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https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-18 03:21:36 +02:00
Merge pull request #102 from ComfyFactory/AutostashFix
fix weird LuaInventory stutter
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commit
0c8603529b
@ -48,19 +48,15 @@ local function chest_is_valid(chest, inventory)
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if chest.type == 'cargo-wagon' then
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local t = {}
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local chest_inventory = chest.get_inventory(defines.inventory.cargo_wagon)
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for i = 1, #inventory do
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local item = inventory[i]
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if item.valid_for_read then
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for index = 1, 40 do
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if chest_inventory.get_filter(index) ~= nil then
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local n = chest_inventory.get_filter(index)
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if item.name == n then
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if (t[n] and t[n].valid) then
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t[n].count = item.count
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else
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t[n] = {count = item.count, valid = true}
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end
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end
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inventory = inventory.get_contents()
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for index = 1, 40 do
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if chest_inventory.get_filter(index) ~= nil then
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local n = chest_inventory.get_filter(index)
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if inventory[n] then
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if (t[n] and t[n].valid) then
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t[n].count = inventory[n]
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else
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t[n] = {count = inventory[n], valid = true}
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end
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end
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end
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@ -207,7 +203,7 @@ local function does_inventory_contain_item_type(inventory, item_subgroup)
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return false
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end
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local function insert_item_into_chest(player_inventory, chests, filtered_chests, name, count, durability, furnace, wagon)
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local function insert_item_into_chest(player_inventory, chests, filtered_chests, name, count, furnace, wagon)
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local container = {
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['container'] = true,
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['logistic-container'] = true
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@ -253,7 +249,7 @@ local function insert_item_into_chest(player_inventory, chests, filtered_chests,
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local valid_to_insert = (amount % 2 == 0)
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if valid_to_insert then
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if chest_inventory.can_insert({name = name, count = amount}) then
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local inserted_count = chest_inventory.insert({name = name, count = amount, durability = durability})
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local inserted_count = chest_inventory.insert({name = name, count = amount})
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player_inventory.remove({name = name, count = inserted_count})
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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@ -272,7 +268,7 @@ local function insert_item_into_chest(player_inventory, chests, filtered_chests,
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end
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else
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if chest_inventory.can_insert({name = name, count = amount}) then
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local inserted_count = chest_inventory.insert({name = name, count = amount, durability = durability})
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local inserted_count = chest_inventory.insert({name = name, count = amount})
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player_inventory.remove({name = name, count = inserted_count})
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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@ -299,8 +295,8 @@ local function insert_item_into_chest(player_inventory, chests, filtered_chests,
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return
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end
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory and chest_inventory.can_insert({name = name, count = amount, durability = durability}) then
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local inserted_count = chest_inventory.insert({name = name, count = amount, durability = durability})
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if chest_inventory and chest_inventory.can_insert({name = name, count = amount}) then
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local inserted_count = chest_inventory.insert({name = name, count = amount})
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player_inventory.remove({name = name, count = inserted_count})
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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@ -312,72 +308,17 @@ local function insert_item_into_chest(player_inventory, chests, filtered_chests,
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end
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end
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-- Attempt to load filtered cargo wagon
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if wagon then
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for _, chest in pairs(chests) do
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if chest.type == 'cargo-wagon' then
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local chest_inventory = chest.get_inventory(defines.inventory.cargo_wagon)
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if chest_inventory and chest_inventory.can_insert({name = name, count = count, durability = durability}) then
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local inserted_count = chest_inventory.insert({name = name, count = count, durability = durability})
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player_inventory.remove({name = name, count = inserted_count})
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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end
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end
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end
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local stack = player_inventory.find_item_stack(name)
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--Attempt to store in chests that already have the same item.
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for _, chest in pairs(chests) do
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if container[chest.type] then
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory and chest_inventory.can_insert({name = name, count = count, durability = durability}) then
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if chest_inventory.find_item_stack(name) then
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local inserted_count = chest_inventory.insert({name = name, count = count, durability = durability})
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player_inventory.remove({name = name, count = inserted_count})
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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end
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end
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end
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--Attempt to store in empty chests.
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for _, chest in pairs(filtered_chests) do
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if container[chest.type] then
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory and chest_inventory.can_insert({name = name, count = count, durability = durability}) then
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if chest_inventory.is_empty() then
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local inserted_count = chest_inventory.insert({name = name, count = count, durability = durability})
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player_inventory.remove({name = name, count = inserted_count})
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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end
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end
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end
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--Attempt to store in chests with same item subgroup.
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local item_subgroup = game.item_prototypes[name].subgroup.name
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if item_subgroup then
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for _, chest in pairs(filtered_chests) do
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if container[chest.type] then
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory and chest_inventory.can_insert({name = name, count = count, durability = durability}) then
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if does_inventory_contain_item_type(chest_inventory, item_subgroup) then
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local inserted_count = chest_inventory.insert({name = name, count = count, durability = durability})
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player_inventory.remove({name = name, count = inserted_count})
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if stack then
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-- Attempt to load filtered cargo wagon
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if wagon then
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for _, chest in pairs(chests) do
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if chest.type == 'cargo-wagon' then
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local chest_inventory = chest.get_inventory(defines.inventory.cargo_wagon)
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if chest_inventory and chest_inventory.can_insert(stack) then
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local inserted_count = chest_inventory.insert(stack)
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player_inventory.remove(stack)
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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@ -387,19 +328,78 @@ local function insert_item_into_chest(player_inventory, chests, filtered_chests,
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end
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end
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end
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end
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--Attempt to store in mixed chests.
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for _, chest in pairs(filtered_chests) do
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if container[chest.type] then
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory.can_insert({name = name, count = count, durability = durability}) then
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local inserted_count = chest_inventory.insert({name = name, count = count, durability = durability})
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player_inventory.remove({name = name, count = inserted_count})
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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--Attempt to store in chests that already have the same item.
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for _, chest in pairs(chests) do
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if container[chest.type] then
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory and chest_inventory.can_insert(stack) then
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if chest_inventory.find_item_stack(name) then
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local inserted_count = chest_inventory.insert(stack)
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player_inventory.remove(stack)
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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end
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end
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end
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--Attempt to store in empty chests.
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for _, chest in pairs(filtered_chests) do
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if container[chest.type] then
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory and chest_inventory.can_insert(stack) then
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if chest_inventory.is_empty() then
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local inserted_count = chest_inventory.insert(stack)
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player_inventory.remove(stack)
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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end
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end
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end
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--Attempt to store in chests with same item subgroup.
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local item_subgroup = game.item_prototypes[name].subgroup.name
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if item_subgroup then
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for _, chest in pairs(filtered_chests) do
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if container[chest.type] then
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory and chest_inventory.can_insert(stack) then
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if does_inventory_contain_item_type(chest_inventory, item_subgroup) then
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local inserted_count = chest_inventory.insert(stack)
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player_inventory.remove(stack)
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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end
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end
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end
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end
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--Attempt to store in mixed chests.
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for _, chest in pairs(filtered_chests) do
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if container[chest.type] then
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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory.can_insert(stack) then
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local inserted_count = chest_inventory.insert(stack)
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player_inventory.remove(stack)
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create_floaty_text(chest.surface, chest.position, name, inserted_count)
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count = count - inserted_count
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if count <= 0 then
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return
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end
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end
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end
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end
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@ -415,14 +415,11 @@ local priority = {
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local function switch_key_val(tbl)
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local t = {}
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for i = 1, #tbl do
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local item = tbl[i]
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if item.valid_for_read then
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if priority[item.name] then
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t[#t + 1] = {name = item.name, count = item.count, durability = item.durability, priority = priority[item.name]}
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else
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t[#t + 1] = {name = item.name, count = item.count, durability = item.durability}
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end
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for name, count in pairs(tbl) do
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if priority[name] then
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t[#t + 1] = {name = name, count = count, priority = priority[name]}
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else
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t[#t + 1] = {name = name, count = count}
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end
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end
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@ -495,39 +492,38 @@ local function auto_stash(player, event)
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end
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end
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local getIndexInventory = switch_key_val(inventory)
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local getIndexInventory = switch_key_val(inventory.get_contents())
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for i = #getIndexInventory, 1, -1 do
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local name = getIndexInventory[i].name
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local count = getIndexInventory[i].count
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local durability = getIndexInventory[i].durability
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local is_resource = this.whitelist[name]
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if not inventory.find_item_stack(name).grid and not hotbar_items[name] then
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if ctrl and this.insert_into_furnace then
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if button == defines.mouse_button_type.right then
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if is_resource then
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insert_item_into_chest(inventory, chests, filtered_chests, name, count, durability, true, false)
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insert_item_into_chest(inventory, chests, filtered_chests, name, count, true, false)
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end
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end
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elseif shift and this.insert_into_wagon then
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if button == defines.mouse_button_type.right then
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if is_resource then
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insert_item_into_chest(inventory, chests, filtered_chests, name, count, durability, false, true)
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insert_item_into_chest(inventory, chests, filtered_chests, name, count, false, true)
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end
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end
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if button == defines.mouse_button_type.left then
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if filtered_allowed and filtered_allowed[name] and filtered_allowed[name].valid then
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local c = filtered_allowed[name].count
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insert_item_into_chest(inventory, chests, filtered_chests, name, c, durability, false, true)
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insert_item_into_chest(inventory, chests, filtered_chests, name, c, false, true)
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end
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end
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elseif button == defines.mouse_button_type.right then
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if is_resource then
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insert_item_into_chest(inventory, chests, filtered_chests, name, count, durability)
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insert_item_into_chest(inventory, chests, filtered_chests, name, count)
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end
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elseif button == defines.mouse_button_type.left then
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insert_item_into_chest(inventory, chests, filtered_chests, name, count, durability)
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insert_item_into_chest(inventory, chests, filtered_chests, name, count)
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end
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end
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end
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