ASIC 矿机去掉修理槽:电子元件拖到机器上修
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@@ -515,7 +515,7 @@ namespace Decentralized
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{
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try
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{
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foreach (var id in new[] { "common_electronic", "rare_electronic" })
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foreach (var id in new[] { "common_electronic", "rare_electronic", "hypertech_electronic" })
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{
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var vanilla = DirectoryMaster.GetFactory<GameItem>(id);
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if (vanilla == null) { Log.Warn($"[Rig] 找不到原版 {id}"); continue; }
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@@ -523,12 +523,13 @@ namespace Decentralized
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dir.Set(id, () =>
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{
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var it = make();
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Func<GameItem, GameItem, bool> can = (src, t) => t != null && t.identifier == Rig && CanUpgradeWith(t, src);
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Func<GameItem, GameItem, bool> can = (src, t) => t != null && ((t.identifier == Rig && CanUpgradeWith(t, src)) || AsicItems.CanRepairWith(t, src));
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it.mayThisTargetItemFunc = (Func<GameItem, GameItem, bool>)Delegate.Combine(it.mayThisTargetItemFunc, can);
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it.canThisTargetItemFunc = (Func<GameItem, GameItem, bool>)Delegate.Combine(it.canThisTargetItemFunc, can);
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it.onThisTargetItemFunc = (Action<GameItem, GameItem>)Delegate.Combine(it.onThisTargetItemFunc, (Action<GameItem, GameItem>)((src, t) =>
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{
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if (t != null && t.identifier == Rig && CanUpgradeWith(t, src)) Log.Guard("矿架升级槽位", () => TakeUpgrade(t, src));
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else if (AsicItems.CanRepairWith(t, src)) Log.Guard("矿机修理", () => AsicItems.TakeRepair(t, src));
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}));
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return it;
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});
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