本文整理汇总了C++中CraftDefinition::check方法的典型用法代码示例。如果您正苦于以下问题:C++ CraftDefinition::check方法的具体用法?C++ CraftDefinition::check怎么用?C++ CraftDefinition::check使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类CraftDefinition
的用法示例。
在下文中一共展示了CraftDefinition::check方法的4个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: getCraftResult
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;
}
示例2: clearCraftRecipesByInput
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;
}
示例3: getCraftResult
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;
}
示例4: getCraftResult
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;
}