Exemplo n.º 1
0
	virtual bool getCraftResult(CraftInput &input, CraftOutput &output,
			bool decrementInput, IGameDef *gamedef) const
	{
		output.item = "";
		output.time = 0;

		// If all input items are empty, abort.
		bool all_empty = true;
		for (std::vector<ItemStack>::const_iterator
				it = input.items.begin();
				it != input.items.end(); it++) {
			if (!it->empty()) {
				all_empty = false;
				break;
			}
		}
		if (all_empty)
			return false;

		std::vector<std::string> input_names;
		input_names = craftGetItemNames(input.items, gamedef);
		std::sort(input_names.begin(), input_names.end());

		// Try hash types with increasing collision rate, and return if found.
		for (int type = 0; type <= craft_hash_type_max; type++) {
			u64 hash = getHashForGrid((CraftHashType) type, input_names);

			/*errorstream << "Checking type " << type << " with hash " << hash << std::endl;*/

			// We'd like to do "const [...] hash_collisions = m_craft_defs[type][hash];"
			// but that doesn't compile for some reason. This does.
			std::map<u64, std::vector<CraftDefinition*> >::const_iterator
				col_iter = (m_craft_defs[type]).find(hash);

			if (col_iter == (m_craft_defs[type]).end())
				continue;

			const std::vector<CraftDefinition*> &hash_collisions = col_iter->second;
			// Walk crafting definitions from back to front, so that later
			// definitions can override earlier ones.
			for (std::vector<CraftDefinition*>::const_reverse_iterator
					it = hash_collisions.rbegin();
					it != hash_collisions.rend(); it++) {
				CraftDefinition *def = *it;

				/*errorstream << "Checking " << input.dump() << std::endl
					<< " against " << def->dump() << std::endl;*/

				if (def->check(input, gamedef)) {
					// Get output, then decrement input (if requested)
					output = def->getOutput(input, gamedef);
					if (decrementInput)
						def->decrementInput(input, gamedef);
					/*errorstream << "Check RETURNS TRUE" << std::endl;*/
					return true;
				}
			}
		}
		return false;
	}
Exemplo n.º 2
0
	virtual bool clearCraftRecipesByInput(CraftMethod craft_method, unsigned int craft_grid_width,
		const std::vector<std::string> &recipe, IGameDef *gamedef)
	{
		bool all_empty = true;
		for (const auto &i : recipe) {
			if (!i.empty()) {
				all_empty = false;
				break;
			}
		}
		if (all_empty)
			return false;

		CraftInput input(craft_method, craft_grid_width, craftGetItems(recipe, gamedef));
		// Recipes are not yet hashed at this point
		std::vector<CraftDefinition*> &unhashed_inputs_vec = m_craft_defs[(int) CRAFT_HASH_TYPE_UNHASHED][0];
		std::vector<CraftDefinition*> new_vec_by_input;
		bool got_hit = false;
		for (std::vector<CraftDefinition*>::size_type
				i = unhashed_inputs_vec.size(); i > 0; i--) {
			CraftDefinition *def = unhashed_inputs_vec[i - 1];
			/* If the input doesn't match the recipe definition, this recipe definition later
				will be added back in source map. */
			if (!def->check(input, gamedef)) {
				new_vec_by_input.push_back(def);
				continue;
			}
			CraftOutput output = def->getOutput(input, gamedef);
			got_hit = true;
			auto vec_iter = m_output_craft_definitions.find(output.item);
			if (vec_iter == m_output_craft_definitions.end())
				continue;
			std::vector<CraftDefinition*> &vec = vec_iter->second;
			std::vector<CraftDefinition*> new_vec_by_output;
			/* We will preallocate necessary memory addresses, so we don't need
				to reallocate them later. This would save us some performance. */
			new_vec_by_output.reserve(vec.size());
			for (auto &vec_i : vec) {
				/* If pointers from map by input and output are not same,
					we will add 'CraftDefinition*' to a new vector. */
				if (def != vec_i) {
					/* Adding dereferenced iterator value (which are
						'CraftDefinition' reference) to a new vector. */
					new_vec_by_output.push_back(vec_i);
				}
			}
			// Swaps assigned to current key value with new vector for output map.
			m_output_craft_definitions[output.item].swap(new_vec_by_output);
		}
		if (got_hit)
			// Swaps value with new vector for input map.
			m_craft_defs[(int) CRAFT_HASH_TYPE_UNHASHED][0].swap(new_vec_by_input);

		return got_hit;
	}
Exemplo n.º 3
0
	virtual bool getCraftResult(CraftInput &input, CraftOutput &output,
			bool decrementInput, IGameDef *gamedef) const
	{
		output.item = "";
		output.time = 0;

		// If all input items are empty, abort.
		bool all_empty = true;
		for(std::vector<ItemStack>::const_iterator
				i = input.items.begin();
				i != input.items.end(); i++)
		{
			if(!i->empty())
			{
				all_empty = false;
				break;
			}
		}
		if(all_empty)
			return false;

		// Walk crafting definitions from back to front, so that later
		// definitions can override earlier ones.
		for(std::vector<CraftDefinition*>::const_reverse_iterator
				i = m_craft_definitions.rbegin();
				i != m_craft_definitions.rend(); i++)
		{
			CraftDefinition *def = *i;

			/*infostream<<"Checking "<<input.dump()<<std::endl
					<<" against "<<def->dump()<<std::endl;*/

			try {
				if(def->check(input, gamedef))
				{
					// Get output, then decrement input (if requested)
					output = def->getOutput(input, gamedef);
					if(decrementInput)
						def->decrementInput(input, gamedef);
					return true;
				}
			}
			catch(SerializationError &e)
			{
				errorstream<<"getCraftResult: ERROR: "
						<<"Serialization error in recipe "
						<<def->dump()<<std::endl;
				// then go on with the next craft definition
			}
		}
		return false;
	}
Exemplo n.º 4
0
	virtual bool getCraftResult(CraftInput &input, CraftOutput &output,
			std::vector<ItemStack> &output_replacement, bool decrementInput,
			IGameDef *gamedef) const
	{
		output.item = "";
		output.time = 0;

		// If all input items are empty, abort.
		bool all_empty = true;
		for (const auto &item : input.items) {
			if (!item.empty()) {
				all_empty = false;
				break;
			}
		}
		if (all_empty)
			return false;

		std::vector<std::string> input_names;
		input_names = craftGetItemNames(input.items, gamedef);
		std::sort(input_names.begin(), input_names.end());

		// Try hash types with increasing collision rate, and return if found.
		for (int type = 0; type <= craft_hash_type_max; type++) {
			u64 hash = getHashForGrid((CraftHashType) type, input_names);

			/*errorstream << "Checking type " << type << " with hash " << hash << std::endl;*/

			// We'd like to do "const [...] hash_collisions = m_craft_defs[type][hash];"
			// but that doesn't compile for some reason. This does.
			auto col_iter = (m_craft_defs[type]).find(hash);

			if (col_iter == (m_craft_defs[type]).end())
				continue;

			const std::vector<CraftDefinition*> &hash_collisions = col_iter->second;
			// Walk crafting definitions from back to front, so that later
			// definitions can override earlier ones.
			for (std::vector<CraftDefinition*>::size_type
					i = hash_collisions.size(); i > 0; i--) {
				CraftDefinition *def = hash_collisions[i - 1];

				/*errorstream << "Checking " << input.dump() << std::endl
					<< " against " << def->dump() << std::endl;*/

				if (def->check(input, gamedef)) {
					// Check if the crafted node/item exists
					CraftOutput out = def->getOutput(input, gamedef);
					ItemStack is;
					is.deSerialize(out.item, gamedef->idef());
					if (!is.isKnown(gamedef->idef())) {
						infostream << "trying to craft non-existent "
							<< out.item << ", ignoring recipe" << std::endl;
						continue;
					}

					// Get output, then decrement input (if requested)
					output = out;
                    
					if (decrementInput)
						def->decrementInput(input, output_replacement, gamedef);
					/*errorstream << "Check RETURNS TRUE" << std::endl;*/
					return true;
				}
			}
		}
		return false;
	}