Improved recipes and added resources to it. Changed how ingredients and items work.
This commit is contained in:
@@ -1,11 +1,14 @@
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using Godot;
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public class GameResource : Ingredient
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public class GameResource
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{
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public string name;
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int currentAmount;
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int maxAmount;
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bool isEndless;
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float extractionSpeed;
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double timeSinceLastExtraction;
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ItemData item;
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public GameResource(string name)
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{
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@@ -14,6 +17,7 @@ public class GameResource : Ingredient
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currentAmount = maxAmount;
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isEndless = false;
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extractionSpeed = 1f;
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item = GameData.availableItems[name];
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}
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public bool Extract(double delta)
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@@ -25,6 +29,7 @@ public class GameResource : Ingredient
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if (currentAmount > 0)
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{
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currentAmount--;
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return true;
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}
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return false;
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@@ -1,8 +1,7 @@
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using Godot;
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public abstract class Ingredient
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public class Ingredient
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{
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public string name;
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public int currentAmount;
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public int stackSize;
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public string item;
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public int amount;
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}
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@@ -3,23 +3,23 @@ using Godot;
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public class Inventory
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{
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public List<Ingredient> inventory = new();
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public List<Item> inventory = new();
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public int maxInventorySize = 8;
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public bool AddIngredient(Ingredient ingredient, int amount)
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public bool AddItem(Item item, int amount)
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{
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Ingredient ing = inventory.Find(x => x.name == ingredient.name && x.currentAmount + amount <= x.stackSize);
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if (ing != null)
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Item inventoryItem = inventory.Find(x => x.data.Id == item.data.Id && x.currentAmount + amount <= x.data.StackSize);
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if (inventoryItem != null)
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{
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ing.currentAmount += amount;
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inventoryItem.currentAmount += amount;
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return true;
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}
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else
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{
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if (inventory.Count < maxInventorySize)
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{
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inventory.Add(ingredient);
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inventory.Add(item);
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inventory[inventory.Count - 1].currentAmount += amount;
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return true;
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}
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@@ -27,14 +27,14 @@ public class Inventory
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return false;
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}
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public bool CanCraft(Dictionary<Ingredient, int> neededIngredients, int amount)
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public bool CanCraft(List<Ingredient> neededIngredients, int amount)
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{
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bool canCraft = true;
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Ingredient ingredient;
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foreach(Ingredient key in neededIngredients.Keys)
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Item item;
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foreach(Ingredient ingredient in neededIngredients)
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{
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ingredient = inventory.Find(x => x.name == key.name && x.currentAmount >= neededIngredients[key] * amount);
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if (ingredient == null)
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item = inventory.Find(x => x.data.Id == ingredient.item && x.currentAmount >= ingredient.amount * amount);
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if (item == null)
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{
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canCraft = false;
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break;
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+12
-20
@@ -1,32 +1,23 @@
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using System.Collections.Generic;
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using System.Text.Json.Serialization;
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using Godot;
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public class Item : Ingredient
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public class Item
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{
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public Dictionary<Ingredient, int> ingredients;
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public double craftTime;
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public double elapsedCraftTime;
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public int amountCrafted;
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public Item(string name, Dictionary<Ingredient, int> ingredients, int stackSize, double craftTime)
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{
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this.name = name;
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this.ingredients = ingredients;
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currentAmount = 0;
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this.stackSize = stackSize;
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this.craftTime = craftTime;
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amountCrafted = 0;
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}
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public ItemData data;
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public int currentAmount = 0;
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public double elapsedCraftTime = 0;
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public int amountCrafted = 0;
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public Texture2D display;
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public CraftingResult Craft(int amount, double delta)
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{
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if (GameData.inventory.CanCraft(ingredients, amount-amountCrafted))
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if (GameData.inventory.CanCraft(data.Inputs, amount - amountCrafted))
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{
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elapsedCraftTime += delta;
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if (elapsedCraftTime >= craftTime)
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if (elapsedCraftTime >= data.CraftTime)
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{
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elapsedCraftTime -= craftTime;
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elapsedCraftTime -= data.CraftTime;
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currentAmount += 1;
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amountCrafted++;
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if (amountCrafted >= amount)
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@@ -40,4 +31,5 @@ public class Item : Ingredient
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}
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return CraftingResult.FAILED;
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}
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}
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}
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@@ -0,0 +1,30 @@
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using Godot;
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using System.Collections.Generic;
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using System.Text.Json.Serialization;
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public class ItemData
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{
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[JsonPropertyName("id")]
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public string Id { get; set; }
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[JsonPropertyName("inputs")]
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public List<Ingredient> Inputs { get; set; }
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[JsonPropertyName("output")]
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public Ingredient Output { get; set; }
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[JsonPropertyName("workstation")]
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public string Workstation { get; set; }
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[JsonPropertyName("texture")]
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public string Texture { get; set; }
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[JsonPropertyName("research")]
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public string Research { get; set; }
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[JsonPropertyName("crafttime")]
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public double CraftTime { get; set; }
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[JsonPropertyName("stacksize")]
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public int StackSize { get; set; }
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}
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@@ -0,0 +1 @@
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uid://cj8yubkrsdq70
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@@ -17,7 +17,7 @@ public partial class GameData
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public static float robotSpeed = 20f;
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public static float tileWidth = 6;
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public static float tileHeight = 4;
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public static Dictionary<Ingredient, Texture2D> availableIngredients = ResourceLoader.LoadIngredients();
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public static Dictionary<string, ItemData> availableItems = ResourceLoader.LoadItems();
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//--- PLAYER ADJUSTABLE VALUES ---
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//Color used in primary objects (e.g. Robots)
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@@ -2,6 +2,7 @@ using Godot;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using System.Text.Json;
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public partial class ResourceLoader
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{
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@@ -19,7 +20,7 @@ public partial class ResourceLoader
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{
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return GD.Load<PackedScene>($"res://Prefabs/Robot/RobotDisplay.tscn");
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}
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public static Dictionary<string, MeshInstance3D> LoadTiles()
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{
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Dictionary<string, MeshInstance3D> tileMeshes = new Dictionary<string, MeshInstance3D>();
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@@ -49,37 +50,45 @@ public partial class ResourceLoader
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public static Dictionary<ProgramNode, PackedScene> LoadDSLNodes()
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{
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Dictionary<ProgramNode, PackedScene> nodes = new()
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{
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{ new MoveNode(), GD.Load<PackedScene>($"res://Prefabs/DSL/MoveNode.tscn") },
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{
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{ new MoveNode(), GD.Load<PackedScene>($"res://Prefabs/DSL/MoveNode.tscn") },
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{ new HarvestNode(), GD.Load<PackedScene>($"res://Prefabs/DSL/HarvestNode.tscn") },
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{ new CraftNode(), GD.Load<PackedScene>($"res://Prefabs/DSL/CraftNode.tscn") },
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{ new ExploreNode(), GD.Load<PackedScene>($"res://Prefabs/DSL/ExploreNode.tscn") }
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};
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};
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return nodes;
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}
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public static Dictionary<string, Texture2D> LoadResourceSymbols()
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{
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Dictionary<string, Texture2D> symbols = new()
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{
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{ "Iron ore", GD.Load<Texture2D>($"res://Assets/Images/Resources/IronSymbol.png") },
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{ "Tin ore", GD.Load<Texture2D>($"res://Assets/Images/Resources/TinSymbol.png") },
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{ "Copper ore", GD.Load<Texture2D>($"res://Assets/Images/Resources/CopperSymbol.png") },
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{ "Mushroom", GD.Load<Texture2D>($"res://Assets/Images/Resources/MushroomSymbol.png") },
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{ "Spiderweb", GD.Load<Texture2D>($"res://Assets/Images/Resources/SpiderSilkSymbol.png") },
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{ "Coal", GD.Load<Texture2D>($"res://Assets/Images/Resources/CoalSymbol.png") },
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{ "Water", GD.Load<Texture2D>($"res://Assets/Images/Resources/WaterSymbol.png") },
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{ "Stone", GD.Load<Texture2D>($"res://Assets/Images/Resources/StoneSymbol.png") },
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};
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{
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{ "iron_ore", GD.Load<Texture2D>($"res://Assets/Images/Resources/IronSymbol.png") },
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{ "tin_ore", GD.Load<Texture2D>($"res://Assets/Images/Resources/TinSymbol.png") },
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{ "copper_ore", GD.Load<Texture2D>($"res://Assets/Images/Resources/CopperSymbol.png") },
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{ "mushroom", GD.Load<Texture2D>($"res://Assets/Images/Resources/MushroomSymbol.png") },
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{ "spider_silk", GD.Load<Texture2D>($"res://Assets/Images/Resources/SpiderSilkSymbol.png") },
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{ "coal", GD.Load<Texture2D>($"res://Assets/Images/Resources/CoalSymbol.png") },
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{ "water", GD.Load<Texture2D>($"res://Assets/Images/Resources/WaterSymbol.png") },
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{ "stone", GD.Load<Texture2D>($"res://Assets/Images/Resources/StoneSymbol.png") },
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};
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return symbols;
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}
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public static Dictionary<Ingredient, Texture2D> LoadIngredients()
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public static Dictionary<string, ItemData> LoadItems()
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{
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Dictionary<Ingredient, Texture2D> ingredients = new()
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{
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};
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return ingredients;
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FileAccess file = FileAccess.Open("res://Assets/Recipes.json", FileAccess.ModeFlags.Read);
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string json = file.GetAsText();
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Dictionary<string, ItemData> result = new();
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List<ItemData> items = JsonSerializer.Deserialize<List<ItemData>>(json);
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foreach (ItemData item in items)
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{
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result.Add(item.Id, item);
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}
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return result;
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}
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}
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