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oopsie
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@@ -541,7 +541,7 @@ class UICrafting(val full: UIInventoryFull) : UICanvas(), HasInventory {
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* For each ingredient of the recipe, returns list of (ingredient, how many the player has the ingredient, how many the recipe wants)
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* For each ingredient of the recipe, returns list of (ingredient, how many the player has the ingredient, how many the recipe wants)
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*/
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*/
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fun recipeToIngredientRecord(inventory: FixtureInventory, recipe: CraftingCodex.CraftingRecipe, nearbyCraftingStations: List<String>): List<RecipeIngredientRecord> {
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fun recipeToIngredientRecord(inventory: FixtureInventory, recipe: CraftingCodex.CraftingRecipe, nearbyCraftingStations: List<String>): List<RecipeIngredientRecord> {
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val hasStation = if (nearbyCraftingStations.isEmpty()) true else nearbyCraftingStations.contains(recipe.workbench)
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val hasStation = if (recipe.workbench.isEmpty()) true else nearbyCraftingStations.contains(recipe.workbench)
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return recipe.ingredients.map { ingredient ->
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return recipe.ingredients.map { ingredient ->
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val selectedItem = if (ingredient.keyMode == CraftingCodex.CraftingItemKeyMode.TAG) {
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val selectedItem = 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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// If the player has the required item, use it; otherwise, will take an item from the ItemCodex
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