Allow item stacks as input for recipes
* Create the SlotController and refactor it into the various places where a crafting grid or crafting output is displayed * Update the Recipe model to allow each "input" stack to retain the count indicated in the data file. This required changing how a few other classes interact with it in order for them to get the full stack back again for each input (instead of just getting the item slug) * Update the ModVersionParser to allow for full stacks to be given as input and refactored common code out for handling input/output/ tools stacks
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@@ -47,7 +47,7 @@ describe 'recipe.coffee', ->
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recipe = new Recipe input:input, pattern:pattern, output:[new Stack itemSlug:ItemSlug.slugify('gold_gear')]
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recipe.itemSlug.qualified.should.equal 'gold_gear'
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describe 'getItemSlugAt', ->
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describe 'getStackAtSlot', ->
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beforeEach ->
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input = [
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@@ -57,13 +57,17 @@ describe 'recipe.coffee', ->
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recipe = new Recipe itemSlug:'gold_gear', input:input, pattern:'.1. 101 .1.'
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it 'returns the proper item for an early slot', ->
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recipe.getItemSlugAt(1).qualified.should.equal 'gold_ingot'
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stack = recipe.getStackAtSlot(1)
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stack.itemSlug.qualified.should.equal 'gold_ingot'
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stack.quantity.should.equal 4
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it 'returns the proper item for a late slot', ->
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recipe.getItemSlugAt(4).qualified.should.equal 'iron_gear'
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stack = recipe.getStackAtSlot(4)
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stack.itemSlug.qualified.should.equal 'iron_gear'
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stack.quantity.should.equal 1
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it 'returns null for an invalid slot', ->
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expect(recipe.getItemSlugAt(12)).to.be.null
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expect(recipe.getStackAtSlot(12)).to.be.null
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describe '_parsePattern', ->
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