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Merge pull request #716 from qsb-dev/modded-item-support
Add QSBItem support for OWItems that lack dedicated derived classes
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commit
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.editorconfig
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.editorconfig
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@ -0,0 +1,2 @@
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[*.cs]
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indent_style = tab
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@ -1,4 +1,5 @@
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using Cysharp.Threading.Tasks;
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using HarmonyLib;
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using OWML.Common;
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using QSB.ItemSync.WorldObjects;
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using QSB.ItemSync.WorldObjects.Items;
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@ -6,6 +7,8 @@ using QSB.ItemSync.WorldObjects.Sockets;
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using QSB.Utility;
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using QSB.Utility.Deterministic;
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using QSB.WorldSync;
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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.Threading;
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using UnityEngine;
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@ -21,21 +24,66 @@ public class ItemManager : WorldObjectManager
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DebugLog.DebugWrite("Building OWItems...", MessageType.Info);
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// Items
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QSBWorldSync.Init<QSBNomaiConversationStone, NomaiConversationStone>();
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QSBWorldSync.Init<QSBScrollItem, ScrollItem>();
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QSBWorldSync.Init<QSBSharedStone, SharedStone>();
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QSBWorldSync.Init<QSBSimpleLanternItem, SimpleLanternItem>();
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QSBWorldSync.Init<QSBSlideReelItem, SlideReelItem>();
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QSBWorldSync.Init<QSBWarpCoreItem, WarpCoreItem>();
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// dream lantern and vision torch are set up in their own managers
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// the rest can just use the generic thing below because they dont have special things using them
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// Use the basic QSBItem class for any items that do not require custom code through a derived class (mod compatibility)
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// QSB addons can still define their own QSBItem derived classes and they will just get skipped here
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var handledItemTypes = new HashSet<Type>(GetHandledItemTypes()); // set cuz we do Contains below
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DebugLog.DebugWrite($"Handled OWItem types (the rest will get generic QSBItem support) are: {handledItemTypes.Join()}");
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var otherItemlistToInitFrom = QSBWorldSync.GetUnityObjects<OWItem>()
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.Where(x => !handledItemTypes.Contains(x.GetType()))
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.SortDeterministic();
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// could make a subclass for this but i dont care, and would have to filter out from reflection thing below
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QSBWorldSync.Init<QSBItem<OWItem>, OWItem>(otherItemlistToInitFrom);
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// Sockets
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QSBWorldSync.Init<QSBItemSocket, OWItemSocket>();
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// other drop targets that don't already have world objects
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// breaks if mod adds custom subclass of IItemDropTarget and then makes WorldObject of that but can just fix that when that happens
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var listToInitFrom = QSBWorldSync.GetUnityObjects<MonoBehaviour>()
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.Where(x => x is IItemDropTarget and not (RaftDock or RaftController or PrisonCellElevator))
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.SortDeterministic();
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QSBWorldSync.Init<QSBOtherDropTarget, MonoBehaviour>(listToInitFrom);
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}
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/// <summary>
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/// Gets all types that extend QSBItem and returns the list of OWItem types that are already handled by dedicated classes
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/// </summary>
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private static IEnumerable<Type> GetHandledItemTypes()
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{
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var assemblies = QSBCore.Addons.Values
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.Select(x => x.GetType().Assembly)
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.Append(typeof(QSBCore).Assembly);
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if (QSBCore.QSBNHAssembly != null)
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{
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assemblies = assemblies.Append(QSBCore.QSBNHAssembly);
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}
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// If the class inherits from QSBItem<T>, this will return what T is else null
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static Type GetTypeFromQSBItem(Type type)
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{
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if (type.IsInterface || type.IsAbstract || type.BaseType == null)
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{
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return null;
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}
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if (type.BaseType.IsGenericType && type.BaseType.GetGenericTypeDefinition() == typeof(QSBItem<>))
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{
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return type.BaseType.GetGenericArguments()[0];
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}
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else
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{
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return GetTypeFromQSBItem(type.BaseType);
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}
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}
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return assemblies.SelectMany(x => x.GetTypes())
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.Select(GetTypeFromQSBItem)
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.Where(x => x != null)
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.OrderBy(x => x.FullName);
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}
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}
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@ -12,6 +12,8 @@ using UnityEngine;
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namespace QSB.ItemSync.WorldObjects.Items;
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// not abstract so modded items can use this QSBItem<OWItem>
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// could use QSBOtherItem subclass but i dont feel like it
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public class QSBItem<T> : WorldObject<T>, IQSBItem
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where T : OWItem
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{
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@ -1,3 +0,0 @@
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namespace QSB.ItemSync.WorldObjects.Items;
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public class QSBNomaiConversationStone : QSBItem<NomaiConversationStone> { }
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@ -1,3 +0,0 @@
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namespace QSB.ItemSync.WorldObjects.Items;
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public class QSBScrollItem : QSBItem<ScrollItem> { }
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namespace QSB.ItemSync.WorldObjects.Items;
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public class QSBSharedStone : QSBItem<SharedStone> { }
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namespace QSB.ItemSync.WorldObjects.Items;
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public class QSBSimpleLanternItem : QSBItem<SimpleLanternItem> { }
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public class QSBWarpCoreItem : QSBItem<WarpCoreItem>
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{
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public bool IsVesselCoreType() => AttachedObject.IsVesselCoreType();
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}
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}
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