mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
15b11d9154
remove outdated economic simulation code remove old values, document add natural resources to economy Remove NaturalResources from Place (now in Economy) find closest site to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
397 lines
14 KiB
Rust
397 lines
14 KiB
Rust
use common::{
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terrain::{
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map::{MapConfig, MapDebug, MapSample},
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uniform_idx_as_vec2, vec2_as_uniform_idx, TerrainChunkSize,
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},
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vol::RectVolSize,
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};
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use rayon::prelude::*;
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use std::{f64, io::Write, path::PathBuf, time::SystemTime};
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use tracing::{warn, Level};
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use tracing_subscriber::{
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filter::{EnvFilter, LevelFilter},
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FmtSubscriber,
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};
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use vek::*;
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use veloren_world::{
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sim::{self, get_horizon_map, sample_pos, sample_wpos, WorldOpts},
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util::Sampler,
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ColumnSample, World, CONFIG,
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};
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const W: usize = 1024;
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const H: usize = 1024;
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#[allow(clippy::needless_update)] // TODO: Pending review in #587
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#[allow(clippy::unused_io_amount)] // TODO: Pending review in #587
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fn main() {
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FmtSubscriber::builder()
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.with_max_level(Level::ERROR)
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.with_env_filter(EnvFilter::from_default_env().add_directive(LevelFilter::INFO.into()))
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.init();
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// To load a map file of your choice, replace map_file with the name of your map
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// (stored locally in the map directory of your Veloren root), and swap the
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// sim::FileOpts::Save line below for the sim::FileOpts::Load one.
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let map_file =
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// "map_1575990726223.bin";
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// "map_1575987666972.bin";
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// "map_1576046079066.bin";
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// "maps/071090_2x.bin";
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"map_1579539133272.bin";
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let mut _map_file = PathBuf::from("./maps");
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_map_file.push(map_file);
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let (world, index) = World::generate(5284, WorldOpts {
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seed_elements: false,
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world_file: sim::FileOpts::LoadAsset(veloren_world::sim::DEFAULT_WORLD_MAP.into()),
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// world_file: sim::FileOpts::Load(_map_file),
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// world_file: sim::FileOpts::Save,
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..WorldOpts::default()
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});
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let index = index.as_index_ref();
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tracing::info!("Sampling data...");
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let sampler = world.sim();
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let map_size_lg = sampler.map_size_lg();
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let samples_data = {
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let column_sample = world.sample_columns();
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(0..map_size_lg.chunks_len())
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.into_par_iter()
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.map(|posi| {
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column_sample.get((
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uniform_idx_as_vec2(map_size_lg, posi)
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* TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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index,
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))
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})
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.collect::<Vec<_>>()
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.into_boxed_slice()
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};
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let refresh_map_samples = |config: &MapConfig, samples: Option<&[Option<ColumnSample>]>| {
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(0..map_size_lg.chunks_len())
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.into_par_iter()
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.map(|posi| {
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sample_pos(
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config,
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sampler,
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samples,
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uniform_idx_as_vec2(map_size_lg, posi),
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)
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})
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.collect::<Vec<_>>()
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.into_boxed_slice()
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};
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let get_map_sample = |map_samples: &[MapSample], pos: Vec2<i32>| {
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if pos.reduce_partial_min() >= 0
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&& pos.x < map_size_lg.chunks().x as i32
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&& pos.y < map_size_lg.chunks().y as i32
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{
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map_samples[vec2_as_uniform_idx(map_size_lg, pos)].clone()
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} else {
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MapSample {
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alt: 0.0,
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rgb: Rgb::new(0, 0, 0),
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connections: None,
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downhill_wpos: (pos + 1) * TerrainChunkSize::RECT_SIZE.map(|e| e as i32),
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}
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}
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};
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let refresh_horizons = |is_basement, is_water| {
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get_horizon_map(
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map_size_lg,
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Aabr {
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min: Vec2::zero(),
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max: map_size_lg.chunks().map(|e| e as i32),
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},
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CONFIG.sea_level,
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CONFIG.sea_level + sampler.max_height,
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|posi| {
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let sample = sampler.get(uniform_idx_as_vec2(map_size_lg, posi)).unwrap();
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if is_basement {
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sample.alt
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} else {
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sample.basement
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}
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.max(if is_water {
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sample.water_alt
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} else {
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-f32::INFINITY
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})
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},
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|a| a,
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|h| h,
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/* |[al, ar]| [al, ar],
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* |[hl, hr]| [hl, hr], */
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)
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.ok()
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};
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let mut win =
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minifb::Window::new("World Viewer", W, H, minifb::WindowOptions::default()).unwrap();
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let mut focus = Vec3::new(0.0, 0.0, CONFIG.sea_level as f64);
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// Altitude is divided by gain and clamped to [0, 1]; thus, decreasing gain
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// makes smaller differences in altitude appear larger.
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let mut gain = /*CONFIG.mountain_scale*/sampler.max_height;
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// The Z component during normal calculations is multiplied by gain; thus,
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let mut fov = 1.0;
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let mut scale =
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(map_size_lg.chunks().x as f64 / W as f64).max(map_size_lg.chunks().y as f64 / H as f64);
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// Right-handed coordinate system: light is going left, down, and "backwards"
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// (i.e. on the map, where we translate the y coordinate on the world map to
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// z in the coordinate system, the light comes from -y on the map and points
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// towards +y on the map). In a right handed coordinate system, the
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// "camera" points towards -z, so positive z is backwards "into" the camera.
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//
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// "In world space the x-axis will be pointing east, the y-axis up and the
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// z-axis will be pointing south"
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let mut light_direction = Vec3::new(-/*0.8*/1.3, -1.0, 0.3);
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let mut is_basement = false;
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let mut is_water = true;
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let mut is_shaded = true;
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let mut is_temperature = true;
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let mut is_humidity = true;
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let mut horizons = refresh_horizons(is_basement, is_water);
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let mut samples = None;
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let mut samples_changed = true;
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let mut map_samples: Box<[_]> = Box::new([]);
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while win.is_open() {
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let config = MapConfig {
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map_size_lg,
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dimensions: Vec2::new(W, H),
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focus,
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gain,
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fov,
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scale,
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light_direction,
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horizons: horizons.as_ref(), /* .map(|(a, b)| (&**a, &**b)) */
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is_basement,
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is_water,
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is_shaded,
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is_temperature,
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is_humidity,
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is_debug: true,
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};
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if samples_changed {
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map_samples = refresh_map_samples(&config, samples);
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};
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let mut buf = vec![0; W * H];
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let MapDebug {
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rivers,
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lakes,
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oceans,
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quads,
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} = config.generate(
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|pos| get_map_sample(&map_samples, pos),
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|pos| sample_wpos(&config, sampler, pos),
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|pos, (r, g, b, a)| {
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let i = pos.x;
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let j = pos.y;
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buf[j * W + i] = u32::from_le_bytes([b, g, r, a]);
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},
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);
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if win.is_key_down(minifb::Key::F4) {
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// Feedback is important since on large maps it can be hard to tell if the
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// keypress registered or not.
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println!("Taking screenshot...");
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if let Some(len) = (W * H)
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.checked_mul(scale as usize)
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.and_then(|acc| acc.checked_mul(scale as usize))
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{
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let x = (W as f64 * scale) as usize;
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let y = (H as f64 * scale) as usize;
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let config = MapConfig {
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dimensions: Vec2::new(x, y),
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scale: 1.0,
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..config
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};
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let mut buf = vec![0u8; 4 * len];
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config.generate(
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|pos| get_map_sample(&map_samples, pos),
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|pos| sample_wpos(&config, sampler, pos),
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|pos, (r, g, b, a)| {
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let i = pos.x;
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let j = pos.y;
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(&mut buf[(j * x + i) * 4..]).write(&[r, g, b, a]).unwrap();
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},
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);
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// TODO: Justify fits in u32.
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let world_map = image::RgbaImage::from_raw(x as u32, y as u32, buf)
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.expect("Image dimensions must be valid");
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let mut path = PathBuf::from("./screenshots");
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if !path.exists() {
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if let Err(e) = std::fs::create_dir(&path) {
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warn!(?e, ?path, "Couldn't create folder for screenshot");
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}
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}
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path.push(format!(
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"worldmap_{}.png",
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SystemTime::now()
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.duration_since(SystemTime::UNIX_EPOCH)
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.map(|d| d.as_millis())
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.unwrap_or(0)
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));
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if let Err(e) = world_map.save(&path) {
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warn!(?e, ?path, "Couldn't save screenshot");
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}
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}
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}
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let spd = 32.0;
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let lspd = 0.1;
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if win.is_key_down(minifb::Key::P) {
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println!(
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"\
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Gain / Shade gain: {:?} / {:?}\nScale / Focus: {:?} / {:?}\nLight: {:?}
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Land(adjacent): (X = temp, Y = humidity): {:?}\nRivers: {:?}\nLakes: \
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{:?}\nOceans: {:?}\nTotal water: {:?}\nTotal land(adjacent): {:?}",
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gain,
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fov,
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scale,
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focus,
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light_direction,
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quads,
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rivers,
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lakes,
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oceans,
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rivers + lakes + oceans,
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quads.iter().map(|x| x.iter().sum::<u32>()).sum::<u32>()
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);
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}
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if win.get_mouse_down(minifb::MouseButton::Left) {
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if let Some((mx, my)) = win.get_mouse_pos(minifb::MouseMode::Clamp) {
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let chunk_pos = (Vec2::<f64>::from(focus)
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+ (Vec2::new(mx as f64, my as f64) * scale))
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.map(|e| e as i32);
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let block_pos = chunk_pos.map2(TerrainChunkSize::RECT_SIZE, |e, f| e * f as i32);
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println!(
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"Block: ({}, {}), Chunk: ({}, {})",
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block_pos.x, block_pos.y, chunk_pos.x, chunk_pos.y
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);
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if let Some(chunk) = sampler.get(chunk_pos) {
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//println!("Chunk info: {:#?}", chunk);
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if let Some(id) = &chunk.place {
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let place = world.civs().place(*id);
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println!("Place {} info: {:#?}", id.id(), place);
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if let Some(site) = world.civs().sites().find(|site| site.place == *id) {
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println!("Site: {}", site);
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}
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}
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}
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}
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}
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let is_camera = win.is_key_down(minifb::Key::C);
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if win.is_key_down(minifb::Key::B) {
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is_basement ^= true;
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samples_changed = true;
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horizons = horizons.and_then(|_| refresh_horizons(is_basement, is_water));
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}
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if win.is_key_down(minifb::Key::H) {
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is_humidity ^= true;
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samples_changed = true;
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}
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if win.is_key_down(minifb::Key::T) {
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is_temperature ^= true;
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samples_changed = true;
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}
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if win.is_key_down(minifb::Key::O) {
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is_water ^= true;
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samples_changed = true;
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horizons = horizons.and_then(|_| refresh_horizons(is_basement, is_water));
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}
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if win.is_key_down(minifb::Key::L) {
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if is_camera {
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// TODO: implement removing horizon mapping.
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horizons = if horizons.is_some() {
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None
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} else {
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refresh_horizons(is_basement, is_water)
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};
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samples_changed = true;
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} else {
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is_shaded ^= true;
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samples_changed = true;
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}
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}
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if win.is_key_down(minifb::Key::M) {
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samples = samples.xor(Some(&*samples_data));
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samples_changed = true;
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}
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if win.is_key_down(minifb::Key::W) {
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if is_camera {
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light_direction.z -= lspd;
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} else {
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focus.y -= spd * scale;
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}
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}
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if win.is_key_down(minifb::Key::A) {
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if is_camera {
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light_direction.x -= lspd;
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} else {
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focus.x -= spd * scale;
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}
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}
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if win.is_key_down(minifb::Key::S) {
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if is_camera {
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light_direction.z += lspd;
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} else {
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focus.y += spd * scale;
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}
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}
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if win.is_key_down(minifb::Key::D) {
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if is_camera {
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light_direction.x += lspd;
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} else {
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focus.x += spd * scale;
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}
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}
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if win.is_key_down(minifb::Key::Q) {
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if is_camera {
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if (fov * 2.0).is_normal() {
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fov *= 2.0;
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}
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} else {
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gain += 64.0;
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}
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}
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if win.is_key_down(minifb::Key::E) {
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if is_camera {
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if (fov / 2.0).is_normal() {
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fov /= 2.0;
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}
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} else {
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gain = (gain - 64.0).max(64.0);
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}
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}
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if win.is_key_down(minifb::Key::R) {
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if is_camera {
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focus.z += spd * scale;
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samples_changed = true;
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} else if (scale * 2.0).is_normal() {
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scale *= 2.0;
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}
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}
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if win.is_key_down(minifb::Key::F) {
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if is_camera {
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focus.z -= spd * scale;
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samples_changed = true;
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} else if (scale / 2.0).is_normal() {
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scale /= 2.0;
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}
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}
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win.update_with_buffer(&buf, W, H).unwrap();
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}
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}
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