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300 lines
11 KiB
Rust
300 lines
11 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::{modular, tool::AbilityMap, ItemDef, ItemTag, MaterialStatManifest},
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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::sync::Arc;
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#[derive(Clone, Debug, Serialize, Deserialize)]
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pub enum RecipeInput {
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Item(Arc<ItemDef>),
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Tag(ItemTag),
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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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pub inputs: Vec<(RecipeInput, u32)>,
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pub craft_sprite: Option<SpriteKind>,
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}
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#[allow(clippy::type_complexity)]
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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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// 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, 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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}
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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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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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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)> {
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self.inputs
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.iter()
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.map(|(item_def, amount)| (item_def, *amount))
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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<'a>(
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&self,
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inv: &'a 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, 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((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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#[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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}
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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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pub(crate) inputs: Vec<(RawRecipeInput, u32)>,
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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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impl assets::Compound for RecipeBook {
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fn load<S: assets::source::Source>(
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cache: &assets::AssetCache<S>,
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specifier: &str,
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) -> Result<Self, assets::Error> {
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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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spec: &(RawRecipeInput, u32),
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) -> Result<(RecipeInput, u32), assets::Error> {
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let def = match &spec.0 {
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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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};
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Ok((def, spec.1))
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}
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let mut raw = cache.load::<RawRecipeBook>(specifier)?.read().clone();
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// Avoid showing purple-question-box recipes until the assets are added
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// (the `if false` is needed because commenting out the call will add a warning
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// that there are no other uses of append_modular_recipes)
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if false {
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modular::append_modular_recipes(&mut raw);
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}
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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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