Imbris
4becb2c616
Refactor iteration over cardinals for bridges to explicitly check for the cardinal direction instead of using specific indices, performance seems roughly the same.
2023-04-25 01:10:34 -04:00
Imbris
87f042eb45
Lower max attempts for site placement to 15 from 100, to save time in the case of sites that can't easily be placed
2023-04-22 00:13:51 -04:00
Imbris
d18100c87a
Add a max cost parameter to the astar algorithm so that it will terminate as exausted if this limit is reached. This is used to optimize site pathfinding by exiting early from finding a novel path if we know it won't be used.
2023-04-21 23:16:24 -04:00
Imbris
ed94c1c1b6
Fix existing bug with all site route costs be computed as 0
2023-04-20 22:22:21 -04:00
Imbris
c0db1310be
Fix bug
2023-04-20 21:53:59 -04:00
Imbris
c82e6cfc77
Cleanup, fmt, appease clippy
2023-04-20 21:53:59 -04:00
Imbris
c6f5e8dac2
Add more profiling spans to Server startup related things in order to
...
visualize where time is being spent. Make `Lod::from_world` use the same
rayon pool as other things during the server startup. Move parallel
iteration up out of structure_gen.par_iter in order to slightly optimize
Lod::from_world (saves a few hundred milliseconds on my machine)
2023-04-20 21:53:59 -04:00
Imbris
92a42ced18
Apply experimental astar2 changes to the original impl
2023-04-20 21:53:59 -04:00
Imbris
d1ca47da41
Remove astar node clustering related code
2023-04-20 21:53:59 -04:00
Imbris
81885fe8e5
Additional optimizations (such as avoiding calling find_path when we know we won't use the result or that it will fail), cleanup of excess notes and commented code, probably other misc optimizations
2023-04-20 21:53:59 -04:00
Imbris
1f5ebbd100
mess (server startup time related experimentation, in particular with
...
pathfinding between sites)
2023-04-20 21:53:59 -04:00
Joshua Barretto
d8702f128b
Variable town sizes
2023-04-13 12:05:16 +01:00
Joshua Barretto
85c572f6e2
Better town layout
2023-04-09 19:25:57 +01:00
Joshua Barretto
e8b489a71a
sync
2023-04-09 19:25:53 +01:00
IsseW
9be6c7b527
Pathing between sites.
2023-04-09 19:25:53 +01:00
Joshua Barretto
c856f2625c
Added rtsim sites
2023-04-09 19:25:51 +01:00
Thegaming Life
5ddc55be52
replaced CHUNK_SIZE by RECT_SIZE everywhere, and change the use (and remove...
2023-03-06 21:03:35 +00:00
Tormod Gjeitnes Hellen
7164391c40
Refactor the site enemy functions to return iterators.
2023-02-21 17:14:04 +01:00
Tormod Gjeitnes Hellen
5e506a02ef
Change warning level for failing to find site placement to debug.
2023-02-21 17:03:23 +01:00
Tormod Gjeitnes Hellen
0fbe6a67f2
Make castles appear close to towns.
2023-02-21 17:03:22 +01:00
Tormod Gjeitnes Hellen
a0dd527a1d
Refactor proximity checking to be more flexible.
2023-02-21 16:58:54 +01:00
Tormod G. Hellen
90b945e18b
Make castles avoid trees.
2023-02-20 23:24:03 +01:00
Isse
dda54bcb01
small fixes
2022-11-30 15:13:52 +01:00
IsseW
17cd863605
tuning
2022-11-30 15:13:52 +01:00
IsseW
179c6dab8f
better flat
2022-11-30 15:13:52 +01:00
IsseW
91ed3c6a84
draw on map
2022-11-30 15:13:52 +01:00
IsseW
78e227d317
short bridges
2022-11-30 15:13:52 +01:00
IsseW
7296843923
simple bridges
2022-11-30 15:13:52 +01:00
Tormod G. Hellen
44f118c437
Get rid of redundant sources of truth on site locations.
2022-11-20 00:57:05 +01:00
flo
698a00bae3
savannah_pit
2022-10-22 19:48:50 +00:00
Joshua Barretto
0a6ac5f5f1
sync
2022-10-09 23:25:40 +02:00
Joshua Barretto
0b5d043d8e
Began work on citadel
2022-10-09 23:23:39 +02:00
Joshua Yanovski
986d104faa
Update Rust toolchain.
2022-09-08 15:43:53 -07:00
flo
e882e62c08
seachapel
2022-08-24 21:50:53 +00:00
flo
5dd9991311
DesertCity
2022-08-08 09:58:18 +00:00
Joshua Barretto
2cce44fc36
Began work on caves2
2022-07-15 08:42:56 +01:00
Tormod G. Hellen
08ffcdf5a5
Create temperature requirement for giant tree.
...
Since the giant tree is currently a leafy tree, it looks a bit out
of place in colder regions where there's otherwise only pine trees.
2022-06-07 00:32:46 +02:00
Tormod G. Hellen
c1335e16fe
Remove site size from site suitability function.
...
This was buggy, in that the requirement was for _any_ chunk
in the site area being suitable as opposed to _all_ chunks
in the site being suitable. This is easy to fix, but we don't
always want to have exactly the same criteria for the center
of a site as for the outskirts of it.
This should fix gnarling forts etc. spawning in the water just
off the shore.
2022-06-07 00:27:37 +02:00
Isse
2050bce77d
Water caves
2022-05-15 10:16:53 +00:00
IsseW
9a9302a0b6
Use a seperate rng for peak and biome name gen
2022-05-10 10:24:25 +02:00
Imbris
bed8ae68fe
Optimize biome naming floodfill by replacing hashmaps
2022-05-10 03:30:09 -04:00
IsseW
9abbb0e928
naming behind feature and fix addition overflow
2022-05-10 08:03:40 +02:00
flo
3d24b1d635
CliffTowns
2022-03-29 12:52:08 +00:00
ubruntu
6d30f7f748
Bring raiders and guards to site2 towns
2022-03-26 00:29:52 +00:00
Tormod G. Hellen
5f12163e54
Prevent towns being placed in the ocean just off the coast.
2022-03-12 02:45:49 +01:00
Tormod G. Hellen
5e3ef83195
Force incompatible sites further apart.
2022-03-12 02:45:49 +01:00
Tormod G. Hellen
afdb7fe9ea
Increase quality of town placements.
2022-03-12 02:45:49 +01:00
Tormod G. Hellen
68072231dc
Force towns further apart.
2022-03-12 02:45:49 +01:00
Tormod G. Hellen
031db61c1e
Fix bug where chunks outside the map counted as occupied.
...
This prevented sites from being placed near the edge of the map.
2022-03-12 02:45:43 +01:00
Tormod G. Hellen
5df1ee6382
Prevent castles being assailable from above.
2022-02-22 22:11:01 +01:00
Tormod G. Hellen
609b26ce20
Prevent trees being placed in barren regions.
2022-02-22 21:00:52 +01:00
Tormod G. Hellen
a2d24521ee
Prevent things being close that shouldn't.
2022-02-22 21:00:52 +01:00
Tormod G. Hellen
b6b67d367a
Prevent close settlements.
2022-02-22 21:00:52 +01:00
Tormod G. Hellen
acce8aefa4
Determine town suitability using log function.
2022-02-22 21:00:52 +01:00
Tormod G. Hellen
22a75332f8
Ensure towns are placed only in viable locations.
2022-02-22 21:00:52 +01:00
Tormod G. Hellen
1ae93ee00e
Add more water checks.
...
Not sure if necessary or just paranoia.
2022-02-22 21:00:52 +01:00
Tormod G. Hellen
339d6f2a3b
Refactor for clarity.
...
This code was a bit hard to read. The name ought to make it easier.
2022-02-22 21:00:52 +01:00
Joshua Barretto
4ef1c92858
Merge branch 'enable_custom_names_for_lakes' into 'master'
...
enable custom naming bricks for lake biomes
See merge request veloren/veloren!3210
2022-02-20 19:47:23 +00:00
floppy
0d3a0cd1b8
enable custom naming bricks for lake biomes
2022-02-16 20:30:52 +01:00
Joshua Barretto
00b003a23c
Enabled site2 towns by default
2022-02-15 19:01:43 +00:00
Sam
c77270b799
Addressed feedback
2022-02-12 20:52:01 -05:00
Sam
cab87658a3
Placement tweaks
2022-02-10 14:58:39 -05:00
Sam
c15fb2b68f
Better mugger AI
2022-02-10 14:58:28 -05:00
James Melkonian
3a8a0d9c53
Cavern systems under gnarling fortifications
2022-02-10 14:58:24 -05:00
Sam
90cedfc95d
Gnarlings can now make walls.
2022-02-10 14:58:15 -05:00
Sam
b28f6276dd
Gnarling dungeons now only generate near forests.
2022-02-10 14:58:09 -05:00
Joshua Barretto
31192c80bc
Merge branch 'biome_name_update_and_site&theme_based_naming' into 'master'
...
biome_name_update_and_site&theme_based_naming
See merge request veloren/veloren!3187
2022-02-10 09:35:47 +00:00
floppy
680a6e477e
enable flattening for site2 towns in civ/mod.rs,
...
to avoid mountain towns spawning underground
2022-02-09 23:28:56 +01:00
floppy
03cb885af4
- add more custom bricks for biomes
...
- update biome and site names
2022-02-09 08:14:13 +01:00
floppy
33dae9b3b1
-adjust size-threshold for Jungle to fix Jungles not being named.
...
-set size-threshold for anticipated Swamp sizes
2022-02-04 17:14:38 +01:00
floppy
b85a384d38
-adjust size-threshold for Jungle to fix Jungles not being named.
2022-02-04 16:54:42 +01:00
floppy
b5dfe74d41
-add more biome specific namegen functions
...
-introduce random choice between engl and custom naming
-add namegen section for site/theme based naming
2022-02-04 15:45:11 +01:00
InfRandomness
54b69e37a5
Implement giant trees in site2
2022-02-02 02:33:37 +00:00
IsseW
0f7f0ace93
Use DHashMap
2022-02-01 01:20:00 +01:00
IsseW
0ba4a3a409
Use DHashSet
2022-02-01 01:07:36 +01:00
Avi Weinstock
5f8957d8ef
Globally allow the clippy lints {new_without_default, many_single_char_names, identity_op, type_complexity, too_many_arguments}
.
2022-01-30 20:16:20 +01:00
Joshua Barretto
cb45cea6a0
Merge branch 'fix-dungeon-collision' into 'master'
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Fix dungeon collision
See merge request veloren/veloren!3131
2022-01-28 14:07:01 +00:00
threadexception
9822abf9ba
Fix dungeon collision
2022-01-28 13:59:49 +01:00
floppy
87ea7a906a
more biome namegen bricks
2022-01-26 14:58:48 +01:00
Joshua Barretto
59ac3b1d4f
Fixed site2 economies
2022-01-25 16:31:12 +00:00
floppy
d47e06baac
- fix Swamp-naming
2022-01-20 21:46:51 +01:00
floppy
8f0ad56d25
change algorithm for biome-naming to weigh chunks evenly
2022-01-20 20:08:59 +01:00
floppy
9f0664c73b
civ/mod.rs - replace duplicate code
2022-01-20 16:17:40 +01:00
floppy
ceb3507e50
-remove line breaks from biome names
...
-disable Wilderness world message in unspecified mini-biomes
-remove duplicate name in Grasslands name pattern
2022-01-18 11:27:55 +01:00
IsseW
40580578a0
Don't add unnecessary biome pois
2022-01-18 10:07:40 +01:00
floppy
4a8c428a3f
update/add namegen-bricks for forest and grassland
2022-01-18 08:36:40 +01:00
floppy
1a5c1ae319
length comparison to zero in /civ/mod.rs
...
warning: length comparison to zero
--> world/src/civ/mod.rs:482:15
|
482 | while to_explore.len() > 0 {
| ^^^^^^^^^^^^^^^^^^^^ help: using `!is_empty` is clearer and more explicit: `!to_explore.is_empty()`
|
= note: `#[warn(clippy::len_zero)]` on by default
= help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#len_zero
warning: length comparison to zero
--> world/src/civ/mod.rs:489:19
|
489 | while to_floodfill.len() > 0 {
| ^^^^^^^^^^^^^^^^^^^^^^ help: using `!is_empty` is clearer and more explicit: `!to_floodfill.is_empty()`
|
= help: for further information visit https://rust-lang.github.io/rust-clippy/master/index.html#len_zero
2022-01-18 00:41:59 +01:00
floppy
0c97a6e91a
add synonyms for biomes
2022-01-17 20:14:16 +01:00
floppy
609d23ae4f
- make individual size thresholds for biome name generation to include small lakes
...
- add original Lake naming pattern, partly (no water_alt check)
2022-01-17 16:02:52 +01:00
floppy
ced1a82824
- add size threshold for biomes to name, to exclude mini-biomes from clogging the map.
...
- fmt, clippy
2022-01-17 11:19:34 +01:00
floppy
c00f5bafee
add fn generate_forest in namegen to name forest biomes
2022-01-17 08:36:35 +01:00
IsseW
5b9f405671
Better placement of poi and actual names
2022-01-16 20:28:53 +01:00
IsseW
f8d94ef25f
biome name to chunk name
2022-01-16 18:11:22 +01:00
IsseW
5bd7507f31
Added poi for all biomes
2022-01-16 16:54:49 +01:00
floppy
d5f0ee2fc5
create fn generate_biome in namegen
2022-01-16 16:40:22 +01:00
Joshua Barretto
db741fe4c0
Added waypoints to towns
2021-11-13 17:13:09 +00:00
Joshua Barretto
de087ae992
Added site2 worldgen feature
2021-11-01 22:53:38 +00:00
Joshua Barretto
8e2ca9cdec
Added rtsim villagers to site2 towns
2021-11-01 22:19:49 +00:00
Snowram
ee37c8d62d
Adds new dungeon entrances
2021-09-04 14:55:55 +02:00
Imbris
9c72333741
Revert "Merge branch..."
...
This reverts merge request !2608
2021-07-17 22:04:59 +00:00