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Clean up craft replacements docs
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@ -4782,8 +4782,9 @@ Item handling
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`{stack1, stack2, stack3, stack4, stack 5, stack 6, stack 7, stack 8, stack 9}`
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* `output.item` = `ItemStack`, if unsuccessful: empty `ItemStack`
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* `output.time` = a number, if unsuccessful: `0`
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* `output.replacements` = list of `ItemStack`s that couldn't be placed in
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`decremented_input.items`
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* `output.replacements` = List of replacement `ItemStack`s that couldn't be
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placed in `decremented_input.items`. Replacements can be placed in
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`decremented_input` if the stack of the replaced item has a count of 1.
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* `decremented_input` = like `input`
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* `minetest.get_craft_recipe(output)`: returns input
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* returns last registered recipe for output item (node)
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@ -113,9 +113,6 @@ struct CraftOutput
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Example: If ("bucket:bucket_water", "bucket:bucket_empty") is a
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replacement pair, the crafting input slot that contained a water
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bucket will contain an empty bucket after crafting.
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Note: replacements only work correctly when stack_max of the item
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to be replaced is 1. It is up to the mod writer to ensure this.
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*/
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struct CraftReplacements
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{
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@ -410,10 +407,22 @@ public:
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ICraftDefManager() = default;
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virtual ~ICraftDefManager() = default;
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// The main crafting function
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/**
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* The main crafting function.
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*
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* @param input The input grid.
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* @param output CraftOutput where the result is placed.
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* @param output_replacements A vector of ItemStacks where replacements are
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* placed if they cannot be placed in the input. Replacements can be placed
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* in the input if the stack of the replaced item has a count of 1.
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* @param decrementInput If true, consume or replace input items.
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* @param gamedef
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* @return true if a result was found, otherwise false.
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*/
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virtual bool getCraftResult(CraftInput &input, CraftOutput &output,
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std::vector<ItemStack> &output_replacements,
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bool decrementInput, IGameDef *gamedef) const=0;
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virtual std::vector<CraftDefinition*> getCraftRecipes(CraftOutput &output,
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IGameDef *gamedef, unsigned limit=0) const=0;
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@ -861,7 +861,7 @@ void ICraftAction::apply(InventoryManager *mgr,
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}
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// Put the replacements in the inventory or drop them on the floor, if
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// the invenotry is full
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// the inventory is full
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for (auto &output_replacement : output_replacements) {
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if (list_main)
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output_replacement = list_main->addItem(output_replacement);
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