2020-10-25 19:05:08 +01:00
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-- match_craft.lua
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-- Find and automatically move inventory items to the crafting grid
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-- according to the recipe.
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--[[
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Retrieve items from inventory lists and calculate their total count.
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Return a table of "item name" - "total count" pairs.
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Arguments:
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inv: minetest inventory reference
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lists: names of inventory lists to use
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Example usage:
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-- Count items in "main" and "craft" lists of player inventory
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unified_inventory.count_items(player_inv_ref, {"main", "craft"})
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Example output:
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{
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["default:pine_wood"] = 2,
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["default:acacia_wood"] = 4,
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["default:chest"] = 3,
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["default:axe_diamond"] = 2, -- unstackable item are counted too
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["wool:white"] = 6
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}
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]]--
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function unified_inventory.count_items(inv, lists)
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local counts = {}
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for i = 1, #lists do
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local name = lists[i]
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local size = inv:get_size(name)
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local list = inv:get_list(name)
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for j = 1, size do
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local stack = list[j]
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if not stack:is_empty() then
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local item = stack:get_name()
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local count = stack:get_count()
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counts[item] = (counts[item] or 0) + count
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end
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end
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end
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return counts
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end
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--[[
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Retrieve craft recipe items and their positions in the crafting grid.
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Return a table of "craft item name" - "set of positions" pairs.
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Note that if craft width is not 3 then positions are recalculated as
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if items were placed on a 3x3 grid. Also note that craft can contain
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groups of items with "group:" prefix.
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Arguments:
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craft: minetest craft recipe
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Example output:
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-- Bed recipe
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{
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["wool:white"] = {[1] = true, [2] = true, [3] = true}
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["group:wood"] = {[4] = true, [5] = true, [6] = true}
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}
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--]]
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function unified_inventory.count_craft_positions(craft)
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local positions = {}
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local craft_items = craft.items
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local craft_type = unified_inventory.registered_craft_types[craft.type]
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or unified_inventory.craft_type_defaults(craft.type, {})
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local display_width = craft_type.dynamic_display_size
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and craft_type.dynamic_display_size(craft).width
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or craft_type.width
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local craft_width = craft_type.get_shaped_craft_width
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and craft_type.get_shaped_craft_width(craft)
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or display_width
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local i = 0
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for y = 1, 3 do
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for x = 1, craft_width do
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i = i + 1
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local item = craft_items[i]
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if item ~= nil then
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local pos = 3 * (y - 1) + x
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local set = positions[item]
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if set ~= nil then
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set[pos] = true
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else
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positions[item] = {[pos] = true}
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end
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end
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end
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end
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return positions
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end
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--[[
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For every craft item find all matching inventory items.
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- If craft item is a group then find all inventory items that matches
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this group.
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- If craft item is not a group (regular item) then find only this item.
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If inventory doesn't contain needed item then found set is empty for
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this item.
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Return a table of "craft item name" - "set of matching inventory items"
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pairs.
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Arguments:
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inv_items: table with items names as keys
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craft_items: table with items names or groups as keys
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Example output:
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{
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["group:wood"] = {
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["default:pine_wood"] = true,
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["default:acacia_wood"] = true
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},
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["wool:white"] = {
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["wool:white"] = true
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}
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}
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--]]
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function unified_inventory.find_usable_items(inv_items, craft_items)
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local result = {}
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for craft_item in pairs(craft_items) do
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2024-12-19 12:55:40 +01:00
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-- may specify group:type1,type2
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local items = unified_inventory.get_matching_items(craft_item)
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2020-10-25 19:05:08 +01:00
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2024-12-19 12:55:40 +01:00
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local found = {}
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for itemname, _ in pairs(items) do
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if inv_items[itemname] then
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found[itemname] = true
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2020-10-25 19:05:08 +01:00
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end
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end
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result[craft_item] = found
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end
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return result
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end
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--[[
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Match inventory items with craft grid positions.
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For every position select the matching inventory item with maximum
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(total_count / (times_matched + 1)) value.
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If for some position matching item cannot be found or match count is 0
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then return nil.
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Return a table of "matched item name" - "set of craft positions" pairs
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and overall match count.
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Arguments:
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inv_counts: table of inventory items counts from "count_items"
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craft_positions: table of craft positions from "count_craft_positions"
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Example output:
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match_table = {
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["wool:white"] = {[1] = true, [2] = true, [3] = true}
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["default:acacia_wood"] = {[4] = true, [6] = true}
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["default:pine_wood"] = {[5] = true}
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}
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match_count = 2
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--]]
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function unified_inventory.match_items(inv_counts, craft_positions)
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local usable = unified_inventory.find_usable_items(inv_counts, craft_positions)
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local match_table = {}
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local match_count
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local matches = {}
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for craft_item, pos_set in pairs(craft_positions) do
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local use_set = usable[craft_item]
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for pos in pairs(pos_set) do
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local pos_item
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local pos_count
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for use_item in pairs(use_set) do
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local count = inv_counts[use_item]
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local times_matched = matches[use_item] or 0
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local new_pos_count = math.floor(count / (times_matched + 1))
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if pos_count == nil or pos_count < new_pos_count then
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pos_item = use_item
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pos_count = new_pos_count
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end
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end
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if pos_item == nil or pos_count == 0 then
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return nil
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end
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local set = match_table[pos_item]
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if set ~= nil then
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set[pos] = true
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else
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match_table[pos_item] = {[pos] = true}
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end
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matches[pos_item] = (matches[pos_item] or 0) + 1
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end
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end
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for match_item, times_matched in pairs(matches) do
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local count = inv_counts[match_item]
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local item_count = math.floor(count / times_matched)
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if match_count == nil or item_count < match_count then
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match_count = item_count
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end
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end
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return match_table, match_count
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end
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--[[
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Remove item from inventory lists.
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Return stack of actually removed items.
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This function replicates the inv:remove_item function but can accept
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multiple lists.
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Arguments:
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inv: minetest inventory reference
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lists: names of inventory lists
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stack: minetest item stack
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--]]
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function unified_inventory.remove_item(inv, lists, stack)
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local removed = ItemStack(nil)
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local leftover = ItemStack(stack)
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for i = 1, #lists do
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if leftover:is_empty() then
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break
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end
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local cur_removed = inv:remove_item(lists[i], leftover)
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removed:add_item(cur_removed)
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leftover:take_item(cur_removed:get_count())
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end
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return removed
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end
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--[[
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Add item to inventory lists.
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Return leftover stack.
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This function replicates the inv:add_item function but can accept
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multiple lists.
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Arguments:
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inv: minetest inventory reference
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lists: names of inventory lists
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stack: minetest item stack
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--]]
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function unified_inventory.add_item(inv, lists, stack)
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local leftover = ItemStack(stack)
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for i = 1, #lists do
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if leftover:is_empty() then
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break
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end
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leftover = inv:add_item(lists[i], leftover)
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end
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return leftover
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end
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--[[
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Move items from source list to destination list if possible.
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Skip positions specified in exclude set.
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Arguments:
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inv: minetest inventory reference
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src_list: name of source list
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dst_list: name of destination list
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exclude: set of positions to skip
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--]]
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function unified_inventory.swap_items(inv, src_list, dst_list, exclude)
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local size = inv:get_size(src_list)
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local empty = ItemStack(nil)
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for i = 1, size do
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if exclude == nil or exclude[i] == nil then
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local stack = inv:get_stack(src_list, i)
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if not stack:is_empty() then
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inv:set_stack(src_list, i, empty)
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local leftover = inv:add_item(dst_list, stack)
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if not leftover:is_empty() then
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inv:set_stack(src_list, i, leftover)
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end
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end
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end
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end
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end
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--[[
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Move matched items to the destination list.
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If destination list position is already occupied with some other item
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then function tries to (in that order):
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1. Move it to the source list
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2. Move it to some other unused position in destination list itself
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3. Drop it to the ground if nothing else is possible.
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Arguments:
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player: minetest player object
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src_list: name of source list
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dst_list: name of destination list
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match_table: table of matched items
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amount: amount of items per every position
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--]]
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function unified_inventory.move_match(player, src_list, dst_list, match_table, amount)
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local inv = player:get_inventory()
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local item_drop = minetest.item_drop
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local src_dst_list = {src_list, dst_list}
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local dst_src_list = {dst_list, src_list}
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local needed = {}
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local moved = {}
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-- Remove stacks needed for craft
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for item, pos_set in pairs(match_table) do
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local stack = ItemStack(item)
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local stack_max = stack:get_stack_max()
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local bounded_amount = math.min(stack_max, amount)
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stack:set_count(bounded_amount)
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for pos in pairs(pos_set) do
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needed[pos] = unified_inventory.remove_item(inv, dst_src_list, stack)
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end
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end
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-- Add already removed stacks
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for pos, stack in pairs(needed) do
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local occupied = inv:get_stack(dst_list, pos)
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inv:set_stack(dst_list, pos, stack)
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if not occupied:is_empty() then
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local leftover = unified_inventory.add_item(inv, src_dst_list, occupied)
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if not leftover:is_empty() then
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inv:set_stack(dst_list, pos, leftover)
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local oversize = unified_inventory.add_item(inv, src_dst_list, stack)
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if not oversize:is_empty() then
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item_drop(oversize, player, player:get_pos())
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end
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end
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end
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moved[pos] = true
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end
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-- Swap items from unused positions to src (moved positions excluded)
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unified_inventory.swap_items(inv, dst_list, src_list, moved)
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end
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--[[
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Find craft match and move matched items to the destination list.
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If match cannot be found or match count is smaller than the desired
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amount then do nothing.
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If amount passed is -1 then amount is defined by match count itself.
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This is used to indicate "craft All" case.
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Arguments:
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player: minetest player object
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src_list: name of source list
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dst_list: name of destination list
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craft: minetest craft recipe
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amount: desired amount of output items
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--]]
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function unified_inventory.craftguide_match_craft(player, src_list, dst_list, craft, amount)
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local inv = player:get_inventory()
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local src_dst_list = {src_list, dst_list}
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local counts = unified_inventory.count_items(inv, src_dst_list)
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local positions = unified_inventory.count_craft_positions(craft)
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local match_table, match_count = unified_inventory.match_items(counts, positions)
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if match_table == nil or match_count < amount then
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return
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end
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if amount == -1 then
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amount = match_count
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end
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unified_inventory.move_match(player, src_list, dst_list, match_table, amount)
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end
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