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Collectible.cs
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Collectible.cs
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using System;
using System.Collections.Generic;
using System.Linq;
using System.Text;
using Vintagestory.API.Client;
using Vintagestory.API.Common.Entities;
using Vintagestory.API.Config;
using Vintagestory.API.Datastructures;
using Vintagestory.API.MathTools;
using Vintagestory.API.Server;
using Vintagestory.API.Util;
namespace Vintagestory.API.Common
{
public delegate void CollectibleBehaviorDelegate(CollectibleBehavior behavior, ref EnumHandling handling);
public class ExtraHandbookSection { public string Title = null; public string Text = null; public string[] TextParts; }
/// <summary>
/// Contains all properties shared by Blocks and Items
/// </summary>
public abstract class CollectibleObject : RegistryObject
{
/// <summary>
/// Liquids are handled and rendered differently than solid blocks.
/// </summary>
public EnumMatterState MatterState = EnumMatterState.Solid;
/// <summary>
/// This value is set the the BlockId or ItemId-Remapper if it encounters a block/item in the savegame,
/// but no longer exists as a loaded block/item
/// </summary>
public bool IsMissing { get; set; }
/// <summary>
/// The block or item id
/// </summary>
public abstract int Id { get; }
/// <summary>
/// For blocks and items, the hashcode is the id - useful when building HashSets
/// </summary>
public override int GetHashCode()
{
return Id;
}
/// <summary>
/// Block or Item?
/// </summary>
public abstract EnumItemClass ItemClass { get; }
/// <summary>
/// Max amount of collectible that one default inventory slot can hold
/// </summary>
public int MaxStackSize = 64;
/// <summary>
/// How many uses does this collectible has when being used. Item disappears at durability 0
/// </summary>
public int Durability = 1;
/// <summary>
/// Physical size of this collectible, 0.5 x 0.5 x 0.5 meters by default
/// </summary>
public Size3f Dimensions = new Size3f(0.5f, 0.5f, 0.5f);
/// <summary>
/// When true, liquids become selectable to the player when being held in hands
/// </summary>
public bool LiquidSelectable;
/// <summary>
/// How much damage this collectible deals when used as a weapon
/// </summary>
public float AttackPower = 0.5f;
/// <summary>
/// If true, when the player holds the sneak key and right clicks with this item in hand, calls OnHeldInteractStart first. Without it, the order is reversed. Takes precedence over priority interact placed blocks.
/// </summary>
public bool HeldPriorityInteract;
/// <summary>
/// Until how for away can you attack entities using this collectibe
/// </summary>
public float AttackRange = GlobalConstants.DefaultAttackRange;
/// <summary>
/// From which damage sources does the item takes durability damage
/// </summary>
public EnumItemDamageSource[] DamagedBy;
/// <summary>
/// Modifies how fast the player can break a block when holding this item
/// </summary>
public Dictionary<EnumBlockMaterial, float> MiningSpeed;
/// <summary>
/// What tier this block can mine when held in hands
/// </summary>
public int ToolTier;
[Obsolete("Use tool tier")]
public int MiningTier { get { return ToolTier; } set { ToolTier = value; } }
public HeldSounds HeldSounds;
/// <summary>
/// List of creative tabs in which this collectible should appear in
/// </summary>
public string[] CreativeInventoryTabs;
/// <summary>
/// If you want to add itemstacks with custom attributes to the creative inventory, add them to this list
/// </summary>
public CreativeTabAndStackList[] CreativeInventoryStacks;
/// <summary>
/// Alpha test value for rendering in gui, fp hand, tp hand or on the ground
/// </summary>
public float RenderAlphaTest = 0.05f;
/// <summary>
/// Used for scaling, rotation or offseting the block when rendered in guis
/// </summary>
public ModelTransform GuiTransform;
/// <summary>
/// Used for scaling, rotation or offseting the block when rendered in the first person mode hand
/// </summary>
public ModelTransform FpHandTransform;
/// <summary>
/// Used for scaling, rotation or offseting the block when rendered in the third person mode hand
/// </summary>
public ModelTransform TpHandTransform;
/// <summary>
/// Used for scaling, rotation or offseting the block when rendered in the third person mode offhand
/// </summary>
public ModelTransform TpOffHandTransform;
/// <summary>
/// Used for scaling, rotation or offseting the rendered as a dropped item on the ground
/// </summary>
public ModelTransform GroundTransform;
/// <summary>
/// Custom Attributes that's always assiociated with this item
/// </summary>
public JsonObject Attributes;
/// <summary>
/// Information about the burnable states
/// </summary>
public CombustibleProperties CombustibleProps = null;
/// <summary>
/// Information about the nutrition states
/// </summary>
public FoodNutritionProperties NutritionProps = null;
/// <summary>
/// Information about the transitionable states
/// </summary>
public TransitionableProperties[] TransitionableProps = null;
/// <summary>
/// If set, the collectible can be ground into something else
/// </summary>
public GrindingProperties GrindingProps = null;
/// <summary>
/// If set, the collectible can be crushed into something else
/// </summary>
public CrushingProperties CrushingProps = null;
/// <summary>
/// Particles that should spawn in regular intervals from this block or item when held in hands
/// </summary>
public AdvancedParticleProperties[] ParticleProperties = null;
/// <summary>
/// The origin point from which particles are being spawned
/// </summary>
public Vec3f TopMiddlePos = new Vec3f(0.5f, 1, 0.5f);
/// <summary>
/// If set, this item will be classified as given tool
/// </summary>
public EnumTool? Tool;
/// <summary>
/// Determines in which kind of bags the item can be stored in
/// </summary>
public EnumItemStorageFlags StorageFlags = EnumItemStorageFlags.General;
/// <summary>
/// Determines on whether an object floats on liquids or not. Water has a density of 1000
/// </summary>
public int MaterialDensity = 2000;
/// <summary>
/// The animation to play in 3rd person mod when hitting with this collectible
/// </summary>
public string HeldTpHitAnimation = "breakhand";
/// <summary>
/// The animation to play in 3rd person mod when holding this collectible in the right hand
/// </summary>
public string HeldRightTpIdleAnimation;
/// <summary>
/// The animation to play in 3rd person mod when holding this collectible in the left hand
/// </summary>
public string HeldLeftTpIdleAnimation;
/// <summary>
///
/// </summary>
public string HeldLeftReadyAnimation;
/// <summary>
///
/// </summary>
public string HeldRightReadyAnimation;
/// <summary>
/// The animation to play in 3rd person mod when using this collectible
/// </summary>
public string HeldTpUseAnimation = "interactstatic";
/// <summary>
/// The api object, assigned during OnLoaded
/// </summary>
protected ICoreAPI api;
/// <summary>
/// Modifiers that can alter the behavior of the item or block, mostly for held interaction
/// </summary>
public CollectibleBehavior[] CollectibleBehaviors = new CollectibleBehavior[0];
/// <summary>
/// For light emitting collectibles: hue, saturation and brightness value
/// </summary>
public byte[] LightHsv = new byte[3];
// Non overridable so people don't accidently forget to call the base method for assigning the api in OnLoaded
public void OnLoadedNative(ICoreAPI api)
{
this.api = api;
OnLoaded(api);
}
/// <summary>
/// Server Side: Called one the collectible has been registered
/// Client Side: Called once the collectible has been loaded from server packet
/// </summary>
public virtual void OnLoaded(ICoreAPI api)
{
foreach (CollectibleBehavior behavior in CollectibleBehaviors)
{
behavior.OnLoaded(api);
}
}
/// <summary>
/// Called when the client/server is shutting down
/// </summary>
/// <param name="api"></param>
public virtual void OnUnloaded(ICoreAPI api)
{
foreach (CollectibleBehavior behavior in CollectibleBehaviors)
{
behavior.OnUnloaded(api);
}
}
/// <summary>
/// Should return the light HSV values.
/// Warning: This method is likely to get called in a background thread. Please make sure your code in here is thread safe.
/// </summary>
/// <param name="blockAccessor"></param>
/// <param name="pos">May be null</param>
/// <param name="stack">Set if its an itemstack for which the engine wants to check the light level</param>
/// <returns></returns>
public virtual byte[] GetLightHsv(IBlockAccessor blockAccessor, BlockPos pos, ItemStack stack = null)
{
return LightHsv;
}
/// <summary>
/// Should return the nutrition properties of the item/block
/// </summary>
/// <param name="world"></param>
/// <param name="itemstack"></param>
/// <param name="forEntity"></param>
/// <returns></returns>
public virtual FoodNutritionProperties GetNutritionProperties(IWorldAccessor world, ItemStack itemstack, Entity forEntity)
{
return NutritionProps;
}
/// <summary>
/// Should return the transition properties of the item/block when in itemstack form
/// </summary>
/// <param name="world"></param>
/// <param name="itemstack"></param>
/// <param name="forEntity"></param>
/// <returns></returns>
public virtual TransitionableProperties[] GetTransitionableProperties(IWorldAccessor world, ItemStack itemstack, Entity forEntity)
{
return TransitionableProps;
}
/// <summary>
/// Should returns true if this collectible requires UpdateAndGetTransitionStates() to be called when ticking.
/// <br/>Typical usage: true if this collectible itself has transitionable properties, or true for collectibles which hold other itemstacks with transitionable properties (for example, a cooked food container)
/// </summary>
/// <param name="world"></param>
/// <param name="itemstack"></param>
/// <returns></returns>
public virtual bool RequiresTransitionableTicking(IWorldAccessor world, ItemStack itemstack)
{
return TransitionableProps != null && TransitionableProps.Length > 0;
}
/// <summary>
/// Should return in which storage containers this item can be placed in
/// </summary>
/// <param name="itemstack"></param>
/// <returns></returns>
public virtual EnumItemStorageFlags GetStorageFlags(ItemStack itemstack)
{
bool preventDefault = false;
EnumItemStorageFlags storageFlags = StorageFlags;
foreach (CollectibleBehavior behavior in CollectibleBehaviors)
{
EnumHandling handled = EnumHandling.PassThrough;
var bhFlags = behavior.GetStorageFlags(itemstack, ref handled);
if (handled != EnumHandling.PassThrough)
{
preventDefault = true;
storageFlags = bhFlags;
}
if (handled == EnumHandling.PreventSubsequent) return storageFlags;
}
if (preventDefault) return storageFlags;
var bag = GetCollectibleInterface<IHeldBag>();
// We clear the backpack flag if the backpack is empty
if (bag != null && (storageFlags & EnumItemStorageFlags.Backpack) > 0 && bag.IsEmpty(itemstack)) return EnumItemStorageFlags.General | EnumItemStorageFlags.Backpack;
return storageFlags;
}
/// <summary>
/// Returns a hardcoded rgb color (green->yellow->red) that is representative for its remaining durability vs total durability
/// </summary>
/// <param name="itemstack"></param>
/// <returns></returns>
public virtual int GetItemDamageColor(ItemStack itemstack)
{
int maxdura = GetMaxDurability(itemstack);
if (maxdura == 0) return 0;
int p = GameMath.Clamp(100 * itemstack.Collectible.GetRemainingDurability(itemstack) / maxdura, 0, 99); ;
return GuiStyle.DamageColorGradient[p];
}
/// <summary>
/// Return true if remaining durability != total durability
/// </summary>
/// <param name="itemstack"></param>
/// <returns></returns>
public virtual bool ShouldDisplayItemDamage(ItemStack itemstack)
{
return GetMaxDurability(itemstack) != GetRemainingDurability(itemstack);
}
/// <summary>
/// This method is called before rendering the item stack into GUI, first person hand, third person hand and/or on the ground
/// The renderinfo object is pre-filled with default values.
/// </summary>
/// <param name="capi"></param>
/// <param name="itemstack"></param>
/// <param name="target"></param>
/// <param name="renderinfo"></param>
public virtual void OnBeforeRender(ICoreClientAPI capi, ItemStack itemstack, EnumItemRenderTarget target, ref ItemRenderInfo renderinfo)
{
for (int i = 0; i < CollectibleBehaviors.Length; i++)
{
CollectibleBehaviors[i].OnBeforeRender(capi, itemstack, target, ref renderinfo);
}
}
[Obsolete("Use GetMaxDurability instead")]
public virtual int GetDurability(IItemStack itemstack) => GetMaxDurability(itemstack as ItemStack);
/// <summary>
/// Returns the items total durability
/// </summary>
/// <param name="itemstack"></param>
/// <returns></returns>
public virtual int GetMaxDurability(ItemStack itemstack)
{
return Durability;
}
public virtual int GetRemainingDurability(ItemStack itemstack)
{
return (int)itemstack.Attributes.GetDecimal("durability", GetMaxDurability(itemstack));
}
/// <summary>
/// The amount of damage dealt when used as a weapon
/// </summary>
/// <param name="withItemStack"></param>
/// <returns></returns>
public virtual float GetAttackPower(IItemStack withItemStack)
{
return AttackPower;
}
/// <summary>
/// The the attack range when used as a weapon
/// </summary>
/// <param name="withItemStack"></param>
/// <returns></returns>
public virtual float GetAttackRange(IItemStack withItemStack)
{
return AttackRange;
}
/// <summary>
/// Player is holding this collectible and breaks the targeted block
/// </summary>
/// <param name="player"></param>
/// <param name="blockSel"></param>
/// <param name="itemslot"></param>
/// <param name="remainingResistance"></param>
/// <param name="dt"></param>
/// <param name="counter"></param>
/// <returns></returns>
public virtual float OnBlockBreaking(IPlayer player, BlockSelection blockSel, ItemSlot itemslot, float remainingResistance, float dt, int counter)
{
bool preventDefault = false;
foreach (CollectibleBehavior behavior in CollectibleBehaviors)
{
EnumHandling handled = EnumHandling.PassThrough;
float remainingResistanceBh = behavior.OnBlockBreaking(player, blockSel, itemslot, remainingResistance, dt, counter, ref handled);
if (handled != EnumHandling.PassThrough)
{
remainingResistance = remainingResistanceBh;
preventDefault = true;
}
if (handled == EnumHandling.PreventSubsequent) return remainingResistance;
}
if (preventDefault) return remainingResistance;
Block block = player.Entity.World.BlockAccessor.GetBlock(blockSel.Position);
var mat = block.GetBlockMaterial(api.World.BlockAccessor, blockSel.Position);
Vec3f faceVec = blockSel.Face.Normalf;
Random rnd = player.Entity.World.Rand;
bool cantMine = block.RequiredMiningTier > 0 && itemslot.Itemstack?.Collectible != null && (itemslot.Itemstack.Collectible.ToolTier < block.RequiredMiningTier || (MiningSpeed == null || !MiningSpeed.ContainsKey(mat)));
double chance = mat == EnumBlockMaterial.Ore ? 0.72 : 0.12;
if ((counter % 5 == 0) && (rnd.NextDouble() < chance || cantMine) && (mat == EnumBlockMaterial.Stone || mat == EnumBlockMaterial.Ore) && (Tool == EnumTool.Pickaxe || Tool == EnumTool.Hammer))
{
double posx = blockSel.Position.X + blockSel.HitPosition.X;
double posy = blockSel.Position.Y + blockSel.HitPosition.Y;
double posz = blockSel.Position.Z + blockSel.HitPosition.Z;
player.Entity.World.SpawnParticles(new SimpleParticleProperties()
{
MinQuantity = 0,
AddQuantity = 8,
Color = ColorUtil.ToRgba(255, 255, 255, 128),
MinPos = new Vec3d(posx + faceVec.X * 0.01f, posy + faceVec.Y * 0.01f, posz + faceVec.Z * 0.01f),
AddPos = new Vec3d(0, 0, 0),
MinVelocity = new Vec3f(
4 * faceVec.X,
4 * faceVec.Y,
4 * faceVec.Z
),
AddVelocity = new Vec3f(
8 * ((float)rnd.NextDouble() - 0.5f),
8 * ((float)rnd.NextDouble() - 0.5f),
8 * ((float)rnd.NextDouble() - 0.5f)
),
LifeLength = 0.025f,
GravityEffect = 0f,
MinSize = 0.03f,
MaxSize = 0.4f,
ParticleModel = EnumParticleModel.Cube,
VertexFlags = 200,
SizeEvolve = new EvolvingNatFloat(EnumTransformFunction.LINEAR, -0.15f)
}, player);
}
if (cantMine)
{
return remainingResistance;
}
return remainingResistance - GetMiningSpeed(itemslot.Itemstack, blockSel, block, player) * dt;
}
/// <summary>
/// Whenever the collectible was modified while inside a slot, usually when it was moved, split or merged.
/// </summary>
/// <param name="world"></param>
/// <param name="slot">The slot the item is or was in</param>
/// <param name="extractedStack">Non null if the itemstack was removed from this slot</param>
public virtual void OnModifiedInInventorySlot(IWorldAccessor world, ItemSlot slot, ItemStack extractedStack = null)
{
}
/// <summary>
/// Player has broken a block while holding this collectible. Return false if you want to cancel the block break event.
/// </summary>
/// <param name="world"></param>
/// <param name="byEntity"></param>
/// <param name="itemslot"></param>
/// <param name="blockSel"></param>
/// <param name="dropQuantityMultiplier"></param>
/// <returns></returns>
public virtual bool OnBlockBrokenWith(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, BlockSelection blockSel, float dropQuantityMultiplier = 1)
{
bool result = true;
bool preventDefault = false;
foreach (CollectibleBehavior behavior in CollectibleBehaviors)
{
EnumHandling handled = EnumHandling.PassThrough;
bool behaviorResult = behavior.OnBlockBrokenWith(world, byEntity, itemslot, blockSel, dropQuantityMultiplier, ref handled);
if (handled != EnumHandling.PassThrough)
{
result &= behaviorResult;
preventDefault = true;
}
if (handled == EnumHandling.PreventSubsequent) return result;
}
if (preventDefault) return result;
IPlayer byPlayer = null;
if (byEntity is EntityPlayer) byPlayer = world.PlayerByUid(((EntityPlayer)byEntity).PlayerUID);
Block block = blockSel.Block ?? world.BlockAccessor.GetBlock(blockSel.Position);
block.OnBlockBroken(world, blockSel.Position, byPlayer, dropQuantityMultiplier);
if (DamagedBy != null && DamagedBy.Contains(EnumItemDamageSource.BlockBreaking))
{
DamageItem(world, byEntity, itemslot);
}
return true;
}
/// <summary>
/// Called every game tick when the player breaks a block with this item in his hands. Returns the mining speed for given block.
/// </summary>
/// <param name="itemstack"></param>
/// <param name="blockSel"></param>
/// <param name="block"></param>
/// <param name="forPlayer"></param>
/// <returns></returns>
public virtual float GetMiningSpeed(IItemStack itemstack, BlockSelection blockSel, Block block, IPlayer forPlayer)
{
float traitRate = 1f;
var mat = block.GetBlockMaterial(api.World.BlockAccessor, blockSel.Position);
if (mat == EnumBlockMaterial.Ore || mat == EnumBlockMaterial.Stone) {
traitRate = forPlayer.Entity.Stats.GetBlended("miningSpeedMul");
}
if (MiningSpeed == null || !MiningSpeed.ContainsKey(mat)) return traitRate;
return MiningSpeed[mat] * GlobalConstants.ToolMiningSpeedModifier * traitRate;
}
/// <summary>
/// Not implemented yet
/// </summary>
/// <param name="slot"></param>
/// <param name="byEntity"></param>
/// <returns></returns>
[Obsolete]
public virtual ModelTransformKeyFrame[] GeldHeldFpHitAnimation(ItemSlot slot, Entity byEntity)
{
return null;
}
/// <summary>
/// Called when an entity uses this item to hit something in 3rd person mode
/// </summary>
/// <param name="slot"></param>
/// <param name="byEntity"></param>
/// <returns></returns>
public virtual string GetHeldTpHitAnimation(ItemSlot slot, Entity byEntity)
{
EnumHandling bhHandling = EnumHandling.PassThrough;
string anim = null;
WalkBehaviors(
(CollectibleBehavior bh, ref EnumHandling hd) => {
string bhanim = bh.GetHeldTpHitAnimation(slot, byEntity, ref bhHandling);
if (bhHandling != EnumHandling.PassThrough) anim = bhanim;
},
() => { anim = HeldTpHitAnimation; }
);
return anim;
}
/// <summary>
/// Called when an entity holds this item in hands in 3rd person mode
/// </summary>
/// <param name="activeHotbarSlot"></param>
/// <param name="forEntity"></param>
/// <param name="hand"></param>
/// <returns></returns>
public virtual string GetHeldReadyAnimation(ItemSlot activeHotbarSlot, Entity forEntity, EnumHand hand)
{
EnumHandling bhHandling = EnumHandling.PassThrough;
string anim = null;
WalkBehaviors(
(CollectibleBehavior bh, ref EnumHandling hd) => {
string bhanim = bh.GetHeldReadyAnimation(activeHotbarSlot, forEntity, hand, ref bhHandling);
if (bhHandling != EnumHandling.PassThrough) anim = bhanim;
},
() => { anim = hand == EnumHand.Left ? HeldLeftReadyAnimation : HeldRightReadyAnimation; }
);
return anim;
}
/// <summary>
/// Called when an entity holds this item in hands in 3rd person mode
/// </summary>
/// <param name="activeHotbarSlot"></param>
/// <param name="forEntity"></param>
/// <param name="hand"></param>
/// <returns></returns>
public virtual string GetHeldTpIdleAnimation(ItemSlot activeHotbarSlot, Entity forEntity, EnumHand hand)
{
EnumHandling bhHandling = EnumHandling.PassThrough;
string anim = null;
WalkBehaviors(
(CollectibleBehavior bh, ref EnumHandling hd) => {
string bhanim = bh.GetHeldTpIdleAnimation(activeHotbarSlot, forEntity, hand, ref bhHandling);
if (bhHandling != EnumHandling.PassThrough) anim = bhanim;
},
() => { anim = hand == EnumHand.Left ? HeldLeftTpIdleAnimation : HeldRightTpIdleAnimation; }
);
return anim;
}
/// <summary>
/// Called when an entity holds this item in hands in 3rd person mode
/// </summary>
/// <param name="activeHotbarSlot"></param>
/// <param name="forEntity"></param>
/// <returns></returns>
public virtual string GetHeldTpUseAnimation(ItemSlot activeHotbarSlot, Entity forEntity)
{
EnumHandling bhHandling = EnumHandling.PassThrough;
string anim = null;
WalkBehaviors(
(CollectibleBehavior bh, ref EnumHandling hd) => {
string bhanim = bh.GetHeldTpUseAnimation(activeHotbarSlot, forEntity, ref bhHandling);
if (bhHandling != EnumHandling.PassThrough) anim = bhanim;
},
() => {
if (GetNutritionProperties(forEntity.World, activeHotbarSlot.Itemstack, forEntity) == null)
{
anim = HeldTpUseAnimation;
}
}
);
return anim;
}
/// <summary>
/// An entity used this collectibe to attack something
/// </summary>
/// <param name="world"></param>
/// <param name="byEntity"></param>
/// <param name="attackedEntity"></param>
/// <param name="itemslot"></param>
public virtual void OnAttackingWith(IWorldAccessor world, Entity byEntity, Entity attackedEntity, ItemSlot itemslot)
{
if (DamagedBy != null && DamagedBy.Contains(EnumItemDamageSource.Attacking) && attackedEntity?.Alive == true)
{
DamageItem(world, byEntity, itemslot);
}
}
/// <summary>
/// Called when this collectible is attempted to being used as part of a crafting recipe and should get consumed now. Return false if it doesn't match the ingredient
/// </summary>
/// <param name="inputStack"></param>
/// <param name="gridRecipe"></param>
/// <param name="ingredient"></param>
/// <returns></returns>
public virtual bool MatchesForCrafting(ItemStack inputStack, GridRecipe gridRecipe, CraftingRecipeIngredient ingredient)
{
if (ingredient.IsTool && ingredient.ToolDurabilityCost > inputStack.Collectible.GetRemainingDurability(inputStack)) return false;
return true;
}
/// <summary>
/// Called when this collectible is being used as part of a crafting recipe and should get consumed now
/// </summary>
/// <param name="allInputSlots"></param>
/// <param name="stackInSlot"></param>
/// <param name="gridRecipe"></param>
/// <param name="fromIngredient"></param>
/// <param name="byPlayer"></param>
/// <param name="quantity"></param>
public virtual void OnConsumedByCrafting(ItemSlot[] allInputSlots, ItemSlot stackInSlot, GridRecipe gridRecipe, CraftingRecipeIngredient fromIngredient, IPlayer byPlayer, int quantity)
{
if (Attributes?["noConsumeOnCrafting"].AsBool(false) == true) return;
if (fromIngredient.IsTool)
{
stackInSlot.Itemstack.Collectible.DamageItem(byPlayer.Entity.World, byPlayer.Entity, stackInSlot, fromIngredient.ToolDurabilityCost);
}
else
{
stackInSlot.Itemstack.StackSize -= quantity;
if (stackInSlot.Itemstack.StackSize <= 0)
{
stackInSlot.Itemstack = null;
stackInSlot.MarkDirty();
}
if (fromIngredient.ReturnedStack != null)
{
var returnedStack = fromIngredient.ReturnedStack.ResolvedItemstack.Clone();
if (!byPlayer.InventoryManager.TryGiveItemstack(returnedStack, true))
{
api.World.SpawnItemEntity(returnedStack, byPlayer.Entity.Pos.XYZ);
}
}
}
}
/// <summary>
/// Called when a matching grid recipe has been found and an item is placed into the crafting output slot (which is still before the player clicks on the output slot to actually craft the item and consume the ingredients)
/// </summary>
/// <param name="allInputslots"></param>
/// <param name="outputSlot"></param>
/// <param name="byRecipe"></param>
public virtual void OnCreatedByCrafting(ItemSlot[] allInputslots, ItemSlot outputSlot, GridRecipe byRecipe)
{
float pSum = 0f;
float q = 0;
if (byRecipe.AverageDurability)
{
var ingreds = byRecipe.resolvedIngredients;
foreach (ItemSlot slot in allInputslots)
{
if (slot.Empty) continue;
ItemStack stack = slot.Itemstack;
int maxDurability = stack.Collectible.GetMaxDurability(stack);
if (maxDurability == 0)
{
// An item with no durability only improves the average by 12.5%
pSum += 0.125f;
q += 0.125f;
continue;
}
bool skip = false;
foreach (var ingred in ingreds)
{
if (ingred != null && ingred.IsTool && ingred.SatisfiesAsIngredient(stack))
{
skip = true;
break;
}
}
if (skip) continue;
q++;
int leftDurability = stack.Collectible.GetRemainingDurability(stack);
pSum += (float)leftDurability / maxDurability;
}
float pFinal = pSum / q;
if (pFinal < 1)
{
outputSlot.Itemstack.Attributes.SetInt("durability", (int)Math.Max(1, pFinal * outputSlot.Itemstack.Collectible.GetMaxDurability(outputSlot.Itemstack)));
}
}
TransitionableProperties[] tprops = outputSlot.Itemstack.Collectible.GetTransitionableProperties(api.World, outputSlot.Itemstack, null);
var perishProps = tprops?.FirstOrDefault(p => p.Type == EnumTransitionType.Perish);
if (perishProps != null)
{
perishProps.TransitionedStack.Resolve(api.World, "oncrafted perished stack", Code);
CarryOverFreshness(api, allInputslots, new ItemStack[] { outputSlot.Itemstack }, perishProps);
}
}
/// <summary>
/// Called after the player has taken out the item from the output slot
/// </summary>
/// <param name="slots"></param>
/// <param name="outputSlot"></param>
/// <param name="matchingRecipe"></param>
/// <returns>true to prevent default ingredient consumption</returns>
public virtual bool ConsumeCraftingIngredients(ItemSlot[] slots, ItemSlot outputSlot, GridRecipe matchingRecipe)
{
return false;
}
/// <summary>
/// Sets the items durability
/// </summary>
/// <param name="itemstack"></param>
public virtual void SetDurability(ItemStack itemstack, int amount)
{
itemstack.Attributes.SetInt("durability", amount);
}
/// <summary>
/// Causes the item to be damaged. Will play a breaking sound and removes the itemstack if no more durability is left
/// </summary>
/// <param name="world"></param>
/// <param name="byEntity"></param>
/// <param name="itemslot"></param>
/// <param name="amount">Amount of damage</param>
public virtual void DamageItem(IWorldAccessor world, Entity byEntity, ItemSlot itemslot, int amount = 1)
{
ItemStack itemstack = itemslot.Itemstack;
int leftDurability = itemstack.Collectible.GetRemainingDurability(itemstack);
leftDurability -= amount;
itemstack.Attributes.SetInt("durability", leftDurability);
if (leftDurability <= 0)
{
itemslot.Itemstack = null;
IPlayer player = (byEntity as EntityPlayer)?.Player;
if (player != null)
{
if (Tool != null)
{
string ident = Attributes?["slotRefillIdentifier"].ToString();
RefillSlotIfEmpty(itemslot, byEntity as EntityAgent, (stack) => {
return ident != null ? stack.ItemAttributes?["slotRefillIdentifier"]?.ToString() == ident : stack.Collectible.Tool == Tool;
});
}
if (itemslot.Itemstack != null && !itemslot.Itemstack.Attributes.HasAttribute("durability"))
{
itemstack = itemslot.Itemstack;
itemstack.Attributes.SetInt("durability", itemstack.Collectible.GetMaxDurability(itemstack));
// This forces update of durability when slot is marked dirty (otherwise the durability attribute would be unset, therefore not updated, for a new item)
}
world.PlaySoundAt(new AssetLocation("sounds/effect/toolbreak"), player, null);
} else
{
world.PlaySoundAt(new AssetLocation("sounds/effect/toolbreak"), byEntity.SidedPos.X, byEntity.SidedPos.Y, byEntity.SidedPos.Z, null, 1, 16);
}
world.SpawnCubeParticles(byEntity.SidedPos.XYZ.Add(byEntity.SelectionBox.Y2 / 2), itemstack, 0.25f, 30, 1, player);
}
itemslot.MarkDirty();
}
public virtual void RefillSlotIfEmpty(ItemSlot slot, EntityAgent byEntity, ActionConsumable<ItemStack> matcher)
{
if (!slot.Empty) return;
byEntity.WalkInventory((invslot) =>
{
if (invslot is ItemSlotCreative) return true;
InventoryBase inv = invslot.Inventory;
if (!(inv is InventoryBasePlayer) && !inv.HasOpened((byEntity as EntityPlayer).Player)) return true;
if (invslot.Itemstack != null && matcher(invslot.Itemstack))
{
invslot.TryPutInto(byEntity.World, slot);
invslot.Inventory?.PerformNotifySlot(invslot.Inventory.GetSlotId(invslot));
slot.Inventory?.PerformNotifySlot(slot.Inventory.GetSlotId(slot));
slot.MarkDirty();
invslot.MarkDirty();
return false;
}
return true;
});
}
public virtual SkillItem[] GetToolModes(ItemSlot slot, IClientPlayer forPlayer, BlockSelection blockSel)
{
for (int i = 0; i < CollectibleBehaviors.Length; i++)
{
SkillItem[] result = CollectibleBehaviors[i].GetToolModes(slot, forPlayer, blockSel);
if (result != null) return result;
}
return null;
}
/// <summary>
/// Should return the current items tool mode.
/// </summary>
/// <param name="slot"></param>
/// <param name="byPlayer"></param>
/// <param name="blockSelection"></param>
/// <returns></returns>
public virtual int GetToolMode(ItemSlot slot, IPlayer byPlayer, BlockSelection blockSelection)
{
for (int i = 0; i < CollectibleBehaviors.Length; i++)
{
int result = CollectibleBehaviors[i].GetToolMode(slot, byPlayer, blockSelection);
if (result != 0) return result;
}
return 0;
}
/// <summary>
/// Should set given toolmode
/// </summary>
/// <param name="slot"></param>
/// <param name="byPlayer"></param>
/// <param name="blockSelection"></param>
/// <param name="toolMode"></param>
public virtual void SetToolMode(ItemSlot slot, IPlayer byPlayer, BlockSelection blockSelection, int toolMode)
{
for (int i = 0; i < CollectibleBehaviors.Length; i++)
{
CollectibleBehaviors[i].SetToolMode(slot, byPlayer, blockSelection, toolMode);
}
}