本文整理汇总了C++中ItemStack::isKnown方法的典型用法代码示例。如果您正苦于以下问题:C++ ItemStack::isKnown方法的具体用法?C++ ItemStack::isKnown怎么用?C++ ItemStack::isKnown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ItemStack
的用法示例。
在下文中一共展示了ItemStack::isKnown方法的3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: l_add_item
// 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;
}
示例2: l_add_item
// 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;*/
}
示例3: 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;
}