Exemple #1
0
        // Lists the next several enchantments to be applied to the given tool,
        // up to the given limit.
        public static List <Prediction> ListForTool(Tool tool, uint limit,
                                                    bool cumulative = false)
        {
            Utilities.CheckWorldReady();
            if (!IsAvailable)
            {
                throw new UnavailableException("enchantments");
            }

            List <Prediction> predictions = new ();
            Tool fakeTool = tool.getOne() as Tool;

            // Start from the next enchantment and continue to the limit.
            uint fromNumber = Game1.stats.getStat("timesEnchanted");

            for (uint number = fromNumber; number < fromNumber + limit; ++number)
            {
                // Select a random available enchantment per the base game rules.
                Random rng         = new ((int)number + (int)Game1.uniqueIDForThisGame);
                var    candidates  = BaseEnchantment.GetAvailableEnchantmentsForItem(fakeTool);
                var    enchantment = Utility.GetRandom(candidates, rng);

                predictions.Add(new ()
                {
                    number      = number,
                    enchantment = enchantment,
                });

                // If the enchantments are cumulative on the tool itself,
                // simulate applying this enchantment to be ready for the next.
                if (cumulative && enchantment != null)
                {
                    fakeTool.AddEnchantment(enchantment);
                    fakeTool.previousEnchantments.Insert(0, enchantment.GetName());
                    while (fakeTool.previousEnchantments.Count > 2)
                    {
                        fakeTool.previousEnchantments.RemoveAt(fakeTool.previousEnchantments.Count - 1);
                    }
                }
            }

            return(predictions);
        }
Exemple #2
0
        public static bool Forge_Prefix(Tool __instance, Item item, ref bool __result)
        {
            try
            {
                BaseEnchantment enchantment = BaseEnchantment.GetEnchantmentFromItem(__instance, item);
                // This gets displayed twice because the game does it once to display the "Result" item in the menu.
                ModMonitor.Log($"Adding {(enchantment != null ? (enchantment.IsForge() ? "forge enchantment" : enchantment.GetDisplayName()) : "null enchantment")} from item {(item != null ? item.Name : "null")} to tool {__instance.Name}", LogLevel.Debug);
                if (enchantment != null && enchantment is DiamondEnchantment)
                {
                    // Diamond Enchantment is now replaced with up to 3 other random enchantments. Still get a slight discount on the cost.
                    if (GetValidForgeEnchantmentsForTool(__instance).Count <= 0)
                    {
                        __result = false;
                        return(false);
                    }
                    for (int i = 0; i < 3; i++)
                    {
                        // Try to add 3 new enchantments.
                        List <int> valid_forges = GetValidForgeEnchantmentsForTool(__instance);
                        if (valid_forges.Count <= 0)
                        {
                            // Can't add enchantments
                            break;
                        }
                        int index          = Game1.random.Next(valid_forges.Count);
                        int random_enchant = valid_forges[index];
                        switch (random_enchant)
                        {
                        case 0:
                            ModMonitor.Log($"Adding Emerald Enchantment as part of Diamond Enchantment process", LogLevel.Trace);
                            __instance.AddEnchantment(new EmeraldEnchantment());
                            break;

                        case 1:
                            ModMonitor.Log($"Adding Emerald Aquamarine as part of Diamond Enchantment process", LogLevel.Trace);
                            __instance.AddEnchantment(new AquamarineEnchantment());
                            break;

                        case 2:
                            ModMonitor.Log($"Adding Ruby Enchantment as part of Diamond Enchantment process", LogLevel.Trace);
                            __instance.AddEnchantment(new RubyEnchantment());
                            break;

                        case 3:
                            ModMonitor.Log($"Adding Amethyst Enchantment as part of Diamond Enchantment process", LogLevel.Trace);
                            __instance.AddEnchantment(new AmethystEnchantment());
                            break;

                        case 4:
                            ModMonitor.Log($"Adding Topaz Enchantment as part of Diamond Enchantment process", LogLevel.Trace);
                            __instance.AddEnchantment(new TopazEnchantment());
                            break;

                        case 5:
                            ModMonitor.Log($"Adding Jade Enchantment as part of Diamond Enchantment process", LogLevel.Trace);
                            __instance.AddEnchantment(new JadeEnchantment());
                            break;
                        }
                    }
                    __result = true;
                    return(false); // don't run original logic
                }
                return(true);      // run original logic
            }
            catch (Exception ex)
            {
                ModMonitor.Log($"Failed in {nameof(Forge_Prefix)}:\n{ex}", LogLevel.Error);
                return(true); // run original logic
            }
        }