Recursive crafting works.
MA's can accept pushes. Interfaces no alter pushing behavior depending on ICraftingMachine settings. Fixed bug where crafting would record items that don't exist as available for the initial pull.
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@@ -1,6 +1,7 @@
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package appeng.crafting;
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import appeng.api.storage.data.IAEItemStack;
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import appeng.util.Platform;
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public class CraftBranchFailure extends Exception
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{
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@@ -10,7 +11,7 @@ public class CraftBranchFailure extends Exception
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IAEItemStack missing;
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public CraftBranchFailure(IAEItemStack what, long howMany) {
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super( "this should have been caught!" );
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super( "Failed: " + Platform.getItemDisplayName( what ) + " x " + howMany );
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missing = what.copy();
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missing.setStackSize( howMany );
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}
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@@ -31,6 +31,7 @@ public class CraftingJob implements Runnable
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boolean simulate = false;
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final MECraftingInventory original;
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final MECraftingInventory availableCheck;
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public CraftingTreeNode tree;
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private BaseActionSource actionSrc;
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@@ -45,6 +46,12 @@ public class CraftingJob implements Runnable
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storage = AEApi.instance().storage().createItemList();
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prophecies = new HashSet();
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original = null;
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availableCheck = null;
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}
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public IAEItemStack checkUse(IAEItemStack available)
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{
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return availableCheck.extractItems( available, Actionable.MODULATE, this.actionSrc );
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}
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public CraftingJob(ICraftingHost host, IAEItemStack what, Actionable mode) {
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@@ -57,7 +64,7 @@ public class CraftingJob implements Runnable
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CraftingCache cc = host.getGrid().getCache( CraftingCache.class );
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IStorageGrid sg = host.getGrid().getCache( IStorageGrid.class );
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original = new MECraftingInventory( sg.getItemInventory(), false, false, false );
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availableCheck = new MECraftingInventory( sg.getItemInventory(), false, false, false );
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tree = getCraftingTree( cc, what );
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}
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@@ -32,6 +32,7 @@ public class CraftingTreeNode
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boolean cannotUse = false;
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long missing = 0;
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CraftingJob job;
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IItemList<IAEItemStack> used = AEApi.instance().storage().createItemList();
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boolean exhausted = false;
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@@ -42,6 +43,7 @@ public class CraftingTreeNode
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parent = par;
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this.slot = slot;
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this.world = job.jobHost.getWorld();
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this.job = job;
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sim = false;
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for (ICraftingPatternDetails details : cc.getCraftingFor( what ))// in order.
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@@ -90,7 +92,7 @@ public class CraftingTreeNode
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if ( available != null )
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{
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if ( !exhausted )
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used.add( available );
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used.add( job.checkUse( available ) );
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l -= available.getStackSize();
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if ( l == 0 )
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@@ -106,7 +108,7 @@ public class CraftingTreeNode
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if ( available != null )
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{
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if ( !exhausted )
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used.add( available );
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used.add( job.checkUse( available ) );
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l -= available.getStackSize();
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if ( l == 0 )
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