Кровь некроманта - топливо Пространственного браслета
Шесть указаний одного захода, которые сложились в одну механику: поглощение блока больше не бесплатно. Браслет требует модификацию в слоте, кровь ею стала, и она на это тратится. СТАК ПО ОДНОЙ БАНКЕ. Наследуемый medicalBloodBag даёт Stacknumber 15, и это надо перебивать явно - Extends копирует свойство целиком, а не "если не задано иначе". Дорого и так задумано: Чёрный портал просит десять банок, то есть десять ячеек. ПРОЧНОСТЬ 1000. Свойства с именем вроде Durability в игре нет; ручек две, и обе обязательны. Число - пассивный эффект DegradationMax (ItemValue.MaxUseTimesBase -> EffectManager.GetValue), полоска - отдельное свойство ShowQuality (XUiC_ItemStack.ShowDurability -> ItemClass.ShowQualityBar). Без первой прочность равна нулю, а полоска при MaxUseTimes == 0 рисуется ПОЛНОЙ, то есть забытый эффект выглядит как "всё работает". tiered="false" обязателен: ItemClass.HasQuality читается как Effects.IsOwnerTiered(), и тированная группа превратила бы банку в предмет с качеством, с тирами и рамкой. КРОВЬ ПЕРЕЕХАЛА В item_modifiers.xml. Это не настройка, а смена класса предмета: XUiC_ItemPartStack.CanSwap открывается строкой `if (!(stack.itemValue.ItemClass is ItemClassModifier ...)) return false;` - слот модификации не смотрит ни на теги, ни на свойства, пока предмет не ItemClassModifier, а этот класс создаётся только из <item_modifier>. Свойства вида CanBeInstalled не существует; остаться ресурсом в items.xml и вставляться в браслет физически нельзя. На старом месте оставлен комментарий-указатель. Что при этом проверено, а не понадеялось: рецепты резолвятся (ItemClassModifier наследует ItemClass, имена лежат в общем ItemClass.nameToItem, Recipe ищет через GetItemClass по тому же словарю); сейв цел (ItemClass.assignIdsFromMapping берёт айди из сохранённого name->id мэппинга, перестановка в конфигах предмет не подменит); Harmony-патч и ключи локализации ходят по имени, имя не менялось. ЛОВУШКА ПЕРЕЕЗДА: у модификации effect_group применяется к предмету, В КОТОРЫЙ её вставили - прочность 1000 начала бы выдаваться БРАСЛЕТУ. Пассивка гейтована tags="necroBloodFlask", тег добавлен в Tags флакона: MaxUseTimesBase зовёт GetValue с ItemTags того предмета, для которого считает. СЛОТОВ У БРАСЛЕТА 1, было 4. Слот из набора улучшений стал выбором. ПУСТОЙ СЛОТ ОТКАЗЫВАЕТ. Проверка стоит первой строкой Begin, впереди всех остальных отказов: прочие про ЦЕЛЬ (нет блока, не тот блок, хранилище полно), эта про ИНСТРУМЕНТ, и сказать "здесь нет блока", когда пуст браслет, значит отправить игрока искать не там. Тест - ItemValue.HasMods(), игровой собственный: обходит только Modifications, пропуская null и IsEmpty, и не считает CosmeticMods, иначе краска читалась бы как "браслет заряжен". Звук отказа достался бесплатно - Deny() в этом файле уже играет ванильный ui_denied. РАСХОД. Цена пула считается ОДИН раз, при старте, и едет в PickupJob.ChannelSeconds вместе с самим браслетом. Не потому, что так короче: ChannelSecondsFor меряет луч игрока, а за десять секунд игрок успевает отвернуться - второй вызов насчитал бы цену за другой блок, а не за тот, который забрали. Браслет хранится экземпляром по той же причине: моды живут на ItemValue, а колесо прокручивается. Списывается в SpendBlood, ПОСЛЕ SetBlockRPC и после того, как предмет лёг в хранилище: все отказы выходят раньше через return, так что кровь за отменённое поглощение невозможна по построению. Имя предмета берётся из NecromancerBloodPatch.BloodItemName, а не вторым литералом, чтобы не разъехались. Мод, который не кровь, не платит ничего и поглощению не мешает - слот задуман под другие вещи. КОНЧИЛАСЬ - РАЗБИВАЕТСЯ. Правило именно "прочность 0 или меньше", а не "не хватило на пул", и разница не косметическая: по второй формулировке флакон, которому хватило впритык, остался бы в слоте с нулём, HasMods() видел бы "что-то вставлено", и браслет работал бы бесплатно до конца света. Поэтому зажим по MaxUseTimes убран, а слот обнуляется через ItemValue.None - это type 0, ровно то, что проверяет IsEmpty(). Последнее поглощение проходит всегда, флакон его просто не переживает. Звук - ванильный itembreak, тот же, что играет ItemAction.HandleItemBreak. Защита: если MaxUseTimes окажется 0 (снесли passive_effect или тег), флакон НЕ удаляется, а в лог идёт предупреждение с указанием, где чинить. Без этой ветки ошибка в XML съедала бы игроку предмет на первом же поглощении, и выглядело бы это багом механики. Локализация: новый ключ braceletSpatialVaultNoMod в 13 языках, плюс описания флакона и браслета - механика стала условной и платной, и оба текста без этого стали бы враньём. Известное и намеренное: кровавого камня, который обещает сообщение о пустом слоте, ещё нет - он запланирован, разбор в BACKLOG.md. В игре ничего из этого не проверено. --- Necromancer's Blood is the Spatial Bracelet's fuel Six instructions from one session that add up to one mechanic: pulling a block into the vault is no longer free. The bracelet needs a mod in its slot, the blood became that mod, and it is spent doing the work. ONE JAR PER STACK. The inherited medicalBloodBag sets Stacknumber 15 and it has to be overridden explicitly - Extends copies a property wholesale, not "unless set". Expensive on purpose: the Black Portal asks for ten jars, so ten slots. DURABILITY 1000. There is no property called anything like Durability; there are two knobs and both are required. The number is a DegradationMax passive effect (ItemValue.MaxUseTimesBase -> EffectManager.GetValue); the bar is a separate ShowQuality property (XUiC_ItemStack.ShowDurability -> ItemClass.ShowQualityBar). Without the first, durability is zero - and the bar at MaxUseTimes == 0 draws FULL, so a forgotten effect looks exactly like success. tiered="false" is mandatory: ItemClass.HasQuality is Effects.IsOwnerTiered(), and a tiered group would have turned the jar into a quality item with tiers and a frame. THE BLOOD MOVED TO item_modifiers.xml. Not a setting but a change of item class: XUiC_ItemPartStack.CanSwap opens with `if (!(stack.itemValue.ItemClass is ItemClassModifier ...)) return false;` - a mod slot looks at neither tags nor properties until the item is an ItemClassModifier, and that class is only created from <item_modifier>. No CanBeInstalled property exists; staying a resource in items.xml and going into the bracelet is impossible. A pointer comment was left where it used to live. Checked rather than hoped: recipes still resolve (ItemClassModifier extends ItemClass, names live in the shared ItemClass.nameToItem, Recipe looks them up through GetItemClass); saves are safe (ItemClass.assignIdsFromMapping takes ids from the stored name->id mapping, so shuffling configs cannot swap the item); the Harmony patch and the localization keys go by name, and the name did not change. THE TRAP IN MOVING IT: a modifier's effect_group applies to the item it is INSTALLED IN - the 1000 durability would have been granted to the BRACELET. The passive is gated with tags="necroBloodFlask" and the tag added to the flask's own Tags: MaxUseTimesBase calls GetValue with the ItemTags of whatever it is computing for. THE BRACELET HAS 1 MOD SLOT, down from 4. The slot stopped being a set of upgrades and became a choice. AN EMPTY SLOT REFUSES. The check is the first line of Begin, ahead of every other refusal: the others are about the TARGET (no block, wrong block, vault full), this one is about the TOOL, and saying "no block there" when the real problem is an empty bracelet sends the player looking in the wrong place. The test is ItemValue.HasMods(), the game's own: it walks Modifications only, skipping nulls and IsEmpty, and does not count CosmeticMods - a dye would otherwise have read as "loaded". The refusal sound came free: Deny() in this file already plays vanilla's ui_denied. THE COST. The price of a pull is computed ONCE, at the start, and carried in PickupJob.ChannelSeconds along with the bracelet itself. Not for brevity: ChannelSecondsFor measures the player's ray, and ten seconds is long enough to turn away - a second call would charge for a different block than the one taken. The bracelet is kept as an instance for the same reason: mods live on the ItemValue and the hotbar scrolls. It is charged in SpendBlood, AFTER SetBlockRPC and after the item is in the vault: every refusal returns earlier, so blood charged for a cancelled pull is impossible by construction. The item name comes from NecromancerBloodPatch.BloodItemName rather than a second literal, so the two cannot drift. A mod that is not blood pays nothing and does not block the pull - the slot is meant for other things. RUNS OUT, SHATTERS. The rule is "durability 0 or less", not "could not cover the pull", and the difference is not cosmetic: under the second wording a flask with exactly enough left would sit in the slot at zero, HasMods() would see "something installed", and the bracelet would work for free forever. So the MaxUseTimes clamp is gone and the slot is cleared with ItemValue.None - type 0, exactly what IsEmpty() tests. The last pull always completes; the flask simply does not survive it. The sound is vanilla's itembreak, the same cue ItemAction.HandleItemBreak plays. A guard: if MaxUseTimes comes out 0 (the passive effect or the tag removed), the flask is NOT deleted and a warning naming the fix goes to the log. Without that branch a config error would eat the player's item on the first pull and look like a bug in the mechanic. Localization: a new braceletSpatialVaultNoMod key in 13 languages, plus the flask and bracelet descriptions - the mechanic became conditional and paid, and both texts would have been lies without it. Known and deliberate: the Blood Stone the empty-slot message promises does not exist yet - it is planned, written up in BACKLOG.md. None of this is tested in game. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_01MnwP2Dt1vk8bUPJ452EoVL
This commit is contained in:
co-authored by
Claude Opus 5
parent
20af2bbe6c
commit
e362c627e7
@@ -130,6 +130,7 @@ namespace NecromancerTome
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public const string MsgChanneling = "braceletSpatialVaultPickupChanneling";
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public const string MsgTraderArea = "braceletSpatialVaultTraderArea";
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public const string MsgIndestructible = "braceletSpatialVaultIndestructible";
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public const string MsgNoMod = "braceletSpatialVaultNoMod";
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/// <summary>The denial sound vanilla plays with these tooltips.</summary>
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public const string DeniedSound = "ui_denied";
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@@ -169,12 +170,52 @@ namespace NecromancerTome
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public EntityPlayerLocal Player;
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public Vector3i Position;
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public BlockValue Expected;
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/// <summary>The bracelet this pull was started with, so the blood that pays for it is
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/// taken from the flask in THAT bracelet. Kept as the live ItemValue rather than
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/// looked up again at the end: mods live on the instance, and ten seconds is long
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/// enough for the player to have scrolled to another slot.</summary>
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public ItemValue Bracelet;
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/// <summary>What this particular pull costs, in seconds - computed once when the
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/// channel starts (user request 2026-09-15: "пусть количество секунд требуемое для
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/// поглощения блока записывается в отдельную переменную"). It is the same number the
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/// timer counts down and the same number the flask pays, and that is the point of
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/// storing it instead of recomputing: by the time the channel ends the player may
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/// have turned away, the ray is gone, and a second call to ChannelSecondsFor would
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/// quietly charge for a different block than the one that was taken.</summary>
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public float ChannelSeconds;
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}
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/// <summary>Regular attack on the bracelet. Every refusal happens here, before the player
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/// is asked to stand still for ten seconds.</summary>
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public static void Begin(EntityPlayerLocal _player)
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public static void Begin(EntityPlayerLocal _player, ItemValue _bracelet)
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{
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// AN EMPTY MOD SLOT REFUSES THE WHOLE ACTION (user request 2026-09-15: "пусть обычная
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// атака (поглощение блока) у пространственного хранилища не работает, если у хранилища
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// в слоте модификаций пусто"). FIRST, deliberately, ahead of every other check in this
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// method: the others are about the TARGET (no block, wrong kind of block, vault full),
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// and telling the player "no block there" when the real problem is his empty bracelet
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// would send him looking in the wrong place. This one is about the tool, so it is
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// answered before the tool is even pointed at anything.
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//
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// ItemValue.HasMods() is the game's own test and the right one: it walks Modifications
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// only, skipping both nulls and IsEmpty() slots, and does NOT count CosmeticMods - a
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// dye would otherwise have read as "the bracelet is loaded". The bracelet has no
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// cosmetic slot anyway (canHaveCosmetic is deliberately absent from its Tags, see
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// items.xml), so this is belt and braces rather than a live case - but the next item
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// that reuses this pattern may well have one.
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//
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// The ItemValue is handed in rather than read from the player, because the caller
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// already holds the exact instance the click came from (_actionData.invData.itemValue)
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// and mods live on the INSTANCE, not on the ItemClass. Two bracelets in the same
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// inventory can legitimately disagree about whether they are loaded.
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if (_bracelet == null || !_bracelet.HasMods())
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{
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Deny(_player, MsgNoMod);
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return;
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}
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World world = GameManager.Instance != null ? GameManager.Instance.World : null;
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if (world == null)
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{
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@@ -249,9 +290,20 @@ namespace NecromancerTome
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return;
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}
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// Computed HERE, while the ray still exists, and carried in the job from this point
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// on - see PickupJob.ChannelSeconds.
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float channelSeconds = ChannelSecondsFor(hitInfo);
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TimerEventData timerData = new TimerEventData
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{
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Data = new PickupJob { Player = _player, Position = position, Expected = blockValue },
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Data = new PickupJob
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{
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Player = _player,
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Position = position,
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Expected = blockValue,
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Bracelet = _bracelet,
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ChannelSeconds = channelSeconds
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},
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// Vanilla's own two escapes: taking a hit stops the channel, and so does the
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// activate key. Neither is built here - both are fields XUiC_Timer.Update reads.
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CloseOnHit = true,
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@@ -267,7 +319,6 @@ namespace NecromancerTome
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ChannelVision.End(_player);
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};
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float channelSeconds = ChannelSecondsFor(hitInfo);
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LocalPlayerUI playerUI = LocalPlayerUI.GetUIForPlayer(_player);
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XUiC_Timer.OpenTimer(playerUI.xui, channelSeconds, timerData, -1f, Localization.Get(MsgChanneling));
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// After the window is up, so a channel that somehow fails to open never leaves the
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@@ -344,13 +395,124 @@ namespace NecromancerTome
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}
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world.SetBlockRPC(job.Position, BlockValue.Air);
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// AFTER the block is gone and the item is in the vault, never before: every refusal
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// above returns early, and blood paid for a pull that was then refused would be blood
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// charged for nothing. This is the only place the flask is spent.
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float spent = SpendBlood(job);
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// The vault lives in memory and is written out with the player's own save data; this
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// is the same commit point closing the vault window uses, so a block taken and then
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// left alone is not waiting on the next autosave to become real.
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// left alone is not waiting on the next autosave to become real. The flask's UseTimes
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// rides along in the same save - it lives on the bracelet in the player's inventory.
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GameManager.Instance.SaveLocalPlayerData();
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Debug.Log("[NecromancerTome] SpatialVaultPickup: owner=" + job.Player.entityId + " took " +
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blockValue.Block.GetBlockName() + " at " + job.Position + " into the vault");
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blockValue.Block.GetBlockName() + " at " + job.Position + " into the vault for " +
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spent.ToString("0.#") + " of blood");
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}
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/// <summary>Charges this pull to the Necromancer's Blood in the bracelet's mod slot, one
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/// point of durability per second of channel (user request 2026-09-15). Returns what was
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/// actually taken, which is not always what was asked for - see the clamp.
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///
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/// WHY THE NAME CHECK AND NOT "whatever is in the slot". The instruction is explicit -
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/// "если эта модификация кровь некроманта" - and it has to stay that way: the slot is
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/// meant to take other things later (the message the empty slot prints already promises a
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/// Blood Stone), and those will have their own price, or none. A mod that is not blood
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/// pays nothing here and the pull still happens - deliberately, because refusing it would
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/// be a second rule nobody asked for.
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///
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/// The name comes from NecromancerBloodPatch rather than a second literal in this file,
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/// so the two cannot drift apart if the item is ever renamed.
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///
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/// NOT ENOUGH BLOOD IS NOT A REFUSAL (user request 2026-09-15: "пусть поглощение всё-равно
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/// сработает, но флакон крови некроманта после этого пусть исчезнет из слота", clarified to
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/// "если прочность 0 или меньше, пусть флакон исчезнет из слота"). So the last pull is
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/// always free of charge in the sense that matters - it completes - and the flask simply
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/// does not survive it. The charge is therefore NOT clamped: UseTimes is allowed to go past
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/// MaxUseTimes, because the only thing that then reads it is the emptiness test right
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/// below, and a clamp would have made "spent exactly to zero" and "overdrawn" look the
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/// same at the moment the difference stopped mattering anyway.
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///
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/// The test is "durability 0 or less", not "could not cover the cost", and those are not
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/// the same rule: a flask with exactly enough left is also gone afterwards. That is the
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/// user's own correction and it closes the hole the first version would have left - a
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/// flask sitting at 0/1000 in the slot, counting as "something is installed" for the empty-
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/// slot gate in Begin, and pulling blocks for free forever.
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///
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/// WHY THE NAME CHECK AND NOT "whatever is in the slot" - see above; a mod that is not
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/// blood pays nothing, is not emptied, and the pull still happens.</summary>
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public static float SpendBlood(PickupJob _job)
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{
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ItemValue bracelet = _job.Bracelet;
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if (bracelet == null || bracelet.Modifications == null || _job.ChannelSeconds <= 0f)
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{
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return 0f;
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}
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float spent = 0f;
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bool emptied = false;
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for (int i = 0; i < bracelet.Modifications.Length; i++)
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{
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ItemValue mod = bracelet.Modifications[i];
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if (mod == null || mod.IsEmpty())
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{
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continue;
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}
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if (mod.ItemClass == null || mod.ItemClass.Name != NecromancerBloodPatch.BloodItemName)
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{
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continue;
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}
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int max = mod.MaxUseTimes;
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mod.UseTimes += _job.ChannelSeconds;
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spent += _job.ChannelSeconds;
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// max <= 0 means this flask has no durability at all - a DegradationMax that did
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// not resolve. Draining something with no capacity would delete it on the first
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// pull, which is a config bug eating the player's item, so it is left alone and
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// said out loud instead.
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if (max <= 0)
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{
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Debug.LogWarning("[NecromancerTome] SpatialVaultPickup: blood in slot " + i +
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" has MaxUseTimes 0 - nothing to spend, flask kept. Check the " +
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"DegradationMax passive_effect in Config/item_modifiers.xml");
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continue;
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}
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if (mod.UseTimes >= max)
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{
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// ItemValue.None is what an empty mod slot holds - type 0, which is exactly
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// what IsEmpty() tests for, so the slot reads as free to every other piece of
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// code including the gate in Begin.
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bracelet.Modifications[i] = ItemValue.None;
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emptied = true;
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Debug.Log("[NecromancerTome] SpatialVaultPickup: blood in slot " + i +
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" ran out (" + mod.UseTimes.ToString("0.#") + "/" + max +
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") - flask removed from the bracelet");
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}
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else
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{
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Debug.Log("[NecromancerTome] SpatialVaultPickup: blood in slot " + i + " now " +
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mod.UseTimes.ToString("0.#") + "/" + max + " used");
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}
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}
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if (emptied)
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{
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// Vanilla's own answer to "the thing you were using is gone" - the same cue
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// ItemAction.HandleItemBreak plays. An item vanishing out of a slot in silence is
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// the one outcome here the player could miss entirely.
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_job.Player.PlayOneShot("itembreak");
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}
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if (spent > 0f && _job.Player.inventory != null)
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{
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// Without this the number is right and the bar on the toolbelt icon is stale
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// until something else happens to redraw it.
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_job.Player.inventory.CallOnToolbeltChangedInternal();
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}
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return spent;
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}
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||||
|
||||
/// <summary>How long this particular pull takes. See the class comment for why the ray's
|
||||
|
||||
Reference in New Issue
Block a user