918 lines
37 KiB
C#
918 lines
37 KiB
C#
using Barotrauma.Extensions;
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using Barotrauma.Networking;
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using Microsoft.Xna.Framework;
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using System;
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using System.Collections.Generic;
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using System.Collections.Immutable;
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using System.Globalization;
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using System.Linq;
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using System.Xml.Linq;
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using Barotrauma.Abilities;
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namespace Barotrauma.Items.Components
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{
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partial class Fabricator : Powered, IServerSerializable, IClientSerializable
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{
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private ImmutableDictionary<uint, FabricationRecipe> fabricationRecipes; //this is not readonly because tutorials fuck this up!!!!
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private const int MaxAmountToFabricate = 99;
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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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private string savedFabricatedItem;
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private float savedTimeUntilReady, savedRequiredTime;
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private readonly Dictionary<Identifier, List<Item>> availableIngredients = new Dictionary<Identifier, List<Item>>();
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const float RefreshIngredientsInterval = 1.0f;
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private float refreshIngredientsTimer;
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private bool hasPower;
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private Character user;
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private ItemContainer inputContainer, outputContainer;
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[Serialize(1.0f, IsPropertySaveable.Yes)]
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public float FabricationSpeed { get; set; }
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[Serialize(1.0f, IsPropertySaveable.Yes)]
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public float SkillRequirementMultiplier { get; set; }
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private int amountToFabricate;
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[Serialize(1, IsPropertySaveable.Yes)]
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public int AmountToFabricate
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{
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get { return amountToFabricate; }
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set { amountToFabricate = MathHelper.Clamp(value, 1, MaxAmountToFabricate); }
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}
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private int amountRemaining;
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private const float TinkeringSpeedIncrease = 2.5f;
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private enum FabricatorState
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{
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Active = 1,
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Paused = 2,
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Stopped = 0
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}
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private FabricatorState state;
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private FabricatorState State
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{
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get
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{
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return state;
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}
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set
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{
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if (state == value) { return; }
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state = value;
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#if SERVER
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serverEventId++;
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item.CreateServerEvent(this);
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#endif
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}
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}
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public ItemContainer InputContainer
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{
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get { return inputContainer; }
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}
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public ItemContainer OutputContainer
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{
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get { return outputContainer; }
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}
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private float progressState;
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private readonly Dictionary<uint, int> fabricationLimits = new Dictionary<uint, int>();
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public Fabricator(Item item, ContentXElement element)
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: base(item, element)
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{
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foreach (var subElement in element.Elements())
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{
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if (subElement.Name.ToString().Equals("fabricableitem", StringComparison.OrdinalIgnoreCase))
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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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var fabricationRecipes = new Dictionary<uint, FabricationRecipe>();
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foreach (ItemPrefab itemPrefab in ItemPrefab.Prefabs)
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{
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foreach (FabricationRecipe recipe in itemPrefab.FabricationRecipes.Values)
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{
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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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bool recipeInvalid = false;
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foreach (var requiredItem in recipe.RequiredItems)
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{
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if (requiredItem.ItemPrefabs.None())
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{
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DebugConsole.ThrowError($"Error in the fabrication recipe for \"{itemPrefab.Name}\". Could not find the ingredient \"{requiredItem}\".");
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recipeInvalid = true;
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}
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}
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if (recipeInvalid) { continue; }
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fabricationRecipes.Add(recipe.RecipeHash, recipe);
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if (recipe.FabricationLimitMax >= 0)
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{
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fabricationLimits.Add(recipe.RecipeHash, Rand.Range(recipe.FabricationLimitMin, recipe.FabricationLimitMax + 1));
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}
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}
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}
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this.fabricationRecipes = fabricationRecipes.ToImmutableDictionary();
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state = FabricatorState.Stopped;
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}
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public override void OnItemLoaded()
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{
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base.OnItemLoaded();
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var containers = item.GetComponents<ItemContainer>().ToList();
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if (containers.Count < 2)
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{
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DebugConsole.ThrowError("Error in item \"" + item.Name + "\": Fabricators must have two ItemContainer components!");
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return;
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}
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inputContainer = containers[0];
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outputContainer = containers[1];
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foreach (var recipe in fabricationRecipes.Values)
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{
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if (recipe.RequiredItems.Length > inputContainer.Capacity)
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{
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DebugConsole.ThrowError("Error in item \"" + item.Name + "\": There's not enough room in the input inventory for the ingredients of \"" + recipe.TargetItem.Name + "\"!");
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}
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}
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OnItemLoadedProjSpecific();
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}
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partial void OnItemLoadedProjSpecific();
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public override bool Select(Character character)
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{
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SelectProjSpecific(character);
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return base.Select(character);
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}
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partial void SelectProjSpecific(Character character);
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public override bool Pick(Character picker)
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{
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return picker != null;
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}
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public void RemoveFabricationRecipes(IEnumerable<Identifier> allowedIdentifiers)
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{
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fabricationRecipes = fabricationRecipes
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.Where(kvp => allowedIdentifiers.Contains(kvp.Value.TargetItemPrefabIdentifier))
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.ToImmutableDictionary();
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CreateRecipes();
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}
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partial void CreateRecipes();
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private void StartFabricating(FabricationRecipe selectedItem, Character user, bool addToServerLog = true)
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{
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if (selectedItem == null) { return; }
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if (!outputContainer.Inventory.CanBePut(selectedItem.TargetItem, selectedItem.OutCondition * selectedItem.TargetItem.Health)) { return; }
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IsActive = true;
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this.user = user;
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fabricatedItem = selectedItem;
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RefreshAvailableIngredients();
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#if CLIENT
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itemList.Enabled = false;
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if (amountInput != null)
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{
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amountInput.Enabled = false;
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}
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RefreshActivateButtonText();
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#endif
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bool isClient = GameMain.NetworkMember != null && GameMain.NetworkMember.IsClient;
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if (!isClient)
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{
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MoveIngredientsToInputContainer(selectedItem);
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}
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requiredTime = GetRequiredTime(fabricatedItem, user);
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timeUntilReady = requiredTime;
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inputContainer.Inventory.Locked = true;
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outputContainer.Inventory.Locked = true;
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if (GameMain.NetworkMember?.IsServer ?? true)
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{
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State = FabricatorState.Active;
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}
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#if SERVER
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if (user != null && addToServerLog && selectedItem.RequiredMoney == 0)
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{
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if (selectedItem.RequiredMoney > 0)
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{
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GameServer.Log($"{GameServer.CharacterLogName(user)} bought {selectedItem.DisplayName.Value} for {selectedItem.RequiredMoney} mk from {item.Name}", ServerLog.MessageType.Money);
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}
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else
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{
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GameServer.Log($"{GameServer.CharacterLogName(user)} started fabricating {selectedItem.DisplayName.Value} in {item.Name}", ServerLog.MessageType.ItemInteraction);
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}
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}
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#endif
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}
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private void CancelFabricating(Character user = null)
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{
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IsActive = false;
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this.user = null;
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currPowerConsumption = 0.0f;
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progressState = 0.0f;
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timeUntilReady = 0.0f;
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UpdateRequiredTimeProjSpecific();
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inputContainer.Inventory.Locked = false;
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outputContainer.Inventory.Locked = false;
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if (GameMain.NetworkMember?.IsServer ?? true)
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{
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State = FabricatorState.Stopped;
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}
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if (fabricatedItem == null) { return; }
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#if SERVER
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if (user != null)
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{
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GameServer.Log(GameServer.CharacterLogName(user) + " cancelled the fabrication of " + fabricatedItem.DisplayName.Value + " in " + item.Name, ServerLog.MessageType.ItemInteraction);
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}
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#elif CLIENT
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itemList.Enabled = true;
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if (amountInput != null)
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{
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amountInput.Enabled = true;
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}
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RefreshActivateButtonText();
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#endif
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fabricatedItem = null;
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}
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public override void Update(float deltaTime, Camera cam)
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{
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if (refreshIngredientsTimer <= 0.0f)
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{
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RefreshAvailableIngredients();
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refreshIngredientsTimer = RefreshIngredientsInterval;
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}
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refreshIngredientsTimer -= deltaTime;
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bool isClient = GameMain.NetworkMember?.IsClient ?? false;
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if (!isClient)
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{
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if (fabricatedItem == null || !CanBeFabricated(fabricatedItem, availableIngredients, user))
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{
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CancelFabricating();
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return;
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}
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}
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progressState = fabricatedItem == null ? 0.0f : (requiredTime - timeUntilReady) / requiredTime;
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if (isClient)
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{
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hasPower = State != FabricatorState.Paused;
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if (!hasPower)
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{
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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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hasPower = Voltage >= MinVoltage;
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if (!hasPower)
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{
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State = FabricatorState.Paused;
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return;
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}
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State = FabricatorState.Active;
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}
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float tinkeringStrength = 0f;
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var repairable = item.GetComponent<Repairable>();
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if (repairable != null)
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{
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repairable.LastActiveTime = (float)Timing.TotalTime + 10.0f;
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if (repairable.IsTinkering)
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{
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tinkeringStrength = repairable.TinkeringStrength;
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}
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}
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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float fabricationSpeedIncrease = 1f + tinkeringStrength * TinkeringSpeedIncrease;
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timeUntilReady -= deltaTime * fabricationSpeedIncrease * Math.Min(powerConsumption <= 0 ? 1 : Voltage, MaxOverVoltageFactor);
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UpdateRequiredTimeProjSpecific();
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if (timeUntilReady <= 0.0f)
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{
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Fabricate();
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}
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}
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private Client GetUsingClient()
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{
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#if SERVER
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return GameMain.Server.ConnectedClients.Find(c => c.Character == user);
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#elif CLIENT
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return null;
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#endif
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}
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private void Fabricate()
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{
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RefreshAvailableIngredients();
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if (fabricatedItem == null || !CanBeFabricated(fabricatedItem, availableIngredients, user))
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{
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CancelFabricating();
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return;
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}
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if (fabricatedItem.RequiredMoney > 0)
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{
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if (user == null) { return; }
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if (GameMain.GameSession?.GameMode is MultiPlayerCampaign mpCampaign)
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{
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#if SERVER
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if (GetUsingClient() is { } client)
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{
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mpCampaign.TryPurchase(client, fabricatedItem.RequiredMoney);
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}
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else
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{
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user.Wallet.Deduct(fabricatedItem.RequiredMoney);
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}
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#endif
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}
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else if (GameMain.GameSession?.GameMode is CampaignMode campaign)
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{
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campaign.Bank.Deduct(fabricatedItem.RequiredMoney);
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}
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}
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bool ingredientsStolen = false;
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bool ingredientsAllowStealing = true;
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if (GameMain.NetworkMember is null || GameMain.NetworkMember.IsServer)
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{
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List<Item> foundAvailableItems = new List<Item>();
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foreach (FabricationRecipe.RequiredItem requiredItem in fabricatedItem.RequiredItems)
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{
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for (int usedPrefabsAmount = 0; usedPrefabsAmount < requiredItem.Amount; usedPrefabsAmount++)
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{
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foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
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{
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if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
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var availableItems = availableIngredients[requiredPrefab.Identifier];
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var availableItem = availableItems.FirstOrDefault(potentialPrefab => requiredItem.IsConditionSuitable(potentialPrefab.ConditionPercentage));
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if (availableItem == null) { continue; }
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ingredientsStolen |= availableItem.StolenDuringRound;
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if (!availableItem.AllowStealing)
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{
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ingredientsAllowStealing = false;
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}
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//Leave it behind with reduced condition if it has enough to stay above 0
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if (requiredItem.UseCondition && availableItem.ConditionPercentage - requiredItem.MinCondition * 100 > 0.0f)
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{
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availableItem.Condition -= availableItem.Prefab.Health * requiredItem.MinCondition;
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continue;
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}
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if (availableItem.OwnInventory != null)
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{
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foreach (Item containedItem in availableItem.OwnInventory.AllItemsMod)
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{
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if (availableItem.GetComponent<ItemContainer>()?.RemoveContainedItemsOnDeconstruct ?? false)
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{
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Entity.Spawner.AddItemToRemoveQueue(containedItem);
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}
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else
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{
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containedItem.Drop(dropper: null);
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}
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}
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}
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foundAvailableItems.Add(availableItem);
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availableItems.Remove(availableItem);
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break;
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}
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}
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}
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var fabricationIngredients = new AbilityFabricationItemIngredients(foundAvailableItems);
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user?.CheckTalents(AbilityEffectType.OnItemFabricatedIngredients, fabricationIngredients);
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foreach (Item availableItem in fabricationIngredients.Items)
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{
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Entity.Spawner.AddItemToRemoveQueue(availableItem);
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inputContainer.Inventory.RemoveItem(availableItem);
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}
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int amountFittingContainer = outputContainer.Inventory.HowManyCanBePut(fabricatedItem.TargetItem, fabricatedItem.OutCondition * fabricatedItem.TargetItem.Health);
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var fabricationitemAmount = new AbilityFabricationItemAmount(fabricatedItem.TargetItem, fabricatedItem.Amount);
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int quality = 0;
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if (fabricatedItem.Quality.HasValue)
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{
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quality = fabricatedItem.Quality.Value;
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}
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else if (user?.Info != null)
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{
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foreach (Character character in Character.GetFriendlyCrew(user))
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{
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character.CheckTalents(AbilityEffectType.OnAllyItemFabricatedAmount, fabricationitemAmount);
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}
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user.CheckTalents(AbilityEffectType.OnItemFabricatedAmount, fabricationitemAmount);
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quality = GetFabricatedItemQuality(fabricatedItem, user);
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}
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int amount = (int)fabricationitemAmount.Value;
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if (fabricationLimits.ContainsKey(fabricatedItem.RecipeHash))
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{
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if (amount > fabricationLimits[fabricatedItem.RecipeHash])
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{
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amount = fabricationLimits[fabricatedItem.RecipeHash];
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fabricationLimits[fabricatedItem.RecipeHash] = 0;
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}
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else
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{
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fabricationLimits[fabricatedItem.RecipeHash] -= amount;
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}
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}
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var tempUser = user;
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for (int i = 0; i < amount; i++)
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{
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float outCondition = fabricatedItem.OutCondition;
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GameAnalyticsManager.AddDesignEvent("ItemFabricated:" + (GameMain.GameSession?.GameMode?.Preset.Identifier.Value ?? "none") + ":" + fabricatedItem.TargetItem.Identifier);
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if (i < amountFittingContainer)
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{
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Entity.Spawner.AddItemToSpawnQueue(fabricatedItem.TargetItem, outputContainer.Inventory, fabricatedItem.TargetItem.Health * outCondition, quality,
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onSpawned: (Item spawnedItem) =>
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{
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onItemSpawned(spawnedItem, tempUser);
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spawnedItem.Quality = quality;
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spawnedItem.StolenDuringRound = ingredientsStolen;
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spawnedItem.AllowStealing = ingredientsAllowStealing;
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//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
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spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
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});
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}
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else
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{
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Entity.Spawner.AddItemToSpawnQueue(fabricatedItem.TargetItem, item.Position, item.Submarine, fabricatedItem.TargetItem.Health * outCondition, quality,
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onSpawned: (Item spawnedItem) =>
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{
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onItemSpawned(spawnedItem, tempUser);
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spawnedItem.Quality = quality;
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spawnedItem.StolenDuringRound = ingredientsStolen;
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spawnedItem.AllowStealing = ingredientsAllowStealing;
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//reset the condition in case the max condition is higher than the prefab's due to e.g. quality modifiers
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spawnedItem.Condition = spawnedItem.MaxCondition * outCondition;
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});
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}
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}
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static void onItemSpawned(Item spawnedItem, Character user)
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{
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if (user != null && user.TeamID != CharacterTeamType.None)
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{
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foreach (WifiComponent wifiComponent in spawnedItem.GetComponents<WifiComponent>())
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{
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wifiComponent.TeamID = user.TeamID;
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}
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}
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}
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if (user?.Info != null && !user.Removed)
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{
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foreach (Skill skill in fabricatedItem.RequiredSkills)
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{
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float userSkill = user.GetSkillLevel(skill.Identifier);
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float addedSkill = skill.Level * SkillSettings.Current.SkillIncreasePerFabricatorRequiredSkill / Math.Max(userSkill, 1.0f);
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var addedSkillValue = new AbilityFabricatorSkillGain(skill.Identifier, addedSkill);
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user.CheckTalents(AbilityEffectType.OnItemFabricationSkillGain, addedSkillValue);
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user.Info.IncreaseSkillLevel(
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skill.Identifier,
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addedSkillValue.Value);
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}
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}
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var prevFabricatedItem = fabricatedItem;
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var prevUser = user;
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CancelFabricating();
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amountRemaining--;
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if (amountRemaining > 0 && CanBeFabricated(prevFabricatedItem, availableIngredients, prevUser))
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{
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//keep fabricating if we can fabricate more
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StartFabricating(prevFabricatedItem, prevUser, addToServerLog: false);
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}
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}
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}
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/// <summary>
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/// Power consumption of the fabricator. Only consume power when active and adjust consumption based on condition.
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|
/// </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;
|
|
}
|
|
|
|
private static int GetFabricatedItemQuality(FabricationRecipe fabricatedItem, Character user)
|
|
{
|
|
if (user?.Info == null) { return 0; }
|
|
if (fabricatedItem.TargetItem.ConfigElement.GetChildElement("Quality") == null) { return 0; }
|
|
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;
|
|
|
|
const int MaxCraftingSkill = 100;
|
|
|
|
//having a higher-than-100 skill (e.g. due to talents) gives +1 quality
|
|
quality += fabricatedItem.RequiredSkills.All(s => user.GetSkillLevel(s.Identifier) >= MaxCraftingSkill) ? 1 : 0;
|
|
foreach (var skill in fabricatedItem.RequiredSkills)
|
|
{
|
|
//+1 quality if the character's skill level is >20% from the min requirement towards max skill
|
|
//e.g. if the skill requirement is 10 -> 28
|
|
//40 -> 52
|
|
//90 -> 92
|
|
float skillRequirement = MathHelper.Lerp(skill.Level, MaxCraftingSkill, 0.2f);
|
|
if (user.GetSkillLevel(skill.Identifier) > skillRequirement)
|
|
{
|
|
quality += 1;
|
|
}
|
|
}
|
|
return quality;
|
|
}
|
|
|
|
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 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.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;
|
|
}
|
|
|
|
return fabricableItem.RequiredItems.All(requiredItem =>
|
|
{
|
|
int availablePrefabsAmount = 0;
|
|
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
|
|
{
|
|
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
|
|
|
|
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
|
|
foreach (Item availablePrefab in availablePrefabs)
|
|
{
|
|
if (requiredItem.IsConditionSuitable(availablePrefab.ConditionPercentage))
|
|
{
|
|
availablePrefabsAmount++;
|
|
}
|
|
|
|
if (availablePrefabsAmount >= 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.GetAdjustedValue(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);
|
|
}
|
|
availableIngredients.Clear();
|
|
foreach (Item item in itemList)
|
|
{
|
|
var itemIdentifier = item.Prefab.Identifier;
|
|
if (!availableIngredients.ContainsKey(itemIdentifier))
|
|
{
|
|
availableIngredients[itemIdentifier] = new List<Item>(itemList.Count);
|
|
}
|
|
//order by condition (prefer using worst-condition items)
|
|
int index = 0;
|
|
while (index < availableIngredients[itemIdentifier].Count &&
|
|
compare(item, availableIngredients[itemIdentifier][index], inputContainer.Inventory) < 0)
|
|
{
|
|
index++;
|
|
}
|
|
|
|
static int compare(Item item1, Item item2, Inventory inputInventory)
|
|
{
|
|
bool item1InInputInventory = item1.ParentInventory == inputInventory;
|
|
bool item2InInputInventory = item2.ParentInventory == inputInventory;
|
|
//prefer items in the input inventory
|
|
if (item1InInputInventory != item2InInputInventory)
|
|
{
|
|
return item1InInputInventory ? 1 : -1;
|
|
}
|
|
else
|
|
{
|
|
//prefer items in worse condition
|
|
return Math.Sign(item2.Condition - item1.Condition);
|
|
}
|
|
}
|
|
|
|
availableIngredients[itemIdentifier].Insert(index, item);
|
|
}
|
|
}
|
|
|
|
/// <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)
|
|
{
|
|
//required ingredients that are already present in the input container
|
|
List<Item> usedItems = new List<Item>();
|
|
|
|
targetItem.RequiredItems.ForEach(requiredItem => {
|
|
for (int i = 0; i < requiredItem.Amount; i++)
|
|
{
|
|
foreach (ItemPrefab requiredPrefab in requiredItem.ItemPrefabs)
|
|
{
|
|
if (!availableIngredients.ContainsKey(requiredPrefab.Identifier)) { continue; }
|
|
|
|
var availablePrefabs = availableIngredients[requiredPrefab.Identifier];
|
|
var availablePrefab = availablePrefabs.FirstOrDefault(potentialPrefab =>
|
|
{
|
|
return !usedItems.Contains(potentialPrefab) && requiredItem.IsConditionSuitable(potentialPrefab.ConditionPercentage);
|
|
});
|
|
if (availablePrefab == null) { continue; }
|
|
|
|
availablePrefabs.Remove(availablePrefab);
|
|
|
|
if (availablePrefab.ParentInventory == inputContainer.Inventory)
|
|
{
|
|
//already in input container, all good
|
|
usedItems.Add(availablePrefab);
|
|
}
|
|
else //in another inventory, we need to move the item
|
|
{
|
|
if (!inputContainer.Inventory.CanBePut(availablePrefab))
|
|
{
|
|
var unneededItem = inputContainer.Inventory.AllItems.FirstOrDefault(it => !usedItems.Contains(it));
|
|
unneededItem?.Drop(null);
|
|
}
|
|
inputContainer.Inventory.TryPutItem(availablePrefab, user: null);
|
|
}
|
|
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)
|
|
{
|
|
base.Load(componentElement, usePrefabValues, idRemap);
|
|
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;
|
|
}
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
}
|