Make inventory GUI do sane things when server-side inventory acts unusually
parent
6495007924
commit
e1a495ee30
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@ -733,6 +733,54 @@ void GUIFormSpecMenu::drawMenu()
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void GUIFormSpecMenu::updateSelectedItem()
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void GUIFormSpecMenu::updateSelectedItem()
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{
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{
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// WARNING: BLACK MAGIC
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// See if there is a stack suited for our current guess.
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// If such stack does not exist, clear the guess.
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if(m_selected_content_guess.name != "")
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{
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bool found = false;
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for(u32 i=0; i<m_inventorylists.size() && !found; i++){
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const ListDrawSpec &s = m_inventorylists[i];
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Inventory *inv = m_invmgr->getInventory(s.inventoryloc);
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if(!inv)
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continue;
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InventoryList *list = inv->getList(s.listname);
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if(!list)
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continue;
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for(s32 i=0; i<s.geom.X*s.geom.Y && !found; i++){
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u32 item_i = i + s.start_item_i;
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if(item_i >= list->getSize())
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continue;
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ItemStack stack = list->getItem(item_i);
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if(stack.name == m_selected_content_guess.name &&
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stack.count == m_selected_content_guess.count){
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found = true;
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if(m_selected_item){
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// If guessed stack is already selected, all is fine
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if(m_selected_item->inventoryloc == s.inventoryloc &&
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m_selected_item->listname == s.listname &&
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m_selected_item->i == (s32)item_i &&
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m_selected_amount == stack.count){
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break;
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}
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delete m_selected_item;
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m_selected_item = NULL;
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}
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infostream<<"Client: Changing selected content guess to "
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<<s.inventoryloc.dump()<<" "<<s.listname
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<<" "<<item_i<<std::endl;
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m_selected_item = new ItemSpec(s.inventoryloc, s.listname, item_i);
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m_selected_amount = stack.count;
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break;
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}
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}
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}
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if(!found){
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infostream<<"Client: Discarding selected content guess: "
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<<m_selected_content_guess.getItemString()<<std::endl;
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m_selected_content_guess.name = "";
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}
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}
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// If the selected stack has become empty for some reason, deselect it.
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// If the selected stack has become empty for some reason, deselect it.
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// If the selected stack has become smaller, adjust m_selected_amount.
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// If the selected stack has become smaller, adjust m_selected_amount.
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if(m_selected_item)
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if(m_selected_item)
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@ -1054,21 +1102,28 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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// Check how many items can be moved
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// Check how many items can be moved
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move_amount = stack_from.count = MYMIN(move_amount, stack_from.count);
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move_amount = stack_from.count = MYMIN(move_amount, stack_from.count);
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ItemStack leftover = stack_to.addItem(stack_from, m_gamedef->idef());
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ItemStack leftover = stack_to.addItem(stack_from, m_gamedef->idef());
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if(leftover.count == stack_from.count)
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// If source stack cannot be added to destination stack at all,
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// they are swapped
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if(leftover.count == stack_from.count && leftover.name == stack_from.name)
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{
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{
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// Swap the stacks
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m_selected_amount = stack_to.count;
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m_selected_amount = stack_to.count;
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// In case the server doesn't directly swap them but instead
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// moves stack_to somewhere else, set this
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m_selected_content_guess = stack_to;
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m_selected_content_guess_inventory = s.inventoryloc;
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}
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}
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// Source stack goes fully into destination stack
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else if(leftover.empty())
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else if(leftover.empty())
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{
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{
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// Item fits
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m_selected_amount -= move_amount;
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m_selected_amount -= move_amount;
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m_selected_content_guess = ItemStack(); // Clear
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}
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}
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// Source stack goes partly into destination stack
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else
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else
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{
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{
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// Item only fits partially
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move_amount -= leftover.count;
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move_amount -= leftover.count;
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m_selected_amount -= move_amount;
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m_selected_amount -= move_amount;
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m_selected_content_guess = ItemStack(); // Clear
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}
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}
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infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
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infostream<<"Handing IACTION_MOVE to manager"<<std::endl;
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@ -1084,6 +1139,8 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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}
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}
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else if(drop_amount > 0)
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else if(drop_amount > 0)
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{
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{
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m_selected_content_guess = ItemStack(); // Clear
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// Send IACTION_DROP
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// Send IACTION_DROP
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assert(m_selected_item && m_selected_item->isValid());
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assert(m_selected_item && m_selected_item->isValid());
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@ -1107,6 +1164,8 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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}
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}
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else if(craft_amount > 0)
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else if(craft_amount > 0)
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{
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{
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m_selected_content_guess = ItemStack(); // Clear
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// Send IACTION_CRAFT
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// Send IACTION_CRAFT
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assert(s.isValid());
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assert(s.isValid());
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@ -1126,6 +1185,7 @@ bool GUIFormSpecMenu::OnEvent(const SEvent& event)
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m_selected_item = NULL;
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m_selected_item = NULL;
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m_selected_amount = 0;
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m_selected_amount = 0;
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m_selected_dragging = false;
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m_selected_dragging = false;
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m_selected_content_guess = ItemStack();
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}
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}
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}
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}
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if(event.EventType==EET_GUI_EVENT)
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if(event.EventType==EET_GUI_EVENT)
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@ -212,6 +212,12 @@ protected:
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ItemSpec *m_selected_item;
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ItemSpec *m_selected_item;
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u32 m_selected_amount;
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u32 m_selected_amount;
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bool m_selected_dragging;
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bool m_selected_dragging;
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// WARNING: BLACK MAGIC
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// Used to guess and keep up with some special things the server can do.
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// If name is "", no guess exists.
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ItemStack m_selected_content_guess;
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InventoryLocation m_selected_content_guess_inventory;
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v2s32 m_pointer;
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v2s32 m_pointer;
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gui::IGUIStaticText *m_tooltip_element;
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gui::IGUIStaticText *m_tooltip_element;
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@ -332,6 +332,18 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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// If source is infinite, reset it's stack
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// If source is infinite, reset it's stack
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if(src_can_take_count == -1){
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if(src_can_take_count == -1){
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// If destination stack is of different type and there are leftover
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// items, attempt to put the leftover items to a different place in the
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// destination inventory.
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// The client-side GUI will try to guess if this happens.
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if(from_stack_was.name != to_stack_was.name){
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for(u32 i=0; i<list_to->getSize(); i++){
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if(list_to->getItem(i).empty()){
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list_to->changeItem(i, to_stack_was);
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break;
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}
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}
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}
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list_from->deleteItem(from_i);
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list_from->deleteItem(from_i);
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list_from->addItem(from_i, from_stack_was);
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list_from->addItem(from_i, from_stack_was);
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}
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}
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@ -66,6 +66,29 @@ struct InventoryLocation
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name = name_;
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name = name_;
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}
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}
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bool operator==(const InventoryLocation &other) const
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{
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if(type != other.type)
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return false;
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switch(type){
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case UNDEFINED:
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return false;
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case CURRENT_PLAYER:
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return true;
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case PLAYER:
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return (name == other.name);
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case NODEMETA:
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return (p == other.p);
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case DETACHED:
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return (name == other.name);
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}
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return false;
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}
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bool operator!=(const InventoryLocation &other) const
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{
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return !(*this == other);
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}
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void applyCurrentPlayer(const std::string &name_)
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void applyCurrentPlayer(const std::string &name_)
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{
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{
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if(type == CURRENT_PLAYER)
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if(type == CURRENT_PLAYER)
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