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feat: flag for items NPCs will use in combat. #1704

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100 changes: 51 additions & 49 deletions src/iuse_actor.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -220,38 +220,9 @@ int iuse_transform::use( player &p, item &it, bool t, const tripoint &pos ) cons
const bool possess = p.has_item( it ) ||
( it.has_flag( "ALLOWS_REMOTE_USE" ) && square_dist( p.pos(), pos ) == 1 );

if( possess && need_worn && !p.is_worn( it ) ) {
p.add_msg_if_player( m_info, _( "You need to wear the %1$s before activating it." ), it.tname() );
return 0;
}
if( possess && need_wielding && !p.is_wielding( it ) ) {
p.add_msg_if_player( m_info, _( "You need to wield the %1$s before activating it." ), it.tname() );
return 0;
}
if( need_charges ) {
if( it.has_flag( flag_POWERARMOR_MOD ) && character_funcs::can_interface_armor( p ) ) {
if( !p.has_power() ) {
if( possess ) {
p.add_msg_if_player( m_info, need_charges_msg, it.tname() );
}
return 0;
}
} else if( it.units_remaining( p ) < need_charges ) {
if( possess ) {
p.add_msg_if_player( m_info, need_charges_msg, it.tname() );
}
return 0;
}
}


if( need_fire && possess ) {
if( !p.use_charges_if_avail( itype_fire, need_fire ) ) {
p.add_msg_if_player( m_info, need_fire_msg, it.tname() );
return 0;
}
if( p.is_underwater() ) {
p.add_msg_if_player( m_info, _( "You can't do that while underwater" ) );
debugmsg( "%s iuse_transform passed can_use but has no nearby fire.", it.tname() );
return 0;
}
}
Expand Down Expand Up @@ -304,31 +275,62 @@ int iuse_transform::use( player &p, item &it, bool t, const tripoint &pos ) cons
return 0;
}

ret_val<bool> iuse_transform::can_use( const Character &p, const item &, bool,
const tripoint & ) const
ret_val<bool> iuse_transform::can_use( const Character &p, const item &it, bool,
const tripoint &pos ) const
{
if( qualities_needed.empty() ) {
return ret_val<bool>::make_success();
const bool possess = p.has_item( it ) ||
( it.has_flag( "ALLOWS_REMOTE_USE" ) && square_dist( p.pos(), pos ) == 1 );

if( !qualities_needed.empty() ) {
std::map<quality_id, int> unmet_reqs;
inventory inv;
inv.form_from_map( p.pos(), 1, &p, true, true );
for( const auto &quality : qualities_needed ) {
if( !p.has_quality( quality.first, quality.second ) &&
!inv.has_quality( quality.first, quality.second ) ) {
unmet_reqs.insert( quality );
}
}
if( !unmet_reqs.empty() ) {
std::string unmet_reqs_string;
unmet_reqs_string = enumerate_as_string( unmet_reqs.begin(), unmet_reqs.end(),
[&]( const std::pair<quality_id, int> &unmet_req ) {
return string_format( "%s %d", unmet_req.first.obj().name, unmet_req.second );
} );
return ret_val<bool>::make_failure( vgettext( "You need a tool with %s.", "You need tools with %s.",
unmet_reqs.size() ), unmet_reqs_string );
}

}

std::map<quality_id, int> unmet_reqs;
inventory inv;
inv.form_from_map( p.pos(), 1, &p, true, true );
for( const auto &quality : qualities_needed ) {
if( !p.has_quality( quality.first, quality.second ) &&
!inv.has_quality( quality.first, quality.second ) ) {
unmet_reqs.insert( quality );
if( possess && need_worn && !p.is_worn( it ) ) {
return ret_val<bool>::make_failure( _( "You need to wear the %s before activating it." ),
it.tname() );
}
if( possess && need_wielding && !p.is_wielding( it ) ) {
return ret_val<bool>::make_failure( _( "You need to wield the %1$s before activating it." ),
it.tname() );
}
if( need_charges ) {
if( it.has_flag( flag_POWERARMOR_MOD ) && character_funcs::can_interface_armor( p ) &&
units::to_kilojoule( p.get_power_level() ) < need_charges ) {
return ret_val<bool>::make_failure( need_charges_msg.translated(), it.tname() );
} else if( it.units_remaining( p ) < need_charges ) {
return ret_val<bool>::make_failure( need_charges_msg.translated(), it.tname() );
}
}
if( unmet_reqs.empty() ) {
return ret_val<bool>::make_success();


if( need_fire && possess ) {
if( !p.has_charges( itype_fire, need_fire ) ) {
return ret_val<bool>::make_failure( need_fire_msg.translated(), it.tname() );
}
if( p.is_underwater() ) {
return ret_val<bool>::make_failure( _( "You can't do that while underwater" ) );
}
}
std::string unmet_reqs_string = enumerate_as_string( unmet_reqs.begin(), unmet_reqs.end(),
[&]( const std::pair<quality_id, int> &unmet_req ) {
return string_format( "%s %d", unmet_req.first.obj().name, unmet_req.second );
} );
return ret_val<bool>::make_failure( vgettext( "You need a tool with %s.", "You need tools with %s.",
unmet_reqs.size() ), unmet_reqs_string );

return ret_val<bool>::make_success();
}

std::string iuse_transform::get_name() const
Expand Down