192 lines
6.4 KiB
C#
192 lines
6.4 KiB
C#
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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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 vanilla recipe to be used with staandard stardew valley machines such as the furnace.
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/// </summary>
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public class VanillaRecipe
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{
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/// <summary>
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/// The time it takes to make the recipe.
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/// </summary>
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public int timeToMake;
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/// <summary>
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/// The items required to craft the recipe.
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/// </summary>
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public Dictionary<Item, int> requiredItems;
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/// <summary>
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/// The item that becomes the held object for the vanilla object.
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/// </summary>
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public KeyValuePair<Item, int> outputItem;
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/// <summary>
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/// The stats it takes to craft this recipe.
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/// </summary>
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public StatCost stats;
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/// <summary>
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/// If true the produced item is automatically added it the player's inventory instead.
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/// </summary>
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public bool automaticallyPutIntoPlayerInventory;
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public VanillaRecipe()
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{
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}
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public VanillaRecipe(Dictionary<Item, int> RequiredItems, KeyValuePair<Item, int> OutputItem, int TimeToMake, StatCost Stats, bool AutoIntoPlayerItems)
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{
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this.requiredItems = RequiredItems;
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this.outputItem = OutputItem;
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this.timeToMake = TimeToMake;
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this.stats = Stats;
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this.automaticallyPutIntoPlayerInventory = AutoIntoPlayerItems;
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}
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public bool PlayerCanCraft()
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{
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return this.PlayerContainsAllIngredients() && this.stats.canSafelyAffordCost();
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}
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public bool CanCraft(List<Item> items)
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{
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return this.InventoryContainsAllIngredient(items);
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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);
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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(KeyValuePair<Item, int> 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 (KeyValuePair<Item, int> pair in this.requiredItems)
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if (this.InventoryContainsIngredient(items, pair)==false) 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, 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 && this.ItemEqualsOther(i, pair.Key) && pair.Value <= 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 (KeyValuePair<Item, int> pair in this.requiredItems)
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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.Key))
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{
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if (item.Stack == pair.Value)
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removalList.Add(item); //remove the item
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else
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item.Stack -= pair.Value; //or reduce the stack size.
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ModCore.log("Remove: " + pair.Key.Name);
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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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public void produce(ref StardewValley.Object obj)
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{
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Item I = this.outputItem.Key.getOne();
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I.Stack = this.outputItem.Value;
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if (this.automaticallyPutIntoPlayerInventory == false)
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{
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obj.heldObject.Value = (StardewValley.Object)I;
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obj.MinutesUntilReady = this.timeToMake;
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}
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else
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{
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if (Game1.player.isInventoryFull() == true)
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{
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Game1.createItemDebris(I, Game1.player.getTileLocation(), Game1.random.Next(0, 4), Game1.player.currentLocation);
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}
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else
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{
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Game1.player.addItemToInventory(I);
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}
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}
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return;
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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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private void craft(ref IList<Item> from, ref StardewValley.Object obj)
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{
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this.consume(ref from);
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this.stats.payCost();
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this.produce(ref obj);
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}
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/// <summary>
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/// Checks to see if the player can craft this object and if so go ahead and craft it.
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/// </summary>
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/// <param name="o"></param>
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public bool craft(StardewValley.Object o)
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{
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if (this.PlayerCanCraft())
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{
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IList<Item> playerItems = Game1.player.Items;
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List<Item> outPutItems = new List<Item>();
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ModCore.log("Can craft recipe.");
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this.craft(ref playerItems, ref o);
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return true;
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}
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return false;
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}
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}
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}
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