Targeted item actions (action/heal), item.add scenario action, inventory cell Decorate; mod cover
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@@ -0,0 +1,43 @@
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using System;
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using Cthangover.Core.Items;
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using Cthangover.Core.Settings;
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namespace Cthangover.Mods.Items
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{
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/// <summary>
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/// Restores health of the chosen party member (<c>"ItemAction": "action/heal"</c>).
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/// The amount is item data, not code: the item's <c>"heal"</c> key (an extra JSON
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/// key, so it lands in <see cref="IItem.Properties"/>), which lets one action serve
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/// a mushroom and an elixir alike. Health never rises above its base value, and a
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/// fallen character (health 0) is not revived — that is a different effect.
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/// The party member's attributes are the very objects the battle uses, so a heal
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/// in the inventory during a battle shows on the battle widgets at once.
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/// </summary>
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public class HealItemAction : ITargetedItemAction
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{
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/// <summary>Item property with the amount of health restored.</summary>
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public const string HealProperty = "heal";
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/// <summary>Action id referenced by item definitions.</summary>
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public string ID => "action/heal";
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/// <summary>Healing always needs a target; without one nothing happens.</summary>
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public bool UseAction(IItem item) => false;
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/// <summary>
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/// Adds the item's <c>heal</c> amount to the target's health, capped at the
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/// base value. Returns <c>false</c> (item not spent) for a missing target, a
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/// non-positive amount, a fallen target or one already at full health.
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/// </summary>
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public bool UseOn(IItem item, CharacterInfoData target)
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{
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var health = target?.Attributes?.Health;
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var amount = item?.Properties?.GetInt(HealProperty) ?? 0;
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if (health == null || amount <= 0 || health.Value <= 0 || health.Value >= health.BaseValue)
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return false;
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health.Value = Math.Min(health.BaseValue, health.Value + amount);
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return true;
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}
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}
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}
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@@ -0,0 +1,23 @@
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using Cthangover.Core.Items;
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using Cthangover.Core.Settings;
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namespace Cthangover.Mods.Items
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{
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/// <summary>
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/// Item action that needs to know whom it is applied to. The core
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/// <see cref="IItemAction"/> contract has no target, so an effect on a party
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/// member (healing) could not tell which member was picked in
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/// <see cref="Cthangover.Core.UI.Inventory.CharacterTargetPanel"/>. Items with
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/// <see cref="ItemType.TargetUsed"/> whose action implements this interface get
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/// <see cref="UseOn"/> with the chosen character; other actions keep receiving
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/// the plain <see cref="IItemAction.UseAction"/>.
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/// </summary>
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public interface ITargetedItemAction : IItemAction
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{
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/// <summary>
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/// Applies the item to <paramref name="target"/>. Returns <c>false</c> when
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/// nothing happened (e.g. healing at full health), so the item is not spent.
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/// </summary>
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bool UseOn(IItem item, CharacterInfoData target);
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}
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}
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@@ -0,0 +1,42 @@
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using Cthangover.Core.Actions;
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namespace Cthangover.Mods.Items
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{
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/// <summary>
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/// <c>action item.add id=resource/branches [count=3]</c> — puts items into the
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/// player's inventory from a scenario: a chest, a gift, a pickup on an RPG map.
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/// <c>count</c> defaults to 1; an unknown item id is reported by the inventory
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/// and adds nothing.
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/// </summary>
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public class ItemAddAction : IScenarioAction
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{
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/// <summary>DSL name.</summary>
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public string Name => "item.add";
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/// <summary>Reads <c>id</c> and <c>count</c> and adds the stack.</summary>
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public void Run(IActionContext ctx)
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{
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var id = ctx.GetParam("id");
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if (string.IsNullOrWhiteSpace(id))
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{
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ctx.LogWarning("INVENTORY", "item.add: missing 'id'");
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return;
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}
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var countText = ctx.GetParam("count");
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var count = 1;
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if (!string.IsNullOrWhiteSpace(countText) && (!int.TryParse(countText, out count) || count <= 0))
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{
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ctx.LogWarning("INVENTORY", $"item.add: 'count' must be a positive number, got '{countText}'");
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return;
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}
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if (ctx.Inventory == null)
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{
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ctx.LogWarning("INVENTORY", "item.add: no inventory in this game");
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return;
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}
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ctx.Inventory.Add(id.Trim(), count);
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}
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}
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}
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@@ -88,6 +88,23 @@ namespace Cthangover.Core.UI.Inventory
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_count.Modulate = dimmed ? IconDimmed : Colors.White;
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}
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/// <summary>
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/// Overrides what <see cref="UpdateInfo"/> derived from the item's action,
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/// for grids where the action is not the point — the trade window shows a
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/// price in the corner tag (<paramref name="tag"/>, <c>null</c> hides it) and
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/// dims what cannot be traded. Call after <see cref="Construct"/>.
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/// </summary>
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public void Decorate(string tag, bool dimmed)
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{
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if (!_built)
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return;
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_tag.Visible = tag != null;
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if (tag != null)
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_tagLabel.Text = tag;
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_icon.Modulate = dimmed ? IconDimmed : Colors.White;
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_count.Modulate = dimmed ? IconDimmed : Colors.White;
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}
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/// <summary>Switches the frame to the gold selected state; the panel owns this flag.</summary>
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public void SetSelected(bool selected)
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{
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@@ -10,6 +10,7 @@ using Cthangover.Core.UI.Theming;
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using Godot;
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using Cthangover.Mods.Interface.Base.Lists;
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using Cthangover.Mods.Items;
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using Cthangover.Mods.Interface.Theming;
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namespace Cthangover.Core.UI.Inventory
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{
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@@ -978,7 +979,10 @@ namespace Cthangover.Core.UI.Inventory
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if (!HasActionPoint())
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return;
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if (!item.ItemAction.UseAction(item))
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var applied = item.ItemAction is ITargetedItemAction targeted
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? targeted.UseOn(item, info)
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: item.ItemAction.UseAction(item);
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if (!applied)
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{
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SetMessage(MessageKind.Error, InventoryItemUi.Translate("ui/inventory/applied_failed"));
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_targetOpen = false;
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