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https://github.com/minetest-mods/unified_inventory.git
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Implement new crafting algorithm (#132)
* Implement new crafting algorithm * Take craft width into account when creating craft index * Fix moving logic, correctly check for empty stacks * Return early when there's not enough items for craft * Bound match_count with smallest stack_max value, take from inventory only if needed * Continue if item can't be moved to the current position. * Fix metadata loss and. Improve placement for some corner cases. * Drop items from oversized stacks on the ground * Place items exactly as displayed in the guide * One source list one destination. Try to take from destination list first
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committed by
SmallJoker
parent
4a1414bacc
commit
ca6d9a10df
99
register.lua
99
register.lua
@ -441,65 +441,6 @@ local function craftguide_giveme(player, formname, fields)
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player_inv:add_item("main", {name = output, count = amount})
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end
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-- Takes any stack from "main" where the `amount` of `needed_item` may fit
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-- into the given crafting stack (`craft_item`)
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local function craftguide_move_stacks(inv, craft_item, needed_item, amount)
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if craft_item:get_count() >= amount then
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return
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end
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local get_item_group = minetest.get_item_group
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local group = needed_item:match("^group:(.+)")
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if group then
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if not craft_item:is_empty() then
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-- Source item must be the same to fill
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if get_item_group(craft_item:get_name(), group) ~= 0 then
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needed_item = craft_item:get_name()
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else
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-- TODO: Maybe swap unmatching "craft" items
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-- !! Would conflict with recursive function call
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return
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end
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else
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-- Take matching group from the inventory (biggest stack)
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local main = inv:get_list("main")
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local max_found = 0
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for i, stack in ipairs(main) do
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if stack:get_count() > max_found and
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get_item_group(stack:get_name(), group) ~= 0 then
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needed_item = stack:get_name()
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max_found = stack:get_count()
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if max_found >= amount then
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break
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end
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end
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end
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end
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else
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if not craft_item:is_empty() and
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craft_item:get_name() ~= needed_item then
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return -- Item must be identical
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end
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end
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needed_item = ItemStack(needed_item)
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local to_take = math.min(amount, needed_item:get_stack_max())
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to_take = to_take - craft_item:get_count()
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if to_take <= 0 then
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return -- Nothing to do
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end
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needed_item:set_count(to_take)
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local taken = inv:remove_item("main", needed_item)
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local leftover = taken:add_item(craft_item)
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if not leftover:is_empty() then
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-- Somehow failed to add the existing "craft" item. Undo the action.
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inv:add_item("main", leftover)
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return taken
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end
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return taken
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end
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local function craftguide_craft(player, formname, fields)
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local amount
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for k, v in pairs(fields) do
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@ -508,17 +449,14 @@ local function craftguide_craft(player, formname, fields)
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end
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if not amount then return end
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amount = tonumber(amount) or 99 -- fallback for "all"
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if amount <= 0 or amount > 99 then return end
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amount = tonumber(amount) or -1 -- fallback for "all"
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if amount == 0 or amount < -1 or amount > 99 then return end
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local player_name = player:get_player_name()
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local output = unified_inventory.current_item[player_name] or ""
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if output == "" then return end
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local player_inv = player:get_inventory()
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local craft_list = player_inv:get_list("craft")
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local crafts = unified_inventory.crafts_for[
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unified_inventory.current_craft_direction[player_name]][output] or {}
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if #crafts == 0 then return end
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@ -528,38 +466,7 @@ local function craftguide_craft(player, formname, fields)
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local craft = crafts[alternate]
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if craft.width > 3 then return end
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local needed = craft.items
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local width = craft.width
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if width == 0 then
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-- Shapeless recipe
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width = 3
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end
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-- To spread the items evenly
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local STEPSIZE = math.ceil(math.sqrt(amount) / 5) * 5
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local current_count = 0
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repeat
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current_count = math.min(current_count + STEPSIZE, amount)
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local index = 1
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for y = 1, 3 do
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for x = 1, width do
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local needed_item = needed[index]
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if needed_item then
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local craft_index = ((y - 1) * 3) + x
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local craft_item = craft_list[craft_index]
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local newitem = craftguide_move_stacks(player_inv,
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craft_item, needed_item, current_count)
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if newitem then
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craft_list[craft_index] = newitem
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end
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end
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index = index + 1
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end
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end
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until current_count == amount
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player_inv:set_list("craft", craft_list)
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unified_inventory.craftguide_match_craft(player, "main", "craft", craft, amount)
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unified_inventory.set_inventory_formspec(player, "craft")
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end
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