Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose: Functions related to dynamic recipes
//
//=============================================================================
#include "cbase.h"
#include "econ_dynamic_recipe.h"
#ifndef GC_DLL
#include "quest_objective_manager.h"
#endif
// This pattern was chosen to not be:
// - a valid string acceptable for user-input (ie., custom name)
// - a sensical float bit pattern
// - a common int bit pattern
// - meaningful Unicode data
const char *g_pszAttrEncodeSeparator = "|\x01\x02\x01\x03|\x01\x02\x01\x03|";
CRecipeComponentMatchingIterator::CRecipeComponentMatchingIterator( const IEconItemInterface *pSourceItem,
const IEconItemInterface *pTargetItem )
: m_pSourceItem( pSourceItem )
, m_pTargetItem( pTargetItem )
, m_bIgnoreCompleted( true )
, m_nInputsTotal( 0 )
, m_nInputsFulfilled( 0 )
, m_nOutputsTotal( 0 )
{}
bool CRecipeComponentMatchingIterator::OnIterateAttributeValue( const CEconItemAttributeDefinition *pAttrDef, const CAttribute_DynamicRecipeComponent& value )
{
// Don't count ourselves as a match!
if ( m_pSourceItem && m_pTargetItem && m_pSourceItem->GetID() == m_pTargetItem->GetID() )
return true;
// If this isn't a match and the item isn't NULL, we skip. We consider NULL to mean
// that we want to tally ALL attributes of this type
if ( !DefinedItemAttribMatch( value, m_pTargetItem ) && m_pTargetItem != NULL )
return true;
// Dont let non-craftable items through
if ( m_pTargetItem && !m_pTargetItem->IsUsableInCrafting() )
return true;
// Is this an output?
if ( value.component_flags() & DYNAMIC_RECIPE_FLAG_IS_OUTPUT )
{
m_vecMatchingOutputs.AddToTail( pAttrDef );
m_nOutputsTotal += value.num_required();
}
else
{
m_vecMatchingInputs.AddToTail( pAttrDef );
m_nInputsTotal += value.num_required();
m_nInputsFulfilled += value.num_fulfilled();
}
return true;
}
bool DefinedItemAttribMatch( const CAttribute_DynamicRecipeComponent& attribValue, const IEconItemInterface* pItem )
{
if ( !pItem )
return false;
// If our fulfilled count is what our item count is, then we're done. We dont want any more matches.
if ( attribValue.num_fulfilled() == attribValue.num_required() )
return false;
// If the item_def flag is set, and the item's item_def doesnt match then not a match
if ( ( attribValue.component_flags() & DYNAMIC_RECIPE_FLAG_PARAM_ITEM_DEF_SET ) &&
( attribValue.def_index() != (uint32)pItem->GetItemDefIndex() ) )
return false;
// If the quality flag is set, and the item's quality doesn't match, then not a match
if ( ( attribValue.component_flags() & DYNAMIC_RECIPE_FLAG_PARAM_QUALITY_SET ) &&
( attribValue.item_quality() != (uint32)pItem->GetQuality() ) )
return false;
// check if we have ALL required attributes
if ( attribValue.component_flags() & DYNAMIC_RECIPE_FLAG_PARAM_ATTRIBUTE_SET_ALL )
{
CUtlVector<CEconItem::attribute_t> vecAttribs;
if( !DecodeAttributeStringIntoAttributes( attribValue, vecAttribs ) )
{
AssertMsg2( 0, "%s: Unable to decode dynamic recipe attributes on item %llu", __FUNCTION__, pItem->GetID() );
return false;
}
FOR_EACH_VEC( vecAttribs, i )
{
const CEconItemAttributeDefinition *pAttr = GetItemSchema()->GetAttributeDefinition( vecAttribs[i].m_unDefinitionIndex );
Assert( pAttr );
uint32 itemAttributeValue;
if ( !pAttr || !pItem->FindAttribute( pAttr, &itemAttributeValue ) || itemAttributeValue != vecAttribs[i].m_value.asUint32 )
{
return false;
}
}
}
// check if we have ANY required attributes
else if ( attribValue.component_flags() & DYNAMIC_RECIPE_FLAG_PARAM_ATTRIBUTE_SET_ANY )
{
CUtlVector<CEconItem::attribute_t> vecAttribs;
if( !DecodeAttributeStringIntoAttributes( attribValue, vecAttribs ) )
{
AssertMsg2( 0, "%s: Unable to decode dynamic recipe attributes on item %llu", __FUNCTION__, pItem->GetID() );
return false;
}
bool bHasAnyMatchingAttributes = false;
FOR_EACH_VEC( vecAttribs, i )
{
const CEconItemAttributeDefinition *pAttr = GetItemSchema()->GetAttributeDefinition( vecAttribs[i].m_unDefinitionIndex );
Assert( pAttr );
uint32 itemAttributeValue;
if ( pAttr && pItem->FindAttribute( pAttr, &itemAttributeValue ) && itemAttributeValue == vecAttribs[i].m_value.asUint32 )
{
bHasAnyMatchingAttributes = true;
break;
}
}
if ( !bHasAnyMatchingAttributes )
{
return false;
}
}
return true;
}
bool DecodeAttributeStringIntoAttributes( const CAttribute_DynamicRecipeComponent& attribValue, CUtlVector<CEconItem::attribute_t>& vecAttribs )
{
CUtlStringList vecAttributeStrings; // Automatically free'd
V_SplitString( attribValue.attributes_string().c_str(), g_pszAttrEncodeSeparator, vecAttributeStrings );
if( vecAttributeStrings.Count() % 2 != 0 )
{
AssertMsg1( 0, "%s: Uneven count of encoded attribute strings!", __FUNCTION__ );
return false;
}
for( int j = 0; j< vecAttributeStrings.Count(); j+=2 )
{
// Get the attribute definition that's stored in the string, and its type
attrib_definition_index_t index = Q_atoi( vecAttributeStrings[j] );
const CEconItemAttributeDefinition *pAttrDef = GEconItemSchema().GetAttributeDefinition( index );
if ( !pAttrDef )
{
#ifdef GC
EmitError( SPEW_GC, __FUNCTION__ ": Unable to find attribute definition '%s' (index %d)!\n", vecAttributeStrings[j], j );
#endif
return false;
}
CEconItem::attribute_t& attrib = vecAttribs[vecAttribs.AddToTail()];
attrib.m_unDefinitionIndex = pAttrDef->GetDefinitionIndex();
// Now have the attribute read in the value stored in the string
const ISchemaAttributeType* pAttrType = pAttrDef->GetAttributeType();
pAttrType->InitializeNewEconAttributeValue( &attrib.m_value );
// Don't fail us now!
const char* pszAttribValue = vecAttributeStrings[j+1];
if ( !pAttrType->BConvertStringToEconAttributeValue( pAttrDef, pszAttribValue, &attrib.m_value ) )
{
#ifdef GC
EmitError( SPEW_GC, __FUNCTION__ ": Unable to parse attribute value '%s' for attribute '%s'!\n", pszAttribValue, pAttrDef->GetDefinitionName() );
#endif
return false;
}
}
return true;
}
bool DecodeItemFromEncodedAttributeString( const CAttribute_DynamicRecipeComponent& attribValue, CEconItem* pItem )
{
// If the item_def flag is set, set that item def
if ( attribValue.component_flags() & DYNAMIC_RECIPE_FLAG_PARAM_ITEM_DEF_SET )
{
pItem->SetDefinitionIndex( attribValue.def_index() );
}
else
{
// If the flag is not set, then we want the item name to be generic. In english, we want to just call it "item".
CAttribute_String attrStr;
attrStr.set_value( "#TF_ItemName_Item" );
static CSchemaAttributeDefHandle pAttrDef_ItemNameTextOverride( "item name text override" );
pItem->SetDynamicAttributeValue( pAttrDef_ItemNameTextOverride, attrStr );
}
// If the quality flag is set, take the quality
if ( attribValue.component_flags() & DYNAMIC_RECIPE_FLAG_PARAM_QUALITY_SET )
{
pItem->SetQuality( attribValue.item_quality() );
// If there's no item def set and the quality specified is "unique", we want to be explicit
// and have the item description actually say "unique item" so there's no confusion as to what
// item quality we want as an input.
if ( !( attribValue.component_flags() & DYNAMIC_RECIPE_FLAG_PARAM_ITEM_DEF_SET )
&& pItem->GetQuality() == AE_UNIQUE )
{
CAttribute_String attrStr;
attrStr.set_value( "#unique" );
static CSchemaAttributeDefHandle pAttrDef_QualityTextOverride( "quality text override" );
pItem->SetDynamicAttributeValue( pAttrDef_QualityTextOverride, attrStr );
}
}
else
{
// If no quality was specified, we want to explicity say that we'll accept ANY quality.
pItem->SetQuality( AE_UNIQUE );
CAttribute_String attrStr;
attrStr.set_value( "#TF_QualityText_Any" );
static CSchemaAttributeDefHandle pAttrDef_QualityTextOverride( "quality text override" );
pItem->SetDynamicAttributeValue( pAttrDef_QualityTextOverride, attrStr );
}
pItem->SetFlags( 0 );
// Get all the attributes encoded into the attribute
CUtlVector<CEconItem::attribute_t> vecAttribs;
if( !DecodeAttributeStringIntoAttributes( attribValue, vecAttribs ) )
{
AssertMsg1( 0, " %s : Unable to decode dynamic recipe attributes", __FUNCTION__ );
return false;
}
// Apply the attributes to the item
FOR_EACH_VEC( vecAttribs, j )
{
// We don't expect to get here with any missing attributes.
const CEconItemAttributeDefinition *pAttrDef = GetItemSchema()->GetAttributeDefinition( vecAttribs[j].m_unDefinitionIndex );
Assert( pAttrDef );
const ISchemaAttributeType *pAttrType = pAttrDef->GetAttributeType();
pAttrType->LoadEconAttributeValue( pItem, pAttrDef, vecAttribs[j].m_value );
// Free up our attribute memory now that we're done with it.
pAttrType->UnloadEconAttributeValue( &vecAttribs[j].m_value );
}
return true;
}