Inventory refuses non-positive counts; unknown saved items kept; factories follow reloads
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7 files changed
+143
-24
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@@ -8,6 +8,9 @@
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"sources": [
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"sources": [
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"src/**/*.cs"
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"src/**/*.cs"
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],
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],
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"test_sources": [
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"tests/*.cs"
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],
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"depends": ["shell2d_base>=1", "ui_base>=1"],
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"depends": ["shell2d_base>=1", "ui_base>=1"],
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"test_suites": [
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"test_suites": [
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{"id": "inventory", "activate": ["--itest=inventory"]}
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{"id": "inventory", "activate": ["--itest=inventory"]}
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+19
-1
@@ -30,6 +30,14 @@ namespace Cthangover.Core.Items
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{
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{
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/// <summary>Ordered slot list; order drives UI layout and empty slots are removed on zero stacks.</summary>
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/// <summary>Ordered slot list; order drives UI layout and empty slots are removed on zero stacks.</summary>
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public List<IItemContainer> Items { get; set; } = new();
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public List<IItemContainer> Items { get; set; } = new();
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/// <summary>
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/// Stacks a loaded save names but no loaded mod defines (the mod was
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/// removed or the id renamed). They are no usable stacks — every
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/// container in <see cref="Items"/> has an item — but the items slot
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/// writes them back, so they return with their mod.
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/// </summary>
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public List<Settings.CItem> UnresolvedItems { get; } = new();
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/// <summary>Fires on every successful add/remove with (itemId, signed delta); also mirrored as <see cref="Events.InventoryChangedEvent"/> on the ModEventBus.</summary>
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/// <summary>Fires on every successful add/remove with (itemId, signed delta); also mirrored as <see cref="Events.InventoryChangedEvent"/> on the ModEventBus.</summary>
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public event Action<string, int> Change;
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public event Action<string, int> Change;
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@@ -74,7 +82,7 @@ namespace Cthangover.Core.Items
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{
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{
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if (string.IsNullOrWhiteSpace(id))
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if (string.IsNullOrWhiteSpace(id))
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return false;
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return false;
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return Items.Any(o => o.Item.ID == id);
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return Items.Any(o => o.Item != null && o.Item.ID == id);
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}
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}
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/// <summary>Returns the slot holding the given item, or <c>null</c> (null-safe).</summary>
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/// <summary>Returns the slot holding the given item, or <c>null</c> (null-safe).</summary>
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@@ -124,6 +132,12 @@ namespace Cthangover.Core.Items
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/// </summary>
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/// </summary>
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public void Add(string id, int count = 1)
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public void Add(string id, int count = 1)
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{
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{
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if (count <= 0)
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{
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GameLogger.Log("INVENTORY", $"Add('{id}', {count}): count must be positive, ignored", LogLevel.Warning);
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return;
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}
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var container = TryGet(id);
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var container = TryGet(id);
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if (container != null)
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if (container != null)
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{
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{
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@@ -161,6 +175,10 @@ namespace Cthangover.Core.Items
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/// </summary>
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/// </summary>
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public bool Remove(string id, int count = 1)
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public bool Remove(string id, int count = 1)
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{
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{
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// A negative count would pass the stock check and grow the stack.
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if (count <= 0)
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return false;
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var container = TryGet(id);
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var container = TryGet(id);
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if (container == null)
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if (container == null)
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return false;
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return false;
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+3
-12
@@ -1,6 +1,4 @@
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using System.Collections.Generic;
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using Cthangover.Core.Items;
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using Cthangover.Core.Items;
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using Cthangover.Core.Mods;
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using Cthangover.Core.Mods.Resolvers;
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using Cthangover.Core.Mods.Resolvers;
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using Cthangover.Core.Utils;
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using Cthangover.Core.Utils;
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@@ -17,8 +15,6 @@ namespace Cthangover.Core.Factories.Impls
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/// <summary>Static lazy singleton; kept as the public API.</summary>
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/// <summary>Static lazy singleton; kept as the public API.</summary>
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public static ItemFactory Instance => _instance ??= new ItemFactory();
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public static ItemFactory Instance => _instance ??= new ItemFactory();
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private Dictionary<string, ItemInfo> items;
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/// <summary>
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/// <summary>
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/// Builds a fresh <see cref="Item"/> from the collected <see cref="ItemInfo"/>,
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/// Builds a fresh <see cref="Item"/> from the collected <see cref="ItemInfo"/>,
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/// resolving the sprite through <see cref="ItemSpriteFactory"/>, the on-use
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/// resolving the sprite through <see cref="ItemSpriteFactory"/>, the on-use
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@@ -31,14 +27,9 @@ namespace Cthangover.Core.Factories.Impls
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if (string.IsNullOrEmpty(id))
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if (string.IsNullOrEmpty(id))
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return null;
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return null;
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var infos = items ?? Entities.Collect<ItemInfo>();
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// Entities.Collect is cached by the entity resolver until the next
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// mod reload, so reading it every time serves the current data.
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// The registry refuses mod-data access until Boot.IsReady, so
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var infos = Entities.Collect<ItemInfo>();
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// this snapshot can never be collected from a half-built mod set;
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// the cached field is reset when ModManager.Reload rebuilds the
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// registry.
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if (ModManager.Instance.IsInitialized)
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items ??= infos;
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if (!infos.TryGetValue(id, out var info))
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if (!infos.TryGetValue(id, out var info))
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{
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{
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+23
-7
@@ -4,6 +4,7 @@ using Cthangover.Core.Factories.Impls;
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using Cthangover.Core.Items;
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using Cthangover.Core.Items;
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using Cthangover.Core.Mods;
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using Cthangover.Core.Mods;
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using Cthangover.Core.Settings;
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using Cthangover.Core.Settings;
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using Cthangover.Core.Utils;
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namespace Cthangover.Mods.Items
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namespace Cthangover.Mods.Items
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{
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{
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@@ -28,8 +29,13 @@ namespace Cthangover.Mods.Items
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if (runtime == null)
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if (runtime == null)
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return;
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return;
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slot.Data[InventoryBlob] = new DataBlob(1, runtime.Inventory.Items.Select(o =>
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var items = runtime.Inventory.Items
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new CItem { ID = o.Item.ID, Count = o.Count }).ToList());
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.Where(o => o.Item != null)
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.Select(o => new CItem { ID = o.Item.ID, Count = o.Count })
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.ToList();
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if (runtime.Inventory is Inventory inventory)
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items.AddRange(inventory.UnresolvedItems);
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slot.Data[InventoryBlob] = new DataBlob(1, items);
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slot.Data[RecipesBlob] = new DataBlob(1, runtime.RecipeData.Data.ToList());
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slot.Data[RecipesBlob] = new DataBlob(1, runtime.RecipeData.Data.ToList());
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}
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}
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@@ -43,11 +49,21 @@ namespace Cthangover.Mods.Items
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if (slot.Data.TryGetValue(InventoryBlob, out var invBlob))
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if (slot.Data.TryGetValue(InventoryBlob, out var invBlob))
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{
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{
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var items = invBlob.ReadJson<List<CItem>>();
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var containers = new List<IItemContainer>();
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runtime.Inventory.Items = items?.Select(o =>
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var unresolved = (runtime.Inventory as Inventory)?.UnresolvedItems;
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(IItemContainer)new ItemContainer
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unresolved?.Clear();
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{ Item = ItemFactory.Instance.Get(o.ID), Count = o.Count }).ToList()
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foreach (var saved in invBlob.ReadJson<List<CItem>>() ?? new List<CItem>())
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?? new List<IItemContainer>();
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{
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var item = ItemFactory.Instance.Get(saved.ID);
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if (item != null)
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{
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containers.Add(new ItemContainer { Item = item, Count = saved.Count });
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continue;
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}
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GameLogger.Log("INVENTORY", $"saved item '{saved.ID}' x{saved.Count} is not defined by any loaded mod; kept in the save", LogLevel.Warning);
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unresolved?.Add(saved);
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}
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runtime.Inventory.Items = containers;
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}
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}
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if (slot.Data.TryGetValue(RecipesBlob, out var recipeBlob))
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if (slot.Data.TryGetValue(RecipesBlob, out var recipeBlob))
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@@ -52,12 +52,13 @@ namespace Cthangover.Core.Factories.Impls
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/// </summary>
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/// </summary>
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private Dictionary<string, RecipeInfo> EnsureInfos()
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private Dictionary<string, RecipeInfo> EnsureInfos()
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{
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{
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if (_allInfos != null)
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// The resolver's dictionary identity is the data snapshot: a new one drops the built recipes.
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return _allInfos;
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var infos = Entities.Collect<RecipeInfo>();
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var infos = Entities.Collect<RecipeInfo>();
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if (ModManager.Instance.IsInitialized)
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if (!ReferenceEquals(infos, _allInfos))
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{
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_allInfos = infos;
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_allInfos = infos;
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_cache.Clear();
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}
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return infos;
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return infos;
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}
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}
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@@ -0,0 +1,36 @@
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namespace Cthangover.Mods.Items.Tests
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{
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using System.Linq;
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using Cthangover.Core.Items;
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using Cthangover.Core.Mods.Resolvers;
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using Cthangover.Core.Mods.Testing;
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/// <summary>
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/// Stack arithmetic of <see cref="Inventory"/>: a count that is not
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/// positive is no operation at all — a negative removal must not grow a
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/// stack and an addition must not create an empty or negative one.
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/// </summary>
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public class InventoryTests
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{
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[ModTest("inventory/non_positive_counts_change_nothing")]
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static void NonPositiveCountsChangeNothing(ModTestContext ctx)
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{
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var id = Entities.Collect<ItemInfo>().Keys.First();
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var inventory = new Inventory();
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inventory.Add(id, 2);
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var before = inventory.CheckCount(id);
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ModAssert.False(inventory.Remove(id, -5), "negative removal is refused");
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ModAssert.False(inventory.Remove(id, 0), "zero removal is refused");
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inventory.Add(id, -3);
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inventory.Add(id, 0);
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ModAssert.Equal(before, inventory.CheckCount(id), "stack count after non-positive operations");
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var other = Entities.Collect<ItemInfo>().Keys.FirstOrDefault(k => !inventory.HasItem(k));
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if (other == null)
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return;
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inventory.Add(other, 0);
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ModAssert.False(inventory.HasItem(other), "zero addition creates no stack");
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}
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}
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}
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@@ -0,0 +1,54 @@
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namespace Cthangover.Mods.Items.Tests
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{
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using System.Collections.Generic;
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using System.Linq;
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using Cthangover.Core.Items;
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using Cthangover.Core.Mods.Resolvers;
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using Cthangover.Core.Mods.Testing;
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using Cthangover.Core.Settings;
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/// <summary>
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/// The items slot across a change of the game's content: a save may name
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/// an item no loaded mod defines any more (its mod was removed or the id
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/// renamed). Loading it must keep the rest of the inventory usable, and
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/// the next save must still be written — with the unknown stack kept, so
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/// it comes back with its mod.
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/// </summary>
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public class ItemsSaveableTests
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{
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private const string UnknownId = "__test/no_such_item";
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[ModTest("save/unknown_item_survives_load_and_save")]
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static void UnknownItemSurvivesLoadAndSave(ModTestContext ctx)
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{
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var known = Entities.Collect<ItemInfo>().Keys.First();
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var runtime = GameData.Instance.Runtime;
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var original = runtime.Inventory;
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try
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{
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runtime.Inventory = new Inventory();
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var slot = new ModSlot();
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slot.Data["Inventory"] = new DataBlob(1, new List<CItem>
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{
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new() { ID = known, Count = 4 },
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new() { ID = UnknownId, Count = 3 },
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});
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var saveable = new ItemsSaveable();
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ModAssert.True(saveable.OnLoad(slot, out _), "slot with an unknown item loads");
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ModAssert.Equal(4, runtime.Inventory.CheckCount(known), "known stack restored");
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ModAssert.False(runtime.Inventory.HasItem(UnknownId), "unknown item is not a usable stack");
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var saved = new ModSlot();
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saveable.OnSave(saved);
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var items = saved.Data["Inventory"].ReadJson<List<CItem>>();
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ModAssert.Equal(4, items.Single(i => i.ID == known).Count, "known stack saved");
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ModAssert.Equal(3, items.Single(i => i.ID == UnknownId).Count, "unknown stack kept in the save");
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}
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finally
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{
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runtime.Inventory = original;
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}
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}
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}
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}
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