Added complete crafting to the game. Next step would be research and buildings. Updated DSL with Setup to work with dynamic loading.
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@@ -2,31 +2,74 @@ using Godot;
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public class CraftNode : ProgramNode
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{
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Item selectedItem;
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int amount;
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public CraftNode()
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{
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DisplayText = "Craft";
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}
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public override NodeResult Execute(Robot robot, double delta)
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{
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GD.Print("Craft");
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if (nextNode != null)
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if (selectedItem == null)
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{
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return nextNode.Execute(robot, delta);
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lastExecutionMessage = "No Item selected";
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return NodeResult.FAILURE;
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}
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else
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if (amount <= 0)
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{
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return NodeResult.SUCCESS;
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lastExecutionMessage = "Amount has to be atleast 1";
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return NodeResult.FAILURE;
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}
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if (!GameData.inventory.CanCraft(selectedItem.data.Inputs, amount))
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{
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lastExecutionMessage = "Not enough items to craft this";
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return NodeResult.FAILURE;
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}
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switch (selectedItem.Craft(amount, delta))
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{
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case CraftingResult.FAILED:
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lastExecutionMessage = "Not enough space to add item to inventory";
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return NodeResult.FAILURE;
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case CraftingResult.FINISHED:
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return NodeResult.SUCCESS;
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}
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return NodeResult.RUNNING;
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}
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public override void ReadParameters(NodeDisplay display)
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{
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//
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HBoxContainer valueContainer = display.GetNode<HBoxContainer>("./EditorDisplay/HBoxContainer/");
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OptionButton items = valueContainer.GetNode<OptionButton>("./Item");
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string readableItem = items.GetItemText(items.GetSelectedId());
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if (GameData.availableItems.ContainsKey(ItemData.GetIndex(readableItem)))
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{
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selectedItem = new Item { data = GameData.availableItems[ItemData.GetIndex(readableItem)]};
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}
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amount = (int)valueContainer.GetNode<SpinBox>("./Amount").Value;
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}
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public override ProgramNode Duplicate()
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{
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CraftNode duplicate = new CraftNode();
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CraftNode duplicate = new CraftNode()
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{
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selectedItem = selectedItem,
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amount = amount
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};
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return duplicate;
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}
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public override void Setup(NodeDisplay display)
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{
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OptionButton options = display.GetNode<OptionButton>("./EditorDisplay/HBoxContainer/Item");
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options.AddItem("Select item...");
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foreach (ItemData item in GameData.availableItems.Values)
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{
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if (item.Inputs.Count > 0)
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{
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options.AddItem(item.GetReadableName());
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}
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}
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}
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}
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