216 lines
8.0 KiB
C#
216 lines
8.0 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using Revitalize.Framework.Utilities;
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using StardewValley;
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namespace Revitalize.Framework.Crafting
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{
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/// <summary>
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/// A crafting recipe.
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/// </summary>
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public class Recipe
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{
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/// <summary>
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/// The ingredients necessary to craft this recipe.
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/// </summary>
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public List<CraftingRecipeComponent> ingredients;
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/// <summary>
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/// The items produced by this recipe.
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/// </summary>
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public List<CraftingRecipeComponent> outputs;
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public Item DisplayItem
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{
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get => this.outputs.ElementAt(0).item;
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}
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/// <summary>
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/// The description for the crafting recipe.
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/// </summary>
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public string outputDescription;
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/// <summary>
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/// The name for the crafting recipe.
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/// </summary>
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public string outputName;
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/// <summary>
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/// The stats that this recipe costs. Magic, HP, stamina, gold, etc.
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/// </summary>
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public StatCost statCost;
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/// <summary>
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/// The number of in-game minutes it takes to craft this item.
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/// </summary>
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public int timeToCraft;
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public Recipe() { }
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/// <summary>Constructor for single item output.</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(List<CraftingRecipeComponent> inputs, CraftingRecipeComponent output, StatCost StatCost = null,int TimeToCraft=0)
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{
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this.ingredients = inputs;
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this.outputDescription = output.item.getDescription();
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this.outputName = output.item.DisplayName;
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this.outputs = new List<CraftingRecipeComponent>()
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{
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output
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};
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this.statCost = StatCost ?? new StatCost();
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this.timeToCraft = TimeToCraft;
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}
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public Recipe(List<CraftingRecipeComponent> inputs, List<CraftingRecipeComponent> outputs, string OutputName, string OutputDescription, Item DisplayItem = null, StatCost StatCost = null,int TimeToCraft=0)
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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.statCost = StatCost ?? new StatCost();
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this.timeToCraft = TimeToCraft;
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}
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/// <summary>Checks if a player contains all recipe ingredients.</summary>
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public bool PlayerContainsAllIngredients()
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{
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return this.InventoryContainsAllIngredient(Game1.player.Items.ToList());
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}
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/// <summary>Checks if a player contains a recipe ingredient.</summary>
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public bool PlayerContainsIngredient(CraftingRecipeComponent pair)
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{
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return this.InventoryContainsIngredient(Game1.player.Items.ToList(), pair);
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}
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/// <summary>Checks if an inventory contains all items.</summary>
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public bool InventoryContainsAllIngredient(IList<Item> items)
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{
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foreach (CraftingRecipeComponent pair in this.ingredients)
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if (!this.InventoryContainsIngredient(items, pair)) return false;
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return true;
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}
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/// <summary>Checks if an inventory contains an ingredient.</summary>
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public bool InventoryContainsIngredient(IList<Item> items, CraftingRecipeComponent 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 && this.ItemEqualsOther(i, pair.item) && pair.requiredAmount <= i.Stack)
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return true;
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}
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return false;
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}
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/// <summary>Checks roughly if two items equal each other.</summary>
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public bool ItemEqualsOther(Item self, Item other)
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{
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return
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self.Name == other.Name
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&& self.getCategoryName() == other.getCategoryName()
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&& self.GetType() == other.GetType();
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}
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/// <summary>
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/// Consumes all of the ingredients for the recipe.
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/// </summary>
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/// <param name="from"></param>
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public void consume(ref IList<Item> from)
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{
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if (this.InventoryContainsAllIngredient(from) == false)
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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 (CraftingRecipeComponent pair in this.ingredients)
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{
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foreach (Item item in manager.items)
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{
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if (item == null) continue;
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if (this.ItemEqualsOther(item, pair.item))
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{
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if (item.Stack == pair.requiredAmount)
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removalList.Add(item); //remove the item
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else
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item.Stack -= pair.requiredAmount; //or reduce the stack size.
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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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manager.items.Remove(v);
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removalList.Clear();
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from = manager.items;
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}
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/// <summary>
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/// Produces outputs for the crafting recipe.
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/// </summary>
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/// <param name="to"></param>
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/// <param name="dropToGround"></param>
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/// <param name="isPlayerInventory"></param>
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public void produce(ref IList<Item> to, bool dropToGround = false, bool isPlayerInventory = false)
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{
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var manager = isPlayerInventory
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? new InventoryManager(new List<Item>())
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: new InventoryManager(to);
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foreach (CraftingRecipeComponent pair in this.outputs)
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{
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Item item = pair.item.getOne();
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item.addToStack(pair.requiredAmount - 1);
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bool added = manager.addItem(item);
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if (!added && dropToGround)
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Game1.createItemDebris(item, Game1.player.getStandingPosition(), Game1.player.getDirection());
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}
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to = manager.items;
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}
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/// <summary>
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/// Consumes all ingredients in given inventory and adds in outputs to the other given inventory.
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/// </summary>
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/// <param name="from">The inventory to take ingredients from.</param>
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/// <param name="to">The inventory to put outputs into.</param>
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/// <param name="dropToGround">Should this item be dropped to the ground when crafted?</param>
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/// <param name="isPlayerInventory">Checks to see if the invventory is the player's</param>
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public void craft(ref IList<Item> from, ref IList<Item> to, bool dropToGround = false, bool isPlayerInventory = false)
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{
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InventoryManager manager = new InventoryManager(to);
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if (manager.ItemCount + this.outputs.Count >= manager.capacity)
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{
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if (isPlayerInventory)
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Game1.showRedMessage("Inventory Full");
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else return;
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}
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this.consume(ref from);
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this.produce(ref to, dropToGround, isPlayerInventory);
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}
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/// <summary>
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/// Actually crafts the recipe.
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/// </summary>
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public void craft()
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{
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IList<Item> playerItems = Game1.player.Items;
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IList<Item> outPutItems = new List<Item>();
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this.craft(ref playerItems, ref outPutItems, true, true);
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Game1.player.Items = playerItems; //Set the items to be post consumption.
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foreach (Item I in outPutItems)
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Game1.player.addItemToInventory(I); //Add all items produced.
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this.statCost.payCost();
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}
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public bool PlayerCanCraft()
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{
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return this.PlayerContainsAllIngredients() && this.statCost.canSafelyAffordCost();
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}
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public bool CanCraft(IList<Item> items)
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{
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return this.InventoryContainsAllIngredient(items);
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}
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}
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}
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