fix: T2A menus only offer what the chosen resource can make (#2695)
## Summary The T2A crafting menus offered items the chosen resource couldn't make: - **Tailoring honours the targeted cloth hue.** The menu was built from all cloth in the pack, but the craft consumes only the targeted hue, so it offered items that then failed on resources. `CanCraftItem` / `FilterEntries` / `AnyCraftableInCategory` now take the hue and count with the same helper the craft uses. - **Uncut cloth counts in the hued path.** The hue-aware count and consume matched only `Cloth`, so targeting uncut cloth gave an empty menu. The hued path now uses `CraftItem`'s equivalence table like the unhued path. `T2ACraftSystem` reuses that table instead of a narrower copy, which also covers the coloured woods and leathers on later-era shards. - **T2A tinkering only uses iron ingots.** Coloured ingots are refused with a re-prompt. The menu filter now uses the selected ingot, and Make Last for tinkering always resolves to iron, so a coloured choice left over from the gump flow can't be used. ## Testing - `dotnet build`: 0 warnings, 0 errors - New `T2AHuedFilterTests`: only cloth of the targeted hue counts, and uncut cloth of the same hue counts toward the recipe - No test for the tinkering target and message flow; not yet exercised in game
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6 changed files with 206 additions and 56 deletions
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@ -190,9 +190,11 @@ public static class T2ACraftSystem
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/// Checks if a player can craft a specific item, accounting for sub-resource types.
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/// When <paramref name="selectedResourceType"/> is non-null, checks against that specific sub-resource.
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/// When null, checks against ANY available sub-resource the player has sufficient skill and materials for.
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/// A non-negative <paramref name="hue"/> counts only same-hue stock for the primary resource, exactly as
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/// the hue-aware craft path consumes it.
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/// </summary>
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public static bool CanCraftItem(
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Mobile from, CraftItem itemDef, CraftSystem system, Type selectedResourceType = null
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Mobile from, CraftItem itemDef, CraftSystem system, Type selectedResourceType = null, int hue = -1
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)
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{
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var pack = from.Backpack;
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@ -214,6 +216,27 @@ public static class T2ACraftSystem
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var res = itemDef.Resources[i];
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var resType = res.ItemType;
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if (hue >= 0 && i == 0)
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{
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if (resCol.Init && resType == resCol.ResType && selectedResourceType != null)
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{
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var subRes = resCol.SearchFor(selectedResourceType);
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if (subRes != null && from.Skills[system.MainSkill].Value < subRes.RequiredSkill)
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{
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return false;
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}
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resType = selectedResourceType;
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}
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if (CraftItem.GetHuedAmount(pack, resType, hue) < res.Amount)
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{
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return false;
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}
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continue;
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}
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// If this resource is the base sub-resource type (e.g. IronIngot for blacksmithing),
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// handle sub-resource substitution
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if (resCol.Init && resType == resCol.ResType)
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@ -250,17 +273,20 @@ public static class T2ACraftSystem
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/// <summary>
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/// Convenience overload that resolves a Type to a CraftItem first.
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/// </summary>
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public static bool CanCraftItem(Mobile from, Type itemType, CraftSystem system, Type selectedResourceType = null)
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public static bool CanCraftItem(
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Mobile from, Type itemType, CraftSystem system, Type selectedResourceType = null, int hue = -1
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)
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{
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var itemDef = system.CraftItems.SearchFor(itemType);
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return itemDef != null && CanCraftItem(from, itemDef, system, selectedResourceType);
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return itemDef != null && CanCraftItem(from, itemDef, system, selectedResourceType, hue);
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}
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/// <summary>
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/// Filters static template entries to only those the player can craft.
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/// </summary>
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public static ItemListEntry[] FilterEntries(
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Mobile from, ItemListEntry[] staticEntries, Type[] types, CraftSystem system, Type selectedResourceType = null
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Mobile from, ItemListEntry[] staticEntries, Type[] types, CraftSystem system,
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Type selectedResourceType = null, int hue = -1
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)
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{
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var filtered = new ItemListEntry[staticEntries.Length];
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@ -271,7 +297,7 @@ public static class T2ACraftSystem
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var entry = staticEntries[i];
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var typeIndex = entry.CraftIndex;
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if (typeIndex >= 0 && typeIndex < types.Length &&
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CanCraftItem(from, types[typeIndex], system, selectedResourceType))
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CanCraftItem(from, types[typeIndex], system, selectedResourceType, hue))
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{
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filtered[count++] = entry;
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}
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@ -294,12 +320,12 @@ public static class T2ACraftSystem
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/// Returns true if at least one item in the type array is craftable.
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/// </summary>
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public static bool AnyCraftableInCategory(
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Mobile from, Type[] types, CraftSystem system, Type selectedResourceType = null
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Mobile from, Type[] types, CraftSystem system, Type selectedResourceType = null, int hue = -1
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)
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{
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for (var i = 0; i < types.Length; i++)
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{
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if (CanCraftItem(from, types[i], system, selectedResourceType))
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if (CanCraftItem(from, types[i], system, selectedResourceType, hue))
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{
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return true;
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}
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@ -308,28 +334,11 @@ public static class T2ACraftSystem
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return false;
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}
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/// <summary>
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/// Equivalent type pairs mirroring CraftItem.m_TypesTable — used so that menu filtering
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/// counts boards when checking for logs, hides when checking for leather, etc.
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/// </summary>
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private static readonly Type[][] _equivalentTypes =
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[
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[typeof(Log), typeof(Board)],
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[typeof(Cloth), typeof(UncutCloth)],
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[typeof(Items.Leather), typeof(Hides)]
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];
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// Shares CraftItem's equivalence table so the menu counts exactly what the craft will consume
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private static int GetResourceAmount(Container pack, Type type)
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{
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for (var i = 0; i < _equivalentTypes.Length; i++)
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{
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if (_equivalentTypes[i][0] == type)
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{
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return pack.GetAmount(_equivalentTypes[i]);
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}
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}
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return pack.GetAmount(type);
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var equivalents = CraftItem.GetEquivalentTypes(type);
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return equivalents != null ? pack.GetAmount(equivalents) : pack.GetAmount(type);
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}
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private static bool HasAnySufficientSubResource(
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