NHSE/NHSE.Core/Structures/Misc/RecipeBook.cs
Kurt b88c518d5c
Update FieldItemEditor for 3.0.0 (#716)
Updates the Field Item Editor to render layers based on the entire map, and the per-patch positioning of each layer.
Import/export will gracefully handle upgrade/downgrade, and viewport import/export will gracefully update tiles rather than a per-acre basis.

Performance has also been slightly improved; no allocation is done anymore when updating the image.
2026-01-25 16:55:38 -06:00

68 lines
2.3 KiB
C#

using System;
using System.Collections.Generic;
namespace NHSE.Core;
public sealed class RecipeBook(Memory<byte> raw)
{
private const int BitFlagArraySize = 0x100;
private const int BitFlagArrayCount = 4;
public const int SIZE = BitFlagArraySize * BitFlagArrayCount;
public const ushort RecipeCount = BitFlagArraySize * 8;
private Span<byte> Data => raw.Span;
public void Save(Span<byte> data) => Data.CopyTo(data);
public bool GetIsKnown(int recipe) => FlagUtil.GetFlag(Data, 0 * BitFlagArraySize, recipe);
public void SetIsKnown(int recipe, bool value = true) => FlagUtil.SetFlag(Data, 0 * BitFlagArraySize, recipe, value);
public bool GetIsMade(int recipe) => FlagUtil.GetFlag(Data, 1 * BitFlagArraySize, recipe);
public void SetIsMade(int recipe, bool value = true) => FlagUtil.SetFlag(Data, 1 * BitFlagArraySize, recipe, value);
public bool GetIsNew(int recipe) => FlagUtil.GetFlag(Data, 2 * BitFlagArraySize, recipe);
public void SetIsNew(int recipe, bool value = true) => FlagUtil.SetFlag(Data, 2 * BitFlagArraySize, recipe, value);
public bool GetIsFavorite(int recipe) => FlagUtil.GetFlag(Data, 3 * BitFlagArraySize, recipe);
public void SetIsFavorite(int recipe, bool value = true) => FlagUtil.SetFlag(Data, 3 * BitFlagArraySize, recipe, value);
public void GiveAll(IReadOnlyDictionary<ushort,ushort> recipes, bool isNew = true)
{
foreach (var entry in recipes)
{
var index = entry.Key;
if (index is RecipeList.BridgeConstructionKit or RecipeList.CampsiteConstructionKit)
continue;
bool alreadyHave = GetIsKnown(index);
if (alreadyHave)
continue;
SetIsKnown(index);
SetIsNew(index, isNew);
}
}
public void ClearAll()
{
for (int i = 0; i < RecipeCount; i++)
{
SetIsKnown(i, false);
SetIsNew(i, false);
SetIsMade(i, false);
SetIsFavorite(i, false);
}
}
public void CraftAll()
{
for (int i = 0; i < RecipeCount; i++)
{
bool alreadyHave = GetIsKnown(i);
if (!alreadyHave)
continue;
SetIsMade(i);
SetIsNew(i, false);
}
}
}