// add_item(pos, itemstack or itemstring or table) -> ObjectRef or nil // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_add_item(lua_State *L) { GET_ENV_PTR; // pos //v3f pos = checkFloatPos(L, 1); // item ItemStack item = read_item(L, 2,getServer(L)); if(item.empty() || !item.isKnown(getServer(L)->idef())) return 0; lua_pushcfunction(L, script_error_handler); int errorhandler = lua_gettop(L); // Use spawn_item to spawn a __builtin:item lua_getglobal(L, "core"); lua_getfield(L, -1, "spawn_item"); lua_remove(L, -2); // Remove core if(lua_isnil(L, -1)) return 0; lua_pushvalue(L, 1); lua_pushstring(L, item.getItemString().c_str()); PCALL_RESL(L, lua_pcall(L, 2, 1, errorhandler)); lua_remove(L, errorhandler); // Remove error handler return 1; }
// minetest.add_item(pos, itemstack or itemstring or table) -> ObjectRef or nil // pos = {x=num, y=num, z=num} int ModApiEnvMod::l_add_item(lua_State *L) { GET_ENV_PTR; // pos //v3f pos = checkFloatPos(L, 1); // item ItemStack item = read_item(L, 2,getServer(L)); if(item.empty() || !item.isKnown(getServer(L)->idef())) return 0; // Use minetest.spawn_item to spawn a __builtin:item lua_getglobal(L, "minetest"); lua_getfield(L, -1, "spawn_item"); if(lua_isnil(L, -1)) return 0; lua_pushvalue(L, 1); lua_pushstring(L, item.getItemString().c_str()); if(lua_pcall(L, 2, 1, 0)) script_error(L, "error: %s", lua_tostring(L, -1)); return 1; /*lua_pushvalue(L, 1); lua_pushstring(L, "__builtin:item"); lua_pushstring(L, item.getItemString().c_str()); return l_add_entity(L);*/ /*// Do it ServerActiveObject *obj = createItemSAO(env, pos, item.getItemString()); int objectid = env->addActiveObject(obj); // If failed to add, return nothing (reads as nil) if(objectid == 0) return 0; // Return ObjectRef objectrefGetOrCreate(L, obj); return 1;*/ }
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; }