public static void UpdateSearchResults() { if (blueprints == null) { return; } selectedCollationIndex = 0; selectedBlueprint = null; selectedBlueprintIndex = -1; selectedCollatedBPs = null; BlueprintListUI.needsLayout = true; if (settings.searchText.Trim().Length == 0) { ResetSearch(); } var terms = settings.searchText.Split(' ').Select(s => s.ToLower()).ToHashSet(); selectedTypeFilter = blueprintTypeFilters[settings.selectedBPTypeFilter]; var selectedType = selectedTypeFilter.type; IEnumerable <BlueprintScriptableObject> bps = null; if (selectedTypeFilter.blueprintSource != null) { bps = selectedTypeFilter.blueprintSource(); } else { bps = BlueprintExensions.BlueprintsOfType(selectedType).Where((bp) => selectedTypeFilter.filter(bp)); } var filtered = new List <BlueprintScriptableObject>(); foreach (BlueprintScriptableObject blueprint in bps) { var name = blueprint.name.ToLower(); if (terms.All(term => name.Contains(term))) { filtered.Add(blueprint); } } filteredBPs = filtered.OrderBy(bp => bp.name); matchCount = filtered.Count(); if (selectedTypeFilter.collator != null) { collatedBPs = filtered.GroupBy(selectedTypeFilter.collator).OrderBy(bp => bp.Key); // I could do something like this but I will leave it up to the UI when a collation is selected. // GetItems().GroupBy(g => g.Type).Select(s => new { Type = s.Key, LastTen = s.Take(10).ToList() }); collationKeys = new List <String>() { "All" }; collationKeys = collationKeys.Concat(collatedBPs.Select(cbp => cbp.Key)).ToList(); } filteredBPs = filteredBPs.Take(settings.searchLimit).ToArray(); filteredBPNames = filteredBPs.Select(b => b.name).ToArray(); firstSearch = false; }
public static void To(this BlueprintArea area) { var areaEnterPoints = BlueprintExensions.BlueprintsOfType <BlueprintAreaEnterPoint>(); var blueprint = areaEnterPoints.FirstOrDefault(bp => bp is BlueprintAreaEnterPoint ep && ep.Area == area); if (blueprint is BlueprintAreaEnterPoint enterPoint) { GameHelper.EnterToArea(enterPoint, AutoSaveMode.None); } }
public static void InitializeActions() { BlueprintAction.Register( new BlueprintAction <BlueprintItem>("Add", (bp, ch, n) => Game.Instance.Player.Inventory.Add(bp, n, null), null, true ), new BlueprintAction <BlueprintItem>("Remove", (bp, ch, n) => Game.Instance.Player.Inventory.Remove(bp, n), (bp, ch) => Game.Instance.Player.Inventory.Contains(bp), true ), new BlueprintAction <BlueprintUnit>("Spawn", (bp, ch, n) => Actions.SpawnUnit(bp, n), null, true ), #if false new BlueprintAction("Kill", typeof(BlueprintUnit), (bp, ch) => { Actions.SpawnUnit((BlueprintUnit)bp); } ), new BlueprintAction("Remove", typeof(BlueprintUnit), (bp, ch) => { CheatsCombat.Kill((BlueprintUnit)bp); }, (bp, ch) => { return(ch.Inventory.Contains((BlueprintUnit)bp)); } ), #endif new BlueprintAction <BlueprintFeature>("Add", (bp, ch, n) => ch.Descriptor.AddFact(bp), (bp, ch) => !ch.Progression.Features.HasFact(bp) ), new BlueprintAction <BlueprintFeature>("Remove", (bp, ch, n) => ch.Progression.Features.RemoveFact(bp), (bp, ch) => ch.Progression.Features.HasFact(bp) ), new BlueprintAction <BlueprintFeature>("<", (bp, ch, n) => { try { ch.Progression.Features.GetFact(bp).RemoveRank(); } catch (Exception e) { Logger.Log(e); } }, (bp, ch) => { var feature = ch.Progression.Features.GetFact(bp); return(feature != null && feature.GetRank() > 1); }), new BlueprintAction <BlueprintFeature>(">", (bp, ch, n) => ch.Progression.Features.GetFact(bp).AddRank(), (bp, ch) => { var feature = ch.Progression.Features.GetFact(bp); return(feature != null && feature.GetRank() < feature.Blueprint.Ranks); }), // Spellbooks new BlueprintAction <BlueprintSpellbook>("Add", (bp, ch, n) => { ch.Descriptor.DemandSpellbook(bp.CharacterClass); }, (bp, ch) => !ch.Descriptor.Spellbooks.Any((sb) => sb.Blueprint == bp) ), new BlueprintAction <BlueprintSpellbook>("Remove", (bp, ch, n) => ch.Descriptor.DeleteSpellbook(bp), (bp, ch) => ch.Descriptor.Spellbooks.Any((sb) => sb.Blueprint == bp) ), new BlueprintAction <BlueprintSpellbook>(">", (bp, ch, n) => { try { var spellbook = ch.Descriptor.Spellbooks.First((sb) => sb.Blueprint == bp); if (spellbook.IsMythic) { spellbook.AddMythicLevel(); } else { spellbook.AddBaseLevel(); } } catch (Exception e) { Logger.Log(e); } }, (bp, ch) => ch.Descriptor.Spellbooks.Any((sb) => sb.Blueprint == bp && sb.CasterLevel < bp.MaxSpellLevel) ), // Buffs new BlueprintAction <BlueprintBuff>("Add", (bp, ch, n) => GameHelper.ApplyBuff(ch, bp), (bp, ch) => !ch.Descriptor.Buffs.HasFact(bp) ), new BlueprintAction <BlueprintBuff>("Remove", (bp, ch, n) => ch.Descriptor.RemoveFact(bp), (bp, ch) => ch.Descriptor.Buffs.HasFact(bp) ), new BlueprintAction <BlueprintBuff>("<", (bp, ch, n) => ch.Descriptor.Buffs.GetFact(bp).RemoveRank(), (bp, ch) => { var buff = ch.Descriptor.Buffs.GetFact(bp); return(buff != null && buff.GetRank() > 1); }), new BlueprintAction <BlueprintBuff>(">", (bp, ch, n) => ch.Descriptor.Buffs.GetFact(bp).AddRank(), (bp, ch) => { var buff = ch.Descriptor.Buffs.GetFact(bp); return(buff != null && buff.GetRank() < buff.Blueprint.Ranks - 1); }), // Abilities new BlueprintAction <BlueprintAbility>("Add", (bp, ch, n) => ch.AddAbility(bp), (bp, ch) => ch.CanAddAbility(bp) ), new BlueprintAction <BlueprintAbility>("At Will", (bp, ch, n) => ch.AddSpellAsAbility(bp), (bp, ch) => ch.CanAddSpellAsAbility(bp) ), new BlueprintAction <BlueprintAbility>("Remove", (bp, ch, n) => ch.RemoveAbility(bp), (bp, ch) => ch.HasAbility(bp) ), // BlueprintActivatableAbility new BlueprintAction <BlueprintActivatableAbility>("Add", (bp, ch, n) => ch.Descriptor.AddFact(bp), (bp, ch) => !ch.Descriptor.HasFact(bp) ), new BlueprintAction <BlueprintActivatableAbility>("Remove", (bp, ch, n) => ch.Descriptor.RemoveFact(bp), (bp, ch) => ch.Descriptor.HasFact(bp) ), // Etudes new BlueprintAction <BlueprintEtude>("Start", (bp, ch, n) => Game.Instance.Player.EtudesSystem.StartEtude(bp), (bp, ch) => Game.Instance.Player.EtudesSystem.EtudeIsNotStarted(bp) ), new BlueprintAction <BlueprintEtude>("Complete", (bp, ch, n) => Game.Instance.Player.EtudesSystem.MarkEtudeCompleted(bp), (bp, ch) => !Game.Instance.Player.EtudesSystem.EtudeIsNotStarted(bp) && !Game.Instance.Player.EtudesSystem.EtudeIsCompleted(bp) ), // Cut Scenes new BlueprintAction <Cutscene>("Play", (bp, ch, n) => { Actions.ToggleModWindow(); CutscenePlayerData cutscenePlayerData = CutscenePlayerData.Queue.FirstOrDefault <CutscenePlayerData>((Func <CutscenePlayerData, bool>)(c => c.PlayActionId == bp.name)); if (cutscenePlayerData != null) { cutscenePlayerData.PreventDestruction = true; cutscenePlayerData.Stop(); cutscenePlayerData.PreventDestruction = false; } var state = Kingmaker.ElementsSystem.ContextData <SpawnedUnitData> .Current?.State; CutscenePlayerView.Play(bp, null, true, state).PlayerData.PlayActionId = bp.name; }), // Teleport new BlueprintAction <BlueprintAreaEnterPoint>("Teleport", (bp, ch, n) => GameHelper.EnterToArea(bp, AutoSaveMode.None) ), new BlueprintAction <BlueprintGlobalMap>("Teleport", (bp, ch, n) => GameHelper.EnterToArea(bp.GlobalMapEnterPoint, AutoSaveMode.None) ), //new BlueprintAction<BlueprintAreaPart>("Teleport", // (bp, ch, n) => GameHelper.EnterToArea(bp, AutoSaveMode.None) // ), new BlueprintAction <BlueprintArea>("Teleport", (area, ch, n) => { var areaEnterPoints = BlueprintExensions.BlueprintsOfType <BlueprintAreaEnterPoint>(); var blueprint = areaEnterPoints.Where(bp => (bp is BlueprintAreaEnterPoint ep) ? ep.Area == area : false).FirstOrDefault(); if (blueprint is BlueprintAreaEnterPoint enterPoint) { GameHelper.EnterToArea(enterPoint, AutoSaveMode.None); } }),
public static void UpdateSearchResults() { if (blueprints == null) { return; } selectedCollationIndex = 0; selectedCollatedBPs = null; BlueprintListUI.needsLayout = true; if (settings.searchText.Trim().Length == 0) { ResetSearch(); } var searchText = settings.searchText; var terms = searchText.Split(' ').Select(s => s.ToLower()).ToHashSet(); selectedTypeFilter = blueprintTypeFilters[settings.selectedBPTypeFilter]; var selectedType = selectedTypeFilter.type; IEnumerable <SimpleBlueprint> bps = null; if (selectedTypeFilter.blueprintSource != null) { bps = selectedTypeFilter.blueprintSource(); } else { bps = from bp in BlueprintExensions.BlueprintsOfType(selectedType) where selectedTypeFilter.filter(bp) select bp; } var filtered = new List <SimpleBlueprint>(); foreach (var blueprint in bps) { if (blueprint.AssetGuid.ToString().Contains(searchText) || blueprint.GetType().ToString().Contains(searchText)) { filtered.Add(blueprint); } else { var name = blueprint.name; var displayName = blueprint.GetDisplayName(); var description = blueprint.GetDescription() ?? ""; if (terms.All(term => name.Matches(term)) || terms.All(term => displayName.Matches(term)) || settings.searchesDescriptions && (terms.All(term => description.Matches(term)) || blueprint is BlueprintItem itemBP && terms.All(term => itemBP.FlavorText.Matches(term)) ) ) { filtered.Add(blueprint); } } } filteredBPs = filtered.OrderBy(bp => bp.name); matchCount = filtered.Count(); UpdatePageCount(); for (var i = 0; i < BlueprintListUI.ParamSelected.Length; i++) { BlueprintListUI.ParamSelected[i] = 0; } uncolatedMatchCount = matchCount; if (selectedTypeFilter.collator != null) { collatedBPs = from bp in filtered from key in selectedTypeFilter.collator(bp) //where selectedTypeFilter.collator(bp).Contains(key) // this line causes a mutation error group bp by key into g orderby g.Key.LongSortKey(), g.Key select g; _ = collatedBPs.Count(); var keys = collatedBPs.ToList().Select(cbp => cbp.Key).ToList(); collationKeys = new List <string> { "All" }; collationKeys.AddRange(keys); } else { collationKeys = null; } unpagedBPs = filteredBPs; UpdatePaginatedResults(); firstSearch = false; UpdateCollation(); }
public static void InitializeActions() { #if false var flags = Game.Instance.Player.UnlockableFlags; BlueprintAction.Register <BlueprintItem>("Add", (bp, ch, n, index) => Game.Instance.Player.Inventory.Add(bp, n), isRepeatable: true); BlueprintAction.Register <BlueprintItem>("Remove", (bp, ch, n, index) => Game.Instance.Player.Inventory.Remove(bp, n), (bp, ch, index) => Game.Instance.Player.Inventory.Contains(bp), true); BlueprintAction.Register <BlueprintUnit>("Spawn", (bp, ch, n, index) => Actions.SpawnUnit(bp, n), isRepeatable: true); BlueprintAction.Register <BlueprintFeature>("Add", (bp, ch, n, index) => ch.Descriptor.AddFact(bp), (bp, ch, index) => !ch.Progression.Features.HasFact(bp)); BlueprintAction.Register <BlueprintFeature>("Remove", (bp, ch, n, index) => ch.Progression.Features.RemoveFact(bp), (bp, ch, index) => ch.Progression.Features.HasFact(bp)); BlueprintAction.Register <BlueprintParametrizedFeature>("Add", (bp, ch, n, index) => ch?.Descriptor?.AddFact <UnitFact>(bp, null, bp.Items.OrderBy(x => x.Name).ElementAt(BlueprintListUI.ParamSelected[index]).Param), (bp, ch, index) => ch?.Descriptor?.Unit?.Facts?.Get <Feature>(i => i.Blueprint == bp && i.Param == bp.Items.OrderBy(x => x.Name).ElementAt(BlueprintListUI.ParamSelected[index]).Param) == null); BlueprintAction.Register <BlueprintParametrizedFeature>("Remove", (bp, ch, n, index) => ch?.Progression?.Features?.RemoveFact(ch.Descriptor?.Unit?.Facts?.Get <Feature>(i => i.Blueprint == bp && i.Param == bp.Items.OrderBy(x => x.Name).ToArray()[BlueprintListUI.ParamSelected[index]].Param)), (bp, ch, index) => ch?.Descriptor?.Unit?.Facts?.Get <Feature>(i => i.Blueprint == bp && i.Param == bp.Items.OrderBy(x => x.Name).ToArray()[BlueprintListUI.ParamSelected[index]].Param) != null); BlueprintAction.Register <BlueprintFeature>("<", (bp, ch, n, index) => ch.Progression.Features.GetFact(bp)?.RemoveRank(), (bp, ch, index) => { var feature = ch.Progression.Features.GetFact(bp); return(feature?.GetRank() > 1); }); BlueprintAction.Register <BlueprintFeature>(">", (bp, ch, n, index) => ch.Progression.Features.GetFact(bp)?.AddRank(), (bp, ch, index) => { var feature = ch.Progression.Features.GetFact(bp); return(feature != null && feature.GetRank() < feature.Blueprint.Ranks); }); //BlueprintAction.Register<BlueprintArchetype>( // "Add", // (bp, ch, n, index) => ch.Progression.AddArchetype(ch.Progression.Classes.First().CharacterClass, bp), // (bp, ch, index) => ch.Progression.CanAddArchetype(ch.Progression.Classes.First().CharacterClass, bp) // ); //BlueprintAction.Register<BlueprintArchetype>("Remove", // (bp, ch, n, index) => ch.Progression.AddArchetype(ch.Progression.Classes.First().CharacterClass, bp), // (bp, ch, index) => ch.Progression.Classes.First().Archetypes.Contains(bp) // ); // Spellbooks BlueprintAction.Register <BlueprintSpellbook>("Add", (bp, ch, n, index) => ch.Descriptor.DemandSpellbook(bp.CharacterClass), (bp, ch, index) => ch.Descriptor.Spellbooks.All(sb => sb.Blueprint != bp)); BlueprintAction.Register <BlueprintSpellbook>("Remove", (bp, ch, n, index) => ch.Descriptor.DeleteSpellbook(bp), (bp, ch, index) => ch.Descriptor.Spellbooks.Any(sb => sb.Blueprint == bp)); BlueprintAction.Register <BlueprintSpellbook>(">", (bp, ch, n, index) => { try { var spellbook = ch.Descriptor.Spellbooks.First(sb => sb.Blueprint == bp); if (spellbook.IsMythic) { spellbook.AddMythicLevel(); } else { spellbook.AddBaseLevel(); } } catch (Exception e) { Mod.Error(e); } }, (bp, ch, index) => ch.Descriptor.Spellbooks.Any(sb => sb.Blueprint == bp && sb.CasterLevel < bp.MaxSpellLevel)); // Buffs BlueprintAction.Register <BlueprintBuff>("Add", (bp, ch, n, index) => GameHelper.ApplyBuff(ch, bp), (bp, ch, index) => !ch.Descriptor.Buffs.HasFact(bp)); BlueprintAction.Register <BlueprintBuff>("Remove", (bp, ch, n, index) => ch.Descriptor.RemoveFact(bp), (bp, ch, index) => ch.Descriptor.Buffs.HasFact(bp)); BlueprintAction.Register <BlueprintBuff>("<", (bp, ch, n, index) => ch.Descriptor.Buffs.GetFact(bp)?.RemoveRank(), (bp, ch, index) => { var buff = ch.Descriptor.Buffs.GetFact(bp); return(buff?.GetRank() > 1); }); BlueprintAction.Register <BlueprintBuff>(">", (bp, ch, n, index) => ch.Descriptor.Buffs.GetFact(bp)?.AddRank(), (bp, ch, index) => { var buff = ch.Descriptor.Buffs.GetFact(bp); return(buff != null && buff.GetRank() < buff.Blueprint.Ranks - 1); }); // Abilities BlueprintAction.Register <BlueprintAbility>("Add", (bp, ch, n, index) => ch.AddAbility(bp), (bp, ch, index) => ch.CanAddAbility(bp)); BlueprintAction.Register <BlueprintAbility>("At Will", (bp, ch, n, index) => ch.AddSpellAsAbility(bp), (bp, ch, index) => ch.CanAddSpellAsAbility(bp)); BlueprintAction.Register <BlueprintAbility>("Remove", (bp, ch, n, index) => ch.RemoveAbility(bp), (bp, ch, index) => ch.HasAbility(bp)); // Ability Resources BlueprintAction.Register <BlueprintAbilityResource>("Add", (bp, ch, n, index) => ch.Resources.Add(bp, true), (bp, ch, index) => !ch.Resources.ContainsResource(bp)); BlueprintAction.Register <BlueprintAbilityResource>("Remove", (bp, ch, n, index) => ch.Resources.Remove(bp), (bp, ch, index) => ch.Resources.ContainsResource(bp)); // Spellbooks // BlueprintActivatableAbility BlueprintAction.Register <BlueprintActivatableAbility>("Add", (bp, ch, n, index) => ch.Descriptor.AddFact(bp), (bp, ch, index) => !ch.Descriptor.HasFact(bp)); BlueprintAction.Register <BlueprintActivatableAbility>("Remove", (bp, ch, n, index) => ch.Descriptor.RemoveFact(bp), (bp, ch, index) => ch.Descriptor.HasFact(bp)); // Quests BlueprintAction.Register <BlueprintQuest>("Start", (bp, ch, n, index) => Game.Instance.Player.QuestBook.GiveObjective(bp.Objectives.First()), (bp, ch, index) => Game.Instance.Player.QuestBook.GetQuest(bp) == null); BlueprintAction.Register <BlueprintQuest>("Complete", (bp, ch, n, index) => { foreach (var objective in bp.Objectives) { Game.Instance.Player.QuestBook.CompleteObjective(objective); } }, (bp, ch, index) => Game.Instance.Player.QuestBook.GetQuest(bp)?.State == QuestState.Started); // Quests Objectives BlueprintAction.Register <BlueprintQuestObjective>("Start", (bp, ch, n, index) => Game.Instance.Player.QuestBook.GiveObjective(bp), (bp, ch, index) => Game.Instance.Player.QuestBook.GetQuest(bp.Quest) == null); BlueprintAction.Register <BlueprintQuestObjective>("Complete", (bp, ch, n, index) => Game.Instance.Player.QuestBook.CompleteObjective(bp), (bp, ch, index) => Game.Instance.Player.QuestBook.GetQuest(bp.Quest)?.State == QuestState.Started); // Etudes BlueprintAction.Register <BlueprintEtude>("Start", (bp, ch, n, index) => Game.Instance.Player.EtudesSystem.StartEtude(bp), (bp, ch, index) => Game.Instance.Player.EtudesSystem.EtudeIsNotStarted(bp)); BlueprintAction.Register <BlueprintEtude>("Unstart", (bp, ch, n, index) => Game.Instance.Player.EtudesSystem.UnstartEtude(bp), (bp, ch, index) => !Game.Instance.Player.EtudesSystem.EtudeIsNotStarted(bp)); BlueprintAction.Register <BlueprintEtude>("Complete", (bp, ch, n, index) => Game.Instance.Player.EtudesSystem.MarkEtudeCompleted(bp), (bp, ch, index) => !Game.Instance.Player.EtudesSystem.EtudeIsNotStarted(bp) && !Game.Instance.Player.EtudesSystem.EtudeIsCompleted(bp)); // Flags BlueprintAction.Register <BlueprintUnlockableFlag>("Unlock", (bp, ch, n, index) => flags.Unlock(bp), (bp, ch, index) => !flags.IsUnlocked(bp)); BlueprintAction.Register <BlueprintUnlockableFlag>("Lock", (bp, ch, n, index) => flags.Lock(bp), (bp, ch, index) => flags.IsUnlocked(bp)); BlueprintAction.Register <BlueprintUnlockableFlag>(">", (bp, ch, n, index) => flags.SetFlagValue(bp, flags.GetFlagValue(bp) + n), (bp, ch, index) => flags.IsUnlocked(bp)); BlueprintAction.Register <BlueprintUnlockableFlag>("<", (bp, ch, n, index) => flags.SetFlagValue(bp, flags.GetFlagValue(bp) - n), (bp, ch, index) => flags.IsUnlocked(bp)); // Cutscenes BlueprintAction.Register <Cutscene>("Play", (bp, ch, n, index) => { Actions.ToggleModWindow(); var cutscenePlayerData = CutscenePlayerData.Queue.FirstOrDefault(c => c.PlayActionId == bp.name); if (cutscenePlayerData != null) { cutscenePlayerData.PreventDestruction = true; cutscenePlayerData.Stop(); cutscenePlayerData.PreventDestruction = false; } var state = ContextData <SpawnedUnitData> .Current?.State; CutscenePlayerView.Play(bp, null, true, state).PlayerData.PlayActionId = bp.name; }); // Teleport BlueprintAction.Register <BlueprintAreaEnterPoint>("Teleport", (bp, ch, n, index) => GameHelper.EnterToArea(bp, AutoSaveMode.None)); BlueprintAction.Register <BlueprintGlobalMap>("Teleport", (bp, ch, n, index) => GameHelper.EnterToArea(bp.GlobalMapEnterPoint, AutoSaveMode.None)); BlueprintAction.Register <BlueprintArea>("Teleport", (area, ch, n, index) => { var areaEnterPoints = BlueprintExensions.BlueprintsOfType <BlueprintAreaEnterPoint>(); var blueprint = areaEnterPoints.FirstOrDefault(bp => bp is BlueprintAreaEnterPoint ep && ep.Area == area); if (blueprint is BlueprintAreaEnterPoint enterPoint) { GameHelper.EnterToArea(enterPoint, AutoSaveMode.None); } }); BlueprintAction.Register <BlueprintGlobalMapPoint>("Teleport", (globalMapPoint, ch, n, index) => { if (!Teleport.TeleportToGlobalMapPoint(globalMapPoint)) { Teleport.TeleportToGlobalMap(() => Teleport.TeleportToGlobalMapPoint(globalMapPoint)); } }); //Army BlueprintAction.Register <BlueprintArmyPreset>("Add", (bp, ch, n, l) => { Actions.CreateArmy(bp); }); //ArmyGeneral BlueprintAction.Register <BlueprintLeaderSkill>("Add", (bp, ch, n, l) => Actions.AddSkillToLeader(bp), (bp, ch, index) => Actions.LeaderSelected(bp) && !Actions.LeaderHasSkill(bp)); //ArmyGeneral BlueprintAction.Register <BlueprintLeaderSkill>("Remove", (bp, ch, n, l) => Actions.RemoveSkillFromLeader(bp), (bp, ch, index) => Actions.LeaderSelected(bp) && Actions.LeaderHasSkill(bp)); #endif }