Exemple #1
0
        private static readonly ChassisLocations[] Locations = MechDefSlots.Locations;       // order of locations to fill up first
        #endregion

        internal void RefreshData(MechLabPanel mechLab)
        {
            var fillerImageCache = MechLabLocationWidgetSetDataPatch.FillerImageCache;

            if (fillerImageCache.Count < Locations.Length)
            {
                return;
            }

            var slots = new MechDefSlots(mechLab.activeMechDef);

            using (var reservedSlots = slots.GetReservedSlots().GetEnumerator())
            {
                foreach (var location in Locations)
                {
                    var fillerImages = fillerImageCache[location];
                    var widget       = mechLab.GetLocationWidget((ArmorLocation)location); // by chance armorlocation = chassislocation for main locations
                    var adapter      = new MechLabLocationWidgetAdapter(widget);
                    var used         = adapter.usedSlots;
                    for (var i = 0; i < adapter.maxSlots; i++)
                    {
                        var fillerImage = fillerImages[i];
                        if (i >= used && reservedSlots.MoveNext())
                        {
                            var reservedSlot = reservedSlots.Current;
                            if (reservedSlot == null)
                            {
                                throw new NullReferenceException();
                            }
                            fillerImage.gameObject.SetActive(true);
                            var uicolor = reservedSlot.ReservedSlotColor;
                            var color   = LazySingletonBehavior <UIManager> .Instance.UIColorRefs.GetUIColor(uicolor);

                            fillerImage.color = slots.IsOverloaded ? DynamicSlotsSpaceMissingColor : color;
                        }
                        else
                        {
                            fillerImage.gameObject.SetActive(false);
                        }
                    }
                }
            }
        }
        private static readonly ChassisLocations[] Locations = MechDefSlots.Locations;       // order of locations to fill up first
        #endregion

        internal void RefreshData(MechLabPanel mechLab)
        {
            if (MechLabLocationWidget_SetData_Patch.Fillers.Count < Locations.Length)
            {
                return;
            }

            var slots = new MechDefSlots(mechLab.activeMechDef);

            using (var reservedSlots = slots.GetReservedSlots().GetEnumerator())
            {
                foreach (var location in Locations)
                {
                    var fillers = MechLabLocationWidget_SetData_Patch.Fillers[location];
                    var widget  = mechLab.GetLocationWidget((ArmorLocation)location); // by chance armorlocation = chassislocation for main locations
                    var adapter = new MechLabLocationWidgetAdapter(widget);
                    var used    = adapter.usedSlots;
                    for (var i = 0; i < adapter.maxSlots; i++)
                    {
                        var filler = fillers[i];
                        if (i >= used && reservedSlots.MoveNext())
                        {
                            var reservedSlot = reservedSlots.Current;
                            if (reservedSlot == null)
                            {
                                throw new NullReferenceException();
                            }
                            filler.Show(reservedSlot);
                        }
                        else
                        {
                            filler.Hide();
                        }
                    }
                }
            }
        }
 internal MechLabLocationWidgetPatchHelper(MechLabLocationWidget widget)
 {
     _adapter = new MechLabLocationWidgetAdapter(widget);
 }
Exemple #4
0
        // only allow one engine part per specific location
        public MechLabDropResult ValidateDrop(MechLabItemSlotElement dragItem, MechLabLocationWidget widget)
        {
            var newComponentRef = dragItem.ComponentRef;
            var newComponentDef = newComponentRef.Def;

            var heatSinkDef    = newComponentDef.GetComponent <EngineHeatSink>();
            var heatSinkKitDef = newComponentDef.GetComponent <EngineHeatSinkKit>();

            // check if we can work with it
            if (heatSinkDef == null && heatSinkKitDef == null)
            {
                return(null);
            }

            var adapter        = new MechLabLocationWidgetAdapter(widget);
            var localInventory = adapter.localInventory;

            var engineSlotElement = localInventory.FirstOrDefault(x => x?.ComponentRef?.Def?.GetComponent <EngineCoreDef>() != null);

            if (engineSlotElement == null)
            {
                if (heatSinkKitDef != null)
                {
                    return(new MechLabDropErrorResult(
                               $"Cannot add {newComponentDef.Description.Name}: No Engine found"
                               ));
                }

                return(null);
            }

            var engineRef = engineSlotElement.ComponentRef.GetEngineCoreRef();
            var engineDef = engineRef.CoreDef;

            var mechLab = adapter.mechLab;

            if (mechLab.IsSimGame)
            {
                if (dragItem.OriginalDropParentType != MechLabDropTargetType.InventoryList)
                {
                    return(new MechLabDropErrorResult(
                               $"Cannot add {newComponentDef.Description.Name}: Item has to be from inventory"
                               ));
                }

                if (mechLab.originalMechDef.Inventory.Any(c => c.SimGameUID == engineRef.ComponentRef.SimGameUID))
                {
                    return(new MechLabDropErrorResult(
                               $"Cannot add {newComponentDef.Description.Name}: Engine cannot be modified once installed, remove engine first"
                               ));
                }
            }

            if (heatSinkKitDef != null)
            {
                if (engineRef.HeatSinkDef != newComponentDef.DataManager.GetDefaultEngineHeatSinkDef())
                {
                    return(new MechLabDropErrorResult(
                               $"Cannot add {newComponentDef.Description.Name}: Reinstall engine to remove internal heat sinks"
                               ));
                }

                if (engineRef.AdditionalHeatSinkCount > 0)
                {
                    return(new MechLabDropErrorResult(
                               $"Cannot add {newComponentDef.Description.Name}: Reinstall engine to remove additional heat sinks before converting"
                               ));
                }

                engineRef.HeatSinkDef = mechLab.dataManager.GetEngineHeatSinkDef(heatSinkKitDef.HeatSinkDefId);
            }
            else
            {
                if (engineRef.AdditionalHeatSinkCount >= engineDef.MaxAdditionalHeatSinks)
                {
                    return(null);
                }

                if (!Control.settings.AllowMixingHeatSinkTypes)
                {
                    if (engineRef.HeatSinkDef.HSCategory != heatSinkDef.HSCategory)
                    {
                        return(new MechLabDropErrorResult(
                                   $"Cannot add {newComponentDef.Description.Name}: Mixing heat sink types is not allowed"
                                   ));
                    }
                }

                engineRef.Query(heatSinkDef).AdditionalCount++;
            }

            EnginePersistence.SaveEngineState(engineRef, mechLab);
            mechLab.ValidateLoadout(false);

            EngineCoreRefHandler.Shared.ModifySlotElement(engineSlotElement);

            return(new MechLabDropRemoveDragItemResult());
        }