Files
BarotraumaModServer/LocalMods/More Level Content/CSharp/Shared/Items/Components/AutoTrader.cs
2026-06-09 00:42:10 +03:00

1077 lines
44 KiBLFS
C#
Executable File

using Barotrauma;
using Barotrauma.Abilities;
using Barotrauma.Extensions;
using Barotrauma.Items.Components;
using Barotrauma.Networking;
using Microsoft.Xna.Framework;
using MoreLevelContent.Shared;
using MoreLevelContent.Shared.Utils;
using System;
using System.Collections.Generic;
using System.Collections.Immutable;
using System.Globalization;
using System.Linq;
using System.Xml.Linq;
namespace MoreLevelContent.Items
{
// Shared
internal partial class SimpleStore : Powered, IServerSerializable, IClientSerializable
{
private ImmutableDictionary<uint, FabricationRecipe> fabricationRecipes; //this is not readonly because tutorials fuck this up!!!!
private const int MaxAmountToFabricate = 99;
private FabricationRecipe fabricatedItem;
private float timeUntilReady;
private float requiredTime;
private string savedFabricatedItem;
private float savedTimeUntilReady, savedRequiredTime;
private readonly Dictionary<Identifier, List<Item>> availableIngredients = new Dictionary<Identifier, List<Item>>();
const float RefreshIngredientsInterval = 1.0f;
private float refreshIngredientsTimer;
private bool hasPower;
private Character user;
private ItemContainer inputContainer, outputContainer;
[Editable(MinValueFloat = 0.1f, MaxValueFloat = 1000), Serialize(1.0f, IsPropertySaveable.Yes)]
public float FabricationSpeed { get; set; }
[Serialize(1.0f, IsPropertySaveable.Yes)]
public float SkillRequirementMultiplier { get; set; }
private int amountToFabricate;
[Serialize(1, IsPropertySaveable.Yes)]
public int AmountToFabricate
{
get { return amountToFabricate; }
set { amountToFabricate = MathHelper.Clamp(value, 1, MaxAmountToFabricate); }
}
private int amountRemaining;
private const float TinkeringSpeedIncrease = 2.5f;
private enum SimpleStoreState
{
Active = 1,
Paused = 2,
Stopped = 0
}
private SimpleStoreState state;
private SimpleStoreState State
{
get
{
return state;
}
set
{
if (state == value) { return; }
state = value;
#if SERVER
serverEventId++;
item.CreateServerEvent(this);
#endif
}
}
public ItemContainer InputContainer
{
get { return inputContainer; }
}
public ItemContainer OutputContainer
{
get { return outputContainer; }
}
private float progressState;
private readonly Dictionary<uint, int> fabricationLimits = new Dictionary<uint, int>();
public Action<Item, Character> OnItemFabricated;
public SimpleStore(Item item, ContentXElement element)
: base(item, element)
{
var fabricationRecipes = new List<(uint id, FabricationRecipe fabricationRecipe)>();
int maxSellables = element.GetAttributeInt("maxsellables", 8);
foreach (var subElement in element.GetChildElements("sellableitem"))
{
var itemToFab = subElement.GetAttributeIdentifier("identifier", "");
if (itemToFab.IsEmpty)
{
Log.Debug("Sellable item has no identifier");
continue;
}
FabricationRecipe recipe = new FabricationRecipe(subElement, itemToFab);
fabricationRecipes.Add((recipe.RecipeHash, recipe));
if (recipe.FabricationLimitMax >= 0)
{
fabricationLimits.Add(recipe.RecipeHash, Rand.Range(recipe.FabricationLimitMin, recipe.FabricationLimitMax + 1));
}
}
foreach (ItemPrefab itemPrefab in ItemPrefab.Prefabs)
{
foreach (FabricationRecipe recipe in itemPrefab.FabricationRecipes.Values)
{
// Skip items that don't get fabb'd here
if (recipe.SuitableFabricatorIdentifiers.Length > 0)
{
if (!recipe.SuitableFabricatorIdentifiers.Any(i => item.Prefab.Identifier == i || item.HasTag(i)))
{
continue;
}
}
//the errors below may be caused by a mod overriding a base item instead of this one, log the package of the base item in that case
var packageToLog = itemPrefab.GetParentModPackageOrThisPackage();
bool recipeInvalid = false;
foreach (var requiredItem in recipe.RequiredItems)
{
if (requiredItem.ItemPrefabs.None())
{
DebugConsole.ThrowError($"Error in the fabrication recipe for \"{itemPrefab.Name}\". Could not find the ingredient \"{requiredItem}\".",
contentPackage: packageToLog);
recipeInvalid = true;
}
}
if (recipeInvalid) { continue; }
// if (fabricationRecipes.TryGetValue(recipe.RecipeHash, out var duplicateRecipe))
// {
// DebugConsole.ThrowError($"Error in the fabrication recipe for \"{itemPrefab.Name}\". Duplicate recipe in \"{duplicateRecipe.TargetItem.Identifier}\".",
// contentPackage: packageToLog);
// continue;
// }
fabricationRecipes.Add((recipe.RecipeHash, recipe));
if (recipe.FabricationLimitMax >= 0)
{
fabricationLimits.Add(recipe.RecipeHash, Rand.Range(recipe.FabricationLimitMin, recipe.FabricationLimitMax + 1));
}
}
}
// When loaded into a level, remove some of the items until we only have
if (Level.Loaded != null)
{
Random rnd = MLCUtils.GetLevelRandom();
fabricationRecipes = fabricationRecipes.OrderBy(r => r.id).ToList();
while (fabricationRecipes.Count > maxSellables)
{
_ = fabricationRecipes.Remove(fabricationRecipes.GetRandom(rnd));
}
}
this.fabricationRecipes = fabricationRecipes.ToImmutableDictionary();
state = SimpleStoreState.Stopped;
}
public override void OnItemLoaded()
{
base.OnItemLoaded();
var containers = item.GetComponents<ItemContainer>().ToList();
if (containers.Count < 2)
{
DebugConsole.ThrowError("Error in item \"" + item.Name + "\": Fabricators must have two ItemContainer components!");
return;
}
inputContainer = containers[0];
outputContainer = containers[1];
foreach (var recipe in fabricationRecipes.Values)
{
if (recipe.RequiredItems.Length > inputContainer.Capacity)
{
DebugConsole.ThrowErrorLocalized("Error in item \"" + item.Name + "\": There's not enough room in the input inventory for the ingredients of \"" + recipe.TargetItem.Name + "\"!");
}
}
OnItemLoadedProjSpecific();
}
partial void OnItemLoadedProjSpecific();
public override bool Select(Character character)
{
SelectProjSpecific(character);
return base.Select(character);
}
partial void SelectProjSpecific(Character character);
public override bool Pick(Character picker)
{
return picker != null;
}
partial void CreateRecipes();
private void StartFabricating(FabricationRecipe selectedItem, Character user, bool addToServerLog = true)
{
if (selectedItem == null) { return; }
if (!outputContainer.Inventory.CanProbablyBePut(selectedItem.TargetItem, selectedItem.OutCondition * selectedItem.TargetItem.Health)) { return; }
IsActive = true;
this.user = user;
fabricatedItem = selectedItem;
RefreshAvailableIngredients();
#if CLIENT
itemList.Enabled = false;
if (amountInput != null)
{
amountInput.Enabled = false;
}
RefreshActivateButtonText();
#endif
bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
if (!isClient)
{
MoveIngredientsToInputContainer(selectedItem);
}
requiredTime = GetRequiredTime(fabricatedItem, user);
timeUntilReady = requiredTime;
inputContainer.Inventory.Locked = true;
outputContainer.Inventory.Locked = true;
if (GameMain.NetworkMember?.IsServer ?? true)
{
State = SimpleStoreState.Active;
}
#if SERVER
if (user != null && addToServerLog && selectedItem.RequiredMoney == 0)
{
if (selectedItem.RequiredMoney > 0)
{
GameServer.Log($"{GameServer.CharacterLogName(user)} bought {selectedItem.DisplayName.Value} for {selectedItem.RequiredMoney} mk from {item.Name}", ServerLog.MessageType.Money);
}
}
#endif
}
private void CancelFabricating(Character user = null)
{
IsActive = false;
this.user = null;
currPowerConsumption = 0.0f;
hasSoundPlayed = false;
progressState = 0.0f;
timeUntilReady = 0.0f;
UpdateRequiredTimeProjSpecific();
inputContainer.Inventory.Locked = false;
outputContainer.Inventory.Locked = false;
if (GameMain.NetworkMember?.IsServer ?? true)
{
State = SimpleStoreState.Stopped;
}
if (fabricatedItem == null) { return; }
#if SERVER
if (user != null)
{
GameServer.Log(GameServer.CharacterLogName(user) + " cancelled the fabrication of " + fabricatedItem.DisplayName.Value + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
}
#elif CLIENT
itemList.Enabled = true;
if (amountInput != null)
{
amountInput.Enabled = amountTextMax.Enabled;
}
RefreshActivateButtonText();
#endif
fabricatedItem = null;
}
public override void Update(float deltaTime, Camera cam)
{
if (refreshIngredientsTimer <= 0.0f)
{
RefreshAvailableIngredients();
refreshIngredientsTimer = RefreshIngredientsInterval;
}
refreshIngredientsTimer -= deltaTime;
bool isClient = GameMain.NetworkMember?.IsClient ?? false;
if (!isClient)
{
if (fabricatedItem == null || !CanBeFabricated(fabricatedItem, availableIngredients, user))
{
CancelFabricating();
return;
}
}
progressState = fabricatedItem == null ? 0.0f : (requiredTime - timeUntilReady) / requiredTime;
if (isClient)
{
hasPower = State != SimpleStoreState.Paused;
if (!hasPower)
{
return;
}
}
else
{
hasPower = Voltage >= MinVoltage;
if (!hasPower)
{
State = SimpleStoreState.Paused;
return;
}
State = SimpleStoreState.Active;
}
float tinkeringStrength = 0f;
var repairable = item.GetComponent<Repairable>();
if (repairable != null)
{
repairable.LastActiveTime = (float)Timing.TotalTime + 10.0f;
if (repairable.IsTinkering)
{
tinkeringStrength = repairable.TinkeringStrength;
}
}
float fabricationSpeedIncrease = 1f + tinkeringStrength * TinkeringSpeedIncrease;
timeUntilReady -= deltaTime * fabricationSpeedIncrease * Math.Min(powerConsumption <= 0 ? 1 : Voltage, MaxOverVoltageFactor);
UpdateRequiredTimeProjSpecific();
if (timeUntilReady <= 0.0f)
{
Fabricate();
#if CLIENT
if (!hasSoundPlayed)
{
PlaySound(ActionType.OnUse, user);
hasSoundPlayed = true;
}
#endif
}
}
bool hasSoundPlayed = false;
private Barotrauma.Networking.Client GetUsingClient()
{
#if SERVER
return GameMain.Server.ConnectedClients.Find(c => c.Character == user);
#elif CLIENT
return null;
#endif
}
private void Fabricate()
{
RefreshAvailableIngredients();
if (fabricatedItem == null || !CanBeFabricated(fabricatedItem, availableIngredients, user))
{
CancelFabricating();
return;
}
if (fabricatedItem.RequiredMoney > 0)
{
if (user == null) { return; }
if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign)
{
#if SERVER
if (GetUsingClient() is { } client)
{
mpCampaign.TryPurchase(client, fabricatedItem.RequiredMoney);
}
else
{
user.Wallet.Deduct(fabricatedItem.RequiredMoney);
}
#endif
}
else if (GameMain.GameSession?.GameMode is CampaignMode campaign)
{
campaign.Bank.Deduct(fabricatedItem.RequiredMoney);
}
}
bool ingredientsStolen = false;
bool ingredientsAllowStealing = true;
if (GameMain.NetworkMember is null || GameMain.NetworkMember.IsServer)
{
List<Item> chosenIngredients = new List<Item>();
var suitableIngredients = GetSortedSuitableIngredients();
foreach (var requiredItem in fabricatedItem.RequiredItems)
{
for (int i = 0; i < requiredItem.Amount; i++)
{
foreach (var suitableIngredient in suitableIngredients)
{
if (!requiredItem.MatchesItem(suitableIngredient)) { continue; }
if (chosenIngredients.Contains(suitableIngredient)) { continue; }
ingredientsStolen |= suitableIngredient.StolenDuringRound;
if (!suitableIngredient.AllowStealing)
{
ingredientsAllowStealing = false;
}
//Leave it behind with reduced condition if it has enough to stay above 0
if (requiredItem.UseCondition && suitableIngredient.ConditionPercentage - requiredItem.MinCondition * 100 > 0.0f)
{
suitableIngredient.Condition -= suitableIngredient.Prefab.Health * requiredItem.MinCondition;
break;
}
if (suitableIngredient.OwnInventory != null)
{
foreach (Item containedItem in suitableIngredient.OwnInventory.AllItemsMod)
{
if (suitableIngredient.GetComponent<ItemContainer>()?.RemoveContainedItemsOnDeconstruct ?? false)
{
Entity.Spawner.AddItemToRemoveQueue(containedItem);
}
else
{
containedItem.Drop(dropper: null);
}
}
}
chosenIngredients.Add(suitableIngredient);
break;
}
}
}
var fabricationIngredients = new AbilityFabricationItemIngredients(chosenIngredients);
user?.CheckTalents(AbilityEffectType.OnItemFabricatedIngredients, fabricationIngredients);
foreach (Item availableItem in fabricationIngredients.Items)
{
Entity.Spawner.AddItemToRemoveQueue(availableItem);
inputContainer.Inventory.RemoveItem(availableItem);
}
int amountFittingContainer = outputContainer.Inventory.HowManyCanBePut(fabricatedItem.TargetItem, fabricatedItem.OutCondition * fabricatedItem.TargetItem.Health);
var fabricationitemAmount = new AbilityFabricationItemAmount(fabricatedItem.TargetItem, fabricatedItem.Amount);
int quality = 0;
if (fabricatedItem.Quality.HasValue)
{
quality = fabricatedItem.Quality.Value;
}
else if (user?.Info != null)
{
foreach (Character character in Character.GetFriendlyCrew(user))
{
character.CheckTalents(AbilityEffectType.OnAllyItemFabricatedAmount, fabricationitemAmount);
}
user.CheckTalents(AbilityEffectType.OnItemFabricatedAmount, fabricationitemAmount);
quality =
fabricatedItem.TargetItem.MaxStackSize > 1 ?
GetFabricatedItemQuality(fabricatedItem, user).Quality :
GetFabricatedItemQuality(fabricatedItem, user).RollQuality();
}
int amount = (int)fabricationitemAmount.Value;
if (fabricationLimits.ContainsKey(fabricatedItem.RecipeHash))
{
if (amount > fabricationLimits[fabricatedItem.RecipeHash])
{
amount = fabricationLimits[fabricatedItem.RecipeHash];
fabricationLimits[fabricatedItem.RecipeHash] = 0;
}
else
{
fabricationLimits[fabricatedItem.RecipeHash] -= amount;
Log.Debug($"New fab limit: {fabricationLimits[fabricatedItem.RecipeHash]}");
}
}
var tempUser = user;
for (int i = 0; i < amount; i++)
{
float outCondition = fabricatedItem.OutCondition;
if (i < amountFittingContainer)
{
Entity.Spawner.AddItemToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition, quality,
onSpawned: (Item spawnedItem) =>
{
onItemSpawned(spawnedItem, tempUser);
spawnedItem.Quality = quality;
spawnedItem.StolenDuringRound = ingredientsStolen;
spawnedItem.AllowStealing = ingredientsAllowStealing;
//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
});
}
else
{
Entity.Spawner.AddItemToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * outCondition, quality,
onSpawned: (Item spawnedItem) =>
{
onItemSpawned(spawnedItem, tempUser);
spawnedItem.Quality = quality;
spawnedItem.StolenDuringRound = ingredientsStolen;
spawnedItem.AllowStealing = ingredientsAllowStealing;
//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
});
}
}
void onItemSpawned(Item spawnedItem, Character user)
{
if (user != null && user.TeamID != CharacterTeamType.None)
{
foreach (WifiComponent wifiComponent in spawnedItem.GetComponents<WifiComponent>())
{
wifiComponent.TeamID = user.TeamID;
}
}
OnItemFabricated?.Invoke(spawnedItem, user);
}
if (user?.Info != null && !user.Removed)
{
foreach (Skill skill in fabricatedItem.RequiredSkills)
{
float addedSkill = skill.Level * SkillSettings.Current.SkillIncreasePerFabricatorRequiredSkill;
var addedSkillValue = new AbilityFabricatorSkillGain(skill.Identifier, addedSkill);
user.CheckTalents(AbilityEffectType.OnItemFabricationSkillGain, addedSkillValue);
user.Info.ApplySkillGain(
skill.Identifier,
addedSkillValue.Value);
}
}
var prevFabricatedItem = fabricatedItem;
var prevUser = user;
CancelFabricating();
amountRemaining--;
if (amountRemaining > 0 && CanBeFabricated(prevFabricatedItem, availableIngredients, prevUser))
{
//keep fabricating if we can fabricate more
StartFabricating(prevFabricatedItem, prevUser, addToServerLog: false);
}
}
}
/// <summary>
/// Power consumption of the fabricator. Only consume power when active and adjust consumption based on condition.
/// </summary>
public override float GetCurrentPowerConsumption(Connection connection = null)
{
//No consumption if not powerin or is off
if (connection != this.powerIn || !IsActive)
{
return 0;
}
currPowerConsumption = PowerConsumption;
item.GetComponent<Repairable>()?.AdjustPowerConsumption(ref currPowerConsumption);
return currPowerConsumption;
}
public static float CalculateBonusRollPercentage(float skillLevel, float target)
=> Math.Clamp((skillLevel - target) / (100f - target) * 100f, min: 0, max: 100);
public readonly record struct QualityResult(int Quality, bool HasRandomQuality, float PlusOnePercentage, float PlusTwoPercentage)
{
public static readonly QualityResult Empty = new QualityResult(0, true, 0, 0);
public bool HasRandomQualityRollChance => HasRandomQuality && (PlusOnePercentage > 0f || PlusTwoPercentage > 0f);
// The total real world percentage for a roll to succeed, taking into account that +1 needs to succeed for +2 to be attempted and
// that the chance for only +1 goes down as +2 increases since some of the +1's will turn into +2s
public float TotalPlusOnePercentage => Math.Clamp(PlusOnePercentage * (100f - PlusTwoPercentage) / 100f, min: 0, max: 100);
public float TotalPlusTwoPercentage => Math.Clamp(PlusOnePercentage * PlusTwoPercentage / 100f, min: 0, max: 100);
public int RollQuality()
{
int additionalQuality = 0;
if (Roll(PlusOnePercentage))
{
additionalQuality++;
if (Roll(PlusTwoPercentage))
{
additionalQuality++;
}
}
return Quality + additionalQuality;
static bool Roll(float percentage)
=> percentage >= Rand.Range(0, 100, Rand.RandSync.Unsynced);
}
}
public const int PlusOneQualityBonusThreshold = 50,
PlusTwoQualityBonusThreshold = 75;
public const int PlusOneTarget = 100,
PlusTwoTarget = 125;
public const float PlusOneLerp = 0.2f,
PlusTwoLerp = 0.4f;
private static QualityResult GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
{
if (user?.Info == null) { return QualityResult.Empty; }
if (fabricatedItem.TargetItem.ConfigElement.GetChildElement("Quality") == null) { return QualityResult.Empty; }
int quality = 0;
float floatQuality = 0.0f;
floatQuality += user.GetStatValue(StatTypes.IncreaseFabricationQuality, includeSaved: false);
foreach (var tag in fabricatedItem.TargetItem.Tags)
{
floatQuality += user.Info.GetSavedStatValue(StatTypes.IncreaseFabricationQuality, tag);
}
if (!fabricatedItem.TargetItem.Tags.Contains(fabricatedItem.TargetItem.Identifier))
{
floatQuality += user.Info.GetSavedStatValue(StatTypes.IncreaseFabricationQuality, fabricatedItem.TargetItem.Identifier);
}
quality = (int)floatQuality;
// Use Option here instead of 0 because we want the lowest value and a value of 0 would always be lower than any other chance
Option<float> plusOne = Option.None,
plusTwo = Option.None;
foreach (var skill in fabricatedItem.RequiredSkills)
{
float skillLevel = user.GetSkillLevel(skill.Identifier);
if (skillLevel >= PlusOneQualityBonusThreshold)
{
//+1 quality chance if the character's skill level is >20% from the min requirement towards max skill as well as higher than 50
//e.g. if the skill requirement is 10 -> 28 (but minimum 50 threshold)
//40 -> 52
//90 -> 92
var bonusChance1 = CalculateBonusRollPercentage(skillLevel, MathHelper.Lerp(skill.Level, PlusOneTarget, PlusOneLerp));
plusOne = OverrideChanceIfLess(plusOne, bonusChance1);
if (skillLevel >= PlusTwoQualityBonusThreshold)
{
var bonusChance2 = CalculateBonusRollPercentage(skillLevel, MathHelper.Lerp(skill.Level, PlusTwoTarget, PlusTwoLerp));
plusTwo = OverrideChanceIfLess(plusTwo, bonusChance2);
}
else
{
break;
}
}
else
{
break;
}
static Option<float> OverrideChanceIfLess(Option<float> original, float bonusChance)
{
if (original.TryUnwrap(out var originalChance))
{
return originalChance > bonusChance ? Option.Some(bonusChance) : original;
}
return Option.Some(bonusChance);
}
}
bool hasRandomQuality = !(fabricatedItem.TargetItem.MaxStackSize > 1); //don't randomise items with a stacksize > 1
float PlusOnePercentage = plusOne.Match(some: static f => f, none: static () => 0f);
float PlusTwoPercentage = plusTwo.Match(some: static f => f, none: static () => 0f);
if (!hasRandomQuality && PlusOnePercentage > 0)
{
quality++;
if (PlusTwoPercentage > 0)
{
quality++;
}
}
return new QualityResult(quality,
hasRandomQuality,
PlusOnePercentage,
PlusTwoPercentage);
}
partial void UpdateRequiredTimeProjSpecific();
private static bool AnyOneHasRecipeForItem(Character user, ItemPrefab item)
{
return
(user != null && user.HasRecipeForItem(item.Identifier)) ||
GameSession.GetSessionCrewCharacters(CharacterType.Bot).Any(c => c.HasRecipeForItem(item.Identifier));
}
private readonly HashSet<Item> usedIngredients = new HashSet<Item>();
private bool CanBeFabricated(FabricationRecipe fabricableItem, IReadOnlyDictionary<Identifier, List<Item>> availableIngredients, Character character)
{
if (fabricableItem == null) { return false; }
if (fabricableItem.RequiresRecipe)
{
if (character == null) { return false; }
if (!AnyOneHasRecipeForItem(character, fabricableItem.TargetItem))
{
return false;
}
}
if (fabricableItem.HideForNonTraitors)
{
if (character is not { IsTraitor: true }) { return false; }
}
if (fabricableItem.RequiredMoney > 0)
{
switch (GameMain.GameSession?.GameMode)
{
case MultiPlayerCampaign mpCampaign:
{
if (!mpCampaign.CanAfford(fabricableItem.RequiredMoney, GetUsingClient())) { return false; }
break;
}
case CampaignMode campaign:
{
if (campaign.Bank.Balance < fabricableItem.RequiredMoney) { return false; }
break;
}
default:
return false;
}
}
if (fabricationLimits.TryGetValue(fabricableItem.RecipeHash, out int amount) && amount <= 0)
{
return false;
}
//maintain a list of used ingredients so we don't end up considering the same item a suitable for multiple required ingredients
usedIngredients.Clear();
return fabricableItem.RequiredItems.All(requiredItem =>
{
int availableItemsAmount = 0;
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
{
if (!availableIngredients.TryGetValue(requiredPrefab.Identifier, out var availableItems)) { continue; }
foreach (Item availableItem in availableItems)
{
if (usedIngredients.Contains(availableItem)) { continue; }
if (requiredItem.IsConditionSuitable(availableItem.ConditionPercentage))
{
usedIngredients.Add(availableItem);
availableItemsAmount++;
}
if (availableItemsAmount >= requiredItem.Amount)
{
return true;
}
}
}
return false;
});
}
private float GetRequiredTime(FabricationRecipe fabricableItem, Character user)
{
float degreeOfSuccess = FabricationDegreeOfSuccess(user, fabricableItem.RequiredSkills);
float t = degreeOfSuccess < 0.5f ? degreeOfSuccess * degreeOfSuccess : degreeOfSuccess * 2;
//fabricating takes 100 times longer if degree of success is close to 0
//characters with a higher skill than required can fabricate up to 100% faster
float time = fabricableItem.RequiredTime / item.StatManager.GetAdjustedValueMultiplicative(ItemTalentStats.FabricationSpeed, FabricationSpeed) / MathHelper.Clamp(t, 0.01f, 2.0f);
if (user?.Info is { } info && fabricableItem.TargetItem is { } it)
{
time /= 1f + it.Tags.Sum(tag => info.GetSavedStatValue(StatTypes.FabricationSpeed, tag));
}
return time;
}
public float FabricationDegreeOfSuccess(Character character, ImmutableArray<Skill> skills)
{
if (skills.Length == 0) { return 1.0f; }
if (character == null) { return 0.0f; }
float minDegreeOfSuccess = 1.0f;
foreach (var skill in skills)
{
float characterLevel = character.GetSkillLevel(skill.Identifier);
minDegreeOfSuccess = Math.Min(minDegreeOfSuccess, (characterLevel - (skill.Level * SkillRequirementMultiplier) + 100.0f) / 2.0f / 100.0f);
}
return minDegreeOfSuccess;
}
public override float GetSkillMultiplier()
{
return SkillRequirementMultiplier;
}
private readonly HashSet<Inventory> linkedInventories = new HashSet<Inventory>();
private void RefreshAvailableIngredients()
{
Character user = this.user;
#if CLIENT
user ??= Character.Controlled;
#endif
linkedInventories.Clear();
List<Item> itemList = new List<Item>();
itemList.AddRange(inputContainer.Inventory.AllItems);
foreach (MapEntity linkedTo in item.linkedTo)
{
if (linkedTo is Item linkedItem)
{
var itemContainer = linkedItem.GetComponent<ItemContainer>();
if (itemContainer == null) { continue; }
if (user != null)
{
if (!itemContainer.HasRequiredItems(user, addMessage: false)) { continue; }
}
var deconstructor = linkedItem.GetComponent<Deconstructor>();
if (deconstructor != null)
{
itemContainer = deconstructor.OutputContainer;
}
linkedInventories.Add(itemContainer.Inventory);
itemList.AddRange(itemContainer.Inventory.AllItems);
}
}
for (int i = 0; i < itemList.Count; i++)
{
var container = itemList[i].GetComponent<ItemContainer>();
if (container != null)
{
itemList.AddRange(container.Inventory.AllItems);
}
}
if (user?.Inventory != null && user.SelectedItem == item)
{
itemList.AddRange(user.Inventory.AllItems);
linkedInventories.Add(user.Inventory);
}
foreach (Character c in Character.CharacterList)
{
//take materials from characters who've selected a linked container too
//(e.g. cabinet that's set to display alongside the fabricator UI)
if (c.SelectedItem != null &&
c.Inventory != null &&
linkedInventories.Contains(c.SelectedItem.OwnInventory) &&
!linkedInventories.Contains(c.Inventory))
{
itemList.AddRange(c.Inventory.AllItems);
linkedInventories.Add(c.Inventory);
}
}
availableIngredients.Clear();
foreach (Item item in itemList)
{
var itemIdentifier = item.Prefab.Identifier;
if (!availableIngredients.ContainsKey(itemIdentifier))
{
availableIngredients[itemIdentifier] = new List<Item>(itemList.Count);
}
availableIngredients[itemIdentifier].Add(item);
}
foreach (var itemId in availableIngredients.Keys)
{
availableIngredients[itemId] = SortIngredients(availableIngredients[itemId]).ToList();
}
}
private IEnumerable<Item> SortIngredients(IEnumerable<Item> items)
{
return items
.OrderByDescending(getIngredientContainerPriority)
.ThenBy(it => it.Prefab.DefaultPrice?.Price ?? 0)
.ThenBy(it => MathUtils.IsValid(it.Condition) ? it.Condition : 0)
.ThenByDescending(it => it.ParentInventory?.FindIndex(it) ?? 0);
int getIngredientContainerPriority(Item item)
{
if (item.ParentInventory == InputContainer.Inventory)
{
return 3;
}
else if (item.ParentInventory is CharacterInventory)
{
return 2;
}
return 1;
}
}
private IEnumerable<Item> GetSortedSuitableIngredients()
{
List<Item> suitableIngredients = new List<Item>();
foreach (FabricationRecipe.RequiredItem requiredItem in fabricatedItem.RequiredItems)
{
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
{
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
var availableItems = availableIngredients[requiredPrefab.Identifier];
suitableIngredients.AddRange(
availableItems.Where(potentialItem => requiredItem.IsConditionSuitable(potentialItem.ConditionPercentage)));
}
}
return SortIngredients(suitableIngredients);
}
/// <summary>
/// Move the items required for fabrication into the input container.
/// The method assumes that all the required ingredients are available either in the input container or linked containers.
/// </summary>
private void MoveIngredientsToInputContainer(FabricationRecipe targetItem)
{
List<Item> chosenIngredients = new List<Item>();
var suitableIngredients = GetSortedSuitableIngredients();
foreach (var requiredItem in targetItem.RequiredItems)
{
for (int i = 0; i < requiredItem.Amount; i++)
{
foreach (var suitableIngredient in suitableIngredients)
{
if (!requiredItem.MatchesItem(suitableIngredient)) { continue; }
if (chosenIngredients.Contains(suitableIngredient)) { continue; }
//in another inventory, we need to move the item
if (suitableIngredient.ParentInventory != inputContainer.Inventory)
{
if (!inputContainer.Inventory.CanBePut(suitableIngredient))
{
var unneededItem = inputContainer.Inventory.AllItems.FirstOrDefault(it => !chosenIngredients.Contains(it));
unneededItem?.Drop(null);
}
inputContainer.Inventory.TryPutItem(suitableIngredient, user: null);
}
chosenIngredients.Add(suitableIngredient);
break;
}
}
}
RefreshAvailableIngredients();
}
public override XElement Save(XElement parentElement)
{
var componentElement = base.Save(parentElement);
if (fabricatedItem != null)
{
componentElement.Add(new XAttribute("fabricateditemidentifier", fabricatedItem.TargetItem.Identifier));
componentElement.Add(new XAttribute("savedtimeuntilready", timeUntilReady.ToString("G", CultureInfo.InvariantCulture)));
componentElement.Add(new XAttribute("savedrequiredtime", requiredTime.ToString("G", CultureInfo.InvariantCulture)));
}
return componentElement;
}
public override void Load(ContentXElement componentElement, bool usePrefabValues, IdRemap idRemap, bool isItemSwap)
{
base.Load(componentElement, usePrefabValues, idRemap, isItemSwap);
savedFabricatedItem = componentElement.GetAttributeString("fabricateditemidentifier", "");
savedTimeUntilReady = componentElement.GetAttributeFloat("savedtimeuntilready", 0.0f);
savedRequiredTime = componentElement.GetAttributeFloat("savedrequiredtime", 0.0f);
}
public override void OnMapLoaded()
{
if (string.IsNullOrEmpty(savedFabricatedItem)) { return; }
inputContainer?.OnMapLoaded();
outputContainer?.OnMapLoaded();
var recipe = fabricationRecipes.Values.FirstOrDefault(r => r.TargetItem.Identifier == savedFabricatedItem);
if (recipe == null)
{
DebugConsole.ThrowError("Error while loading a fabricator. Can't continue fabricating \"" + savedFabricatedItem + "\" (matching recipe not found).");
}
else
{
#if CLIENT
SelectItem(null, recipe, savedRequiredTime);
#endif
StartFabricating(recipe, user: null);
timeUntilReady = savedTimeUntilReady;
requiredTime = savedRequiredTime;
}
savedFabricatedItem = null;
}
public override void RemoveComponentSpecific()
{
base.RemoveComponentSpecific();
OnItemFabricated = null;
}
class AbilityFabricatorSkillGain : AbilityObject, IAbilityValue, IAbilitySkillIdentifier
{
public AbilityFabricatorSkillGain(Identifier skillIdentifier, float skillAmount)
{
SkillIdentifier = skillIdentifier;
Value = skillAmount;
}
public float Value { get; set; }
public Identifier SkillIdentifier { get; set; }
}
class AbilityFabricationItemAmount : AbilityObject, IAbilityValue, IAbilityItemPrefab
{
public AbilityFabricationItemAmount(ItemPrefab itemPrefab, float itemAmount)
{
ItemPrefab = itemPrefab;
Value = itemAmount;
}
public float Value { get; set; }
public ItemPrefab ItemPrefab { get; set; }
}
internal sealed class AbilityFabricationItemIngredients : AbilityObject
{
public List<Item> Items { get; set; }
public AbilityFabricationItemIngredients(List<Item> items)
{
Items = items;
}
}
}
}