Merged 2 branches because they relied on each other.
This one contains these changes from main c55: * Adds a function to check if there is room for a specific item * Using that, you can now pick up rats if you have a full inventory and a not full rat stack * Furnace would cook only 1 item if that item used the last available result slot, now it will continue * Furnace will say it's overloaded * Furnace won't wait until the next step to start on the next item - This caused small fuels to cook slower than meant to - Also caused furnaces to say they were out of fuel after finishing the last fuel itemmaster
parent
efd8dabd91
commit
134e49cc8e
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@ -182,16 +182,24 @@ std::string FurnaceNodeMetadata::infoText()
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assert(src_list);
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const InventoryItem *src_item = src_list->getItem(0);
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if(src_item)
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if(src_item) {
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InventoryList *dst_list = m_inventory->getList("dst");
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if(!dst_list->roomForCookedItem(src_item))
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return "Furnace is overloaded";
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return "Furnace is out of fuel";
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}
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else
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return "Furnace is inactive";
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}
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else
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{
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std::string s = "Furnace is active (";
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s += itos(m_fuel_time/m_fuel_totaltime*100);
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s += "%)";
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std::string s = "Furnace is active";
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// Do this so it doesn't always show (0%) for weak fuel
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if(m_fuel_totaltime > 3) {
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s += " (";
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s += itos(m_fuel_time/m_fuel_totaltime*100);
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s += "%)";
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}
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return s;
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}
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}
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@ -221,9 +229,14 @@ bool FurnaceNodeMetadata::step(float dtime)
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assert(src_list);
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const InventoryItem *src_item = src_list->getItem(0);
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bool room_available = false;
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if(src_item && src_item->isCookable())
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room_available = dst_list->roomForCookedItem(src_item);
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// Start only if there are free slots in dst, so that it can
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// accomodate any result item
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if(dst_list->getFreeSlots() > 0 && src_item && src_item->isCookable())
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if(room_available)
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{
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m_src_totaltime = 3;
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}
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@ -252,13 +265,18 @@ bool FurnaceNodeMetadata::step(float dtime)
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m_src_totaltime = 0;
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}
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changed = true;
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continue;
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// Fall through if the fuel item was used up this step
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if(m_fuel_time < m_fuel_totaltime)
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continue;
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}
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/*
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If there is no source item or source item is not cookable, stop loop.
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If there is no source item or source item is not cookable,
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or furnace became overloaded, stop loop.
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*/
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if(src_item == NULL || m_src_totaltime < 0.001)
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if((m_fuel_time < m_fuel_totaltime || dst_list->roomForCookedItem(src_item) == false)
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&& (src_item == NULL || m_src_totaltime < 0.001))
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{
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m_step_accumulator = 0;
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break;
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@ -549,7 +549,7 @@ InventoryItem * InventoryList::addItem(u32 i, InventoryItem *newitem)
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}
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}
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bool InventoryList::itemFits(u32 i, InventoryItem *newitem)
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bool InventoryList::itemFits(const u32 i, const InventoryItem *newitem)
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{
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// If it is an empty position, it's an easy job.
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const InventoryItem *to_item = getItem(i);
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@ -558,11 +558,11 @@ bool InventoryList::itemFits(u32 i, InventoryItem *newitem)
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return true;
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}
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// If not addable, return the item
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// If not addable, fail
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if(newitem->addableTo(to_item) == false)
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return false;
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// If the item fits fully in the slot, add counter and delete it
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// If the item fits fully in the slot, pass
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if(newitem->getCount() <= to_item->freeSpace())
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{
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return true;
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@ -571,6 +571,24 @@ bool InventoryList::itemFits(u32 i, InventoryItem *newitem)
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return false;
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}
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bool InventoryList::roomForItem(const InventoryItem *item)
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{
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for(u32 i=0; i<m_items.size(); i++)
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if(itemFits(i, item))
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return true;
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return false;
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}
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bool InventoryList::roomForCookedItem(const InventoryItem *item)
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{
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const InventoryItem *cook = item->createCookResult();
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if(!cook)
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return false;
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bool room = roomForItem(cook);
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delete cook;
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return room;
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}
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InventoryItem * InventoryList::takeItem(u32 i, u32 count)
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{
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if(count == 0)
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@ -490,7 +490,13 @@ public:
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InventoryItem * addItem(u32 i, InventoryItem *newitem);
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// Checks whether the item could be added to the given slot
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bool itemFits(u32 i, InventoryItem *newitem);
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bool itemFits(const u32 i, const InventoryItem *newitem);
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// Checks whether there is room for a given item
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bool roomForItem(const InventoryItem *item);
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// Checks whether there is room for a given item aftr it has been cooked
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bool roomForCookedItem(const InventoryItem *item);
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// Takes some items from a slot.
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// If there are not enough, takes as many as it can.
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@ -2446,7 +2446,7 @@ void Server::ProcessData(u8 *data, u32 datasize, u16 peer_id)
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if(g_settings.getBool("creative_mode") == false)
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{
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// Skip if inventory has no free space
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if(ilist->getUsedSlots() == ilist->getSize())
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if(ilist->roomForItem(item) == false)
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{
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dout_server<<"Player inventory has no free space"<<std::endl;
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return;
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