Inventory refuses non-positive counts; unknown saved items kept; factories follow reloads
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+37
-37
@@ -1,37 +1,37 @@
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# Godot 4.x
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.godot/
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.idea/
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sdk/
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bin/
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obj/
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#ai
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.omo/
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.opencode/
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gen/
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obj/
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bin/
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*.tres~
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*.tscn~
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# GDScript LSP
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.godot/
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# Export
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*.exe
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*.dmg
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*.apk
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*.aab
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*.pck
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*.zip
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*.log
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# OS
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.DS_Store
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Thumbs.db
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# Editor
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*.import
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*.godot.uid
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# Godot 4.x
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.godot/
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.idea/
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sdk/
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bin/
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obj/
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#ai
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.omo/
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.opencode/
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gen/
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obj/
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bin/
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*.tres~
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*.tscn~
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# GDScript LSP
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.godot/
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# Export
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*.exe
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*.dmg
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*.apk
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*.aab
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*.pck
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*.zip
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*.log
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# OS
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.DS_Store
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Thumbs.db
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# Editor
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*.import
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*.godot.uid
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@@ -8,6 +8,9 @@
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"sources": [
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"src/**/*.cs"
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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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"test_suites": [
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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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/// <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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/// <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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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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if (string.IsNullOrWhiteSpace(id))
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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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/// <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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public void Add(string id, int count = 1)
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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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if (container != null)
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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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public bool Remove(string id, int count = 1)
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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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if (container == null)
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return false;
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+63
-63
@@ -1,63 +1,63 @@
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using System.Collections.Generic;
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using Cthangover.Core.Items;
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namespace Cthangover.Core.Factories.Impls
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{
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/// <summary>
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/// Registry of item action behaviours, indexed by <c>ID</c>. It discovers
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/// nothing itself: C# actions of every mod arrive through
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/// <c>ItemActionConsumer</c> as the kernel registers their assembly and
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/// leave with their mod, and GDScript-declared actions arrive through
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/// <c>ItemActionBridge</c>. A mod therefore introduces a new item action
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/// simply by containing a public class that implements the interface.
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///
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/// The <c>"null"</c> ID string is treated as a no-op action (the
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/// fallback for items that don't have an on-use effect), avoiding
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/// the need for a sentinel <c>NullItemAction</c> class.
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/// <para/>
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/// The single instance lives in this mod assembly as a static lazy
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/// singleton; the static facade stays as the public API.
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/// </summary>
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public class ItemActionFactory
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{
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private static ItemActionFactory _instance;
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/// <summary>Static lazy singleton; kept as the public API.</summary>
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public static ItemActionFactory Instance => _instance ??= new ItemActionFactory();
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private readonly IDictionary<string, IItemAction> data = new Dictionary<string, IItemAction>();
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internal ItemActionFactory()
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{
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}
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/// <summary>Registers a single action under its <see cref="IItemAction.ID"/>; the first action of an id wins, null/empty ids are ignored.</summary>
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public void Register(IItemAction action)
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{
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if (action != null && !string.IsNullOrEmpty(action.ID) && !data.ContainsKey(action.ID))
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data[action.ID] = action;
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}
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/// <summary>
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/// Removes exactly <paramref name="action"/> (its mod is being unloaded);
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/// an id owned by another action instance is left alone.
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/// </summary>
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public void Unregister(IItemAction action)
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{
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if (action != null && !string.IsNullOrEmpty(action.ID) && data.TryGetValue(action.ID, out var registered) && registered == action)
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data.Remove(action.ID);
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}
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/// <summary>
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/// Resolves the behaviour registered under <paramref name="id"/>.
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/// The special id <c>"null"</c> (or an empty value) is an explicit
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/// no-action marker and returns <c>null</c>, as does an unknown id.
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/// </summary>
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public IItemAction Get(string id)
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{
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if (string.IsNullOrWhiteSpace(id) || id == "null")
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return null;
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return data[id];
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}
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}
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}
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using System.Collections.Generic;
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using Cthangover.Core.Items;
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namespace Cthangover.Core.Factories.Impls
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{
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/// <summary>
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/// Registry of item action behaviours, indexed by <c>ID</c>. It discovers
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/// nothing itself: C# actions of every mod arrive through
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/// <c>ItemActionConsumer</c> as the kernel registers their assembly and
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/// leave with their mod, and GDScript-declared actions arrive through
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/// <c>ItemActionBridge</c>. A mod therefore introduces a new item action
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/// simply by containing a public class that implements the interface.
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///
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/// The <c>"null"</c> ID string is treated as a no-op action (the
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/// fallback for items that don't have an on-use effect), avoiding
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/// the need for a sentinel <c>NullItemAction</c> class.
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/// <para/>
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/// The single instance lives in this mod assembly as a static lazy
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/// singleton; the static facade stays as the public API.
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/// </summary>
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public class ItemActionFactory
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{
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private static ItemActionFactory _instance;
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/// <summary>Static lazy singleton; kept as the public API.</summary>
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public static ItemActionFactory Instance => _instance ??= new ItemActionFactory();
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private readonly IDictionary<string, IItemAction> data = new Dictionary<string, IItemAction>();
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internal ItemActionFactory()
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{
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}
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/// <summary>Registers a single action under its <see cref="IItemAction.ID"/>; the first action of an id wins, null/empty ids are ignored.</summary>
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public void Register(IItemAction action)
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{
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if (action != null && !string.IsNullOrEmpty(action.ID) && !data.ContainsKey(action.ID))
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data[action.ID] = action;
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}
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/// <summary>
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/// Removes exactly <paramref name="action"/> (its mod is being unloaded);
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/// an id owned by another action instance is left alone.
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/// </summary>
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public void Unregister(IItemAction action)
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{
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if (action != null && !string.IsNullOrEmpty(action.ID) && data.TryGetValue(action.ID, out var registered) && registered == action)
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data.Remove(action.ID);
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}
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/// <summary>
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/// Resolves the behaviour registered under <paramref name="id"/>.
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/// The special id <c>"null"</c> (or an empty value) is an explicit
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/// no-action marker and returns <c>null</c>, as does an unknown id.
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/// </summary>
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public IItemAction Get(string id)
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{
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if (string.IsNullOrWhiteSpace(id) || id == "null")
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return null;
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return data[id];
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}
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}
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}
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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.Mods;
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using Cthangover.Core.Mods.Resolvers;
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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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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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/// 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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@@ -31,14 +27,9 @@ namespace Cthangover.Core.Factories.Impls
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if (string.IsNullOrEmpty(id))
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return null;
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var infos = items ?? Entities.Collect<ItemInfo>();
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// The registry refuses mod-data access until Boot.IsReady, so
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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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// 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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var infos = Entities.Collect<ItemInfo>();
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if (!infos.TryGetValue(id, out var info))
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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.Mods;
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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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{
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@@ -28,8 +29,13 @@ namespace Cthangover.Mods.Items
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if (runtime == null)
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return;
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slot.Data[InventoryBlob] = new DataBlob(1, runtime.Inventory.Items.Select(o =>
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new CItem { ID = o.Item.ID, Count = o.Count }).ToList());
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var items = runtime.Inventory.Items
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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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}
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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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{
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var items = invBlob.ReadJson<List<CItem>>();
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runtime.Inventory.Items = items?.Select(o =>
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(IItemContainer)new ItemContainer
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{ Item = ItemFactory.Instance.Get(o.ID), Count = o.Count }).ToList()
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?? new List<IItemContainer>();
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var containers = new List<IItemContainer>();
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var unresolved = (runtime.Inventory as Inventory)?.UnresolvedItems;
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unresolved?.Clear();
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foreach (var saved in invBlob.ReadJson<List<CItem>>() ?? new List<CItem>())
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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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if (slot.Data.TryGetValue(RecipesBlob, out var recipeBlob))
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+50
-50
@@ -1,50 +1,50 @@
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using System.Collections.Generic;
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using System.Linq;
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using Cthangover.Core.Factories.Impls;
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using Cthangover.Core.Items;
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namespace Cthangover.Core.Settings
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{
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/// <summary>
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/// Tracks which crafting recipes the player has unlocked. Internally
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/// a <see cref="HashSet{String}"/> of recipe IDs that provides <c>O(1)</c>
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/// lookup. Recipes can be queried by <see cref="IRecipe.WorkbenchType"/>
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/// via <see cref="GetRecipesByType"/>, which resolves each ID through
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/// <see cref="Cthangover.Core.Factories.Impls.RecipeFactory"/> and
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/// filters the resulting <see cref="IRecipe"/> objects.
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/// </summary>
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public class RecipeData : IRecipeData
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{
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/// <summary>Set of known recipe IDs (duplicate insertion is silently ignored).</summary>
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public HashSet<string> Data { get; set; } = new();
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/// <summary>
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/// Unlocks a recipe by ID. Returns <c>false</c> if the recipe
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/// was already known (duplicate).
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/// </summary>
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public bool Add(string id)
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{
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return Data.Add(id);
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}
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/// <summary><c>true</c> if the recipe with the given ID is already unlocked.</summary>
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public bool Has(string id)
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{
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return Data.Contains(id);
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}
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/// <summary>
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/// Returns all known recipes that belong to the specified
|
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/// <see cref="WorkbenchType"/>. Each ID is resolved via
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/// <see cref="Cthangover.Core.Factories.Impls.RecipeFactory.Instance"/>
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/// and filtered; IDs that resolve to <c>null</c> are silently
|
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/// dropped.
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/// </summary>
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public List<IRecipe> GetRecipesByType(WorkbenchType type)
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{
|
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return Data.Select(o => RecipeFactory.Instance.Get(o))
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.Where(o => o.WorkbenchType == type)
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.ToList();
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}
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}
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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.Factories.Impls;
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using Cthangover.Core.Items;
|
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|
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namespace Cthangover.Core.Settings
|
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{
|
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/// <summary>
|
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/// Tracks which crafting recipes the player has unlocked. Internally
|
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/// a <see cref="HashSet{String}"/> of recipe IDs that provides <c>O(1)</c>
|
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/// lookup. Recipes can be queried by <see cref="IRecipe.WorkbenchType"/>
|
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/// via <see cref="GetRecipesByType"/>, which resolves each ID through
|
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/// <see cref="Cthangover.Core.Factories.Impls.RecipeFactory"/> and
|
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/// filters the resulting <see cref="IRecipe"/> objects.
|
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/// </summary>
|
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public class RecipeData : IRecipeData
|
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{
|
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/// <summary>Set of known recipe IDs (duplicate insertion is silently ignored).</summary>
|
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public HashSet<string> Data { get; set; } = new();
|
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|
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/// <summary>
|
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/// Unlocks a recipe by ID. Returns <c>false</c> if the recipe
|
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/// was already known (duplicate).
|
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/// </summary>
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public bool Add(string id)
|
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{
|
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return Data.Add(id);
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}
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|
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/// <summary><c>true</c> if the recipe with the given ID is already unlocked.</summary>
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public bool Has(string id)
|
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{
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return Data.Contains(id);
|
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}
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|
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/// <summary>
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/// Returns all known recipes that belong to the specified
|
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/// <see cref="WorkbenchType"/>. Each ID is resolved via
|
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/// <see cref="Cthangover.Core.Factories.Impls.RecipeFactory.Instance"/>
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/// and filtered; IDs that resolve to <c>null</c> are silently
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/// dropped.
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/// </summary>
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public List<IRecipe> GetRecipesByType(WorkbenchType type)
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{
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return Data.Select(o => RecipeFactory.Instance.Get(o))
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.Where(o => o.WorkbenchType == type)
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.ToList();
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}
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}
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}
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@@ -52,12 +52,13 @@ namespace Cthangover.Core.Factories.Impls
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/// </summary>
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private Dictionary<string, RecipeInfo> EnsureInfos()
|
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{
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if (_allInfos != null)
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return _allInfos;
|
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|
||||
// The resolver's dictionary identity is the data snapshot: a new one drops the built recipes.
|
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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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_allInfos = infos;
|
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_cache.Clear();
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}
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return infos;
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}
|
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|
||||
|
||||
@@ -1,41 +1,41 @@
|
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using System.Collections.Generic;
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using Cthangover.Core.Items;
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using Cthangover.Mods.Interface.Base.Lists.Impls;
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||||
|
||||
namespace Cthangover.Core.UI.Inventory
|
||||
{
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||||
/// <summary>
|
||||
/// Grid-based inventory display using ColumnCellListWidget. Binds an
|
||||
/// external List<IItemContainer>. The List property setter auto-refreshes
|
||||
/// the UI — intended for data-driven updates where the inventory source
|
||||
/// pushes a new list reference rather than items mutating in place.
|
||||
/// </summary>
|
||||
public partial class InventoryBagBehaviour : ColumnCellListWidget<InventoryItemBehaviour, IItemContainer>
|
||||
{
|
||||
private List<IItemContainer> list;
|
||||
|
||||
/// <summary>
|
||||
/// Bound inventory data source. Setting this property immediately rebuilds
|
||||
/// the grid display via <see cref="Refresh"/>. The entire grid is
|
||||
/// reconstructed from the new list reference.
|
||||
/// </summary>
|
||||
public List<IItemContainer> List
|
||||
{
|
||||
get => list;
|
||||
set
|
||||
{
|
||||
list = value;
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides the current <see cref="List"/> as the data collection for the
|
||||
/// <see cref="ColumnCellListWidget{TItem, TModel}"/> base.
|
||||
/// </summary>
|
||||
public override ICollection<IItemContainer> CreateModels()
|
||||
{
|
||||
return list;
|
||||
}
|
||||
}
|
||||
}
|
||||
using System.Collections.Generic;
|
||||
using Cthangover.Core.Items;
|
||||
using Cthangover.Mods.Interface.Base.Lists.Impls;
|
||||
|
||||
namespace Cthangover.Core.UI.Inventory
|
||||
{
|
||||
/// <summary>
|
||||
/// Grid-based inventory display using ColumnCellListWidget. Binds an
|
||||
/// external List<IItemContainer>. The List property setter auto-refreshes
|
||||
/// the UI — intended for data-driven updates where the inventory source
|
||||
/// pushes a new list reference rather than items mutating in place.
|
||||
/// </summary>
|
||||
public partial class InventoryBagBehaviour : ColumnCellListWidget<InventoryItemBehaviour, IItemContainer>
|
||||
{
|
||||
private List<IItemContainer> list;
|
||||
|
||||
/// <summary>
|
||||
/// Bound inventory data source. Setting this property immediately rebuilds
|
||||
/// the grid display via <see cref="Refresh"/>. The entire grid is
|
||||
/// reconstructed from the new list reference.
|
||||
/// </summary>
|
||||
public List<IItemContainer> List
|
||||
{
|
||||
get => list;
|
||||
set
|
||||
{
|
||||
list = value;
|
||||
Refresh();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Provides the current <see cref="List"/> as the data collection for the
|
||||
/// <see cref="ColumnCellListWidget{TItem, TModel}"/> base.
|
||||
/// </summary>
|
||||
public override ICollection<IItemContainer> CreateModels()
|
||||
{
|
||||
return list;
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,36 @@
|
||||
namespace Cthangover.Mods.Items.Tests
|
||||
{
|
||||
using System.Linq;
|
||||
using Cthangover.Core.Items;
|
||||
using Cthangover.Core.Mods.Resolvers;
|
||||
using Cthangover.Core.Mods.Testing;
|
||||
|
||||
/// <summary>
|
||||
/// Stack arithmetic of <see cref="Inventory"/>: a count that is not
|
||||
/// positive is no operation at all — a negative removal must not grow a
|
||||
/// stack and an addition must not create an empty or negative one.
|
||||
/// </summary>
|
||||
public class InventoryTests
|
||||
{
|
||||
[ModTest("inventory/non_positive_counts_change_nothing")]
|
||||
static void NonPositiveCountsChangeNothing(ModTestContext ctx)
|
||||
{
|
||||
var id = Entities.Collect<ItemInfo>().Keys.First();
|
||||
var inventory = new Inventory();
|
||||
inventory.Add(id, 2);
|
||||
var before = inventory.CheckCount(id);
|
||||
|
||||
ModAssert.False(inventory.Remove(id, -5), "negative removal is refused");
|
||||
ModAssert.False(inventory.Remove(id, 0), "zero removal is refused");
|
||||
inventory.Add(id, -3);
|
||||
inventory.Add(id, 0);
|
||||
ModAssert.Equal(before, inventory.CheckCount(id), "stack count after non-positive operations");
|
||||
|
||||
var other = Entities.Collect<ItemInfo>().Keys.FirstOrDefault(k => !inventory.HasItem(k));
|
||||
if (other == null)
|
||||
return;
|
||||
inventory.Add(other, 0);
|
||||
ModAssert.False(inventory.HasItem(other), "zero addition creates no stack");
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -0,0 +1,54 @@
|
||||
namespace Cthangover.Mods.Items.Tests
|
||||
{
|
||||
using System.Collections.Generic;
|
||||
using System.Linq;
|
||||
using Cthangover.Core.Items;
|
||||
using Cthangover.Core.Mods.Resolvers;
|
||||
using Cthangover.Core.Mods.Testing;
|
||||
using Cthangover.Core.Settings;
|
||||
|
||||
/// <summary>
|
||||
/// The items slot across a change of the game's content: a save may name
|
||||
/// an item no loaded mod defines any more (its mod was removed or the id
|
||||
/// renamed). Loading it must keep the rest of the inventory usable, and
|
||||
/// the next save must still be written — with the unknown stack kept, so
|
||||
/// it comes back with its mod.
|
||||
/// </summary>
|
||||
public class ItemsSaveableTests
|
||||
{
|
||||
private const string UnknownId = "__test/no_such_item";
|
||||
|
||||
[ModTest("save/unknown_item_survives_load_and_save")]
|
||||
static void UnknownItemSurvivesLoadAndSave(ModTestContext ctx)
|
||||
{
|
||||
var known = Entities.Collect<ItemInfo>().Keys.First();
|
||||
var runtime = GameData.Instance.Runtime;
|
||||
var original = runtime.Inventory;
|
||||
try
|
||||
{
|
||||
runtime.Inventory = new Inventory();
|
||||
var slot = new ModSlot();
|
||||
slot.Data["Inventory"] = new DataBlob(1, new List<CItem>
|
||||
{
|
||||
new() { ID = known, Count = 4 },
|
||||
new() { ID = UnknownId, Count = 3 },
|
||||
});
|
||||
var saveable = new ItemsSaveable();
|
||||
|
||||
ModAssert.True(saveable.OnLoad(slot, out _), "slot with an unknown item loads");
|
||||
ModAssert.Equal(4, runtime.Inventory.CheckCount(known), "known stack restored");
|
||||
ModAssert.False(runtime.Inventory.HasItem(UnknownId), "unknown item is not a usable stack");
|
||||
|
||||
var saved = new ModSlot();
|
||||
saveable.OnSave(saved);
|
||||
var items = saved.Data["Inventory"].ReadJson<List<CItem>>();
|
||||
ModAssert.Equal(4, items.Single(i => i.ID == known).Count, "known stack saved");
|
||||
ModAssert.Equal(3, items.Single(i => i.ID == UnknownId).Count, "unknown stack kept in the save");
|
||||
}
|
||||
finally
|
||||
{
|
||||
runtime.Inventory = original;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in new issue
Block a user