Implemented split between consumable crafting initialization and equipment enhancement initialization.
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#pragma region License |
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/*
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License (OLC-3) |
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~~~~~~~~~~~~~~~ |
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Copyright 2018 - 2022 OneLoneCoder.com |
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Redistribution and use in source and binary forms, with or without modification, |
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are permitted provided that the following conditions are met: |
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1. Redistributions or derivations of source code must retain the above copyright |
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notice, this list of conditions and the following disclaimer. |
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2. Redistributions or derivative works in binary form must reproduce the above |
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copyright notice. This list of conditions and the following disclaimer must be |
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reproduced in the documentation and/or other materials provided with the distribution. |
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3. Neither the name of the copyright holder nor the names of its contributors may |
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be used to endorse or promote products derived from this software without specific |
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prior written permission. |
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY |
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES |
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT |
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, |
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED |
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR |
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN |
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN |
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF |
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SUCH DAMAGE. |
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Portions of this software are copyright © 2023 The FreeType |
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information. |
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All rights reserved. |
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*/ |
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#pragma endregion |
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#include "Menu.h" |
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#include "Crawler.h" |
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#include "MenuItemItemButton.h" |
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#include "PlayerMoneyLabel.h" |
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#include "RowInventoryScrollableWindowComponent.h" |
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#include "EnhancementStatsLabel.h" |
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#include "RequiredMaterialsList.h" |
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INCLUDE_game |
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INCLUDE_ITEM_CATEGORIES |
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INCLUDE_DATA |
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INCLUDE_GFX |
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void Menu::InitializeConsumableCraftingWindow(){ |
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Menu*consumableCraftingWindow=CreateMenu(CRAFT_CONSUMABLE,CENTERED,game->GetScreenSize()-vi2d{52,52}); |
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std::vector<std::pair<std::string,int>>categories; |
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std::vector<std::weak_ptr<Item>>weaponInventory; |
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std::vector<std::weak_ptr<Item>>armorInventory; |
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#pragma region Build Equipment Lists |
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std::for_each(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),[&](const std::shared_ptr<Item> item){ |
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switch(item.get()->GetEquipSlot()){ |
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case EquipSlot::WEAPON:{ |
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weaponInventory.push_back(item); |
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}break; |
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case EquipSlot::NONE: |
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case EquipSlot::RING1: |
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case EquipSlot::RING2:break;//No-op
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default:{ //We assume everything else is armor.
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armorInventory.push_back(item); |
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} |
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} |
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}); |
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#pragma endregion |
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auto weaponTab=consumableCraftingWindow->ADD("Weapon Tab",MenuComponent)({{2,0},{consumableCraftingWindow->size.x/2-4,24}},"Weapon",[](MenuFuncData data){ |
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Component<MenuComponent>(CRAFT_CONSUMABLE,"Armor Tab")->selected=false; |
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Component<RowInventoryScrollableWindowComponent>(CRAFT_CONSUMABLE,"Weapon Inventory Display")->Enable(true); |
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Component<RowInventoryScrollableWindowComponent>(CRAFT_CONSUMABLE,"Armor Inventory Display")->Enable(false); |
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data.component->selected=true; |
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return true; |
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})END; |
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weaponTab->selected=true; |
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weaponTab->selectionType=SelectionType::HIGHLIGHT; |
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auto armorTab=consumableCraftingWindow->ADD("Armor Tab",MenuComponent)({{consumableCraftingWindow->size.x/2+2,0},{consumableCraftingWindow->size.x/2-4,24}},"Armor",[](MenuFuncData data){ |
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Component<MenuComponent>(CRAFT_CONSUMABLE,"Weapon Tab")->selected=false; |
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Component<RowInventoryScrollableWindowComponent>(CRAFT_CONSUMABLE,"Weapon Inventory Display")->Enable(false); |
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Component<RowInventoryScrollableWindowComponent>(CRAFT_CONSUMABLE,"Armor Inventory Display")->Enable(true); |
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data.component->selected=true; |
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return true; |
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})END; |
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armorTab->selectionType=SelectionType::HIGHLIGHT; |
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#pragma region Weapon Inventory Display |
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auto weaponsDisplay=consumableCraftingWindow->ADD("Weapon Inventory Display",RowInventoryScrollableWindowComponent)({{2,28},{220,consumableCraftingWindow->size.y-44}},"Item Name Label","Item Description Label", |
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[](MenuFuncData data){ |
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RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(data.component); |
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const std::weak_ptr<Item>item=comp->GetItem(); |
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std::string label=""; |
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if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){ |
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label=std::format("Level {} ->#00AA00 {}",item.lock()->EnhancementLevel(),item.lock()->EnhancementLevel()+1); |
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} |
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Component<MenuLabel>(CRAFT_ITEM,"Enhancement Level Header")->SetLabel(label); |
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Component<MenuLabel>(CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName())); |
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Component<EnhancementStatsLabel>(CRAFT_ITEM,"Enhancement Stats Label")->SetItem(item); |
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Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item); |
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Component<MenuComponent>(CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem()); |
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Menu::OpenMenu(CRAFT_ITEM); |
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return true; |
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}, |
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[](MenuFuncData data){ |
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RowItemDisplay*rowItem=DYNAMIC_CAST<RowItemDisplay*>(data.component); |
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Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetItem(rowItem->GetItem()); |
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return true; |
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}, |
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[](MenuFuncData data){ |
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Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetItem(Item::BLANK); |
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return true; |
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}, |
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InventoryCreator::RowPlayerWeapons_InventoryUpdate, |
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{.padding=1,.size={207,28}} |
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)END; |
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AddInventoryListener(weaponsDisplay,"Equipment"); |
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weaponsDisplay->SetCompactDescriptions(CRAFTING_INFO); |
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#pragma endregion |
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#pragma region Armor Inventory Display |
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auto armorDisplay=consumableCraftingWindow->ADD("Armor Inventory Display",RowInventoryScrollableWindowComponent)({{2,28},{220,consumableCraftingWindow->size.y-44}},"Item Name Label","Item Description Label", |
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[](MenuFuncData data){ |
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Menu::OpenMenu(CRAFT_ITEM); |
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RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(data.component); |
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const std::weak_ptr<Item>item=comp->GetItem(); |
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std::string label=""; |
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if(item.lock()->EnhancementIsPossible()&&item.lock()->GetEnhancementInfo().size()>item.lock()->EnhancementLevel()+1){ |
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label=std::format("Level {} ->#00AA00 {}",item.lock()->EnhancementLevel(),item.lock()->EnhancementLevel()+1); |
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} |
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Component<MenuLabel>(CRAFT_ITEM,"Enhancement Level Header")->SetLabel(label); |
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Component<MenuLabel>(CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName())); |
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Component<EnhancementStatsLabel>(CRAFT_ITEM,"Enhancement Stats Label")->SetItem(item); |
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Component<RequiredMaterialsList>(CRAFT_ITEM,"Required Materials List")->SetItem(item); |
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Component<MenuComponent>(CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem()); |
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return true; |
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}, |
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[](MenuFuncData data){ |
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RowItemDisplay*rowItem=DYNAMIC_CAST<RowItemDisplay*>(data.component); |
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Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetItem(rowItem->GetItem()); |
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return true; |
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}, |
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[](MenuFuncData data){ |
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Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetItem(Item::BLANK); |
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return true; |
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}, |
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InventoryCreator::RowPlayerArmor_InventoryUpdate, |
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{.padding=1,.size={207,28}} |
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)END; |
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AddInventoryListener(armorDisplay,"Equipment"); |
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armorDisplay->Enable(false); |
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armorDisplay->SetCompactDescriptions(CRAFTING_INFO); |
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#pragma endregion |
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#pragma region Inventory Description |
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float inventoryDescriptionWidth=consumableCraftingWindow->pos.x+consumableCraftingWindow->size.x-26-224; |
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consumableCraftingWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,consumableCraftingWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END; |
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consumableCraftingWindow->ADD("Item Icon",MenuItemItemButton)({{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,MenuType::ENUM_END,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END; |
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consumableCraftingWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END; |
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consumableCraftingWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,consumableCraftingWindow->size.y-44-66}},"",0.5f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END; |
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#pragma endregion |
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#pragma region Money Display |
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vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+consumableCraftingWindow->size.y-44+6}; |
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auto moneyIcon=consumableCraftingWindow->ADD("Money Icon",MenuIconButton)({moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END; |
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std::string moneyText=std::to_string(game->GetPlayer()->GetMoney()); |
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vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2; |
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auto moneyDisplay=consumableCraftingWindow->ADD("Money Label",PlayerMoneyLabel)({moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END; |
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moneyDisplay->SetRightAlignment(true); |
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Player::AddMoneyListener(moneyDisplay); |
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#pragma endregion |
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consumableCraftingWindow->ADD("Leave Button",MenuComponent)({{consumableCraftingWindow->size.x/2-48,28+consumableCraftingWindow->size.y-44+6},{96,24}},"Leave",MenuType::ENUM_END, |
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[](MenuFuncData data){ |
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Menu::CloseMenu(); |
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return true; |
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},{2,2})END; |
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} |
@ -0,0 +1,12 @@ |
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Merchants items |
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Minor Health Potion (s: 16g b: 23g) // Buyable or crafted with 3x Green Slime Remains + 1 Blue Slime Remains |
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Minor Mana Potion (s: 21g b: 30g) // Buyable or crafted with 1 Red Slime Remains + 1 Yellow Slime Remains |
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Bandages (s: 7g b: 10g) // Buyable |
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other Consumables |
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Berries (s: 8g) // 5% dropp from every Flower or Slime |
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Elixir of Bear Strength (s: 30g) // crafted with 1 Bear Claw + 1 Bear Blood |
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Minor Recovery Potion (s: 15g) // crafted with 1 Blue Slime Remains, 1 Red Slime Remains and 1 Flower Petal" |
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Only for 4 potions to craft in chapter 1. |
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But guess if every chapter has 4-5 potions that should be enough |
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