From 36eab1b3237dbeeaaf5b48808bf0d47eb4bd32e9 Mon Sep 17 00:00:00 2001 From: Tobias Wilken Date: Tue, 14 Jul 2020 18:56:42 +0200 Subject: Introduce recipe book functionality (#4493) * Introduce recipe book functionality The recipe book helps especially new players. Missing it gives the impression that cuberite is not as advanced as it is. The handling of the recipe book uses the following functions: - Unlock Recipes (https://wiki.vg/index.php?title=Protocol&oldid=14204#Unlock_Recipes) to make recipes available and show the notification for new recipes. Initialization is done on player login for known ones, the update is done when new items are discovered. - Craft Recipe Request (https://wiki.vg/index.php?title=Protocol&oldid=14204#Craft_Recipe_Request) when the user selects a recipe from the recipe book to fill the slots. Known recipes are initialized on player login via `Unlock Recipes` with `Action` 0. As soon as a new recipe is discovered this is added via `Unlock Recipes` with `Action` 1. To be able to know and recognize new recipes the player class is extended with `KnownItems` and `KnownRecipes`. As soon as a player touches an item this is compared to the list of `KnownItems`, if the item is unknown the recipes are checked for this item and the other ingredients are checked with the list of `KnownItems`. If a full match is discovered the recipe is unlocked with the client and stored in the `KnownRecipes`. To unlock recipes the recipe ID is sent to the client. A mapping file (for protocol 1.12.2) translated the minecraft recipe names to ids. The crafting.txt is extended with and minecraft recipe names is possible. Limitations: Only a single recipe is added to the crafting area. Multiple clicks or shift click does not increase the number of builds. Co-authored-by: peterbell10 * Address first issues mentioned by @peterbell10 - Some linting - Extract loading of recipe specific protocol mapping into a function - Build `RecipeNameMap` only once - Use `std::optional` - Extract `LoadRecipe` from `Window` * Start to implement new suggestions * Update with suggestions from @peterbell10 * Some minor cleanup * Update protocol packet IDs * Remove unused include * Include header in cmake * Change a vector to integer counter * Change dromedaryCase method names to PascalCase * Address suggestions from @madmaxoft * Read Protocol subdirectories to load recipe books To load all recipebooks iterate over the `Protocol` subdirectories to find mapping files. Co-authored-by: peterbell10 --- Server/Plugins/APIDump/APIDesc.lua | 34 ++++++++++++++++++++++++++++++++++ 1 file changed, 34 insertions(+) (limited to 'Server/Plugins') diff --git a/Server/Plugins/APIDump/APIDesc.lua b/Server/Plugins/APIDump/APIDesc.lua index ab31ad6b2..a55c2cade 100644 --- a/Server/Plugins/APIDump/APIDesc.lua +++ b/Server/Plugins/APIDump/APIDesc.lua @@ -6345,6 +6345,23 @@ These ItemGrids are available in the API and can be manipulated by the plugins, }, Notes = "Adds the specified damage (1 by default) to the specified item. Removes the item and returns true if the item reached its max damage and was destroyed.", }, + FindItem = + { + Params = + { + { + Name = "RecipeItem", + Type = "cItem", + }, + }, + Returns = + { + { + Type = "cItem", + }, + }, + Notes = "Finds an item in the shield, hotbar and inventory slots matching `ItemType` and `ItemDamage`. The actual item is returned, if none is found `nullptr`. This can be used to validate that the player has a specific type of item.", + }, GetArmorGrid = { Returns = @@ -7496,6 +7513,23 @@ This class represents a 2D array of items. It is used as the underlying storage Notes = "Destroys the item in the specified slot", }, }, + FindItem = + { + Params = + { + { + Name = "RecipeItem", + Type = "cItem", + }, + }, + Returns = + { + { + Type = "cItem", + }, + }, + Notes = "Finds an item within the grid matching `ItemType` and `ItemDamage`. The actual item is returned, if none is found `nullptr`.", + }, GetFirstEmptySlot = { Returns = -- cgit v1.2.3