Files
dota_factory/src/lib/config/RecipesConfig.h
Malte Langkabel 6a317a52b1 Render produced-item icons in recipe dialog and game world
Implements REQ-UI-ITEM-ICON and REQ-UI-RECIPE-ICON. Adds an optional
recipes.toml `icon` field (an item id; defaults to the recipe's first
output). New ItemIconCache loads per-item SVGs from icons/items and
caches pixmaps per target pixel size, shared by:
- the Miner/Assembler recipe-selection dialog, which now shows icon-only
  option buttons (name-caption fallback when no icon file exists), and
- GameWorldView belt/port item rendering via a shared drawWorldItem
  helper (colored-square fallback preserved).

Shipyard schematic dialog is unchanged. No icon art is shipped; every
path falls back cleanly when an item has no SVG.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01Y7N59FsLA5e2kuVdqe4Uhc
2026-07-23 14:43:51 +02:00

51 lines
1.7 KiB
C++

#pragma once
#include <optional>
#include <string>
#include <vector>
#include "BuildingType.h"
// One entry in [[recipe]].inputs — amount units of a named item consumed per
// production cycle (REQ-MAT-CYCLE).
struct RecipeIngredient
{
std::string item;
int amount;
};
// One entry in [[recipe]].outputs. For reprocessing_plant recipes, probability
// is populated and outputs are rolled with weighted pick at cycle start
// (REQ-BLD-REPROCESSING, REQ-MAT-CYCLE). For other buildings, probability is
// std::nullopt and all outputs are produced on every cycle.
struct RecipeOutput
{
std::string item;
int amount;
std::optional<double> probability;
};
struct RecipeDef
{
std::string id; // Unique recipe id; used by UI for selection.
BuildingType building; // Which BuildingType can run this recipe.
std::vector<RecipeIngredient> inputs;
std::vector<RecipeOutput> outputs;
double durationSeconds;
// Optional id of the item whose icon represents this recipe in the recipe-
// selection dialog (REQ-UI-RECIPE-ICON). When unset, the first output item is
// used. A missing icon file for that item is not an error (REQ-UI-ITEM-ICON).
std::optional<std::string> icon;
// Assembler only. When true, this recipe is available from game start
// regardless of the implicit item graph — used for base recipes that no
// schematic's materials reach (e.g. building blocks). See REQ-LOCK-IMPLICIT.
// Otherwise an assembler recipe is either explicitly gated (granted by an
// unlock group, REQ-LOCK-EXPLICIT) or implicitly gated via the item graph.
bool unlockedAtStart = false;
};
struct RecipesConfig
{
std::vector<RecipeDef> recipes;
};