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			247 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			247 lines
		
	
	
		
			5.2 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/*
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Minetest
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Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
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This program is free software; you can redistribute it and/or modify
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it under the terms of the GNU Lesser General Public License as published by
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the Free Software Foundation; either version 2.1 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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GNU Lesser General Public License for more details.
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You should have received a copy of the GNU Lesser General Public License along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
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*/
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#pragma once
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#include "inventory.h"
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#include <iostream>
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#include <string>
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class ServerActiveObject;
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struct InventoryLocation
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{
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	enum Type{
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		UNDEFINED,
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		CURRENT_PLAYER,
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		PLAYER,
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		NODEMETA,
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        DETACHED,
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	} type;
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	std::string name; // PLAYER, DETACHED
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	v3s16 p; // NODEMETA
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	InventoryLocation()
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	{
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		setUndefined();
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	}
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	void setUndefined()
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	{
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		type = UNDEFINED;
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	}
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	void setCurrentPlayer()
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	{
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		type = CURRENT_PLAYER;
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	}
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	void setPlayer(const std::string &name_)
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	{
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		type = PLAYER;
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		name = name_;
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	}
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	void setNodeMeta(const v3s16 &p_)
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	{
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		type = NODEMETA;
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		p = p_;
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	}
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	void setDetached(const std::string &name_)
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	{
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		type = DETACHED;
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		name = name_;
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	}
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	bool operator==(const InventoryLocation &other) const
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	{
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		if(type != other.type)
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			return false;
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		switch(type){
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		case UNDEFINED:
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			return false;
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		case CURRENT_PLAYER:
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			return true;
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		case PLAYER:
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			return (name == other.name);
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		case NODEMETA:
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			return (p == other.p);
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		case DETACHED:
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			return (name == other.name);
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		}
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		return false;
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	}
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	bool operator!=(const InventoryLocation &other) const
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	{
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		return !(*this == other);
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	}
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	void applyCurrentPlayer(const std::string &name_)
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	{
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		if(type == CURRENT_PLAYER)
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			setPlayer(name_);
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	}
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	std::string dump() const;
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	void serialize(std::ostream &os) const;
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	void deSerialize(std::istream &is);
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	void deSerialize(const std::string &s);
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};
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struct InventoryAction;
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class InventoryManager
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{
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public:
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	InventoryManager() = default;
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	virtual ~InventoryManager() = default;
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	// Get an inventory (server and client)
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	virtual Inventory* getInventory(const InventoryLocation &loc){return NULL;}
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    // Set modified (will be saved and sent over network; only on server)
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	virtual void setInventoryModified(const InventoryLocation &loc) {}
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    // Send inventory action to server (only on client)
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	virtual void inventoryAction(InventoryAction *a){}
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};
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enum class IAction : u16 {
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	Move,
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	Drop,
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	Craft
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};
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struct InventoryAction
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{
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	static InventoryAction *deSerialize(std::istream &is);
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	virtual IAction getType() const = 0;
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	virtual void serialize(std::ostream &os) const = 0;
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	virtual void apply(InventoryManager *mgr, ServerActiveObject *player,
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			IGameDef *gamedef) = 0;
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	virtual void clientApply(InventoryManager *mgr, IGameDef *gamedef) = 0;
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	virtual ~InventoryAction() = default;;
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};
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struct MoveAction
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{
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	InventoryLocation from_inv;
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	std::string from_list;
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	s16 from_i = -1;
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	InventoryLocation to_inv;
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	std::string to_list;
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	s16 to_i = -1;
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};
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struct IMoveAction : public InventoryAction, public MoveAction
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{
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	// count=0 means "everything"
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	u16 count = 0;
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	bool move_somewhere = false;
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	// treat these as private
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	// related to movement to somewhere
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	bool caused_by_move_somewhere = false;
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	u32 move_count = 0;
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	IMoveAction() = default;
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	IMoveAction(std::istream &is, bool somewhere);
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	IAction getType() const
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	{
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		return IAction::Move;
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	}
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	void serialize(std::ostream &os) const
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	{
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		if (!move_somewhere)
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			os << "Move ";
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		else
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			os << "MoveSomewhere ";
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		os << count << " ";
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		os << from_inv.dump() << " ";
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		os << from_list << " ";
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		os << from_i << " ";
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		os << to_inv.dump() << " ";
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		os << to_list;
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		if (!move_somewhere)
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			os << " " << to_i;
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	}
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	void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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	void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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};
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struct IDropAction : public InventoryAction, public MoveAction
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{
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	// count=0 means "everything"
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	u16 count = 0;
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	IDropAction() = default;
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	IDropAction(std::istream &is);
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	IAction getType() const
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	{
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		return IAction::Drop;
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	}
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	void serialize(std::ostream &os) const
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	{
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		os<<"Drop ";
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		os<<count<<" ";
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		os<<from_inv.dump()<<" ";
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		os<<from_list<<" ";
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		os<<from_i;
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	}
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	void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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	void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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};
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struct ICraftAction : public InventoryAction
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{
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	// count=0 means "everything"
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	u16 count = 0;
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	InventoryLocation craft_inv;
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	ICraftAction() = default;
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	ICraftAction(std::istream &is);
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	IAction getType() const
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	{
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		return IAction::Craft;
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	}
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	void serialize(std::ostream &os) const
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	{
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		os<<"Craft ";
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		os<<count<<" ";
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		os<<craft_inv.dump()<<" ";
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	}
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	void apply(InventoryManager *mgr, ServerActiveObject *player, IGameDef *gamedef);
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	void clientApply(InventoryManager *mgr, IGameDef *gamedef);
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};
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// Crafting helper
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bool getCraftingResult(Inventory *inv, ItemStack &result,
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		std::vector<ItemStack> &output_replacements,
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		bool decrementInput, IGameDef *gamedef);
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