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feat(code): Custom outfit/ship prices and sell type #122
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feat(code): Custom outfit/ship prices and sell type #122
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This is a squash-merge to a Delta branch of the pull request endless-sky#6404 Co-authored-by: Hurleveur <[email protected]> Co-authored-by: Hurleveur <[email protected]> Co-authored-by: Ben Hauch <[email protected]> Co-authored-by: tibetiroka <[email protected]> Co-authored-by: warp-core <[email protected]> Co-authored-by: Amazinite <[email protected]> Co-authored-by: EjoThims <[email protected]>
Awesome! Thanks for taking this on! |
I'm not sure what the problem is at the moment, and there isn't anything by GitHub actions in the files right now.
Checks should pass now.
Looks like ship support may be harder than I thought it would be. |
Checks are failing on one problem and don't seem to be giving an error message.
Does anybody have ideas on how to fix the failing checks? |
I'm going to take a look at it, but my coding skill is weak. Might need to get a better coder to take a look at offer advice. |
OK, Visual Studio provides a bit more detail: And a list of places that it is referenced by (CustomSaleManager 38, 147, 53) (referenced 5 more times beyond that, but it only lists those) Followed by the similar error:
in CustomSaleManager.cpp L65, 154, 80; and referenced 5 more times. I hope this is helpful info, anyway. Doing a search for the error message turned up this stackoverflow article: |
That gave me a really random idea, so we'll see if it's that. |
This whole section will need to be moved up... if it works.
@Hurleveur I know you're busy and can't do a deep dive on code or anything, but if you could take a look and offer a few pointers or insight sometime, it'd be much appreciated. edit: TheGiraffe3: Don't hold up your work waiting for Hurleveur, as there's really no timeline as to when they may be able to provide some advice. It may be weeks or months. But they're probably the most familiar with how it works, so hopefully someday they'll be able to comment. edit: I just downloaded your recent changes and ran it through VS's build process, and it's turning up the exact same errors as before. I'm not sure why, but something in my head is nagging me thinking that those things being private is fine, but there needs to be something public but internal to those sections that calls them and makes their stuff available to be called. |
There's not really an easy way to fix it, I could explain but someone would need a good setup to use for debugging along with understanding of what's going on in order to resolve it. |
I think for the moment, I'm more concerned about the build failures than the integration tests. Both are important, I know; but picking a place to start, the build failures seems the logical place. |
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You only need to make |
Co-authored-by: warp-core <[email protected]>
Added all those, plus the Remnant and UHai buying JD for more. |
I'm thinking perhaps the Wanderers wouldn't buy Pug technology (or rather, would pay very little for it). That could get a little labor-intensive though. |
I'm not sure about the Wanderer/Pug one. It'd be good to get input from those teams on that. But definitely, human space by and large shouldn't pay much for Quarg tech. (I suspect that some specific groups, like pirates, within that who certainly would pay good money for it, but most would probably keep it very quiet; so just having the pirates as the only place to really be able to sell the stuff at a good price for now) Don't feel the need to do a full pass or anything on this. Just having a few items so that we can test a selection of different situations (outfit being sold for more somewhere, outfit being sold for cheaper somewhere, a ship or two similar example. The bulk of the changes I would expect to happen in later PRs. |
Just throwing the thought out there. Not sure about it either.
Probably the Unfettered as well. |
They generally don't come across as super interested in acquiring alien technology, yeah. Remnant are the opposite of that. Aside from the Pug, they are quite interested in acquiring alien tech and would generally pay more for most of it. |
This could run into balance problems where people buy a whole bunch of technology, cart it across the galaxy, and sell it for more than it was bought for, so it would probably have to be a smaller price increase (like 5%). |
It outputs the data as a CSV file, which is trivial for any spreadsheet program to open. I can do it, but it may not be until tomorrow. |
Is this really any different than commodities? It would make sense for Human space to fetch a higher price on higher tech, and vice-versa -- Human tech worth less in higher-tech space. ... to that end, wouldn't tech pricing be something that is more variable like commodities, as well? Rather than fixed/hard-coded pricing locked in? Calculating depreciation will be fun. But then again, there's already a multiplier at work (100% down to 25%) that could be leveraged -- shops could sell at 125% or 90% (custom tech multipliers) to cost. Actually that multiplier would work the whole way down the chain. System A = 125% for Tech X System B = 105% for Tech X Could also be somewhat dynamic -- fluctuating (like commodities do) |
Here you go: Outfits: Outfit with sales: At a glance, it looks like it lists each outfit, and then next to it lists every outfitter that includes it (this probably does not take events and missions into account) |
I've got a re-PR of an orphaned pull request to upstream: endless-sky#10676 |
Well, apparently ships don't work, even though they've got the exact same code as outfits. |
Hmmm, the one error that generates comes from here:
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Yet it had worked before... |
Co-authored-by: Zitchas <[email protected]>
Enhancement
Summary
A re-PR to Delta of endless-sky#6404.
See the original PR for more details.
Examples
Testing Done
None so far, though the original PR was tested throughly.