(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:
Joonas Rikkonen
2019-04-01 22:51:37 +03:00
parent 508bd960be
commit 8b12f85f48
8 changed files with 260 additions and 188 deletions
@@ -7,132 +7,15 @@ using System.Linq;
using System.Xml.Linq;
namespace Barotrauma.Items.Components
{
class FabricableItem
{
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 float RequiredTime;
public readonly float OutCondition; //Percentage-based from 0 to 1
public readonly List<Skill> RequiredSkills;
public FabricableItem(XElement element)
{
if (element.Attribute("name") != null)
{
string name = element.Attribute("name").Value;
DebugConsole.ThrowError("Error in fabricable item config (" + name + ") - use item identifiers instead of names");
TargetItem = MapEntityPrefab.Find(name) as ItemPrefab;
if (TargetItem == null)
{
DebugConsole.ThrowError("Error in fabricable item config - item prefab \"" + name + "\" not found.");
return;
}
}
else
{
string identifier = element.GetAttributeString("identifier", "");
TargetItem = MapEntityPrefab.Find(null, identifier) as ItemPrefab;
if (TargetItem == null)
{
DebugConsole.ThrowError("Error in fabricable item config - item prefab \"" + identifier + "\" not found.");
return;
}
}
string displayName = element.GetAttributeString("displayname", "");
DisplayName = string.IsNullOrEmpty(displayName) ? TargetItem.Name : TextManager.Get($"DisplayName.{displayName}");
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 " + TargetItem.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 " + TargetItem.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 " + TargetItem.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 Fabricator : Powered, IServerSerializable, IClientSerializable
{
public const float SkillIncreaseMultiplier = 0.5f;
private List<FabricableItem> fabricableItems;
private List<FabricationRecipe> fabricationRecipes = new List<FabricationRecipe>();
private FabricableItem fabricatedItem;
private FabricationRecipe fabricatedItem;
private float timeUntilReady;
private float requiredTime;
@@ -145,21 +28,30 @@ namespace Barotrauma.Items.Components
public Fabricator(Item item, XElement element)
: base(item, element)
{
fabricableItems = new List<FabricableItem>();
foreach (XElement subElement in element.Elements())
{
if (subElement.Name.ToString().ToLowerInvariant() != "fabricableitem") continue;
if (subElement.Name.ToString().ToLowerInvariant() == "fabricableitem")
{
DebugConsole.ThrowError("Error in item " + item.Name + "! Fabrication recipes should be defined in the craftable item's xml, not in the fabricator.");
break;
}
}
FabricableItem fabricableItem = new FabricableItem(subElement);
if (fabricableItem.TargetItem == null)
foreach (MapEntityPrefab me in MapEntityPrefab.List)
{
if (!(me is ItemPrefab itemPrefab)) { continue; }
foreach (FabricationRecipe recipe in itemPrefab.FabricationRecipes)
{
DebugConsole.ThrowError("Error in item " + item.Name + "! Fabricable item \"" + subElement.GetAttributeString("name", "") + "\" not found.");
if (recipe.SuitableFabricatorIdentifiers.Length > 0)
{
if (!recipe.SuitableFabricatorIdentifiers.Any(i => item.prefab.Identifier == i || item.HasTag(i)))
{
continue;
}
}
fabricationRecipes.Add(recipe);
}
else
{
fabricableItems.Add(fabricableItem);
}
}
InitProjSpecific();
@@ -176,13 +68,13 @@ namespace Barotrauma.Items.Components
inputContainer = containers[0];
outputContainer = containers[1];
foreach (FabricableItem fabricableItem in fabricableItems)
foreach (var recipe in fabricationRecipes)
{
int ingredientCount = fabricableItem.RequiredItems.Sum(it => it.Amount);
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 &&