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; }
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 ); } }
std::vector<comp_selection<item_comp>> craft_command::check_item_components_missing( const inventory &map_inv ) const { std::vector<comp_selection<item_comp>> missing; for( const auto &item_sel : item_selections ) { itype_id type = item_sel.comp.type; item_comp component = item_sel.comp; long count = ( component.count > 0 ) ? component.count * batch_size : abs( component.count ); if( item::count_by_charges( type ) && count > 0 ) { switch( item_sel.use_from ) { case use_from_player: if( !crafter->has_charges( type, count ) ) { missing.push_back( item_sel ); } break; case use_from_map: if( !map_inv.has_charges( type, count ) ) { missing.push_back( item_sel ); } break; case use_from_both: if( !( crafter->charges_of( type ) + map_inv.charges_of( type ) >= count ) ) { missing.push_back( item_sel ); } break; case use_from_none: case cancel: break; } } else { // Counting by units, not charges. switch( item_sel.use_from ) { case use_from_player: if( !crafter->has_amount( type, count ) ) { missing.push_back( item_sel ); } break; case use_from_map: if( !map_inv.has_components( type, count ) ) { missing.push_back( item_sel ); } break; case use_from_both: if( !( crafter->amount_of( type ) + map_inv.amount_of( type ) >= count ) ) { missing.push_back( item_sel ); } break; case use_from_none: case cancel: break; } } } return missing; }
bool player_can_build(player &p, inventory pinv, construction *con) { if (p.skillLevel("carpentry") < 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_amount(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_amount (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); }
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"; }
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 ); } }
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 ); } }
bool item_comp::has( const inventory &crafting_inv, int batch ) const { if( g->u.has_trait( "DEBUG_HS" ) ) { return true; } const int cnt = std::abs( count ) * batch; if( item::count_by_charges( type ) ) { return crafting_inv.has_charges( type, cnt ); } else { return crafting_inv.has_components( type, cnt ); } }
std::string item_comp::get_color( bool has_one, const inventory &crafting_inv, int batch ) const { const int cnt = std::abs( count ) * batch; if( available == a_insufficent ) { return "brown"; } else if( item::count_by_charges( type ) ) { if( crafting_inv.has_charges( type, cnt ) ) { return "green"; } } else if( crafting_inv.has_components( type, cnt ) ) { return "green"; } return has_one ? "dkgray" : "red"; }
bool game::player_can_build(player &p, inventory inv, constructable* con, int level, bool specific) // defaults: level==0, specific==false { if (level < 0) // used as escape value in place_construction() return false; int stop = (specific ? level : con->stages.size()); do { construction_stage stage = con->stages[level]; int number_of_tools = 0, number_of_components = 0; int number_of_req_tools = 0, number_of_req_components = 0; for (int j = 0; j < 3; j++) { // counting available tools if (stage.tools[j].size() > 0) { number_of_req_tools++; for (int k = 0; k < stage.tools[j].size(); k++) if (inv.has_amount(stage.tools[j][k], 1)) { number_of_tools++; break; } } // counting available components if (stage.components[j].size() > 0) { number_of_req_components++; for (int k = 0; k < stage.components[j].size(); k++) if (( itypes[stage.components[j][k].type]->is_ammo() && inv.has_charges(stage.components[j][k].type, stage.components[j][k].count) ) || (!itypes[stage.components[j][k].type]->is_ammo() && inv.has_amount (stage.components[j][k].type, stage.components[j][k].count) )) { number_of_components++; break; } } } // difficulty check + summary if (!(p.sklevel[sk_carpentry] < stage.difficulty) && number_of_tools == number_of_req_tools && number_of_components == number_of_req_components) return true; level++; } while (level < stop); return false; }
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"; }
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; }
std::string item_comp::get_color( bool has_one, const inventory &crafting_inv, int batch ) const { if( type == "rope_30" || type == "rope_6" ) { if( g->u.has_trait( "WEB_ROPE" ) && g->u.get_hunger() <= 300 ) { return "ltgreen"; // Show that WEB_ROPE is on the job! } } const int cnt = std::abs( count ) * batch; if( available == a_insufficent ) { return "brown"; } else if( item::count_by_charges( type ) ) { if( crafting_inv.has_charges( type, cnt ) ) { return "green"; } } else if( crafting_inv.has_components( type, cnt ) ) { return "green"; } return has_one ? "dkgray" : "red"; }
bool item_comp::has( const inventory &crafting_inv, int batch ) const { // If you've Rope Webs, you can spin up the webbing to replace any amount of // rope your projects may require. But you need to be somewhat nourished: // Famished or worse stops it. if( type == "rope_30" || type == "rope_6" ) { // NPC don't craft? // TODO: what about the amount of ropes vs the hunger? if( g->u.has_trait( "WEB_ROPE" ) && g->u.get_hunger() <= 300 ) { return true; } } const int cnt = std::abs( count ) * batch; if( item::count_by_charges( type ) ) { return crafting_inv.has_charges( type, cnt ); } else { return crafting_inv.has_components( type, cnt ); } }
std::string item_comp::get_color( bool has_one, const inventory &crafting_inv ) const { if( type == "rope_30" || type == "rope_6" ) { if( g->u.has_trait( "WEB_ROPE" ) && g->u.hunger <= 300 ) { return "ltgreen"; // Show that WEB_ROPE is on the job! } } const itype *it = item_controller->find_template( type ); if( available == a_insufficent ) { return "brown"; } else if( it->count_by_charges() && count > 0 ) { if( crafting_inv.has_charges( type, count ) ) { return "green"; } } else if( crafting_inv.has_components( type, abs( count ) ) ) { return "green"; } return has_one ? "dkgray" : "red"; }
bool item_comp::has( const inventory &crafting_inv ) const { // If you've Rope Webs, you can spin up the webbing to replace any amount of // rope your projects may require. But you need to be somewhat nourished: // Famished or worse stops it. if( type == "rope_30" || type == "rope_6" ) { // NPC don't craft? // TODO: what about the amount of ropes vs the hunger? if( g->u.has_trait( "WEB_ROPE" ) && g->u.hunger <= 300 ) { return true; } } const itype *it = item_controller->find_template( type ); if( it->count_by_charges() && count > 0 ) { return crafting_inv.has_charges( type, count ); } else { return crafting_inv.has_components( type, abs( count ) ); } }
bool game::player_can_build(player &p, inventory inv, constructable* con, int level, bool cont) { if (p.sklevel[sk_carpentry] < con->difficulty) return false; if (level < 0) level = con->stages.size(); int start = 0; if (cont) start = level; for (int i = start; i < con->stages.size() && i <= level; i++) { construction_stage stage = con->stages[i]; for (int j = 0; j < 3; j++) { if (stage.tools[j].size() > 0) { bool has_tool = false; for (int k = 0; k < stage.tools[j].size() && !has_tool; k++) { if (inv.has_amount(stage.tools[j][k], 1)) has_tool = true; } if (!has_tool) return false; } if (stage.components[j].size() > 0) { bool has_component = false; for (int k = 0; k < stage.components[j].size() && !has_component; k++) { if (( itypes[stage.components[j][k].type]->is_ammo() && inv.has_charges(stage.components[j][k].type, stage.components[j][k].count) ) || (!itypes[stage.components[j][k].type]->is_ammo() && inv.has_amount (stage.components[j][k].type, stage.components[j][k].count) )) has_component = true; } if (!has_component) return false; } } } return true; }
bool game::player_can_build(player &p, inventory pinv, constructable* con, const int level, bool cont, bool exact_level) { int last_level = level; // default behavior: return true if any of the stages up to L can be constr'd // if exact_level, require that this level be constructable if (p.skillLevel("carpentry") < con->difficulty) return false; if (level < 0) last_level = con->stages.size(); int start = 0; if (cont) start = level; bool can_build_any = false; for (int i = start; i < con->stages.size() && i <= last_level; i++) { construction_stage* stage = &(con->stages[i]); bool has_tool = false; bool has_component = false; bool tools_required = false; bool components_required = false; for (int j = 0; j < 10; j++) { if (stage->tools[j].size() > 0) { tools_required = true; has_tool = false; for (int k = 0; k < stage->tools[j].size(); k++) { if (pinv.has_amount(stage->tools[j][k].type, 1)) { has_tool = true; stage->tools[j][k].available = 1; } else { stage->tools[j][k].available = -1; } } if (!has_tool) // missing one of the tools for this stage break; } if (stage->components[j].size() > 0) { components_required = true; has_component = false; for (int k = 0; k < stage->components[j].size(); k++) { if (( item_controller->find_template(stage->components[j][k].type)->is_ammo() && pinv.has_charges(stage->components[j][k].type, stage->components[j][k].count) ) || (!item_controller->find_template(stage->components[j][k].type)->is_ammo() && pinv.has_amount (stage->components[j][k].type, stage->components[j][k].count) )) { has_component = true; stage->components[j][k].available = 1; } else { stage->components[j][k].available = -1; } } if (!has_component) // missing one of the comps for this stage break; } } // j in [0,2] can_build_any |= (has_component || !components_required) && (has_tool || !tools_required); if (exact_level && (i == level)) { return ((has_component || !components_required) && (has_tool || !tools_required)); } } // stage[i] return can_build_any; }
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; }
/* selection of component if a recipe requirement has multiple options (e.g. 'duct tap' or 'welder') */ comp_selection<item_comp> player::select_item_component( const std::vector<item_comp> &components, int batch, inventory &map_inv, bool can_cancel ) { std::vector<item_comp> player_has; std::vector<item_comp> map_has; std::vector<item_comp> mixed; comp_selection<item_comp> selected; for( const auto &component : components ) { itype_id type = component.type; int count = ( component.count > 0 ) ? component.count * batch : abs( component.count ); bool pl = false, mp = false; if( item::count_by_charges( type ) && count > 0 ) { if( has_charges( type, count ) ) { player_has.push_back( component ); pl = true; } if( map_inv.has_charges( type, count ) ) { map_has.push_back( component ); mp = true; } if( !pl && !mp && charges_of( type ) + map_inv.charges_of( type ) >= count ) { mixed.push_back( component ); } } else { // Counting by units, not charges if( has_amount( type, count ) ) { player_has.push_back( component ); pl = true; } if( map_inv.has_components( type, count ) ) { map_has.push_back( component ); mp = true; } if( !pl && !mp && amount_of( type ) + map_inv.amount_of( type ) >= count ) { mixed.push_back( component ); } } } /* select 1 component to use */ if( player_has.size() + map_has.size() + mixed.size() == 1 ) { // Only 1 choice if( player_has.size() == 1 ) { selected.use_from = use_from_player; selected.comp = player_has[0]; } else if( map_has.size() == 1 ) { selected.use_from = use_from_map; selected.comp = map_has[0]; } else { selected.use_from = use_from_both; selected.comp = mixed[0]; } } else { // Let the player pick which component they want to use uimenu cmenu; // Populate options with the names of the items for( auto &map_ha : map_has ) { std::string tmpStr = item::nname( map_ha.type ) + _( " (nearby)" ); cmenu.addentry( tmpStr ); } for( auto &player_ha : player_has ) { cmenu.addentry( item::nname( player_ha.type ) ); } for( auto &elem : mixed ) { std::string tmpStr = item::nname( elem.type ) + _( " (on person & nearby)" ); cmenu.addentry( tmpStr ); } // Unlike with tools, it's a bad thing if there aren't any components available if( cmenu.entries.empty() ) { if( has_trait( trait_id( "DEBUG_HS" ) ) ) { selected.use_from = use_from_player; return selected; } debugmsg( "Attempted a recipe with no available components!" ); selected.use_from = cancel; return selected; } if( can_cancel ) { cmenu.addentry( -1, true, 'q', _( "Cancel" ) ); } // Get the selection via a menu popup cmenu.title = _( "Use which component?" ); cmenu.query(); if( cmenu.ret == static_cast<int>( map_has.size() + player_has.size() + mixed.size() ) ) { selected.use_from = cancel; return selected; } size_t uselection = static_cast<size_t>( cmenu.ret ); if( uselection < map_has.size() ) { selected.use_from = usage::use_from_map; selected.comp = map_has[uselection]; } else if( uselection < map_has.size() + player_has.size() ) { uselection -= map_has.size(); selected.use_from = usage::use_from_player; selected.comp = player_has[uselection]; } else { uselection -= map_has.size() + player_has.size(); selected.use_from = usage::use_from_both; selected.comp = mixed[uselection]; } } return selected; }
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; }