Exemplo n.º 1
1
std::vector<comp_selection<tool_comp>> craft_command::check_tool_components_missing(
                                        const inventory &map_inv ) const
{
    std::vector<comp_selection<tool_comp>> missing;

    for( const auto &tool_sel : tool_selections ) {
        itype_id type = tool_sel.comp.type;
        if( tool_sel.comp.count > 0 ) {
            long count = tool_sel.comp.count * batch_size;
            switch( tool_sel.use_from ) {
                case use_from_player:
                    if( !crafter->has_charges( type, count ) ) {
                        missing.push_back( tool_sel );
                    }
                    break;
                case use_from_map:
                    if( !map_inv.has_charges( type, count ) ) {
                        missing.push_back( tool_sel );
                    }
                    break;
                case use_from_both:
                case use_from_none:
                case cancel:
                    break;
            }
        } else if( !crafter->has_amount( type, 1 ) && !map_inv.has_tools( type, 1 ) ) {
            missing.push_back( tool_sel );
        }
    }

    return missing;
}
Exemplo n.º 2
0
bool tool_comp::has( const inventory &crafting_inv, int batch ) const
{
    if( !by_charges() ) {
        return crafting_inv.has_tools( type, std::abs( count ) );
    } else {
        return crafting_inv.has_charges( type, count * batch );
    }
}
Exemplo n.º 3
0
static bool player_can_build(player &p, inventory pinv, construction *con)
{
    if (p.skillLevel(con->skill) < con->difficulty) {
        return false;
    }

    bool has_tool = false;
    bool has_component = false;
    bool tools_required = false;
    bool components_required = false;

    for (int j = 0; j < con->tools.size(); j++) {
        if (con->tools[j].size() > 0) {
            tools_required = true;
            has_tool = false;
            for (unsigned k = 0; k < con->tools[j].size(); k++) {
                if (pinv.has_tools(con->tools[j][k].type, 1)) {
                    has_tool = true;
                    con->tools[j][k].available = 1;
                } else {
                    con->tools[j][k].available = -1;
                }
            }
            if (!has_tool) { // missing one of the tools for this stage
                break;
            }
        }
    }

    for (int j = 0; j < con->components.size(); ++j) {
        if (con->components[j].size() > 0) {
            components_required = true;
            has_component = false;
            for (unsigned k = 0; k < con->components[j].size(); k++) {
                if (( item_controller->find_template(con->components[j][k].type)->is_ammo() &&
                      pinv.has_charges(con->components[j][k].type,
                                       con->components[j][k].count)    ) ||
                    (!item_controller->find_template(con->components[j][k].type)->is_ammo() &&
                     pinv.has_components (con->components[j][k].type,
                                      con->components[j][k].count)    )) {
                    has_component = true;
                    con->components[j][k].available = 1;
                } else {
                    con->components[j][k].available = -1;
                }
            }
            if (!has_component) { // missing one of the comps for this stage
                break;
            }
        }
    }

    return (has_component || !components_required) &&
           (has_tool || !tools_required);
}
Exemplo n.º 4
0
std::string tool_comp::get_color( bool has_one, const inventory &crafting_inv, int batch ) const
{
    if( available == a_insufficent ) {
        return "brown";
    } else if( !by_charges() && crafting_inv.has_tools( type, std::abs( count ) ) ) {
        return "green";
    } else if( by_charges() && crafting_inv.has_charges( type, count * batch ) ) {
        return "green";
    }
    return has_one ? "dkgray" : "red";
}
Exemplo n.º 5
0
bool tool_comp::has( const inventory &crafting_inv, int batch ) const
{
    if( g->u.has_trait( "DEBUG_HS" ) ) {
        return true;
    }

    if( !by_charges() ) {
        return crafting_inv.has_tools( type, std::abs( count ) );
    } else {
        return crafting_inv.has_charges( type, count * batch );
    }
}
Exemplo n.º 6
0
bool tool_comp::has( const inventory &crafting_inv, int batch ) const
{
    if( type == "goggles_welding" ) {
        if( g->u.has_bionic( "bio_sunglasses" ) || g->u.is_wearing( "rm13_armor_on" ) ) {
            return true;
        }
    }
    if( !by_charges() ) {
        return crafting_inv.has_tools( type, std::abs( count ) );
    } else {
        return crafting_inv.has_charges( type, count * batch );
    }
}
Exemplo n.º 7
0
std::string tool_comp::get_color( bool has_one, const inventory &crafting_inv, int batch ) const
{
    if( type == "goggles_welding" ) {
        if( g->u.has_bionic( "bio_sunglasses" ) || g->u.is_wearing( "rm13_armor_on" ) ) {
            return "cyan";
        }
    }
    if( available == a_insufficent ) {
        return "brown";
    } else if( !by_charges() && crafting_inv.has_tools( type, std::abs( count ) ) ) {
        return "green";
    } else if( by_charges() && crafting_inv.has_charges( type, count * batch ) ) {
        return "green";
    }
    return has_one ? "dkgray" : "red";
}
Exemplo n.º 8
0
bool requirements::check_enough_materials( const item_comp& comp, const inventory& crafting_inv ) const
{
    if( comp.available != a_true ) {
        return false;
    }
    const itype *it = item_controller->find_template( comp.type );
    const tool_comp *tq = find_by_type( tools, comp.type );
    if( tq != nullptr ) {
        // The very same item type is also needed as tool!
        // Use charges of it, or use it by count?
        const int tc = tq->count < 0 ? std::abs( tq->count ) : 1;
        // Check for components + tool count. Check item amount (excludes
        // pseudo items) and tool amount (includes pseudo items)
        // Imagine: required = 1 welder (component) + 1 welder (tool),
        // available = 1 welder (real item), 1 welding rig (creates
        // a pseudo welder item). has_components(welder,2) returns false
        // as there is only one real welder available, but has_tools(welder,2)
        // returns true.
        // Keep in mind that both requirements (tool+component) are checked
        // before this. That assures that one real item is actually available,
        // two welding rigs (and no real welder) would make this component
        // non-available even before this function is called.
        // Only ammo and (some) food is counted by charges, both are unlikely
        // to appear as tool, but it's possible /-:
        bool has_comps;
        if( it->count_by_charges() && comp.count > 0 ) {
            has_comps = crafting_inv.has_charges( comp.type, comp.count + tc );
        } else {
            has_comps = crafting_inv.has_components( comp.type, abs( comp.count ) + tc );
        }
        if( !has_comps && !crafting_inv.has_tools( comp.type, comp.count + tc ) ) {
            comp.available = a_insufficent;
        }
    }
    for( const auto &ql : it->qualities ) {
        const quality_requirement *qr = find_by_type( qualities, ql.first );
        if( qr == nullptr || qr->level > ql.second ) {
            continue;
        }
        // This item can be used for the quality requirement, same as above for specific
        // tools applies.
        if( !crafting_inv.has_items_with_quality( qr->type, qr->level, qr->count + abs(comp.count) ) ) {
            comp.available = a_insufficent;
        }
    }
    return comp.available == a_true;
}
Exemplo n.º 9
0
bool tool_comp::has( const inventory &crafting_inv, int batch,
                     std::function<void( int )> visitor ) const
{
    if( g->u.has_trait( trait_DEBUG_HS ) ) {
        return true;
    }

    if( !by_charges() ) {
        return crafting_inv.has_tools( type, std::abs( count ) );
    } else {
        int charges_found = crafting_inv.charges_of( type, count * batch );
        if( charges_found == count * batch ) {
            return true;
        }
        const auto &binned = crafting_inv.get_binned_items();
        const auto iter = binned.find( type );
        if( iter == binned.end() ) {
            return false;
        }
        bool has_UPS = false;
        for( const item *it : iter->second ) {
            it->visit_items( [&has_UPS]( const item * e ) {
                if( e->has_flag( "USE_UPS" ) ) {
                    has_UPS = true;
                    return VisitResponse::ABORT;
                }
                return VisitResponse::NEXT;
            } );
        }
        if( has_UPS ) {
            int UPS_charges_used =
                crafting_inv.charges_of( "UPS", ( count * batch ) - charges_found );
            if( visitor && UPS_charges_used + charges_found >= ( count * batch ) ) {
                visitor( UPS_charges_used );
            }
            charges_found += UPS_charges_used;
        }
        return charges_found == count * batch;
    }
}
Exemplo n.º 10
0
bool player::can_disassemble( const item &obj, const inventory &inv, std::string *err ) const
{
    const auto error = [&err]( const std::string & message ) {
        if( err != nullptr ) {
            *err = message;
        }
        return false;
    };

    const auto &r = recipe_dictionary::get_uncraft( obj.typeId() );

    if( !r ) {
        return error( string_format( _( "You cannot disassemble this." ) ) );
    }

    // check sufficient light
    if( lighting_craft_speed_multiplier( r ) == 0.0f ) {
        return error( _( "You can't see to craft!" ) );
    }
    // refuse to disassemble rotten items
    if( obj.goes_bad() || ( obj.is_food_container() && obj.contents.front().goes_bad() ) ) {
        if( obj.rotten() || ( obj.is_food_container() && obj.contents.front().rotten() ) ) {
            return error( _( "It's rotten, I'm not taking that apart." ) );
        }
    }

    if( obj.count_by_charges() && !r.has_flag( "UNCRAFT_SINGLE_CHARGE" ) ) {
        // Create a new item to get the default charges
        int qty = r.create_result().charges;
        if( obj.charges < qty ) {
            auto msg = ngettext( "You need at least %d charge of %s.",
                                 "You need at least %d charges of %s.", qty );
            return error( string_format( msg, qty, obj.tname().c_str() ) );
        }
    }

    const auto &dis = r.disassembly_requirements();

    for( const auto &opts : dis.get_qualities() ) {
        for( const auto &qual : opts ) {
            if( !qual.has( inv ) ) {
                // Here should be no dot at the end of the string as 'to_string()' provides it.
                return error( string_format( _( "You need %s" ), qual.to_string().c_str() ) );
            }
        }
    }

    for( const auto &opts : dis.get_tools() ) {
        const bool found = std::any_of( opts.begin(), opts.end(),
        [&]( const tool_comp & tool ) {
            return ( tool.count <= 0 && inv.has_tools( tool.type, 1 ) ) ||
                   ( tool.count >  0 && inv.has_charges( tool.type, tool.count ) );
        } );

        if( !found ) {
            if( opts.front().count <= 0 ) {
                return error( string_format( _( "You need %s." ),
                                             item::nname( opts.front().type ).c_str() ) );
            } else {
                return error( string_format( ngettext( "You need a %s with %d charge.",
                                                       "You need a %s with %d charges.",
                                                       opts.front().count ),
                                             item::nname( opts.front().type ).c_str(), opts.front().count ) );
            }
        }
    }

    return true;
}
Exemplo n.º 11
0
comp_selection<tool_comp>
player::select_tool_component( const std::vector<tool_comp> &tools, int batch, inventory &map_inv,
                               const std::string &hotkeys, bool can_cancel )
{

    comp_selection<tool_comp> selected;

    bool found_nocharge = false;
    std::vector<tool_comp> player_has;
    std::vector<tool_comp> map_has;
    // Use charges of any tools that require charges used
    for( auto it = tools.begin(); it != tools.end() && !found_nocharge; ++it ) {
        itype_id type = it->type;
        if( it->count > 0 ) {
            long count = it->count * batch;
            if( has_charges( type, count ) ) {
                player_has.push_back( *it );
            }
            if( map_inv.has_charges( type, count ) ) {
                map_has.push_back( *it );
            }
        } else if( has_amount( type, 1 ) || map_inv.has_tools( type, 1 ) ) {
            selected.comp = *it;
            found_nocharge = true;
        }
    }
    if( found_nocharge ) {
        selected.use_from = use_from_none;
        return selected;    // Default to using a tool that doesn't require charges
    }

    if( player_has.size() + map_has.size() == 1 ) {
        if( map_has.empty() ) {
            selected.use_from = use_from_player;
            selected.comp = player_has[0];
        } else {
            selected.use_from = use_from_map;
            selected.comp = map_has[0];
        }
    } else { // Variety of options, list them and pick one
        // Populate the list
        uimenu tmenu( hotkeys );
        for( auto &map_ha : map_has ) {
            std::string tmpStr = item::nname( map_ha.type ) + _( " (nearby)" );
            tmenu.addentry( tmpStr );
        }
        for( auto &player_ha : player_has ) {
            tmenu.addentry( item::nname( player_ha.type ) );
        }

        if( tmenu.entries.empty() ) {  // This SHOULD only happen if cooking with a fire,
            selected.use_from = use_from_none;
            return selected;    // and the fire goes out.
        }

        if( can_cancel ) {
            tmenu.addentry( -1, true, 'q', _( "Cancel" ) );
        }

        // Get selection via a popup menu
        tmenu.title = _( "Use which tool?" );
        tmenu.query();

        if( tmenu.ret == static_cast<int>( map_has.size() + player_has.size() ) ) {
            selected.use_from = cancel;
            return selected;
        }

        size_t uselection = static_cast<size_t>( tmenu.ret );
        if( uselection < map_has.size() ) {
            selected.use_from = use_from_map;
            selected.comp = map_has[uselection];
        } else {
            uselection -= map_has.size();
            selected.use_from = use_from_player;
            selected.comp = player_has[uselection];
        }
    }

    return selected;
}