Unstable 0.1500.0.0
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@@ -255,12 +255,15 @@ namespace Barotrauma.Items.Components
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var item1 = c1.GUIComponent.UserData as FabricationRecipe;
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var item2 = c2.GUIComponent.UserData as FabricationRecipe;
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bool hasSkills1 = FabricationDegreeOfSuccess(character, item1.RequiredSkills) >= 0.5f;
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bool hasSkills2 = FabricationDegreeOfSuccess(character, item2.RequiredSkills) >= 0.5f;
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int itemPlacement1 = FabricationDegreeOfSuccess(character, item1.RequiredSkills) >= 0.5f ? 0 : -1;
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int itemPlacement2 = FabricationDegreeOfSuccess(character, item2.RequiredSkills) >= 0.5f ? 0 : -1;
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if (hasSkills1 != hasSkills2)
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itemPlacement1 += item1.RequiresRecipe && !character.HasRecipeForItem(item1.TargetItem.Identifier) ? -2 : 0;
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itemPlacement2 += item2.RequiresRecipe && !character.HasRecipeForItem(item2.TargetItem.Identifier) ? -2 : 0;
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if (itemPlacement1 != itemPlacement2)
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{
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return hasSkills1 ? -1 : 1;
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return itemPlacement1 > itemPlacement2 ? -1 : 1;
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}
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return string.Compare(item1.DisplayName, item2.DisplayName);
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@@ -285,6 +288,18 @@ namespace Barotrauma.Items.Components
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{
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insufficientSkillsText.RectTransform.RepositionChildInHierarchy(itemList.Content.RectTransform.GetChildIndex(firstinSufficient.RectTransform));
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}
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var requiresRecipeText = new GUITextBlock(new RectTransform(new Vector2(1.0f, 0.15f), itemList.Content.RectTransform),
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TextManager.Get("fabricatorrequiresrecipe", returnNull: true) ?? "Requires recipe to fabricate", textColor: Color.Red, font: GUI.SubHeadingFont)
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{
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AutoScaleHorizontal = true,
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CanBeFocused = false
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};
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var firstRequiresRecipe = itemList.Content.Children.FirstOrDefault(c => c.UserData is FabricationRecipe fabricableItem && (fabricableItem.RequiresRecipe && !character.HasRecipeForItem(fabricableItem.TargetItem.Identifier)));
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if (firstRequiresRecipe != null)
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{
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requiresRecipeText.RectTransform.RepositionChildInHierarchy(itemList.Content.RectTransform.GetChildIndex(firstRequiresRecipe.RectTransform));
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}
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}
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private void DrawInputOverLay(SpriteBatch spriteBatch, GUICustomComponent overlayComponent)
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@@ -297,6 +312,7 @@ namespace Barotrauma.Items.Components
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int slotIndex = 0;
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var missingItems = new List<FabricationRecipe.RequiredItem>();
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foreach (FabricationRecipe.RequiredItem requiredItem in targetItem.RequiredItems)
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{
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for (int i = 0; i < requiredItem.Amount; i++)
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@@ -308,6 +324,8 @@ namespace Barotrauma.Items.Components
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{
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missingItems.Remove(missingItems.FirstOrDefault(mi => mi.ItemPrefabs.Contains(item.prefab)));
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}
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var missingCounts = missingItems.GroupBy(missingItem => missingItem).ToDictionary(x => x.Key, x => x.Count());
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missingItems = missingItems.Distinct().ToList();
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var availableIngredients = GetAvailableIngredients();
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@@ -318,30 +336,30 @@ namespace Barotrauma.Items.Components
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slotIndex++;
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}
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//highlight suitable ingredients in linked inventories
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foreach (Item item in availableIngredients)
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{
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if (item.ParentInventory != inputContainer.Inventory && IsItemValidIngredient(item, requiredItem))
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{
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int availableSlotIndex = item.ParentInventory.FindIndex(item);
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//slots are null if the inventory has never been displayed
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//(linked item, but the UI is not set to be displayed at the same time)
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if (item.ParentInventory.visualSlots != null)
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{
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if (item.ParentInventory.visualSlots[availableSlotIndex].HighlightTimer <= 0.0f)
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{
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item.ParentInventory.visualSlots[availableSlotIndex].ShowBorderHighlight(GUI.Style.Green, 0.5f, 0.5f, 0.2f);
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if (slotIndex < inputContainer.Capacity)
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requiredItem.ItemPrefabs
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.Where(requiredPrefab => availableIngredients.ContainsKey(requiredPrefab.Identifier))
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.ForEach(requiredPrefab => {
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var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
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availablePrefabs
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.Where(availablePrefab => availablePrefab.ParentInventory != inputContainer.Inventory)
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.Where(availablePrefab => availablePrefab.ParentInventory.visualSlots != null) //slots are null if the inventory has never been displayed
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.ForEach(availablePrefab => { //(linked item, but the UI is not set to be displayed at the same time)
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int availableSlotIndex = availablePrefab.ParentInventory.FindIndex(availablePrefab);
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if (availablePrefab.ParentInventory.visualSlots[availableSlotIndex].HighlightTimer <= 0.0f)
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{
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inputContainer.Inventory.visualSlots[slotIndex].ShowBorderHighlight(GUI.Style.Green, 0.5f, 0.5f, 0.2f);
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availablePrefab.ParentInventory.visualSlots[availableSlotIndex].ShowBorderHighlight(GUI.Style.Green, 0.5f, 0.5f, 0.2f);
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if (slotIndex < inputContainer.Capacity)
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{
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inputContainer.Inventory.visualSlots[slotIndex].ShowBorderHighlight(GUI.Style.Green, 0.5f, 0.5f, 0.2f);
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}
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}
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}
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}
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}
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}
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});
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});
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if (slotIndex >= inputContainer.Capacity) { break; }
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var itemIcon = requiredItem.ItemPrefabs.First().InventoryIcon ?? requiredItem.ItemPrefabs.First().sprite;
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Rectangle slotRect = inputContainer.Inventory.visualSlots[slotIndex].Rect;
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itemIcon.Draw(
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@@ -350,6 +368,16 @@ namespace Barotrauma.Items.Components
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color: requiredItem.ItemPrefabs.First().InventoryIconColor * 0.3f,
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scale: Math.Min(slotRect.Width / itemIcon.size.X, slotRect.Height / itemIcon.size.Y));
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if (missingCounts[requiredItem] > 1)
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{
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Vector2 stackCountPos = new Vector2(slotRect.Right, slotRect.Bottom);
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string stackCountText = "x" + missingCounts[requiredItem];
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stackCountPos -= GUI.SmallFont.MeasureString(stackCountText) + new Vector2(4, 2);
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GUI.SmallFont.DrawString(spriteBatch, stackCountText, stackCountPos + Vector2.One, Color.Black);
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GUI.SmallFont.DrawString(spriteBatch, stackCountText, stackCountPos, Color.White);
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}
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if (requiredItem.UseCondition && requiredItem.MinCondition < 1.0f)
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{
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GUI.DrawRectangle(spriteBatch, new Rectangle(slotRect.X, slotRect.Bottom - 8, slotRect.Width, 8), Color.Black * 0.8f, true);
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@@ -601,7 +629,7 @@ namespace Barotrauma.Items.Components
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var itemPrefab = child.UserData as FabricationRecipe;
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if (itemPrefab == null) continue;
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bool canBeFabricated = CanBeFabricated(itemPrefab, availableIngredients);
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bool canBeFabricated = CanBeFabricated(itemPrefab, availableIngredients, character);
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if (itemPrefab == selectedItem)
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{
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activateButton.Enabled = canBeFabricated;
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