Cards: coarse condition grade in the description until the card is owned
Co-Authored-By: Claude Sonnet 5.5 <noreply@anthropic.com>
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@@ -102,9 +102,21 @@ namespace Decentralized
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Refresh(item);
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}
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/// <summary>说明:算力和耗电按标称写;成色在归玩家之前只给粗略等级(要看外观自己判断),归玩家之后给精确健康度。</summary>
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private static string Desc(GameItem item, Unit u)
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{
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var label = u.Label;
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string cond = GeneralHelper.IsItemOwned(item)
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? Mathf.RoundToInt((float)u.Health) + "%"
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: L.T(u.Health >= 85 ? "item.gpu.grade.1" : u.Health >= 60 ? "item.gpu.grade.2" : u.Health >= 35 ? "item.gpu.grade.3" : "item.gpu.grade.4");
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return L.T("item.gpu.desc", Fmt.Num(label.DisplayHash), Fmt.Num(label.Kj), cond);
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}
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private static void SyncValue(GameItem item)
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{
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if (item.IsTag(DeadTag)) return;
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string desc = Desc(item, ToUnit(item));
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if (item.shortDescription != desc) item.shortDescription = desc;
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long value = item.IsTag(QuoteTag) && !GeneralHelper.IsItemOwned(item) ? item.GetTagReadonly(QuoteTag).GetLong() : CardValue.True(ToUnit(item));
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if (item.unitValue != value) item.unitValue = value;
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}
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@@ -147,7 +159,7 @@ namespace Decentralized
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}
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item.SetSpriteAndShapeFromMod(ModInfo.Id, (label.Brand == Hardware.Probidia ? "gpu_probidia" : "gpu_pmd") + (item.IsTag(BackTag) ? "_b" : "_f"));
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item.name = L.T("item.gpu.name", label.Brand, DisplayModel(label.Model));
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item.shortDescription = L.T("item.gpu.desc", Fmt.Num(label.DisplayHash), Fmt.Num(label.Kj), Mathf.RoundToInt((float)u.Health));
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item.shortDescription = Desc(item, u);
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item.unitValue = CardValue.True(u);
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SyncValue(item);
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}
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