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https://gitlab.com/veloren/veloren.git
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Changed crafting to only consume items after checking that the crafting would be successful instead of consuming items first and reinserting on failure.
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4b9e9c506b
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@ -998,7 +998,7 @@ impl Client {
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pub fn craft_recipe(
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&mut self,
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recipe: &str,
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slots: Vec<InvSlotId>,
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slots: Vec<(u32, InvSlotId)>,
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craft_sprite: Option<(Vec3<i32>, SpriteKind)>,
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) -> bool {
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let (can_craft, required_sprite) = self.can_craft_recipe(recipe);
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@ -1019,6 +1019,7 @@ impl Client {
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}
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}
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/// Checks if the item in the given slot can be salvaged.
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pub fn can_salvage_item(&self, slot: InvSlotId) -> bool {
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self.inventories()
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.get(self.entity())
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@ -1026,6 +1027,8 @@ impl Client {
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.map_or(false, |item| item.is_salvageable())
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}
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/// Salvage the item in the given inventory slot. `salvage_pos` should be
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/// the location of a relevant crafting station within range of the player.
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pub fn salvage_item(&mut self, slot: InvSlotId, salvage_pos: Vec3<i32>) -> bool {
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let is_salvageable = self.can_salvage_item(slot);
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if is_salvageable {
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@ -94,7 +94,7 @@ impl From<InventoryEvent> for InventoryManip {
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pub enum CraftEvent {
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Simple {
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recipe: String,
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slots: Vec<InvSlotId>,
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slots: Vec<(u32, InvSlotId)>,
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},
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Salvage(InvSlotId),
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}
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@ -171,38 +171,38 @@ impl Material {
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}
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}
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pub fn asset_identifier(&self) -> &'static str {
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pub fn asset_identifier(&self) -> Option<&'static str> {
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match self {
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Material::Bronze => "common.items.mineral.ingot.bronze",
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Material::Iron => "common.items.mineral.ingot.iron",
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Material::Steel => "common.items.mineral.ingot.steel",
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Material::Cobalt => "common.items.mineral.ingot.cobalt",
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Material::Bloodsteel => "common.items.mineral.ingot.bloodsteel",
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Material::Orichalcum => "common.items.mineral.ingot.orichalcum",
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Material::Bronze => Some("common.items.mineral.ingot.bronze"),
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Material::Iron => Some("common.items.mineral.ingot.iron"),
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Material::Steel => Some("common.items.mineral.ingot.steel"),
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Material::Cobalt => Some("common.items.mineral.ingot.cobalt"),
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Material::Bloodsteel => Some("common.items.mineral.ingot.bloodsteel"),
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Material::Orichalcum => Some("common.items.mineral.ingot.orichalcum"),
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Material::Wood
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| Material::Bamboo
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| Material::Hardwood
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| Material::Ironwood
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| Material::Frostwood
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| Material::Eldwood => unimplemented!(),
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| Material::Eldwood => None,
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Material::Rock
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| Material::Granite
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| Material::Bone
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| Material::Basalt
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| Material::Obsidian
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| Material::Velorite => unimplemented!(),
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Material::Linen => "common.items.crafting_ing.cloth.linen",
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Material::Wool => "common.items.crafting_ing.cloth.wool",
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Material::Silk => "common.items.crafting_ing.cloth.silk",
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Material::Lifecloth => "common.items.crafting_ing.cloth.lifecloth",
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Material::Moonweave => "common.items.crafting_ing.cloth.moonweave",
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Material::Sunsilk => "common.items.crafting_ing.cloth.sunsilk",
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Material::Rawhide => "common.items.crafting_ing.leather.simple_leather",
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Material::Leather => "common.items.crafting_ing.leather.thick_leather",
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Material::Scale => "common.items.crafting_ing.hide.scales",
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Material::Carapace => "common.items.crafting_ing.hide.carapace",
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Material::Plate => "common.items.crafting_ing.hide.plate",
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Material::Dragonscale => "common.items.crafting_ing.hide.dragon_scale",
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| Material::Velorite => None,
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Material::Linen => Some("common.items.crafting_ing.cloth.linen"),
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Material::Wool => Some("common.items.crafting_ing.cloth.wool"),
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Material::Silk => Some("common.items.crafting_ing.cloth.silk"),
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Material::Lifecloth => Some("common.items.crafting_ing.cloth.lifecloth"),
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Material::Moonweave => Some("common.items.crafting_ing.cloth.moonweave"),
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Material::Sunsilk => Some("common.items.crafting_ing.cloth.sunsilk"),
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Material::Rawhide => Some("common.items.crafting_ing.leather.simple_leather"),
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Material::Leather => Some("common.items.crafting_ing.leather.thick_leather"),
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Material::Scale => Some("common.items.crafting_ing.hide.scales"),
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Material::Carapace => Some("common.items.crafting_ing.hide.carapace"),
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Material::Plate => Some("common.items.crafting_ing.hide.plate"),
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Material::Dragonscale => Some("common.items.crafting_ing.hide.dragon_scale"),
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}
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}
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}
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@ -815,27 +815,7 @@ impl Item {
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None
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}
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})
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.map(|material| material.asset_identifier())
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}
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// Attempts to salvage an item by consuming it, returns the salvaged items if
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// salvageable, else the original item
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pub fn try_salvage(self) -> Result<Vec<Item>, Item> {
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if !self.is_salvageable() {
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return Err(self);
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}
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// Creates one item for every salvage tag in the target item
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let salvaged_items: Vec<_> = self
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.salvage_output()
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.map(|asset| Item::new_from_asset_expect(asset))
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.collect();
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if salvaged_items.is_empty() {
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Err(self)
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} else {
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Ok(salvaged_items)
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}
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.filter_map(|material| material.asset_identifier())
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}
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pub fn name(&self) -> &str { &self.item_def.name }
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@ -30,50 +30,65 @@ impl Recipe {
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pub fn craft_simple(
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&self,
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inv: &mut Inventory,
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slots: Vec<InvSlotId>,
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// Vec tying an input to a slot
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slots: Vec<(u32, InvSlotId)>,
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ability_map: &AbilityMap,
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msm: &MaterialStatManifest,
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) -> Result<Vec<Item>, Vec<(&RecipeInput, u32)>> {
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let mut recipe_inputs = Vec::new();
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let mut slot_claims = HashMap::new();
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let mut unsatisfied_requirements = Vec::new();
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// Checks each input against a slot in the inventory. If the slot contains an
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// item that fulfills the need of the input, takes from the inventory up to the
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// quantity needed for the crafting input. If the item either cannot be used, or
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// there is insufficient quantity, adds input and number of materials needed to
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// unsatisfied requirements.
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// Checks each input against slots in the inventory. If the slots contain an
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// item that fulfills the need of the input, marks some of the item as claimed
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// up to quantity needed for the crafting input. If the item either
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// cannot be used, or there is insufficient quantity, adds input and
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// number of materials needed to unsatisfied requirements.
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self.inputs
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.iter()
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.enumerate()
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.for_each(|(i, (input, amount))| {
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let valid_input = if let Some(item) = slots.get(i).and_then(|slot| inv.get(*slot)) {
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item.matches_recipe_input(input)
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} else {
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false
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};
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if let Some(slot) = slots.get(i) {
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if !valid_input {
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unsatisfied_requirements.push((input, *amount));
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} else {
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for taken in 0..*amount {
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if let Some(item) = inv.take(*slot, ability_map, msm) {
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recipe_inputs.push(item);
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} else {
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unsatisfied_requirements.push((input, *amount - taken));
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break;
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}
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}
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.for_each(|(i, (input, mut required))| {
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// Check used for recipes that have an input that is not consumed, e.g.
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// craftsman hammer
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let mut contains_any = false;
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// Gets all slots provided for this input by the frontend
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let input_slots = slots
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.iter()
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.filter_map(|(j, slot)| if i as u32 == *j { Some(slot) } else { None });
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// Goes through each slot and marks some amount from each slot as claimed
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for slot in input_slots {
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// Checks that the item in the slot can be used for the input
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if let Some(item) = inv
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.get(*slot)
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.filter(|item| item.matches_recipe_input(input))
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{
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// Gets the number of items claimed from the slot, or sets to 0 if slot has
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// not been claimed by another input yet
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let claimed = slot_claims.entry(*slot).or_insert(0);
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let available = item.amount().saturating_sub(*claimed);
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let provided = available.min(required);
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required -= provided;
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*claimed += provided;
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contains_any = true;
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}
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} else {
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unsatisfied_requirements.push((input, *amount));
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}
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// If there were not sufficient items to cover requirement between all provided
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// slots, or if non-consumed item was not present, mark input as not satisfied
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if required > 0 || !contains_any {
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unsatisfied_requirements.push((input, required));
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}
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});
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// If there are no unsatisfied requirements, create the items produced by the
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// recipe in the necessary quantity, else insert the ingredients back into the
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// inventory
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// recipe in the necessary quantity and remove the items that the recipe
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// consumes
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if unsatisfied_requirements.is_empty() {
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for (slot, to_remove) in slot_claims.iter() {
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for _ in 0..*to_remove {
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let _ = inv
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.take(*slot, ability_map, msm)
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.expect("Expected item to exist in the inventory");
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}
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}
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let (item_def, quantity) = &self.output;
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let crafted_item = Item::new_from_item_def(Arc::clone(item_def), &[], ability_map, msm);
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let mut crafted_items = Vec::with_capacity(*quantity as usize);
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@ -82,10 +97,6 @@ impl Recipe {
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}
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Ok(crafted_items)
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} else {
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for item in recipe_inputs {
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inv.push(item)
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.expect("Item was in inventory before craft attempt");
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}
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Err(unsatisfied_requirements)
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}
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}
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@ -104,26 +115,28 @@ impl Recipe {
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pub fn inventory_contains_ingredients<'a>(
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&self,
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inv: &'a Inventory,
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) -> Result<Vec<InvSlotId>, Vec<(&RecipeInput, u32)>> {
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) -> Result<Vec<(u32, InvSlotId)>, Vec<(&RecipeInput, u32)>> {
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// Hashmap tracking the quantity that needs to be removed from each slot (so
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// that it doesn't think a slot can provide more items than it contains)
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let mut slot_claims = HashMap::<InvSlotId, u32>::new();
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// Important to be a vec and to remain separate from slot_claims as it must
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// remain ordered, unlike the hashmap
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let mut slots = Vec::<InvSlotId>::new();
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let mut slots = Vec::<(u32, InvSlotId)>::new();
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// The inputs to a recipe that have missing items, and the amount missing
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let mut missing = Vec::<(&RecipeInput, u32)>::new();
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for (input, mut needed) in self.inputs() {
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for (i, (input, mut needed)) in self.inputs().enumerate() {
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let mut contains_any = false;
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// Checks through every slot, filtering to only those that contain items that
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// can satisfy the input
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for (inv_slot_id, slot) in inv.slots_with_id() {
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if let Some(item) = slot
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.as_ref()
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.filter(|item| item.matches_recipe_input(&*input))
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{
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let claim = slot_claims.entry(inv_slot_id).or_insert(0);
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slots.push(inv_slot_id);
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// FIXME: Fishy, looks like it can underflow before min which can trigger an
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// overflow check.
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let can_claim = (item.amount() - *claim).min(needed);
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slots.push((i as u32, inv_slot_id));
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let can_claim = (item.amount().saturating_sub(*claim)).min(needed);
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*claim += can_claim;
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needed -= can_claim;
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contains_any = true;
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@ -154,16 +167,24 @@ pub fn try_salvage(
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msm: &MaterialStatManifest,
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) -> Result<Vec<Item>, SalvageError> {
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if inv.get(slot).map_or(false, |item| item.is_salvageable()) {
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let salvage_item = inv
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.take(slot, ability_map, msm)
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.expect("Expected item to exist in inventory");
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match salvage_item.try_salvage() {
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Ok(items) => Ok(items),
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Err(item) => {
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inv.push(item)
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.expect("Item taken from inventory just before");
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Err(SalvageError::NotSalvageable)
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},
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let salvage_item = inv.get(slot).expect("Expected item to exist in inventory");
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let salvage_output: Vec<_> = salvage_item
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.salvage_output()
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.map(|asset| Item::new_from_asset_expect(asset))
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.collect();
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if salvage_output.is_empty() {
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// If no output items, assume salvaging was a failure
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// TODO: If we ever change salvaging to have a percent chance, remove the check
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// of outputs being empty (requires assets to exist for rock and wood materials
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// so that salvaging doesn't silently fail)
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Err(SalvageError::NotSalvageable)
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} else {
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// Remove item that is being salvaged
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let _ = inv
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.take(slot, ability_map, msm)
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.expect("Expected item to exist in inventory");
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// Return the salvaging output
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Ok(salvage_output)
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}
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} else {
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Err(SalvageError::NotSalvageable)
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