(b6f451292) Moved crafting recipes from the fabricator xml to the xmls of the items. Makes it possible for modders to add new craftable items without having to modify the fabricators. Closes #1001
This commit is contained in:
@@ -773,20 +773,12 @@ namespace Barotrauma
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commands.Add(new Command("checkcrafting", "checkcrafting: Checks item deconstruction & crafting recipes for inconsistencies.", (string[] args) =>
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{
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List<FabricableItem> fabricableItems = new List<FabricableItem>();
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List<FabricationRecipe> fabricableItems = new List<FabricationRecipe>();
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foreach (MapEntityPrefab mapEntityPrefab in MapEntityPrefab.List)
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{
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if (mapEntityPrefab is ItemPrefab itemPrefab)
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{
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var fabricatorElement = itemPrefab.ConfigElement.Element("Fabricator");
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if (fabricatorElement == null) { continue; }
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foreach (XElement element in fabricatorElement.Elements())
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{
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if (element.Name.ToString().ToLowerInvariant() != "fabricableitem") { continue; }
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fabricableItems.Add(new FabricableItem(element));
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}
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fabricableItems.AddRange(itemPrefab.FabricationRecipes);
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}
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}
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foreach (MapEntityPrefab mapEntityPrefab in MapEntityPrefab.List)
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@@ -962,8 +954,6 @@ namespace Barotrauma
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}
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}
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}
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element.Value = lines[i];
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i++;
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}
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}, isCheat: false));
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#endif
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@@ -656,13 +656,6 @@ namespace Barotrauma
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msg.Timer -= deltaTime;
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msg.Pos += msg.Velocity * deltaTime;
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}
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foreach (GUIMessage msg in messages)
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{
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if (!msg.WorldSpace) continue;
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msg.Timer -= deltaTime;
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msg.Pos += msg.Velocity * deltaTime;
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}
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}
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messages.RemoveAll(m => m.Timer <= 0.0f);
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@@ -20,7 +20,7 @@ namespace Barotrauma.Items.Components
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private GUIComponent inputInventoryHolder, outputInventoryHolder;
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private GUICustomComponent inputInventoryOverlay, outputInventoryOverlay;
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private FabricableItem selectedItem;
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private FabricationRecipe selectedItem;
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private GUIComponent inSufficientPowerWarning;
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@@ -38,7 +38,7 @@ namespace Barotrauma.Items.Components
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{
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OnSelected = (GUIComponent component, object userdata) =>
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{
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selectedItem = userdata as FabricableItem;
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selectedItem = userdata as FabricationRecipe;
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if (selectedItem != null) { SelectItem(Character.Controlled, selectedItem); }
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return true;
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}
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@@ -59,7 +59,7 @@ namespace Barotrauma.Items.Components
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CanBeFocused = false
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};
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foreach (FabricableItem fi in fabricableItems)
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foreach (FabricationRecipe fi in fabricationRecipes)
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{
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GUIFrame frame = new GUIFrame(new RectTransform(new Point(itemList.Rect.Width, 50), itemList.Content.RectTransform), style: null)
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{
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@@ -115,13 +115,13 @@ namespace Barotrauma.Items.Components
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partial void SelectProjSpecific(Character character)
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{
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var nonItems = itemList.Content.Children.Where(c => !(c.UserData is FabricableItem)).ToList();
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var nonItems = itemList.Content.Children.Where(c => !(c.UserData is FabricationRecipe)).ToList();
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nonItems.ForEach(i => itemList.Content.RemoveChild(i));
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itemList.Content.RectTransform.SortChildren((c1, c2) =>
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{
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var item1 = c1.GUIComponent.UserData as FabricableItem;
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var item2 = c2.GUIComponent.UserData as FabricableItem;
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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 = DegreeOfSuccess(character, item1.RequiredSkills) >= 0.5f;
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bool hasSkills2 = DegreeOfSuccess(character, item2.RequiredSkills) >= 0.5f;
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@@ -144,7 +144,7 @@ namespace Barotrauma.Items.Components
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{
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CanBeFocused = false
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};
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var firstinSufficient = itemList.Content.Children.FirstOrDefault(c => c.UserData is FabricableItem fabricableItem && DegreeOfSuccess(character, fabricableItem.RequiredSkills) < 0.5f);
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var firstinSufficient = itemList.Content.Children.FirstOrDefault(c => c.UserData is FabricationRecipe fabricableItem && DegreeOfSuccess(character, fabricableItem.RequiredSkills) < 0.5f);
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if (firstinSufficient != null)
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{
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insufficientSkillsText.RectTransform.RepositionChildInHierarchy(itemList.Content.RectTransform.GetChildIndex(firstinSufficient.RectTransform));
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@@ -155,13 +155,13 @@ namespace Barotrauma.Items.Components
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{
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overlayComponent.RectTransform.SetAsLastChild();
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FabricableItem targetItem = fabricatedItem ?? selectedItem;
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FabricationRecipe targetItem = fabricatedItem ?? selectedItem;
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if (targetItem != null)
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{
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int slotIndex = 0;
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var missingItems = new List<FabricableItem.RequiredItem>();
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foreach (FabricableItem.RequiredItem requiredItem in targetItem.RequiredItems)
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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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{
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@@ -176,7 +176,7 @@ namespace Barotrauma.Items.Components
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var availableIngredients = GetAvailableIngredients();
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foreach (FabricableItem.RequiredItem requiredItem in missingItems)
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foreach (FabricationRecipe.RequiredItem requiredItem in missingItems)
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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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@@ -230,7 +230,7 @@ namespace Barotrauma.Items.Components
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{
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overlayComponent.RectTransform.SetAsLastChild();
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FabricableItem targetItem = fabricatedItem ?? selectedItem;
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FabricationRecipe targetItem = fabricatedItem ?? selectedItem;
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if (targetItem != null)
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{
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var itemIcon = targetItem.TargetItem.InventoryIcon ?? targetItem.TargetItem.sprite;
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@@ -257,7 +257,7 @@ namespace Barotrauma.Items.Components
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}
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}
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private bool SelectItem(Character user, FabricableItem selectedItem)
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private bool SelectItem(Character user, FabricationRecipe selectedItem)
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{
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selectedItemFrame.ClearChildren();
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@@ -354,7 +354,7 @@ namespace Barotrauma.Items.Components
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{
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foreach (GUIComponent child in itemList.Content.Children)
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{
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var itemPrefab = child.UserData as FabricableItem;
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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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@@ -371,13 +371,13 @@ namespace Barotrauma.Items.Components
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public void ClientWrite(NetBuffer msg, object[] extraData = null)
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{
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int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
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msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
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int itemIndex = fabricatedItem == null ? -1 : fabricationRecipes.IndexOf(fabricatedItem);
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msg.WriteRangedInteger(-1, fabricationRecipes.Count - 1, itemIndex);
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}
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public void ClientRead(ServerNetObject type, NetBuffer msg, float sendingTime)
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{
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int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
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int itemIndex = msg.ReadRangedInteger(-1, fabricationRecipes.Count - 1);
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UInt16 userID = msg.ReadUInt16();
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Character user = Entity.FindEntityByID(userID) as Character;
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@@ -388,11 +388,11 @@ namespace Barotrauma.Items.Components
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else
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{
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//if already fabricating the selected item, return
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if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
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if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
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if (fabricatedItem != null && fabricationRecipes.IndexOf(fabricatedItem) == itemIndex) return;
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if (itemIndex < 0 || itemIndex >= fabricationRecipes.Count) return;
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SelectItem(user, fabricableItems[itemIndex]);
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StartFabricating(fabricableItems[itemIndex], user);
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SelectItem(user, fabricationRecipes[itemIndex]);
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StartFabricating(fabricationRecipes[itemIndex], user);
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}
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}
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}
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@@ -12,7 +12,7 @@ namespace Barotrauma.Items.Components
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{
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public void ServerRead(ClientNetObject type, NetBuffer msg, Client c)
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{
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int itemIndex = msg.ReadRangedInteger(-1, fabricableItems.Count - 1);
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int itemIndex = msg.ReadRangedInteger(-1, fabricationRecipes.Count - 1);
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item.CreateServerEvent(this);
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@@ -25,17 +25,17 @@ namespace Barotrauma.Items.Components
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else
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{
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//if already fabricating the selected item, return
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if (fabricatedItem != null && fabricableItems.IndexOf(fabricatedItem) == itemIndex) return;
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if (itemIndex < 0 || itemIndex >= fabricableItems.Count) return;
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if (fabricatedItem != null && fabricationRecipes.IndexOf(fabricatedItem) == itemIndex) return;
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if (itemIndex < 0 || itemIndex >= fabricationRecipes.Count) return;
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StartFabricating(fabricableItems[itemIndex], c.Character);
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StartFabricating(fabricationRecipes[itemIndex], c.Character);
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}
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}
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public void ServerWrite(NetBuffer msg, Client c, object[] extraData = null)
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{
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int itemIndex = fabricatedItem == null ? -1 : fabricableItems.IndexOf(fabricatedItem);
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msg.WriteRangedInteger(-1, fabricableItems.Count - 1, itemIndex);
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int itemIndex = fabricatedItem == null ? -1 : fabricationRecipes.IndexOf(fabricatedItem);
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msg.WriteRangedInteger(-1, fabricationRecipes.Count - 1, itemIndex);
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UInt16 userID = fabricatedItem == null || user == null ? (UInt16)0 : user.ID;
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msg.Write(userID);
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}
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@@ -1216,6 +1216,43 @@ namespace Barotrauma
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targetingTag = "room";
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}
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if (door != null)
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{
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// If there's not a more specific tag for the door
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if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
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{
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targetingTag = "door";
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}
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bool isOutdoor = door.LinkedGap?.FlowTargetHull != null && !door.LinkedGap.IsRoomToRoom;
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bool isOpen = door.IsOpen || door.Item.Condition <= 0.0f;
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//increase priority if the character is outside and an aggressive boarder, and the door is from outside to inside
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if (aggressiveBoarding)
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{
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if (character.CurrentHull == null)
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{
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valueModifier = isOutdoor ? 1 : 0;
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valueModifier *= isOpen ? 5 : 1;
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}
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}
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else
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{
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// Ignore disabled walls
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bool isDisabled = true;
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for (int i = 0; i < s.Sections.Length; i++)
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{
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valueModifier = isOutdoor ? 0 : 1;
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valueModifier *= isOpen ? 0 : 1;
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}
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if (isDisabled)
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{
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valueModifier = 0;
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}
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}
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}
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else
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{
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targetingTag = "room";
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}
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if (door != null)
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{
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// If there's not a more specific tag for the door
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if (string.IsNullOrEmpty(targetingTag) || targetingTag == "room")
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@@ -1242,6 +1279,10 @@ namespace Barotrauma
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{
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continue;
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}
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else if (isOpen) //ignore broken and open doors
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{
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continue;
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}
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}
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else if (target.Entity is IDamageable targetDamageable && targetDamageable.Health <= 0.0f)
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{
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@@ -7,132 +7,15 @@ using System.Linq;
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using System.Xml.Linq;
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namespace Barotrauma.Items.Components
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{
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class FabricableItem
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{
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public class RequiredItem
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{
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public readonly ItemPrefab ItemPrefab;
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public int Amount;
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public readonly float MinCondition;
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public readonly bool UseCondition;
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public RequiredItem(ItemPrefab itemPrefab, int amount, float minCondition, bool useCondition)
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{
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ItemPrefab = itemPrefab;
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Amount = amount;
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MinCondition = minCondition;
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UseCondition = useCondition;
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}
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}
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public readonly ItemPrefab TargetItem;
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public readonly string DisplayName;
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public readonly List<RequiredItem> RequiredItems;
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public readonly float RequiredTime;
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public readonly float OutCondition; //Percentage-based from 0 to 1
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public readonly List<Skill> RequiredSkills;
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public FabricableItem(XElement element)
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{
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if (element.Attribute("name") != null)
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{
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string name = element.Attribute("name").Value;
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DebugConsole.ThrowError("Error in fabricable item config (" + name + ") - use item identifiers instead of names");
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TargetItem = MapEntityPrefab.Find(name) as ItemPrefab;
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if (TargetItem == null)
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{
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DebugConsole.ThrowError("Error in fabricable item config - item prefab \"" + name + "\" not found.");
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return;
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}
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}
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else
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{
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string identifier = element.GetAttributeString("identifier", "");
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TargetItem = MapEntityPrefab.Find(null, identifier) as ItemPrefab;
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if (TargetItem == null)
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{
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DebugConsole.ThrowError("Error in fabricable item config - item prefab \"" + identifier + "\" not found.");
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return;
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}
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}
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string displayName = element.GetAttributeString("displayname", "");
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DisplayName = string.IsNullOrEmpty(displayName) ? TargetItem.Name : TextManager.Get($"DisplayName.{displayName}");
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RequiredSkills = new List<Skill>();
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RequiredTime = element.GetAttributeFloat("requiredtime", 1.0f);
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OutCondition = element.GetAttributeFloat("outcondition", 1.0f);
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RequiredItems = new List<RequiredItem>();
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foreach (XElement subElement in element.Elements())
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{
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switch (subElement.Name.ToString().ToLowerInvariant())
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{
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case "requiredskill":
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if (subElement.Attribute("name") != null)
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{
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DebugConsole.ThrowError("Error in fabricable item " + TargetItem.Name + "! Use skill identifiers instead of names.");
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continue;
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}
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RequiredSkills.Add(new Skill(
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subElement.GetAttributeString("identifier", ""),
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subElement.GetAttributeInt("level", 0)));
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break;
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case "item":
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case "requireditem":
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string requiredItemIdentifier = subElement.GetAttributeString("identifier", "");
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if (string.IsNullOrWhiteSpace(requiredItemIdentifier))
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{
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DebugConsole.ThrowError("Error in fabricable item " + TargetItem.Name + "! One of the required items has no identifier.");
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continue;
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}
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float minCondition = subElement.GetAttributeFloat("mincondition", 1.0f);
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//Substract mincondition from required item's condition or delete it regardless?
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bool useCondition = subElement.GetAttributeBool("usecondition", true);
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int count = subElement.GetAttributeInt("count", 1);
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ItemPrefab requiredItem = MapEntityPrefab.Find(null, requiredItemIdentifier.Trim()) as ItemPrefab;
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if (requiredItem == null)
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{
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DebugConsole.ThrowError("Error in fabricable item " + TargetItem.Name + "! Required item \"" + requiredItemIdentifier + "\" not found.");
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continue;
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}
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var existing = RequiredItems.Find(r => r.ItemPrefab == requiredItem);
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if (existing == null)
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{
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RequiredItems.Add(new RequiredItem(requiredItem, count, minCondition, useCondition));
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}
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else
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{
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RequiredItems.Remove(existing);
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RequiredItems.Add(new RequiredItem(requiredItem, existing.Amount + count, minCondition, useCondition));
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}
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break;
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}
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}
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}
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}
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{
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partial class Fabricator : Powered, IServerSerializable, IClientSerializable
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{
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public const float SkillIncreaseMultiplier = 0.5f;
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private List<FabricableItem> fabricableItems;
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private List<FabricationRecipe> fabricationRecipes = new List<FabricationRecipe>();
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private FabricableItem fabricatedItem;
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private FabricationRecipe fabricatedItem;
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private float timeUntilReady;
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private float requiredTime;
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@@ -145,21 +28,30 @@ namespace Barotrauma.Items.Components
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public Fabricator(Item item, XElement element)
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: base(item, element)
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{
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fabricableItems = new List<FabricableItem>();
|
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|
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foreach (XElement subElement in element.Elements())
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{
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if (subElement.Name.ToString().ToLowerInvariant() != "fabricableitem") continue;
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if (subElement.Name.ToString().ToLowerInvariant() == "fabricableitem")
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{
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DebugConsole.ThrowError("Error in item " + item.Name + "! Fabrication recipes should be defined in the craftable item's xml, not in the fabricator.");
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break;
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}
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}
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FabricableItem fabricableItem = new FabricableItem(subElement);
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if (fabricableItem.TargetItem == null)
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foreach (MapEntityPrefab me in MapEntityPrefab.List)
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{
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if (!(me is ItemPrefab itemPrefab)) { continue; }
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foreach (FabricationRecipe recipe in itemPrefab.FabricationRecipes)
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{
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DebugConsole.ThrowError("Error in item " + item.Name + "! Fabricable item \"" + subElement.GetAttributeString("name", "") + "\" not found.");
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if (recipe.SuitableFabricatorIdentifiers.Length > 0)
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{
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if (!recipe.SuitableFabricatorIdentifiers.Any(i => item.prefab.Identifier == i || item.HasTag(i)))
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{
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continue;
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}
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}
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fabricationRecipes.Add(recipe);
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}
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else
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{
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fabricableItems.Add(fabricableItem);
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}
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}
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InitProjSpecific();
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@@ -176,13 +68,13 @@ namespace Barotrauma.Items.Components
|
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|
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inputContainer = containers[0];
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outputContainer = containers[1];
|
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|
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foreach (FabricableItem fabricableItem in fabricableItems)
|
||||
|
||||
foreach (var recipe in fabricationRecipes)
|
||||
{
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int ingredientCount = fabricableItem.RequiredItems.Sum(it => it.Amount);
|
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int ingredientCount = recipe.RequiredItems.Sum(it => it.Amount);
|
||||
if (ingredientCount > inputContainer.Capacity)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in item \"" + item.Name + "\": There's not enough room in the input inventory for the ingredients of \"" + fabricableItem.TargetItem.Name + "\"!");
|
||||
DebugConsole.ThrowError("Error in item \"" + item.Name + "\": There's not enough room in the input inventory for the ingredients of \"" + recipe.TargetItem.Name + "\"!");
|
||||
}
|
||||
}
|
||||
|
||||
@@ -207,7 +99,7 @@ namespace Barotrauma.Items.Components
|
||||
return (picker != null);
|
||||
}
|
||||
|
||||
private void StartFabricating(FabricableItem selectedItem, Character user)
|
||||
private void StartFabricating(FabricationRecipe selectedItem, Character user)
|
||||
{
|
||||
if (selectedItem == null) return;
|
||||
if (!outputContainer.Inventory.IsEmpty()) return;
|
||||
@@ -292,7 +184,7 @@ namespace Barotrauma.Items.Components
|
||||
if (timeUntilReady > 0.0f) { return; }
|
||||
|
||||
var availableIngredients = GetAvailableIngredients();
|
||||
foreach (FabricableItem.RequiredItem ingredient in fabricatedItem.RequiredItems)
|
||||
foreach (FabricationRecipe.RequiredItem ingredient in fabricatedItem.RequiredItems)
|
||||
{
|
||||
for (int i = 0; i < ingredient.Amount; i++)
|
||||
{
|
||||
@@ -335,17 +227,17 @@ namespace Barotrauma.Items.Components
|
||||
CancelFabricating(null);
|
||||
}
|
||||
|
||||
private bool CanBeFabricated(FabricableItem fabricableItem)
|
||||
private bool CanBeFabricated(FabricationRecipe fabricableItem)
|
||||
{
|
||||
if (fabricableItem == null) { return false; }
|
||||
List<Item> availableIngredients = GetAvailableIngredients();
|
||||
return CanBeFabricated(fabricableItem, availableIngredients);
|
||||
}
|
||||
|
||||
private bool CanBeFabricated(FabricableItem fabricableItem, IEnumerable<Item> availableIngredients)
|
||||
private bool CanBeFabricated(FabricationRecipe fabricableItem, IEnumerable<Item> availableIngredients)
|
||||
{
|
||||
if (fabricableItem == null) { return false; }
|
||||
foreach (FabricableItem.RequiredItem requiredItem in fabricableItem.RequiredItems)
|
||||
foreach (FabricationRecipe.RequiredItem requiredItem in fabricableItem.RequiredItems)
|
||||
{
|
||||
if (availableIngredients.Count(it => IsItemValidIngredient(it, requiredItem)) < requiredItem.Amount)
|
||||
{
|
||||
@@ -355,7 +247,7 @@ namespace Barotrauma.Items.Components
|
||||
return true;
|
||||
}
|
||||
|
||||
private float GetRequiredTime(FabricableItem fabricableItem, Character user)
|
||||
private float GetRequiredTime(FabricationRecipe fabricableItem, Character user)
|
||||
{
|
||||
float degreeOfSuccess = DegreeOfSuccess(user, fabricableItem.RequiredSkills);
|
||||
|
||||
@@ -397,7 +289,7 @@ namespace Barotrauma.Items.Components
|
||||
/// 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(FabricableItem targetItem)
|
||||
private void MoveIngredientsToInputContainer(FabricationRecipe targetItem)
|
||||
{
|
||||
//required ingredients that are already present in the input container
|
||||
List<Item> usedItems = new List<Item>();
|
||||
@@ -428,7 +320,7 @@ namespace Barotrauma.Items.Components
|
||||
}
|
||||
}
|
||||
|
||||
private bool IsItemValidIngredient(Item item, FabricableItem.RequiredItem requiredItem)
|
||||
private bool IsItemValidIngredient(Item item, FabricationRecipe.RequiredItem requiredItem)
|
||||
{
|
||||
return
|
||||
item != null &&
|
||||
|
||||
@@ -491,6 +491,9 @@ namespace Barotrauma
|
||||
case "levelcommonness":
|
||||
case "suitabletreatment":
|
||||
case "containedsprite":
|
||||
case "fabricate":
|
||||
case "fabricable":
|
||||
case "fabricableitem":
|
||||
break;
|
||||
case "staticbody":
|
||||
StaticBodyConfig = subElement;
|
||||
|
||||
@@ -31,6 +31,100 @@ namespace Barotrauma
|
||||
}
|
||||
}
|
||||
|
||||
class FabricationRecipe
|
||||
{
|
||||
public class RequiredItem
|
||||
{
|
||||
public readonly ItemPrefab ItemPrefab;
|
||||
public int Amount;
|
||||
public readonly float MinCondition;
|
||||
public readonly bool UseCondition;
|
||||
|
||||
public RequiredItem(ItemPrefab itemPrefab, int amount, float minCondition, bool useCondition)
|
||||
{
|
||||
ItemPrefab = itemPrefab;
|
||||
Amount = amount;
|
||||
MinCondition = minCondition;
|
||||
UseCondition = useCondition;
|
||||
}
|
||||
}
|
||||
|
||||
public readonly ItemPrefab TargetItem;
|
||||
public readonly string DisplayName;
|
||||
public readonly List<RequiredItem> RequiredItems;
|
||||
public readonly string[] SuitableFabricatorIdentifiers;
|
||||
public readonly float RequiredTime;
|
||||
public readonly float OutCondition; //Percentage-based from 0 to 1
|
||||
public readonly List<Skill> RequiredSkills;
|
||||
|
||||
public FabricationRecipe(XElement element, ItemPrefab itemPrefab)
|
||||
{
|
||||
TargetItem = itemPrefab;
|
||||
string displayName = element.GetAttributeString("displayname", "");
|
||||
DisplayName = string.IsNullOrEmpty(displayName) ? itemPrefab.Name : TextManager.Get($"DisplayName.{displayName}");
|
||||
|
||||
SuitableFabricatorIdentifiers = element.GetAttributeStringArray("suitablefabricators", new string[0]);
|
||||
|
||||
RequiredSkills = new List<Skill>();
|
||||
RequiredTime = element.GetAttributeFloat("requiredtime", 1.0f);
|
||||
OutCondition = element.GetAttributeFloat("outcondition", 1.0f);
|
||||
RequiredItems = new List<RequiredItem>();
|
||||
|
||||
foreach (XElement subElement in element.Elements())
|
||||
{
|
||||
switch (subElement.Name.ToString().ToLowerInvariant())
|
||||
{
|
||||
case "requiredskill":
|
||||
if (subElement.Attribute("name") != null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in fabricable item " + itemPrefab.Name + "! Use skill identifiers instead of names.");
|
||||
continue;
|
||||
}
|
||||
|
||||
RequiredSkills.Add(new Skill(
|
||||
subElement.GetAttributeString("identifier", ""),
|
||||
subElement.GetAttributeInt("level", 0)));
|
||||
break;
|
||||
case "item":
|
||||
case "requireditem":
|
||||
string requiredItemIdentifier = subElement.GetAttributeString("identifier", "");
|
||||
if (string.IsNullOrWhiteSpace(requiredItemIdentifier))
|
||||
{
|
||||
DebugConsole.ThrowError("Error in fabricable item " + itemPrefab.Name + "! One of the required items has no identifier.");
|
||||
continue;
|
||||
}
|
||||
|
||||
float minCondition = subElement.GetAttributeFloat("mincondition", 1.0f);
|
||||
//Substract mincondition from required item's condition or delete it regardless?
|
||||
bool useCondition = subElement.GetAttributeBool("usecondition", true);
|
||||
int count = subElement.GetAttributeInt("count", 1);
|
||||
|
||||
|
||||
ItemPrefab requiredItem = MapEntityPrefab.Find(null, requiredItemIdentifier.Trim()) as ItemPrefab;
|
||||
if (requiredItem == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Error in fabricable item " + itemPrefab.Name + "! Required item \"" + requiredItemIdentifier + "\" not found.");
|
||||
continue;
|
||||
}
|
||||
|
||||
var existing = RequiredItems.Find(r => r.ItemPrefab == requiredItem);
|
||||
if (existing == null)
|
||||
{
|
||||
RequiredItems.Add(new RequiredItem(requiredItem, count, minCondition, useCondition));
|
||||
}
|
||||
else
|
||||
{
|
||||
|
||||
RequiredItems.Remove(existing);
|
||||
RequiredItems.Add(new RequiredItem(requiredItem, existing.Amount + count, minCondition, useCondition));
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
partial class ItemPrefab : MapEntityPrefab
|
||||
{
|
||||
private readonly string configFile;
|
||||
@@ -48,6 +142,8 @@ namespace Barotrauma
|
||||
//the construction can be Activated() by a Character inside the area
|
||||
public List<Rectangle> Triggers;
|
||||
|
||||
private List<XElement> fabricationRecipeElements = new List<XElement>();
|
||||
|
||||
public string ConfigFile
|
||||
{
|
||||
get { return configFile; }
|
||||
@@ -65,6 +161,12 @@ namespace Barotrauma
|
||||
private set;
|
||||
}
|
||||
|
||||
public List<FabricationRecipe> FabricationRecipes
|
||||
{
|
||||
get;
|
||||
private set;
|
||||
}
|
||||
|
||||
public float DeconstructTime
|
||||
{
|
||||
get;
|
||||
@@ -309,6 +411,18 @@ namespace Barotrauma
|
||||
new ItemPrefab(doc.Root, filePath);
|
||||
}
|
||||
}
|
||||
|
||||
//initialize item requirements for fabrication recipes
|
||||
//(has to be done after all the item prefabs have been loaded, because the
|
||||
//recipe ingredients may not have been loaded yet when loading the prefab)
|
||||
foreach (MapEntityPrefab me in List)
|
||||
{
|
||||
if (!(me is ItemPrefab itemPrefab)) { continue; }
|
||||
foreach (XElement fabricationRecipe in itemPrefab.fabricationRecipeElements)
|
||||
{
|
||||
itemPrefab.FabricationRecipes.Add(new FabricationRecipe(fabricationRecipe, itemPrefab));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
public ItemPrefab(XElement element, string filePath)
|
||||
@@ -333,6 +447,7 @@ namespace Barotrauma
|
||||
|
||||
Triggers = new List<Rectangle>();
|
||||
DeconstructItems = new List<DeconstructItem>();
|
||||
FabricationRecipes = new List<FabricationRecipe>();
|
||||
DeconstructTime = 1.0f;
|
||||
|
||||
Tags = element.GetAttributeStringArray("tags", new string[0], convertToLowerInvariant: true).ToHashSet();
|
||||
@@ -464,6 +579,11 @@ namespace Barotrauma
|
||||
DeconstructItems.Add(new DeconstructItem(deconstructItem));
|
||||
}
|
||||
|
||||
break;
|
||||
case "fabricate":
|
||||
case "fabricable":
|
||||
case "fabricableitem":
|
||||
fabricationRecipeElements.Add(subElement);
|
||||
break;
|
||||
case "trigger":
|
||||
Rectangle trigger = new Rectangle(0, 0, 10, 10)
|
||||
@@ -1148,6 +1268,39 @@ namespace Barotrauma
|
||||
|
||||
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
|
||||
|
||||
if (sprite == null)
|
||||
{
|
||||
DebugConsole.ThrowError("Item \"" + Name + "\" has no sprite!");
|
||||
#if SERVER
|
||||
sprite = new Sprite("", Vector2.Zero);
|
||||
sprite.SourceRect = new Rectangle(0, 0, 32, 32);
|
||||
#else
|
||||
sprite = new Sprite(TextureLoader.PlaceHolderTexture, null, null)
|
||||
{
|
||||
Origin = TextureLoader.PlaceHolderTexture.Bounds.Size.ToVector2() / 2
|
||||
};
|
||||
#endif
|
||||
size = sprite.size;
|
||||
sprite.EntityID = identifier;
|
||||
}
|
||||
|
||||
if (!category.HasFlag(MapEntityCategory.Legacy) && string.IsNullOrEmpty(identifier))
|
||||
{
|
||||
DebugConsole.ThrowError(
|
||||
"Item prefab \"" + name + "\" has no identifier. All item prefabs have a unique identifier string that's used to differentiate between items during saving and loading.");
|
||||
}
|
||||
if (!string.IsNullOrEmpty(identifier))
|
||||
{
|
||||
MapEntityPrefab existingPrefab = List.Find(e => e.Identifier == identifier);
|
||||
if (existingPrefab != null)
|
||||
{
|
||||
DebugConsole.ThrowError(
|
||||
"Map entity prefabs \"" + name + "\" and \"" + existingPrefab.Name + "\" have the same identifier!");
|
||||
}
|
||||
}
|
||||
|
||||
AllowedLinks = element.GetAttributeStringArray("allowedlinks", new string[0], convertToLowerInvariant: true).ToList();
|
||||
|
||||
List.Add(this);
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user