Just got crafting recipes working with Inventory Managers!
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8bcc399723
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using Revitalize.Framework.Utilities;
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using StardewValley;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text;
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using System.Threading.Tasks;
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namespace Revitalize.Framework.Crafting
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{
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public class Recipe
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{
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public Dictionary<Item, int> ingredients;
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public Dictionary<Item, int> outputs;
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private Item displayItem;
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public Item DisplayItem
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{
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get
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{
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if (this.displayItem == null) return outputs.ElementAt(0).Key;
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else
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{
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return displayItem;
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}
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}
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set
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{
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this.displayItem = value;
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}
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}
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public string outputDescription;
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public string outputName;
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public Recipe()
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{
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}
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/// <summary>
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/// Constructor for single item output.
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/// </summary>
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/// <param name="inputs">All the ingredients required to make the output.</param>
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/// <param name="output">The item given as output with how many</param>
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public Recipe(Dictionary<Item,int> inputs,KeyValuePair<Item,int> output)
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{
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this.ingredients = inputs;
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this.DisplayItem = output.Key;
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this.outputDescription = output.Key.getDescription();
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this.outputName = output.Key.DisplayName;
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this.outputs = new Dictionary<Item, int>();
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this.outputs.Add(output.Key, output.Value);
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}
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public Recipe(Dictionary<Item, int> inputs,Dictionary<Item,int> outputs,string OutputName, string OutputDescription,Item DisplayItem=null)
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{
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this.ingredients = inputs;
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this.outputs = outputs;
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this.outputName = OutputName;
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this.outputDescription = OutputDescription;
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this.DisplayItem = DisplayItem;
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}
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/// <summary>
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/// Checks if a player contains all recipe ingredients.
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/// </summary>
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/// <returns></returns>
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public bool PlayerContainsAllIngredients()
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{
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return InventoryContainsAllIngredient(Game1.player.Items.ToList());
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}
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/// <summary>
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/// Checks if a player contains a recipe ingredient.
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/// </summary>
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/// <param name="pair"></param>
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/// <returns></returns>
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public bool PlayerContainsIngredient(KeyValuePair<Item,int> pair)
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{
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return InventoryContainsIngredient(Game1.player.Items.ToList(), pair);
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}
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/// <summary>
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/// Checks if an inventory contains all items.
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/// </summary>
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/// <param name="items"></param>
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/// <returns></returns>
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public bool InventoryContainsAllIngredient(List<Item> items)
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{
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foreach (KeyValuePair<Item, int> pair in this.ingredients)
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{
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if (InventoryContainsIngredient(items,pair) == false) return false;
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}
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return true;
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}
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/// <summary>
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/// Checks if an inventory contains an ingredient.
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/// </summary>
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/// <param name="items"></param>
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/// <param name="pair"></param>
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/// <returns></returns>
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public bool InventoryContainsIngredient(List<Item> items,KeyValuePair<Item, int> pair)
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{
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foreach (Item i in items)
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{
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if (i == null) continue;
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if (ItemEqualsOther(i, pair.Key) && pair.Value == i.Stack)
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{
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return true;
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}
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}
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return false;
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}
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/// <summary>
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/// Checks roughly if two items equal each other.
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/// </summary>
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/// <param name="self"></param>
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/// <param name="other"></param>
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/// <returns></returns>
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public bool ItemEqualsOther(Item self, Item other)
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{
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if (self.Name == other.Name && self.getCategoryName() == other.getCategoryName() && self.GetType() == other.GetType()) return true;
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return false;
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}
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public void consume(ref List<Item> from)
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{
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if (!InventoryContainsAllIngredient(from)) return;
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InventoryManager manager = new InventoryManager(from);
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List<Item> removalList = new List<Item>();
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foreach (KeyValuePair<Item,int> pair in this.ingredients)
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{
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foreach(Item InventoryItem in manager.items)
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{
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if (InventoryItem == null) continue;
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if (ItemEqualsOther(InventoryItem, pair.Key))
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{
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if (InventoryItem.Stack == pair.Value)
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{
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removalList.Add(InventoryItem); //remove the item
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}
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else
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{
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InventoryItem.Stack -= pair.Value; //or reduce the stack size.
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}
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}
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}
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}
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foreach (var v in removalList)
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{
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manager.items.Remove(v);
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}
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removalList.Clear();
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from = manager.items;
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}
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public void produce(ref List<Item> to,bool dropToGround=false)
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{
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InventoryManager manager = new InventoryManager(to);
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foreach(KeyValuePair<Item,int> pair in this.outputs)
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{
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Item I = pair.Key.getOne();
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I.addToStack(pair.Value - 1);
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bool added=manager.addItem(I);
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if (added == false && dropToGround==true)
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{
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Game1.createItemDebris(I, Game1.player.getStandingPosition(), Game1.player.getDirection());
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}
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}
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to = manager.items;
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}
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public void craft(ref List<Item> from,ref List<Item> to,bool dropToGround=false)
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{
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consume(ref from);
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produce(ref to);
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}
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public void craft()
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{
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List<Item> playerItems = Game1.player.Items.ToList();
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craft(ref playerItems,ref playerItems, true);
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Game1.player.Items = playerItems;
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}
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public bool PlayerCanCraft()
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{
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return PlayerContainsAllIngredients();
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}
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public bool CanCraft(List<Item> items)
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{
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return InventoryContainsAllIngredient(items);
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}
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}
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}
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@ -128,6 +128,7 @@ namespace Revitalize.Framework.Utilities
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{
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foreach(Item self in this.items)
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{
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if (self == null) continue;
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if (self.canStackWith(I))
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{
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self.addToStack(I.Stack);
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@ -13,6 +13,8 @@ using Revitalize.Framework.Graphics;
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using Revitalize.Framework.Graphics.Animations;
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using Revitalize.Framework.Environment;
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using System.IO;
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using Revitalize.Framework.Crafting;
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using StardewValley.Objects;
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namespace Revitalize
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{
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@ -71,9 +73,19 @@ namespace Revitalize
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bigObject.addComponent(new Vector2(1, 0), obj2);
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bigObject.addComponent(new Vector2(2, 0), obj3);
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Recipe pie = new Recipe(new Dictionary<Item, int>()
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{
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[bigObject] = 1
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},new KeyValuePair<Item, int>(new Furniture(3,Vector2.Zero),1));
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new InventoryItem(bigObject, 100,1).addToNPCShop("Gus");
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Game1.player.addItemToInventory(bigObject);
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if (pie.PlayerCanCraft())
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{
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pie.craft();
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}
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}
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@ -45,6 +45,7 @@
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<Reference Include="System.Xml" />
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</ItemGroup>
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<ItemGroup>
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<Compile Include="Framework\Crafting\Recipe.cs" />
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<Compile Include="Framework\Environment\DarkerNight.cs" />
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<Compile Include="Framework\Environment\DarkerNightConfig.cs" />
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<Compile Include="Framework\Graphics\Animations\Animation.cs" />
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