forked from Mirrorlandia_minetest/minetest
Fix wrong reported item counts for inventory actions using Shift-Move (#10930)
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@ -23,6 +23,18 @@ minetest.register_node("chest:chest", {
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local inv = meta:get_inventory()
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return inv:is_empty("main")
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end,
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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minetest.chat_send_player(player:get_player_name(), "Allow put: " .. stack:to_string())
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return stack:get_count()
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end,
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allow_metadata_inventory_take = function(pos, listname, index, stack, player)
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minetest.chat_send_player(player:get_player_name(), "Allow take: " .. stack:to_string())
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return stack:get_count()
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end,
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on_metadata_inventory_put = function(pos, listname, index, stack, player)
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minetest.chat_send_player(player:get_player_name(), "On put: " .. stack:to_string())
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end,
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on_metadata_inventory_take = function(pos, listname, index, stack, player)
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minetest.chat_send_player(player:get_player_name(), "On take: " .. stack:to_string())
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end,
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})
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@ -301,6 +301,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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if (!list_to->getItem(dest_i).empty()) {
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to_i = dest_i;
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apply(mgr, player, gamedef);
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assert(move_count <= count);
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count -= move_count;
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}
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}
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@ -352,10 +353,12 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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bool allow_swap = !list_to->itemFits(to_i, src_item, &restitem)
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&& restitem.count == src_item.count
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&& !caused_by_move_somewhere;
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move_count = src_item.count - restitem.count;
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// Shift-click: Cannot fill this stack, proceed with next slot
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if (caused_by_move_somewhere && restitem.count == src_item.count)
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if (caused_by_move_somewhere && move_count == 0) {
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return;
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}
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if (allow_swap) {
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// Swap will affect the entire stack if it can performed.
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@ -384,9 +387,16 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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src_can_take_count = dst_can_put_count = 0;
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} else {
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// Take from one inventory, put into another
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int src_item_count = src_item.count;
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if (caused_by_move_somewhere)
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// When moving somewhere: temporarily use the actual movable stack
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// size to ensure correct callback execution.
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src_item.count = move_count;
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dst_can_put_count = allowPut(src_item, player);
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src_can_take_count = allowTake(src_item, player);
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if (caused_by_move_somewhere)
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// Reset source item count
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src_item.count = src_item_count;
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bool swap_expected = allow_swap;
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allow_swap = allow_swap
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&& (src_can_take_count == -1 || src_can_take_count >= src_item.count)
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@ -416,12 +426,17 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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count = src_can_take_count;
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if (dst_can_put_count != -1 && count > dst_can_put_count)
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count = dst_can_put_count;
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/* Limit according to source item count */
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if (count > list_from->getItem(from_i).count)
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count = list_from->getItem(from_i).count;
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/* If no items will be moved, don't go further */
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if (count == 0) {
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if (caused_by_move_somewhere)
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// Set move count to zero, as no items have been moved
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move_count = 0;
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// Undo client prediction. See 'clientApply'
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if (from_inv.type == InventoryLocation::PLAYER)
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list_from->setModified();
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@ -438,6 +453,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<<" list=\""<<to_list<<"\""
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<<" i="<<to_i
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<<std::endl;
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return;
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}
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@ -455,6 +471,8 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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bool did_swap = false;
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move_count = list_from->moveItem(from_i,
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list_to, to_i, count, allow_swap, &did_swap);
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if (caused_by_move_somewhere)
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count = old_count;
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assert(allow_swap == did_swap);
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// If source is infinite, reset it's stack
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@ -503,8 +521,7 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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<< std::endl;
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// If we are inside the move somewhere loop, we don't need to report
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// anything if nothing happened (perhaps we don't need to report
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// anything for caused_by_move_somewhere == true, but this way its safer)
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// anything if nothing happened
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if (caused_by_move_somewhere && move_count == 0)
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return;
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@ -558,7 +575,15 @@ void IMoveAction::apply(InventoryManager *mgr, ServerActiveObject *player, IGame
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}
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mgr->setInventoryModified(from_inv);
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} else {
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int src_item_count = src_item.count;
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if (caused_by_move_somewhere)
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// When moving somewhere: temporarily use the actual movable stack
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// size to ensure correct callback execution.
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src_item.count = move_count;
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onPutAndOnTake(src_item, player);
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if (caused_by_move_somewhere)
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// Reset source item count
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src_item.count = src_item_count;
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if (did_swap) {
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// Item is now placed in source list
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src_item = list_from->getItem(from_i);
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