Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Feature/ci test #10129

Closed
wants to merge 337 commits into from
Closed

Feature/ci test #10129

wants to merge 337 commits into from

Conversation

marchermans
Copy link
Contributor

Closes #
Closes #
Closes #

Changes proposed in this pull request:

[ ] Yes I tested this before submitting it.
[ ] I also did a multiplayer test.

Review please

Raycoms and others added 30 commits March 24, 2024 12:13
Add data driven stories to abandoned supplycamps
Add data driven stories to abandoned supplyships
Add stories to abandoned colonies
Server-driven colony creation (pre-validation before townhall opening)
New UI for colony deletion/abandoning
New UI for colony reactivation
New UI for colony creation (includes entering name)
New translation strings with more immersive messages for all of these things
More relaxed placement of supplyship/camp taking the placeholders into account (will need some schematic adjustments possibly)
Fix issues with supplycamp/ship placement handling
…recipes from stonemason (and other buildings where same issue may exist) (#9827)

Ensure that the stonemason can craft using brick (not just bricks, the full block)
Added dyer recipes to product inclusions, so that these are not references by other buildings (prevents i.e. stonemason from dyeing bricks)
Renames alpha to beta
Added new PathfindingUtils, which hold various common checks used in pathfinding
Refactored packages of pathfinding classes, they're no longer split
Removed/Cleaned up a lot of unused/old/legacy code
Extracted restriction zones to the specific path job types

There is now two different constructors for AbstractPathJob for two different types of pathfinding:
Start + range for exploring types which do now know their destination
Start + end for go to types which know where they end at
Cost computation for corner nodes is now based on the parent node, fixing stepup costs for stairs
Cost computation for ladders now is an entry-only cost, once on a ladder there is no extra to continue using it

Added a randomness cost to pathing options, giving each node a small random cost value additionally, which makes paths more natural and breaks off tie issues
Added the ability to explore additional nodes after finding a possible destination, to allow weak destination conditions to explore a bit further, those are then compared by node result score
Improved the block lookup cache, allowing it to keep previous values that are in bounds

Pathfinding debugging now displays heuristic and cost values
Pathfinding debug entity tracking now uses UUID isntead of storing players

Colony loaded chunks can now be accessed offthread
Fix heuristics/end node scores in serveral pathjobs
Fix stuckhandler sometimes resetting paths despite the citizens progressing
Fix pond search logic
Fix lumberjack tree search with restrictions failing under some conditions
Fix nonladder climbables not working
Not so strict on guards not eating/sick handling (as we already got an override on the AI anyway)
Make sure builders recalc on restart
Try to improve compat for enchantments, etc
Fix nametag rename
Fix crash in research window
Update housing2.json
Fix the finalized path not getting the correct reached flag, as the result returns it only when its processed
Fix citizen references used after removal
Fix citizens not unregistering
Fix citizens thinking they are at the hospital when they're not
Reduce miner pull-ahead to 4, (10 is a bit much)
Fix courier picking up stuff from builder (this will probably also improve builder pickup efficiency)
Fix exceptions when firing couriers with active tasks
Already add better DO placement handling
More crash tolerant map synching
Fix the water feature in the Shire flower shop
Fix relative offsets of university and library in the MedievalOak universitylibrary decoration (the wrong pillar was overlapping, which gave the library an offset of five blocks)
Make sure the medieval universitylibrary decorations have level 0 hut blocks in them
Move the stories from data pack to resource pack, because they're purely client side anyway and the previous design seemed potentially problematic for servers.
Parse story elements across multiple files, making it easy to add extra stories in packs.
Each file can have either a single element or a list of elements, of one or multiple types, so you can group them however seems to make sense. The content can either be a single entry or multiple entries that share the same biome filter.
Allow story elements to be filtered by biome (either by tag or exact).
Multiple filters are combined via OR. Specifying no filters means they're valid for all biomes.
Currently, only the abandoned colony names are actually filtered; some of the stories probably should be as well but I wanted some feedback/suggestions for particular groupings first.
Abandoned colonies use the biome where the town hall block sits, as before.
Loot supply camps/ships use a random biome (the idea being that the supplies may have been moved before you found them anyway).
Basic datagen for the files, mostly so there's auto-complete for the biome tags.
Fix infinitely long names when state debugging is enabled
Move dyer research
Remove cobble from bonus blocks
Recruited citizens spawn at pos of visitor
Fix mourning
fix DO panel placement
Small pathing fix
Fix issue when tooltips have an inactive reason, the tooltip would show when it shouldn't
Navigators now keep a long-time average of cost vs distance relation to allow adaptation of heuristics to the terrain (for reachability/nodes explored)

Pathjobs now re-evalute heuristic values used on reaching the target or when progress is going badly

Add a node limit hit callback to pathjobs to allow increasing a limit when conditions are met

Improved pathing stuck handler to not take action while an entity is progressing on a path

Improved pathing stuck handler to try walking in all 4 directions, instead of only opposite direction

Add new pathjob to move into a given direction for X range

Extend debug draw with more types of nodes, path reached nodes are now yellow instead of orange

Pathfinding costs are now applied in order, boni are multiplied first, mali are additive (reduced base for all by one due to this)

Navigator now keeps the pathresult of finished paths, to allow comparing new incomming ones

Fix block lookup cache sometimes shifting previous blockstates to wrong places
Modified the hire trainee setting from a bool setting to a dedicated setting, this way the active state can be controlled
With this the hire trainee setting now becomes disabled when none of the different guard types are automatic hire
Modified some tags related to bamboo crafting recipes
Fixed a few other tags to make them more consistent
Added the option for the forester to strip bamboo blocks into stripped bamboo blocks
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

Successfully merging this pull request may close these issues.

8 participants