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Clean up repetitive code in CraftTreePatcher.cs #526

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Jan 7, 2024
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38 changes: 20 additions & 18 deletions Nautilus/Patchers/CraftTreePatcher.cs
Original file line number Diff line number Diff line change
Expand Up @@ -19,6 +19,15 @@ internal class CraftTreePatcher
internal static Dictionary<CraftTree.Type, List<CraftingNode>> CraftingNodes = new();
internal static Dictionary<CraftTree.Type, List<TabNode>> TabNodes = new();
internal static Dictionary<CraftTree.Type, CraftTree> CachedTrees = new();
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I might be blind but it looks like you remove CachedTrees here (not just moved it) and it's used further down on line 93/94.

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Potentially a consequence of just pulling this one commit from amongst your others

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Also somehow turned the Dictionaries into lists.. lol

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looks like it reverted parts of my commit from the other day

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@JKohlman JKohlman Jan 7, 2024

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Yeah that explains both issues, Ramune didn't have those when they made this commit. CachedTrees didn't exist and they weren't* dictionaries at the point when the commit was made.

Edited to fix 2am brain

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I mean they should be dictionaries.

internal static Dictionary<CraftTree.Type, TechType> Fallbacks = new()
{
{ CraftTree.Type.Workbench, TechType.Workbench },
{ CraftTree.Type.Fabricator, TechType.Fabricator },
{ CraftTree.Type.Constructor, TechType.Constructor },
{ CraftTree.Type.SeamothUpgrades, TechType.BaseUpgradeConsole },
{ CraftTree.Type.MapRoom, TechType.BaseMapRoom },
{ CraftTree.Type.Workbench, TechType.Workbench },
};
private const string FallbackTabNode = "Modded";
private const string VanillaRoot = "Vanilla";

Expand All @@ -35,30 +44,23 @@ internal static void Patch(Harmony harmony)

private static void CreateFallbackNodes()
{
// Workbench
CreateVanillaTabNode(CraftTree.Type.Workbench, "Modification Station", TechType.Workbench, CraftTree.WorkbenchScheme().root);
CraftTreeHandler.AddTabNode(CraftTree.Type.Workbench, FallbackTabNode + CraftTree.Type.Workbench, "Mod Items", SpriteManager.Get(TechType.Workbench));

// Fabricator
CraftTreeHandler.AddTabNode(CraftTree.Type.Fabricator, FallbackTabNode + CraftTree.Type.Fabricator, "Mod Items", SpriteManager.Get(TechType.Fabricator));

// Constructor
CraftTreeHandler.AddTabNode(CraftTree.Type.Constructor, FallbackTabNode + CraftTree.Type.Constructor, "Mod Items", SpriteManager.Get(TechType.Constructor));

// Seamoth Upgrades
CraftTreeHandler.AddTabNode(CraftTree.Type.SeamothUpgrades, FallbackTabNode + CraftTree.Type.SeamothUpgrades, "Mod Items", SpriteManager.Get(TechType.BaseUpgradeConsole));

// Map Room
CreateVanillaTabNode(CraftTree.Type.MapRoom, "Scanner Upgrades", TechType.BaseMapRoom, CraftTree.MapRoomSheme().root);
CraftTreeHandler.AddTabNode(CraftTree.Type.MapRoom, FallbackTabNode + CraftTree.Type.MapRoom, "Mod Items", SpriteManager.Get(TechType.BaseMapRoom));

#if SUBNAUTICA
// Cyclops Fabricator
CreateVanillaTabNode(CraftTree.Type.CyclopsFabricator, "Cyclops Fabricator", TechType.Cyclops, CraftTree.CyclopsFabricatorScheme().root);
CraftTreeHandler.AddTabNode(CraftTree.Type.CyclopsFabricator, FallbackTabNode + CraftTree.Type.CyclopsFabricator, "Mod Items", SpriteManager.Get(TechType.Cyclops));
Fallbacks.Add(CraftTree.Type.CyclopsFabricator, TechType.Cyclops);
#elif BELOWZERO
// SeaTruck Fabricator
CraftTreeHandler.AddTabNode(CraftTree.Type.SeaTruckFabricator, FallbackTabNode+CraftTree.Type.SeaTruckFabricator, "Mod Items", SpriteManager.Get(TechType.SeaTruckFabricator));
Fallbacks.Add(CraftTree.Type.SeaTruckFabricator, TechType.SeaTruckFabricator);
#endif

foreach (var pair in Fallbacks)
CreateFallbackNode(pair.Key, pair.Value);
}

private static void CreateFallbackNode(CraftTree.Type craftTreeType, TechType techTypeForSprite)
{
CraftTreeHandler.AddTabNode(craftTreeType, FallbackTabNode + craftTreeType, "Mod Items", SpriteManager.Get(techTypeForSprite));
}

private static void CreateVanillaTabNode(CraftTree.Type treeType, string DisplayName, TechType spriteTechType, TreeNode root)
Expand Down