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https://github.com/curioustorvald/Terrarum.git
synced 2026-03-10 13:51:53 +09:00
ingredients selected for crafting will be highlighted on the player inventory area
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@@ -8,6 +8,7 @@ import net.torvald.terrarum.App.gamepadLabelLEFTRIGHT
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import net.torvald.terrarum.App.gamepadLabelStart
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import net.torvald.terrarum.UIItemInventoryCatBar.Companion.CAT_ALL
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import net.torvald.terrarum.gameitems.GameItem
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import net.torvald.terrarum.gameitems.ItemID
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import net.torvald.terrarum.itemproperties.CraftingCodex
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import net.torvald.terrarum.langpack.Lang
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import net.torvald.terrarum.modulebasegame.ui.*
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@@ -78,6 +79,8 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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"$gamepadLabelLEFTRIGHT ${Lang["GAME_OBJECTIVE_MULTIPLIER"]}\u3000" +
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"${App.gamepadLabelWest} ${Lang["GAME_ACTION_CRAFT"]}"
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private val oldSelectedItems = ArrayList<ItemID>()
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init {
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val craftButtonsY = thisOffsetY + 23 + (UIItemInventoryElemWide.height + listGap) * (UIInventoryFull.CELLS_VRT - 1)
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val buttonWidth = (UIItemInventoryElemWide.height + listGap) * 3 - listGap - 2
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@@ -103,62 +106,6 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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itemListIngredients.isCompactMode = true
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// crafting list to the left
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// TODO This UIItem need to be custom-built version of UIItemInventoryItemGrid, with requirements:
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// - Takes list of [net.torvald.terrarum.itemproperties.CraftingRecipe] as an "inventory"
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// - Displays `CraftingRecipe.product` as an "inventory cell"
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// - When clicked, the cell is activated and displays its `ingredients` to the itemListIngredients
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// - The clicked status must be recorded and be accessible to this very class
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itemListCraftable = UIItemCraftingCandidateGrid(
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this,
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catBar,
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thisOffsetX,
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thisOffsetY,
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6, UIInventoryFull.CELLS_VRT - 2, // decrease the internal height so that craft/cancel button would fit in
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keyDownFun = { _, _, _, _, _ -> },
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touchDownFun = { gameItem, amount, _, recipe0, button ->
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/*if (gameItem != null) {
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negotiator.reject(craftables, getPlayerInventory(), gameItem, amount)
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}
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itemListUpdate()*/
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(recipe0 as? CraftingCodex.CraftingRecipe)?.let { recipe ->
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val playerInventory = getPlayerInventory()
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ingredients.clear()
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recipeClicked = recipe
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// printdbg(this, "Recipe selected: $recipe")
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recipe.ingredients.forEach { ingredient ->
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// TODO item tag support
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if (ingredient.keyMode == CraftingCodex.CraftingItemKeyMode.TAG) {
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// If the player has the required item, use it; otherwise, will take an item from the ItemCodex
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val selectedItem = playerInventory.itemList.filter { (itm, qty) ->
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ItemCodex[itm]?.tags?.contains(ingredient.key) == true && qty >= ingredient.qty
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}.maxByOrNull { it.qty }?.itm ?: ((ItemCodex.itemCodex.firstNotNullOfOrNull { if (it.value.tags.contains(ingredient.key)) it.key else null }) ?: throw NullPointerException("Item with tag '${ingredient.key}' not found. Possible cause: game or a module not updated or installed"))
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// printdbg(this, "Adding ingredients by tag ${selectedItem} (${ingredient.qty})")
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ingredients.add(selectedItem, ingredient.qty)
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}
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else {
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// printdbg(this, "Adding ingredients by name ${ingredient.key} (${ingredient.qty})")
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ingredients.add(ingredient.key, ingredient.qty)
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}
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}
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itemListIngredients.rebuild(catAll)
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highlightCraftingCandidateButton(button)
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}
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}
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)
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buttonCraft = UIItemTextButton(this, "GAME_ACTION_CRAFT", thisOffsetX + 3 + buttonWidth + listGap, craftButtonsY, buttonWidth, true, alignment = UIItemTextButton.Companion.Alignment.CENTRE, hasBorder = true)
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spinnerCraftCount = UIItemSpinner(this, thisOffsetX + 1, craftButtonsY, 1, 1, 100, 1, buttonWidth, numberToTextFunction = {"×\u200A${it.toInt()}"})
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spinnerCraftCount.selectionChangeListener = {
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itemListIngredients.numberMultiplier = it.toLong()
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itemListIngredients.rebuild(catAll)
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itemListCraftable.numberMultiplier = it.toLong()
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itemListCraftable.rebuild(catAll)
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}
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// player inventory to the right
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itemListPlayer = UIItemInventoryItemGrid(
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this,
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@@ -181,6 +128,75 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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// itemListPlayer.gridModeButtons[0].touchDownListener = { _,_,_,_ -> setCompact(false) }
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// itemListPlayer.gridModeButtons[1].touchDownListener = { _,_,_,_ -> setCompact(true) }
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// crafting list to the left
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// TODO This UIItem need to be custom-built version of UIItemInventoryItemGrid, with requirements:
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// - Takes list of [net.torvald.terrarum.itemproperties.CraftingRecipe] as an "inventory"
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// - Displays `CraftingRecipe.product` as an "inventory cell"
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// - When clicked, the cell is activated and displays its `ingredients` to the itemListIngredients
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// - The clicked status must be recorded and be accessible to this very class
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itemListCraftable = UIItemCraftingCandidateGrid(
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this,
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catBar,
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thisOffsetX,
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thisOffsetY,
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6, UIInventoryFull.CELLS_VRT - 2, // decrease the internal height so that craft/cancel button would fit in
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keyDownFun = { _, _, _, _, _ -> },
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touchDownFun = { gameItem, amount, _, recipe0, button ->
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/*if (gameItem != null) {
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negotiator.reject(craftables, getPlayerInventory(), gameItem, amount)
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}
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itemListUpdate()*/
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(recipe0 as? CraftingCodex.CraftingRecipe)?.let { recipe ->
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val selectedItems = ArrayList<ItemID>()
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val playerInventory = getPlayerInventory()
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ingredients.clear()
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recipeClicked = recipe
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// printdbg(this, "Recipe selected: $recipe")
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recipe.ingredients.forEach { ingredient ->
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// TODO item tag support
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val selectedItem: ItemID = if (ingredient.keyMode == CraftingCodex.CraftingItemKeyMode.TAG) {
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// If the player has the required item, use it; otherwise, will take an item from the ItemCodex
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val selectedItem = playerInventory.itemList.filter { (itm, qty) ->
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ItemCodex[itm]?.tags?.contains(ingredient.key) == true && qty >= ingredient.qty
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}.maxByOrNull { it.qty }?.itm ?: ((ItemCodex.itemCodex.firstNotNullOfOrNull { if (it.value.tags.contains(ingredient.key)) it.key else null }) ?: throw NullPointerException("Item with tag '${ingredient.key}' not found. Possible cause: game or a module not updated or installed"))
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// printdbg(this, "Adding ingredients by tag ${selectedItem} (${ingredient.qty})")
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selectedItem
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}
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else {
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// printdbg(this, "Adding ingredients by name ${ingredient.key} (${ingredient.qty})")
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ingredient.key
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}
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selectedItems.add(selectedItem)
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ingredients.add(selectedItem, ingredient.qty)
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}
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itemListPlayer.removeFromForceHighlightList(oldSelectedItems)
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itemListPlayer.addToForceHighlightList(selectedItems)
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itemListPlayer.rebuild(catAll)
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itemListIngredients.rebuild(catAll)
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highlightCraftingCandidateButton(button)
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oldSelectedItems.clear()
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oldSelectedItems.addAll(selectedItems)
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}
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}
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)
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buttonCraft = UIItemTextButton(this, "GAME_ACTION_CRAFT", thisOffsetX + 3 + buttonWidth + listGap, craftButtonsY, buttonWidth, true, alignment = UIItemTextButton.Companion.Alignment.CENTRE, hasBorder = true)
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spinnerCraftCount = UIItemSpinner(this, thisOffsetX + 1, craftButtonsY, 1, 1, 100, 1, buttonWidth, numberToTextFunction = {"×\u200A${it.toInt()}"})
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spinnerCraftCount.selectionChangeListener = {
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itemListIngredients.numberMultiplier = it.toLong()
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itemListIngredients.rebuild(catAll)
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itemListCraftable.numberMultiplier = it.toLong()
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itemListCraftable.rebuild(catAll)
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}
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buttonCraft.touchDownListener = { _,_,_,_ ->
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getPlayerInventory().let { player -> recipeClicked?.let { recipe ->
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val mult = spinnerCraftCount.value.toLong()
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@@ -190,7 +206,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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player.add(recipe.product, recipe.moq * mult)
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// reset selection status after a crafting to hide the possible artefact where no-longer-craftable items are still displayed due to ingredient depletion
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resetUI()
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resetUI() // also clears forcehighlightlist
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itemListPlayer.rebuild(catAll)
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itemListCraftable.rebuild(catAll)
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} }
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@@ -223,6 +239,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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recipeClicked = null
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highlightCraftingCandidateButton(null)
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ingredients.clear()
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itemListPlayer.removeFromForceHighlightList(oldSelectedItems)
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itemListIngredients.rebuild(catAll)
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}
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@@ -241,12 +258,6 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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private var encumbrancePerc = 0f
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private fun itemListUpdate() {
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// fill in craftables
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getFixtureInventory().let {
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it.itemList.clear()
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it.itemList.add(InventoryPair("basegame:18", 1))
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}
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// let itemlists be sorted
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itemListCraftable.rebuild(catAll)
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itemListPlayer.rebuild(catAll)
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@@ -8,6 +8,7 @@ import net.torvald.terrarum.*
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import net.torvald.terrarum.UIItemInventoryCatBar.Companion.CAT_ALL
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import net.torvald.terrarum.gameactors.AVKey
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import net.torvald.terrarum.gameitems.GameItem
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import net.torvald.terrarum.gameitems.ItemID
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import net.torvald.terrarum.gameworld.fmod
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import net.torvald.terrarum.modulebasegame.TerrarumIngame
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import net.torvald.terrarum.modulebasegame.gameactors.ActorInventory
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@@ -319,8 +320,11 @@ open class UIItemInventoryItemGrid(
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scrollDownButton.posY = getScrollDotYHeight(itemPageCount) + upDownButtonGapToDots
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items.forEach { it.render(batch, camera) }
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// define each button's highlighted status from the list of forceHighlighted, then render the button
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items.forEach {
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it.forceHighlighted = forceHighlightList.contains(it.item?.dynamicID)
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it.render(batch, camera)
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}
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if (!hideSidebar) {
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gridModeButtons.forEach { it.render(batch, camera) }
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@@ -400,6 +404,25 @@ open class UIItemInventoryItemGrid(
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}
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}
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private val forceHighlightList = HashSet<ItemID>()
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/**
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* Call before rebuild()
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*/
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open internal fun clearForceHighlightList() {
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forceHighlightList.clear()
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}
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/**
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* Call before rebuild()
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*/
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open internal fun addToForceHighlightList(items: List<ItemID>) {
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forceHighlightList.addAll(items)
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}
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open internal fun removeFromForceHighlightList(items: List<ItemID>) {
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forceHighlightList.removeAll(items)
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}
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open internal fun rebuild(filter: Array<String>) {
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//println("Rebuilt inventory")
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@@ -421,14 +444,17 @@ open class UIItemInventoryItemGrid(
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// test sort by name
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inventorySortList.sortBy { ItemCodex[it.itm]!!.name }
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// items.forEach { it.forceHighlighted = false }
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// map sortList to item list
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for (k in items.indices) {
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val item = items[k]
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// we have an item
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try {
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val sortListItem = inventorySortList[k + itemPage * items.size]
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items[k].item = ItemCodex[sortListItem.itm]
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items[k].amount = sortListItem.qty * numberMultiplier
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items[k].itemImage = ItemCodex.getItemImage(sortListItem.itm)
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item.item = ItemCodex[sortListItem.itm]
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item.amount = sortListItem.qty * numberMultiplier
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item.itemImage = ItemCodex.getItemImage(sortListItem.itm)
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// set quickslot number
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if (getInventory() is ActorInventory) {
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@@ -436,33 +462,38 @@ open class UIItemInventoryItemGrid(
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for (qs in 1..UIQuickslotBar.SLOT_COUNT) {
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if (sortListItem.itm == ainv.getQuickslotItem(qs - 1)?.itm) {
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items[k].quickslot = qs % 10 // 10 -> 0, 1..9 -> 1..9
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item.quickslot = qs % 10 // 10 -> 0, 1..9 -> 1..9
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break
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}
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else
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items[k].quickslot = null
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item.quickslot = null
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}
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// set equippedslot number
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for (eq in ainv.itemEquipped.indices) {
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if (eq < ainv.itemEquipped.size) {
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if (ainv.itemEquipped[eq] == items[k].item?.dynamicID) {
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items[k].equippedSlot = eq
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if (ainv.itemEquipped[eq] == item.item?.dynamicID) {
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item.equippedSlot = eq
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break
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}
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else
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items[k].equippedSlot = null
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item.equippedSlot = null
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}
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}
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}
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// highlight if matches
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if (forceHighlightList.contains(item.item?.dynamicID)) {
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item.forceHighlighted = true
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}
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}
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// we do not have an item, empty the slot
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catch (e: IndexOutOfBoundsException) {
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items[k].item = null
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items[k].amount = 0
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items[k].itemImage = null
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items[k].quickslot = null
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items[k].equippedSlot = null
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item.item = null
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item.amount = 0
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item.itemImage = null
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item.quickslot = null
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item.equippedSlot = null
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}
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}
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