Esempio n. 1
0
        internal static void AddDefaultToInventory(MechDef mechdef, SimGameState simgame, ChassisLocations location, ArmActuatorSlot slot, ref ArmActuatorSlot totalSlots)
        {
            bool add_item(string id, ref ArmActuatorSlot total_slot)
            {
                if (string.IsNullOrEmpty(id))
                {
                    return(false);
                }

                var r = DefaultHelper.CreateRef(id, ComponentType.Upgrade, UnityGameInstance.BattleTechGame.DataManager, simgame);

                if (r.Is <ArmActuator>(out var actuator) && (actuator.Type & total_slot) == 0)
                {
                    DefaultHelper.AddInventory(id, mechdef, location, ComponentType.Upgrade, simgame);
                    total_slot = total_slot | actuator.Type;
                    return(true);
                }

                return(false);
            }

            CustomComponents.Control.LogDebug(DType.ComponentInstall, $"---- adding {slot} to {totalSlots}");
            if (totalSlots.HasFlag(slot))
            {
                CustomComponents.Control.LogDebug(DType.ComponentInstall, $"---- already present");
                return;
            }

            if (add_item(GetDefaultActuator(mechdef, location, slot), ref totalSlots))
            {
                return;
            }

            add_item(GetDefaultActuator(null, location, slot), ref totalSlots);
        }
        public void ApplyToInventory(MechDef mech, List <MechComponentRef> inventory)
        {
            if (Applied)
            {
                return;
            }
            var r = DefaultHelper.CreateRef(ItemID, Type, Location);

            if (r.IsDefault())
            {
                inventory.Add(r);
            }
        }
        public void PreviewApply(InventoryOperationState state)
        {
            InvItem i = null;

            if (!Applied)
            {
                i    = new InvItem(DefaultHelper.CreateRef(ItemID, Type, Location), Location);
                item = i.Item;
            }

            if (i != null)
            {
                state.Inventory.Add(i);
            }
        }
Esempio n. 4
0
        internal static void ClearInventory(MechDef mech, List <MechComponentRef> result, SimGameState state)
        {
            if (SkipArmActuatorValidationAndFixingForMechDef(mech))
            {
                return;
            }

            var total_slot = ArmActuatorSlot.None;

            void add_default(ChassisLocations location, ArmActuatorSlot slot)
            {
                bool add_item(string id)
                {
                    CustomComponents.Control.LogDebug(DType.ClearInventory, $"--- adding {id} to {location}");
                    if (string.IsNullOrEmpty(id))
                    {
                        CustomComponents.Control.LogDebug(DType.ClearInventory, $"---- is null - skipping");
                        return(false);
                    }

                    var r = DefaultHelper.CreateRef(id, ComponentType.Upgrade, state.DataManager, state);

                    if (r.Is <ArmActuator>(out var actuator) && (actuator.Type & total_slot) == 0)
                    {
                        r.SetData(location, -1, ComponentDamageLevel.Functional, true);
                        result.Add(r);
                        total_slot = total_slot | actuator.Type;
                        return(true);
                    }

                    return(false);
                }

                if (total_slot.HasFlag(slot))
                {
                    CustomComponents.Control.LogDebug(DType.ClearInventory, $"--- already have {slot} skip");
                    return;
                }

                if (!add_item(GetDefaultActuator(mech, location, slot)))
                {
                    add_item(GetDefaultActuator(null, location, slot));
                }
            }

            void clear_side(ChassisLocations location)
            {
                result.RemoveAll(i => i.MountedLocation == location & i.Is <ArmActuator>() && !i.IsModuleFixed(mech));
                total_slot = ArmActuatorSlot.None;
                foreach (var item in result.Where(i => i.MountedLocation == location))
                {
                    if (item.Is <ArmActuator>(out var a))
                    {
                        total_slot = total_slot | a.Type;
                    }
                }
                CustomComponents.Control.LogDebug(DType.ClearInventory, $"-- {location} current {total_slot}");
                add_default(location, ArmActuatorSlot.PartShoulder);
                add_default(location, ArmActuatorSlot.PartUpper);

                if (ArmActuatorFeature.settings.ForceFullDefaultActuators && !IsIgnoreFullActuators(mech))
                {
                    var limit = mech.Chassis.Is <ArmActuatorSupport>(out var s)
                        ? s.GetLimit(location)
                        : ArmActuatorSlot.Hand;

                    if (limit.HasFlag(ArmActuatorSlot.Lower))
                    {
                        add_default(location, ArmActuatorSlot.PartLower);
                    }
                    if (limit.HasFlag(ArmActuatorSlot.Hand))
                    {
                        add_default(location, ArmActuatorSlot.PartHand);
                    }
                }
            }

            clear_side(ChassisLocations.LeftArm);
            clear_side(ChassisLocations.RightArm);
        }
Esempio n. 5
0
        public string ReplaceValidateDrop(MechLabItemSlotElement drop_item, LocationHelper location, List <IChange> changes)
        {
            if (location.widget.loadout.Location != ChassisLocations.LeftArm &&
                location.widget.loadout.Location != ChassisLocations.RightArm)
            {
                return(string.Empty);
            }

            var total_slot = Type;
            var mount_loc  = location.widget.loadout.Location;
            var mechlab    = location.mechLab;
            var mech       = mechlab.activeMechDef;

            CustomComponents.Control.LogDebug(DType.ComponentInstall, $"-- ArmActuator: {Def.Description.Id} {Type}");

            void add_default(ArmActuatorSlot slot)
            {
                bool add_item(string id)
                {
                    CustomComponents.Control.LogDebug(DType.ComponentInstall, $"---- id:[{id}]");
                    if (string.IsNullOrEmpty(id))
                    {
                        return(false);
                    }

                    var r = DefaultHelper.CreateRef(id, ComponentType.Upgrade, mechlab.dataManager, mechlab.Sim);

                    if (r.Is <ArmActuator>(out var actuator) && (actuator.Type & total_slot) == 0)
                    {
                        CustomComponents.Control.LogDebug(DType.ComponentInstall, $"----- actuator fit: install");
                        changes.Add(new AddDefaultChange(mount_loc, DefaultHelper.CreateSlot(r, mechlab)));
                        total_slot = total_slot | actuator.Type;
                        return(true);
                    }

                    CustomComponents.Control.LogDebug(DType.ComponentInstall, $"----- actuator not fit, ski[[");
                    return(false);
                }

                CustomComponents.Control.LogDebug(DType.ComponentInstall, $"--- adding {slot} to {total_slot}");

                if (total_slot.HasFlag(slot))
                {
                    CustomComponents.Control.LogDebug(DType.ComponentInstall, $"---- already exist, return");

                    return;
                }

                if (add_item(ArmActuatorCC.GetDefaultActuator(mech, mount_loc, slot)))
                {
                    return;
                }

                add_item(ArmActuatorCC.GetDefaultActuator(null, mount_loc, slot));
            }

            foreach (var item in location.LocalInventory.Where(i => i.ComponentRef.Is <ArmActuator>()))
            {
                var actuator = item.ComponentRef.GetComponent <ArmActuator>();
                if ((actuator.Type & Type) != 0)
                {
                    if (item.ComponentRef.IsModuleFixed(location.mechLab.activeMechDef))
                    {
                        CustomComponents.Control.LogDebug(DType.ComponentInstall,
                                                          $"--- cannot remove {item.ComponentRef.ComponentDefID}");
                        return
                            ($"Cannot install {drop_item.ComponentRef.Def.Description.Name} - {Type} occuped by {item.ComponentRef.Def.Description.Name}");
                    }

                    CustomComponents.Control.LogDebug(DType.ComponentInstall,
                                                      $"--- removing {item.ComponentRef.ComponentDefID}");
                    changes.Add(new RemoveChange(location.widget.loadout.Location, item));
                }
                else
                {
                    total_slot = total_slot | actuator.Type;
                }
            }

            add_default(ArmActuatorSlot.PartShoulder);
            add_default(ArmActuatorSlot.PartUpper);

            if (ArmActuatorCC.IsIgnoreFullActuators(mech))
            {
                if (!total_slot.HasFlag(ArmActuatorSlot.PartLower) && total_slot.HasFlag(ArmActuatorSlot.PartHand))
                {
                    CustomComponents.Control.LogDebug(DType.ComponentInstall, $"--- adding Lower to {total_slot}");
                    var change = AddFromInventoryChange.FoundInInventory(mount_loc, new MechLabHelper(mechlab),
                                                                         item => item.Is <ArmActuator>(out var actuator) && actuator.Type == ArmActuatorSlot.PartLower,
                                                                         item => item.Description.Id == ArmActuatorFeature.settings.DefaultCBTLower
                                                                         );
                    if (change != null)
                    {
                        changes.Add(change);
                    }
                    else if (ArmActuatorFeature.settings.InterruptHandDropIfNoLower)
                    {
                        return($"Cannot found LowerArm");
                    }
                }
                else
                {
                    CustomComponents.Control.LogDebug(DType.ComponentInstall, $"--- Lower exist in {total_slot}, done");
                }
            }
            else
            {
                var limit = mech.Chassis.Is <ArmActuatorSupport>(out var s)
                    ? s.GetLimit(mount_loc)
                    : ArmActuatorSlot.Hand;
                if (limit.HasFlag(ArmActuatorSlot.PartLower))
                {
                    add_default(ArmActuatorSlot.PartLower);
                }
                if (limit.HasFlag(ArmActuatorSlot.PartHand))
                {
                    add_default(ArmActuatorSlot.PartHand);
                }
            }
            return(string.Empty);
        }
Esempio n. 6
0
        public void OnItemGrabbed(IMechLabDraggableItem item, MechLabPanel mechLab, MechLabLocationWidget widget)
        {
            if (widget.loadout.Location != ChassisLocations.LeftArm &&
                widget.loadout.Location != ChassisLocations.RightArm)
            {
                return;
            }

            var loc_helper = new LocationHelper(widget);
            var total_slot = ArmActuatorSlot.None;
            var mount_loc  = widget.loadout.Location;
            var ml_helper  = new MechLabHelper(mechLab);

            CustomComponents.Control.LogDebug(DType.ComponentInstall, $"- ArmActuator: {Def.Description.Id} {Type}");


            void add_default(ArmActuatorSlot slot)
            {
                bool add_item(string id)
                {
                    if (string.IsNullOrEmpty(id))
                    {
                        return(false);
                    }

                    var r = DefaultHelper.CreateRef(id, ComponentType.Upgrade, mechLab.dataManager, mechLab.Sim);

                    if (r.Is <ArmActuator>(out var actuator) && (actuator.Type & total_slot) == 0)
                    {
                        DefaultHelper.AddMechLab(id, ComponentType.Upgrade, ml_helper, mount_loc);
                        total_slot = total_slot | actuator.Type;
                        return(true);
                    }

                    return(false);
                }

                CustomComponents.Control.LogDebug(DType.ComponentInstall, $"--- adding {slot} to {total_slot}");

                if (total_slot.HasFlag(slot))
                {
                    CustomComponents.Control.LogDebug(DType.ComponentInstall, $"---- already present");
                    return;
                }

                if (add_item(ArmActuatorCC.GetDefaultActuator(mechLab.activeMechDef, mount_loc, slot)))
                {
                    return;
                }

                add_item(ArmActuatorCC.GetDefaultActuator(null, mount_loc, slot));
            }

            for (int i = loc_helper.LocalInventory.Count - 1; i >= 0; i--)
            {
                var slotitem = loc_helper.LocalInventory[i];

                if (!slotitem.ComponentRef.Is <ArmActuator>())
                {
                    continue;
                }

                var actuator = slotitem.ComponentRef.GetComponent <ArmActuator>();
                if (slotitem.ComponentRef.IsDefault() &&
                    !slotitem.ComponentRef.IsModuleFixed(ml_helper.MechLab.activeMechDef))
                {
                    CustomComponents.Control.LogDebug(DType.ComponentInstall,
                                                      $"-- removing {slotitem.ComponentRef.ComponentDefID} {actuator.Type}");

                    DefaultHelper.RemoveMechLab(slotitem.ComponentRef.ComponentDefID,
                                                slotitem.ComponentRef.ComponentDefType, ml_helper, mount_loc);
                }
                else
                {
                    CustomComponents.Control.LogDebug(DType.ComponentInstall,
                                                      $"-- checking {slotitem.ComponentRef.ComponentDefID} {actuator.Type}");
                    total_slot = total_slot | actuator.Type;
                }
            }

            CustomComponents.Control.LogDebug(DType.ComponentInstall, $"-- actuators {total_slot}");

            add_default(ArmActuatorSlot.PartShoulder);
            add_default(ArmActuatorSlot.PartUpper);

            if (ArmActuatorCC.IsIgnoreFullActuators(mechLab.activeMechDef))
            {
                if (total_slot.HasFlag(ArmActuatorSlot.PartHand) && !total_slot.HasFlag(ArmActuatorSlot.PartLower))
                {
                    CustomComponents.Control.LogDebug(DType.ComponentInstall, $"-- Removing hand from {total_slot}");

                    var hand = loc_helper.LocalInventory.FirstOrDefault(i =>
                                                                        i.ComponentRef.Is <ArmActuator>(out var actuator) &&
                                                                        actuator.Type.HasFlag(ArmActuatorSlot.PartHand));
                    if (hand == null || hand.ComponentRef.IsFixed)
                    {
                        return;
                    }
                    var dragitem = mechLab.DragItem;
                    widget.OnRemoveItem(hand, false);
                    mechLab.ForceItemDrop(hand);
                    ml_helper.SetDragItem(dragitem as MechLabItemSlotElement);
                }
                else
                {
                    CustomComponents.Control.LogDebug(DType.ComponentInstall,
                                                      $"-- hand already removed from {total_slot}");
                }
            }
            else
            {
                var limit = mechLab.activeMechDef.Chassis.Is <ArmActuatorSupport>(out var s)
                    ? s.GetLimit(mount_loc)
                    : ArmActuatorSlot.Hand;
                if (limit.HasFlag(ArmActuatorSlot.PartLower))
                {
                    add_default(ArmActuatorSlot.PartLower);
                }
                if (limit.HasFlag(ArmActuatorSlot.PartHand))
                {
                    add_default(ArmActuatorSlot.PartHand);
                }
            }
        }