Stardew_Valley_Mods/GeneralMods/Revitalize/Framework/Crafting/VanillaRecipe.cs

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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using System.Threading.Tasks;
using Revitalize.Framework.Utilities;
using StardewValley;
namespace Revitalize.Framework.Crafting
{
/// <summary>
/// A vanilla recipe to be used with standard stardew valley machines such as the furnace.
/// </summary>
public class VanillaRecipe
{
/// <summary>
/// The time it takes to make the recipe.
/// </summary>
public int timeToMake;
/// <summary>
/// The items required to craft the recipe.
/// </summary>
public Dictionary<Item, int> requiredItems;
/// <summary>
/// The item that becomes the held object for the vanilla object.
/// </summary>
public KeyValuePair<Item, int> outputItem;
/// <summary>
/// The stats it takes to craft this recipe.
/// </summary>
public StatCost stats;
/// <summary>
/// If true the produced item is automatically added it the player's inventory instead.
/// </summary>
public bool automaticallyPutIntoPlayerInventory;
public VanillaRecipe()
{
}
public VanillaRecipe(Dictionary<Item, int> RequiredItems, KeyValuePair<Item, int> OutputItem, int TimeToMake, StatCost Stats, bool AutoIntoPlayerItems)
{
this.requiredItems = RequiredItems;
this.outputItem = OutputItem;
this.timeToMake = TimeToMake;
this.stats = Stats;
this.automaticallyPutIntoPlayerInventory = AutoIntoPlayerItems;
}
public bool PlayerCanCraft()
{
return this.PlayerContainsAllIngredients() && this.stats.canSafelyAffordCost();
}
public bool CanCraft(List<Item> items)
{
return this.InventoryContainsAllIngredient(items);
}
/// <summary>Checks if a player contains all recipe ingredients.</summary>
public bool PlayerContainsAllIngredients()
{
return this.InventoryContainsAllIngredient(Game1.player.Items);
}
/// <summary>Checks if a player contains a recipe ingredient.</summary>
public bool PlayerContainsIngredient(KeyValuePair<Item, int> pair)
{
return this.InventoryContainsIngredient(Game1.player.Items.ToList(), pair);
}
/// <summary>Checks if an inventory contains all items.</summary>
public bool InventoryContainsAllIngredient(IList<Item> items)
{
foreach (KeyValuePair<Item, int> pair in this.requiredItems)
if (this.InventoryContainsIngredient(items, pair)==false) return false;
return true;
}
/// <summary>Checks if an inventory contains an ingredient.</summary>
public bool InventoryContainsIngredient(IList<Item> items, KeyValuePair<Item, int> pair)
{
foreach (Item i in items)
{
if (i != null && this.ItemEqualsOther(i, pair.Key) && pair.Value <= i.Stack)
return true;
}
return false;
}
/// <summary>Checks roughly if two items equal each other.</summary>
public bool ItemEqualsOther(Item self, Item other)
{
return
self.Name == other.Name
&& self.getCategoryName() == other.getCategoryName()
&& self.GetType() == other.GetType();
}
/// <summary>
/// Consumes all of the ingredients for the recipe.
/// </summary>
/// <param name="from"></param>
public void consume(ref IList<Item> from)
{
if (this.InventoryContainsAllIngredient(from) == false)
return;
InventoryManager manager = new InventoryManager(from);
List<Item> removalList = new List<Item>();
foreach (KeyValuePair<Item, int> pair in this.requiredItems)
{
foreach (Item item in manager.items)
{
if (item == null) continue;
if (this.ItemEqualsOther(item, pair.Key))
{
if (item.Stack == pair.Value)
removalList.Add(item); //remove the item
else
item.Stack -= pair.Value; //or reduce the stack size.
ModCore.log("Remove: " + pair.Key.Name);
}
}
}
foreach (var v in removalList)
manager.items.Remove(v);
removalList.Clear();
from = manager.items;
}
/// <summary>
/// Produces outputs for the crafting recipe.
/// </summary>
public void produce(ref StardewValley.Object obj)
{
Item I = this.outputItem.Key.getOne();
I.Stack = this.outputItem.Value;
if (this.automaticallyPutIntoPlayerInventory == false)
{
obj.heldObject.Value = (StardewValley.Object)I;
obj.MinutesUntilReady = this.timeToMake;
}
else
{
if (Game1.player.isInventoryFull() == true)
{
Game1.createItemDebris(I, Game1.player.getTileLocation(), Game1.random.Next(0, 4), Game1.player.currentLocation);
}
else
{
Game1.player.addItemToInventory(I);
}
}
return;
}
/// <summary>
/// Consumes all ingredients in given inventory and adds in outputs to the other given inventory.
/// </summary>
private void craft(ref IList<Item> from, ref StardewValley.Object obj)
{
this.consume(ref from);
this.stats.payCost();
this.produce(ref obj);
}
/// <summary>
/// Checks to see if the player can craft this object and if so go ahead and craft it.
/// </summary>
/// <param name="o"></param>
public bool craft(StardewValley.Object o)
{
if (this.PlayerCanCraft())
{
IList<Item> playerItems = Game1.player.Items;
List<Item> outPutItems = new List<Item>();
ModCore.log("Can craft recipe.");
this.craft(ref playerItems, ref o);
return true;
}
return false;
}
}
}