mirror of
https://gitlab.com/veloren/veloren.git
synced 2024-08-30 18:12:32 +00:00
449 lines
17 KiB
Rust
449 lines
17 KiB
Rust
use crate::{
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assets::{self, AssetExt, AssetHandle},
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comp::{
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inventory::slot::InvSlotId,
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item::{
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modular, tool::AbilityMap, ItemBase, ItemDef, ItemKind, ItemTag, MaterialStatManifest,
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},
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Inventory, Item,
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},
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terrain::SpriteKind,
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};
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use hashbrown::HashMap;
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use serde::{Deserialize, Serialize};
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use std::{borrow::Cow, sync::Arc};
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum RecipeInput {
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/// Only an item with a matching ItemDef can be used to satisfy this input
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Item(Arc<ItemDef>),
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/// Any items with this tag can be used to satisfy this input
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Tag(ItemTag),
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/// Similar to RecipeInput::Tag(_), but all items must be the same.
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/// Specifically this means that a mix of different items with the tag
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/// cannot be used.
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/// TODO: Currently requires that all items must be in the same slot.
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/// Eventually should be reworked so that items can be spread over multiple
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/// slots.
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TagSameItem(ItemTag),
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/// List is similar to tag, but has items defined in centralized file
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/// Similar to RecipeInput::TagSameItem(_), all items must be the same, they
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/// cannot be a mix of different items defined in the list.
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// Intent of using List over Tag is to make it harder for tag to be innocuously added to an
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// item breaking a recipe
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/// TODO: Currently requires that all items must be in the same slot.
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/// Eventually should be reworked so that items can be spread over multiple
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/// slots.
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ListSameItem(Vec<Arc<ItemDef>>),
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct Recipe {
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pub output: (Arc<ItemDef>, u32),
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/// Input required for recipe, amount of input needed, whether input should
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/// be tracked as a modular component
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pub inputs: Vec<(RecipeInput, u32, bool)>,
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pub craft_sprite: Option<SpriteKind>,
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}
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impl Recipe {
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/// Perform a recipe, returning a list of missing items on failure
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pub fn craft_simple(
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&self,
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inv: &mut Inventory,
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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 slot_claims = HashMap::new();
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let mut unsatisfied_requirements = Vec::new();
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let mut component_slots = Vec::new();
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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, mut is_component))| {
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let mut required = *amount;
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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, *amount))
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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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// If input is a component and provided amount from this slot at least 1,
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// mark 1 piece as coming from that slot and set is_component to false to
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// indicate it has been claimed.
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if provided > 0 && is_component {
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component_slots.push(*slot);
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is_component = false;
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}
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contains_any = true;
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}
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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 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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let mut components = Vec::new();
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for slot in component_slots.iter() {
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let component = 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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components.push(component);
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let to_remove = slot_claims
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.get_mut(slot)
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.expect("If marked in component slots, should be in slot claims");
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*to_remove -= 1;
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}
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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_base(
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ItemBase::Raw(Arc::clone(item_def)),
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components,
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ability_map,
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msm,
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);
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let mut crafted_items = Vec::with_capacity(*quantity as usize);
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for _ in 0..*quantity {
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crafted_items.push(crafted_item.duplicate(ability_map, msm));
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}
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Ok(crafted_items)
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} else {
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Err(unsatisfied_requirements)
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}
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}
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pub fn inputs(&self) -> impl ExactSizeIterator<Item = (&RecipeInput, u32, bool)> {
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self.inputs
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.iter()
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.map(|(item_def, amount, is_mod_comp)| (item_def, *amount, *is_mod_comp))
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}
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/// Determine whether the inventory contains the ingredients for a recipe.
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/// If it does, return a vec of inventory slots that contain the
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/// ingredients needed, whose positions correspond to particular recipe
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/// inputs. If items are missing, return the missing items, and how many
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/// are missing.
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pub fn inventory_contains_ingredients(
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&self,
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inv: &Inventory,
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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::<(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 (i, (input, amount, _)) in self.inputs().enumerate() {
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let mut needed = amount;
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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, amount))
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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((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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}
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}
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if needed > 0 || !contains_any {
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missing.push((input, needed));
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}
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}
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if missing.is_empty() {
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Ok(slots)
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} else {
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Err(missing)
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}
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}
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}
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pub enum SalvageError {
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NotSalvageable,
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}
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pub fn try_salvage(
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inv: &mut Inventory,
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slot: InvSlotId,
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ability_map: &AbilityMap,
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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.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(Item::new_from_asset_expect)
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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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}
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}
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pub enum ModularWeaponError {
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InvalidSlot,
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ComponentMismatch,
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DifferentTools,
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DifferentHands,
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}
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pub fn modular_weapon(
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inv: &mut Inventory,
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primary_component: InvSlotId,
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secondary_component: InvSlotId,
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ability_map: &AbilityMap,
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msm: &MaterialStatManifest,
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) -> Result<Item, ModularWeaponError> {
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use modular::ModularComponent;
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// Closure to get inner modular component info from item in a given slot
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fn unwrap_modular(inv: &Inventory, slot: InvSlotId) -> Option<Cow<ModularComponent>> {
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inv.get(slot).and_then(|item| match item.kind() {
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Cow::Owned(ItemKind::ModularComponent(mod_comp)) => Some(Cow::Owned(mod_comp)),
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Cow::Borrowed(ItemKind::ModularComponent(mod_comp)) => Some(Cow::Borrowed(mod_comp)),
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_ => None,
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})
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}
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// Checks if both components are comptabile, and if so returns the toolkind to
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// make weapon of
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let compatiblity = if let (Some(primary_component), Some(secondary_component)) = (
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unwrap_modular(inv, primary_component),
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unwrap_modular(inv, secondary_component),
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) {
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// Checks that damage and held component slots each contain a damage and held
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// modular component respectively
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if let (
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ModularComponent::ToolPrimaryComponent {
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toolkind: tool_a,
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hand_restriction: hands_a,
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..
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},
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ModularComponent::ToolSecondaryComponent {
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toolkind: tool_b,
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hand_restriction: hands_b,
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..
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},
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) = (&*primary_component, &*secondary_component)
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{
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// Checks that both components are of the same tool kind
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if tool_a == tool_b {
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// Checks that if both components have a hand restriction, they are the same
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let hands_check = hands_a.zip(*hands_b).map_or(true, |(a, b)| a == b);
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if hands_check {
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Ok(())
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} else {
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Err(ModularWeaponError::DifferentHands)
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}
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} else {
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Err(ModularWeaponError::DifferentTools)
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}
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} else {
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Err(ModularWeaponError::ComponentMismatch)
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}
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} else {
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Err(ModularWeaponError::InvalidSlot)
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};
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match compatiblity {
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Ok(()) => {
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// Remove components from inventory
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let primary_component = inv
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.take(primary_component, ability_map, msm)
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.expect("Expected component to exist");
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let secondary_component = inv
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.take(secondary_component, ability_map, msm)
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.expect("Expected component to exist");
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// Create modular weapon
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Ok(Item::new_from_item_base(
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ItemBase::Modular(modular::ModularBase::Tool),
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vec![primary_component, secondary_component],
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ability_map,
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msm,
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))
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},
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Err(err) => Err(err),
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}
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub struct RecipeBook {
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recipes: HashMap<String, Recipe>,
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}
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impl RecipeBook {
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pub fn get(&self, recipe: &str) -> Option<&Recipe> { self.recipes.get(recipe) }
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pub fn iter(&self) -> impl ExactSizeIterator<Item = (&String, &Recipe)> { self.recipes.iter() }
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pub fn get_available(&self, inv: &Inventory) -> Vec<(String, Recipe)> {
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self.recipes
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.iter()
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.filter(|(_, recipe)| recipe.inventory_contains_ingredients(inv).is_ok())
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.map(|(name, recipe)| (name.clone(), recipe.clone()))
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.collect()
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}
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}
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum RawRecipeInput {
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Item(String),
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Tag(ItemTag),
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TagSameItem(ItemTag),
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ListSameItem(String),
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}
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#[derive(Clone, Deserialize)]
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pub(crate) struct RawRecipe {
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pub(crate) output: (String, u32),
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/// Input required for recipe, amount of input needed, whether input should
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/// be tracked as a modular component
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pub(crate) inputs: Vec<(RawRecipeInput, u32, bool)>,
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pub(crate) craft_sprite: Option<SpriteKind>,
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}
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#[derive(Clone, Deserialize)]
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#[serde(transparent)]
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pub(crate) struct RawRecipeBook(pub(crate) HashMap<String, RawRecipe>);
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impl assets::Asset for RawRecipeBook {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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#[derive(Deserialize, Clone)]
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pub struct ItemList(pub Vec<String>);
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impl assets::Asset for ItemList {
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type Loader = assets::RonLoader;
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const EXTENSION: &'static str = "ron";
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}
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impl assets::Compound for RecipeBook {
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fn load<S: assets::source::Source + ?Sized>(
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cache: &assets::AssetCache<S>,
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specifier: &str,
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) -> Result<Self, assets::BoxedError> {
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#[inline]
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fn load_item_def(spec: &(String, u32)) -> Result<(Arc<ItemDef>, u32), assets::Error> {
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let def = Arc::<ItemDef>::load_cloned(&spec.0)?;
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Ok((def, spec.1))
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}
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#[inline]
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fn load_recipe_input(
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(input, amount, is_mod_comp): &(RawRecipeInput, u32, bool),
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) -> Result<(RecipeInput, u32, bool), assets::Error> {
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let def = match &input {
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RawRecipeInput::Item(name) => RecipeInput::Item(Arc::<ItemDef>::load_cloned(name)?),
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RawRecipeInput::Tag(tag) => RecipeInput::Tag(*tag),
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RawRecipeInput::TagSameItem(tag) => RecipeInput::TagSameItem(*tag),
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RawRecipeInput::ListSameItem(list) => {
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let assets = &ItemList::load_expect(list).read().0;
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let items = assets
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.iter()
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.map(|asset| Arc::<ItemDef>::load_expect_cloned(asset))
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.collect();
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RecipeInput::ListSameItem(items)
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},
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};
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Ok((def, *amount, *is_mod_comp))
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}
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let raw = cache.load::<RawRecipeBook>(specifier)?.cloned();
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let recipes = raw
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.0
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.iter()
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.map(
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|(
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name,
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RawRecipe {
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output,
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inputs,
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craft_sprite,
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},
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)| {
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let inputs = inputs
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.iter()
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.map(load_recipe_input)
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.collect::<Result<Vec<_>, _>>()?;
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let output = load_item_def(output)?;
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Ok((name.clone(), Recipe {
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output,
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inputs,
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craft_sprite: *craft_sprite,
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}))
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},
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)
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.collect::<Result<_, assets::Error>>()?;
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Ok(RecipeBook { recipes })
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}
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}
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pub fn default_recipe_book() -> AssetHandle<RecipeBook> {
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RecipeBook::load_expect("common.recipe_book")
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}
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