Ben Wallis
34f580dfaa
Introduced loot ownership rules to combat loot stealing by players
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* Added `LootOwner` component used to indicate that an `ItemDrop` entity is owned by another entity
* A loot winner is now calculated after EXP allocation using the EXP per entity for weighted chance distribution
* Used existing Inventory Full overitem text to show "Owned by {player} for {seconds}secs" when a pickup fails due to a loot ownership check
* Updated agent code to take into account loot ownership when searching for `ItemDrop` targets to pick up
* Added `loot` ECS system to clear expired loot ownerships
2022-05-28 12:06:49 +00:00
Sam
85c2a85817
Addressed review comments
2022-05-16 15:11:42 -04:00
Sam
c0dd748bc7
Addressed second round of balance feedback (no assets).
2022-05-16 15:11:40 -04:00
Sam
64d07d02c4
Changed item definition id to better handle modular items.
2022-05-16 15:11:34 -04:00
Sam
afd2c8730f
Addressed most review comments (no assets).
2022-05-16 15:11:32 -04:00
Sam
816c265662
Rebase stuffs
2022-05-16 15:11:26 -04:00
Sam
d436362a8d
Consolidated crafting UI for the primnary component of modular weapons.
2022-05-16 15:11:21 -04:00
Sam
94c19735ca
Fixed broken stuff during rebase.
2022-05-16 15:11:16 -04:00
Sam
d7f5b907ff
Gave modular items a pseudo item definition id that can be used when serializing ItemBase or when persisting items to the database. ONLY ASSETS
2022-05-16 15:11:14 -04:00
Sam
a9e9a70687
Changed ModularComponent to allow it to be more extensible. Overhauled random modular weapon function so that there is less runtime cost to generate one. NO ASSETS
2022-05-16 15:11:11 -04:00
Sam
b048179c0a
Changed Item to have ItemBase instead of ItemDef. ONLY ASSETS.
2022-05-16 15:11:11 -04:00
Sam
08b7bb781f
Changed Item to have ItemBase instead of ItemDef. NO ASSETS.
2022-05-16 15:11:10 -04:00
Sam
5bacf526ad
Began addressing initial review of modular weapons.
2022-05-16 15:11:10 -04:00
Sam
00649f8ebb
Added crafting method for modular weapons.
2022-05-16 15:11:04 -04:00
Sam
d380a2dbaf
Quality is now propogated through modular items from the quality of the components.
2022-05-16 15:10:55 -04:00
Sam
405b9b2448
Modular weapons now have programmatically generated names.
2022-05-16 15:10:53 -04:00
Sam
4e89bc7485
Added test functions to assist in fixing unit tests that broke from changed functionality.
2022-05-16 15:10:52 -04:00
Forest Anderson
cea55143ce
Change outcomes to eventbus
2022-05-09 19:58:13 +00:00
holychowders
df91f665d7
Agent Perception: Restrict when idling agents respond to sounds.
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- Prevent utterances and other sounds from causing undesired jitters and
fleeing, such as those caused by greeting villagers.
- Agents will no longer flee from quieter weapon sounds such as melee.
2022-03-12 16:58:06 -06:00
ubruntu
94a9b407c2
Fix waypoints being movable
2022-02-28 19:20:37 +00:00
Imbris
8742a37e0f
Changes based on review. Fix tests.
2022-02-27 14:43:08 -05:00
Imbris
e6c2239744
Fix typo. cargo fmt.
2022-02-27 13:47:13 -05:00
Imbris
e52159f638
Remove original character from game world when possessing to make persistence more robust.
2022-02-27 13:47:13 -05:00
Imbris
10803a9735
Stop using Character presence kind when possessing so that persistence doesn't get messed up.
2022-02-27 13:47:12 -05:00
Imbris
c2ad763b9c
Handle removing/inserting SyncFrom::ClientEntity components properly during possession.
2022-02-27 13:47:12 -05:00
Imbris
63ed36bdde
Limit possesse to regions which possessor is subscribed to.
2022-02-27 13:47:12 -05:00
Imbris
6f9ff17ce8
Properly handle cleanup of old entity controller during possession on both the client and server sides
2022-02-27 13:47:12 -05:00
Imbris
1a744808f0
Cleanup up possession code and add TODOs for issues to fix. Remove
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SyncFrom debug_assertions hack.
2022-02-27 13:47:12 -05:00
Isidor Nielsen
a685a353cb
Shared and persistent waypoints
2022-02-20 10:10:18 +00:00
unvariant
9d98cd9e58
Render item drops instead of placeholder textures
2022-02-14 02:09:45 +00:00
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
juliancoffee
d5b927602a
Loadout Udpate: NpcData part
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Actually implement creating npc with new EntitytInfo by chaning
CreateNpc.loadout to CreateNpc.inventory and cleaning code in
NpcData::from_entity_info.
2022-01-28 00:02:34 +02:00
Justin Shipsey
54d5a06a0d
Merge branch 'unvariant/lantern_bug' into 'master'
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Fixes #1406 - Lantern light does not change when dragging it from inventory
Closes #1406
See merge request veloren/veloren!3107
2022-01-25 02:59:29 +00:00
ninefox
04b0277e33
Changed how lantern swap is caught
2022-01-23 13:28:23 -08:00
ninefox
973b392e38
Fixed code quality issues
2022-01-18 21:14:27 -08:00
ninefox
8ca627342a
Changed how the lantern swap is caught
2022-01-18 20:21:12 -08:00
ninefox
64f6faece5
Switched to using existing swap_lantern
function
...
Removed unnecessary function
2022-01-17 11:24:18 -08:00
Joshua Barretto
9c565dadc5
Merge branch 'zesterer/mount-everest' into 'master'
...
Mount Everest
See merge request veloren/veloren!3101
2022-01-17 13:21:38 +00:00
ninefox
889a593b13
cargo fmt
2022-01-16 16:32:03 -08:00
ninefox
fc012b4989
Lantern color will now change when swapping lanterns while lantern is activated
2022-01-16 16:24:31 -08:00
terrarier2111
5da2850624
Fix loot forcing
2022-01-16 21:12:59 +00:00
Joshua Barretto
043016a433
Don't try to mount unmountable entities, clippy fixes and fmt
2022-01-16 17:53:14 +00:00
Joshua Barretto
5c37786185
Improved interpolation for riders
2022-01-16 17:53:13 +00:00
Joshua Barretto
b3e2d825ed
Overhauled mounting to make it more reliable
2022-01-16 17:53:13 +00:00
Sam
7ae8ed09f6
Addressed MR comments.
2022-01-15 21:50:27 -05:00
Sam
d0e487da8a
Ability sets now start with non-empty defaults.
2022-01-15 21:45:27 -05:00
Sam
4c3771a1a0
Persistence of auxiliary abilities.
2022-01-15 21:42:34 -05:00
Sam
cf724bd76c
Initial UI work
2022-01-15 21:42:32 -05:00
Sam
e98edbcc7a
Conversion of poise damage to health damage now scales depending on the poise state the target is in.
...
Entities are now immune to poise damage for 1 second after exiting a poise state.
Rebalanced most phyiscal damage attacks on player-accessible tools.
2022-01-12 22:18:59 -05:00
Sam
d1e1de3b14
Slashing damage now decreases target's energy if available, and if target has no remaining energy will do additional damage.
...
Piercing damage now ignores an amount of protection equal to the piercing damage value.
Crushing damage now does poise damage equal to the amount of mitigated damage.
When poise damage is dealt while in a poise state, poise damage is instead converted to damage.
2022-01-12 22:18:58 -05:00