Skill progression system [Draft] (#1056)
* fuck all * clean up * remove knowledge books * Update base.yml * cl * fix #991 * fix * Update subgamemodes.yml * manual migration + recipes fix * Update comoss.yml * setup data * setup skills systems * more blacksmithing skills * Update base.yml * Create CP14SkillEffectAction.cs * skill button returns * base graph UI window * skill tree drawing * UI improve * pyro setup * skill trees selection, dragging control * refactor skill system: rename Skills to LearnedSkills, add experience tracking and learning logic * Create available.png * skill description generation setup * auto parsing skill names and descriptions * Hydrosophistry * water light fire and metamagic ported to skill tre * ice dagger spell returns * Update ice_dagger.yml * delete old files * Update modular_garde.yml * ice arrow spell * link graph with parallax * show experience counter * polish * puf * p * pipap * finally ready to merg? * fix * fix 2
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@@ -30,13 +30,22 @@ public sealed partial class CP14WorkbenchSystem
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if (!_proto.TryIndex(recipeId, out var indexedRecipe))
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continue;
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//if (indexedRecipe.KnowledgeRequired is not null)
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//{
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// if (!_knowledge.HasKnowledge(user, indexedRecipe.KnowledgeRequired.Value))
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// continue;
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//}
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var canCraft = true;
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var hidden = false;
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var entry = new CP14WorkbenchUiRecipesEntry(recipeId, CanCraftRecipe(indexedRecipe, placedEntities, user));
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foreach (var requirement in indexedRecipe.Requirements)
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{
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if (!requirement.CheckRequirement(EntityManager, _proto, placedEntities, user, indexedRecipe))
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{
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canCraft = false;
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hidden = requirement.HideRecipe;
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}
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}
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if (hidden)
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continue;
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var entry = new CP14WorkbenchUiRecipesEntry(recipeId, canCraft);
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recipes.Add(entry);
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}
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