Ejemplo n.º 1
0
        public string GetOutputText(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot)
        {
            if (inputSlot.Itemstack == null)
            {
                return(null);
            }
            if (!(inputSlot.Itemstack.Collectible is BlockCookingContainer))
            {
                return(null);
            }

            ItemStack[] stacks = GetCookingStacks(cookingSlotsProvider);

            CookingRecipe recipe = GetMatchingCookingRecipe(world, stacks);

            if (recipe != null)
            {
                double quantity = recipe.GetQuantityServings(stacks);
                if (quantity != 1)
                {
                    return(Lang.Get("mealcreation-makeplural", (int)quantity, recipe.GetOutputName(world, stacks).ToLowerInvariant()));
                }
                else
                {
                    return(Lang.Get("mealcreation-makesingular", (int)quantity, recipe.GetOutputName(world, stacks).ToLowerInvariant()));
                }
            }

            return(null);
        }
        public override void DoSmelt(IWorldAccessor world, ISlotProvider cookingSlotsProvider, IItemSlot inputSlot, IItemSlot outputSlot)
        {
            ItemStack[] stacks = GetCookingStacks(cookingSlotsProvider);

            CookingRecipe recipe = GetMatchingCookingRecipe(world, stacks);

            Block     block       = world.GetBlock(CodeWithPath(FirstCodePart() + "-cooked"));
            ItemStack outputStack = new ItemStack(block);

            if (recipe != null)
            {
                int quantityServings = recipe.GetQuantityServings(stacks);
                for (int i = 0; i < stacks.Length; i++)
                {
                    stacks[i].StackSize /= quantityServings;
                }
                // Not active. Let's sacrifice mergability for letting players select how meals should look and named like
                //stacks = stacks.OrderBy(stack => stack.Collectible.Code.ToShortString()).ToArray(); // Required so that different arrangments of ingredients still create mergable meal bowls

                ((BlockCookedContainer)block).SetContents(recipe.Code, quantityServings, outputStack, stacks);

                outputStack.Collectible.SetTemperature(world, outputStack, GetIngredientsTemperature(world, stacks));
                outputSlot.Itemstack = outputStack;
                inputSlot.Itemstack  = null;

                for (int i = 0; i < cookingSlotsProvider.Slots.Length; i++)
                {
                    cookingSlotsProvider.Slots[i].Itemstack = null;
                }
                return;
            }
        }
Ejemplo n.º 3
0
        public override void DoSmelt(IWorldAccessor world, ISlotProvider cookingSlotsProvider, ItemSlot inputSlot, ItemSlot outputSlot)
        {
            ItemStack[]   stacks = GetCookingStacks(cookingSlotsProvider);
            CookingRecipe recipe = GetMatchingCookingRecipe(world, stacks);

            Block     block       = world.GetBlock(CodeWithVariant("type", "cooked"));
            ItemStack outputStack = new ItemStack(block);

            if (recipe != null)
            {
                int quantityServings = recipe.GetQuantityServings(stacks);

                for (int i = 0; i < stacks.Length; i++)
                {
                    CookingRecipeIngredient ingred = recipe.GetIngrendientFor(stacks[i]);
                    ItemStack cookedStack          = ingred.GetMatchingStack(stacks[i])?.CookedStack?.ResolvedItemstack.Clone();
                    if (cookedStack != null)
                    {
                        stacks[i] = cookedStack;
                    }
                }

                // Carry over and set perishable properties
                TransitionableProperties cookedPerishProps = recipe.PerishableProps.Clone();
                cookedPerishProps.TransitionedStack.Resolve(world, "cooking container perished stack");

                CarryOverFreshness(api, cookingSlotsProvider.Slots, stacks, cookedPerishProps);

                for (int i = 0; i < stacks.Length; i++)
                {
                    stacks[i].StackSize /= quantityServings; // whats this good for? Probably doesn't do anything meaningful
                }



                // Disabled. Let's sacrifice mergability for letting players select how meals should look and be named like
                //stacks = stacks.OrderBy(stack => stack.Collectible.Code.ToShortString()).ToArray(); // Required so that different arrangments of ingredients still create mergable meal bowls

                ((BlockCookedContainer)block).SetContents(recipe.Code, quantityServings, outputStack, stacks);

                outputStack.Collectible.SetTemperature(world, outputStack, GetIngredientsTemperature(world, stacks));
                outputSlot.Itemstack = outputStack;
                inputSlot.Itemstack  = null;

                for (int i = 0; i < cookingSlotsProvider.Slots.Length; i++)
                {
                    cookingSlotsProvider.Slots[i].Itemstack = null;
                }
                return;
            }
        }