count as ceilings
2021-06-02 00:39:58 -04:00
Avi Weinstock
cbe7521259 Add toggle for minimap, fix scaling formula, reduce minimap VD for better performance, and add changelog entry. 2021-06-02 00:39:04 -04:00
Avi Weinstock
1214715c21 Use a threadpool to speed up minimap chunk rendering. Also fix ceiling height calculations and color water blue. 2021-06-02 00:39:04 -04:00
Avi Weinstock
59e93d23c1 Improve ceiling detection for the voxel minimap. 2021-06-02 00:39:04 -04:00
Avi Weinstock
d878a2050a Composite the layers on chunk load, and try to add an overhead mode. 2021-06-02 00:39:04 -04:00
Avi Weinstock
6df2e96d25 Improve the efficiency of the voxel minimap by only updating it when crossing a chunk boundary or changing z-level. Allows making the 9 chunks nearest to the player fancier by compositing multiple z levels. 2021-06-02 00:39:04 -04:00
Avi Weinstock
937815d8c3 Make all the offsets for voxel minimap work properly for arbitrary sizes, and fix the memory leak. 2021-06-02 00:39:04 -04:00
Avi Weinstock
7980230b7f Add a minimap overlay based on voxel data. 2021-06-02 00:39:04 -04:00
Joshua Barretto
d0953fcab0 Added map marker 2021-05-01 16:26:13 +00:00
João Capucho
7a9876760b
Voxygen: Allow zoom on minimap with kbd 2021-04-19 20:26:54 +01:00
hqurve
9018ead8d0 Seem to have missed minimap again 2021-04-14 19:10:18 -04:00
Monty Marz
6772e71aaa UI fixes and more 2021-04-11 03:49:47 +00:00
James Melkonian
16871208f2 Add topographic option to map 2021-04-06 09:16:17 -07:00
James Melkonian
f2ebbb7f7f Map icon scaling 2021-04-06 08:42:09 -07:00
James Melkonian
8ee1fc4a0f Add layers to minimap 2021-04-06 08:42:08 -07:00
James Melkonian
bacda06dba Added map layers 2021-04-06 08:42:07 -07:00
James Melkonian
70ede7f34d Topographic map 2021-04-06 08:42:06 -07:00
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
PersianKnight
dcb32a7ff1 Separated InterfaceSettings from GameplaySettings 2021-03-12 22:45:44 +03:30
Joshua Barretto
911acdd9db Fixed clippy warnings and fmt 2021-03-07 14:25:07 +00:00
Joshua Barretto
db573f6b2d Turn giant trees into proper sites 2021-03-07 14:25:07 +00:00
Monty
b6ac4e46fb tree icon UI works and hover icon 2021-03-07 14:25:07 +00:00
Monty
8214c9df82 PoI icon 2021-03-07 14:25:01 +00:00
Felix Huettner
589ffd2a97 Persist minimap settings
This change persists the open/close state as well as the facing-north
state of the minimap to the settings file.
2021-02-16 23:16:16 +01:00
Felix Huettner
b8d5b812e1 Allow minimap to always face north
Some players prefer their minimap to always face north for better
orientation.
2021-02-16 19:57:19 +01:00
Monty
8b9db7b179 cleanup, changelog, small bugfixes
fmt
fix rebase
fmt
2020-12-14 21:52:24 +01:00
Monty Marz
b5a2104ca5 group member indicator visuals
functional group member indicators
adjust visuals
z-comparison
2020-12-14 21:16:13 +01:00
Joshua Barretto
023888f560 Updated changelog, fmt and clippy fixes 2020-12-13 17:40:15 +00:00
Joshua Barretto
f8c8e342e6 Moved common networking code to common/net, clippy fixes 2020-12-13 17:23:45 +00:00
Christof Petig
a3db20c9d6 Show caves in map 2020-11-23 19:05:17 +01:00
Imbris
7c6fe69922 Show indicator over site icons 2020-11-23 10:58:22 +00:00
Treeco
a1236d4da0 Fixed map screens for rectangular worlds 2020-11-23 10:58:21 +00:00
Monty Marz
d069eb9a57 street lamp particles, ground fire bowl, misc fixes 2020-11-23 10:58:21 +00:00
Imbris
898bba8884 Demystify map site icon placement calculations 2020-11-23 10:58:21 +00:00
Monty Marz
099dfc959f translations, fixes 2020-11-23 10:57:56 +00:00
Monty Marz
82da969707 fix overly long names clipping on the minimap 2020-11-23 10:57:56 +00:00
Joshua Barretto
7850b0bcaf Added site names, dungeon difficulty, better explosions 2020-11-23 10:57:55 +00:00
Monty Marz
8b6c73744e more map stuff 2020-11-23 10:57:16 +00:00