mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-01-04 00:15:45 +02:00
autostash fix
This commit is contained in:
parent
70bb37d7bf
commit
10a524716c
@ -44,31 +44,7 @@ local function create_floaty_text(surface, position, name, count)
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)
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end
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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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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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end
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if not next(t) then
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return false, {}
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end
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return true, t
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end
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local function chest_is_valid(chest)
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for _, e in pairs(
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chest.surface.find_entities_filtered(
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{
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@ -203,11 +179,7 @@ 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, 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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}
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local function insert_to_furnace(player_inventory, chests, name, count)
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local try = 0
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local to_insert = floor(count / #chests)
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@ -226,47 +198,27 @@ local function insert_item_into_chest(player_inventory, chests, filtered_chests,
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::retry::
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--Attempt to store into furnaces.
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if furnace then -- items
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for _, chest in pairs(chests) do
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local chest_inventory
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if chest.type == 'assembling-machine' then
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chest_inventory = chest.get_inventory(defines.inventory.assembling_machine_input)
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else
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chest_inventory = chest.get_inventory(defines.inventory.furnace_source)
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end
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local amount = to_insert
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if variate > 0 then
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amount = amount + 1
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variate = variate - 1
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end
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if amount <= 0 then
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return
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end
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for _, chest in pairs(chests) do
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local chest_inventory
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if chest.type == 'assembling-machine' then
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chest_inventory = chest.get_inventory(defines.inventory.assembling_machine_input)
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else
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chest_inventory = chest.get_inventory(defines.inventory.furnace_source)
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end
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local amount = to_insert
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if variate > 0 then
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amount = amount + 1
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variate = variate - 1
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end
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if amount <= 0 then
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return
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end
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if chest_inventory then
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if (chest.type == 'furnace' or chest.type == 'assembling-machine') then
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if name == 'stone' then
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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})
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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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else
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try = try + 1
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if try <= tries then
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chests_available = chests_available - 1
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to_insert = floor(count / chests_available)
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variate = count % chests_available
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goto retry
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end
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end
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else
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if chest_inventory then
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if (chest.type == 'furnace' or chest.type == 'assembling-machine') then
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if name == 'stone' then
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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})
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player_inventory.remove({name = name, count = inserted_count})
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@ -276,105 +228,95 @@ 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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end
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else
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try = try + 1
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if try <= tries then
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chests_available = chests_available - 1
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to_insert = floor(count / chests_available)
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variate = count % chests_available
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goto retry
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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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to_insert = floor(count / #chests)
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variate = count % #chests
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for _, chest in pairs(chests) do -- fuel
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if chest.type == 'furnace' or chest.type == 'assembling-machine' then
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local amount = to_insert
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if variate > 0 then
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amount = amount + 1
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variate = variate - 1
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end
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if amount <= 0 then
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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}) 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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if count <= 0 then
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return
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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})
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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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end
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to_insert = floor(count / #chests)
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variate = count % #chests
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for _, chest in pairs(chests) do -- fuel
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if chest.type == 'furnace' or chest.type == 'assembling-machine' then
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local amount = to_insert
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if variate > 0 then
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amount = amount + 1
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variate = variate - 1
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end
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if amount <= 0 then
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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}) 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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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 function insert_into_wagon(player_inventory, chests, name, count)
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local stack = player_inventory.find_item_stack(name)
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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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return
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end
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end
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local data = {
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name = stack.name,
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count = count,
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durability = stack.durability
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}
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-- Attempt to load filtered cargo wagon
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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.can_insert(stack) then
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local inserted_count = chest_inventory.insert(data)
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player_inventory.remove(data)
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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 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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local function insert_into_wagon_filtered(player_inventory, chests, name, count)
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local stack = player_inventory.find_item_stack(name)
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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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-- Attempt to load filtered cargo wagon
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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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for index = 1, 40 do
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if chest_inventory.can_insert(stack) then
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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 n == 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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@ -387,14 +329,31 @@ 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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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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local function insert_item_into_chest(player_inventory, chests, filtered_chests, name, count)
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local container = {
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['container'] = true,
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['logistic-container'] = true
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}
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local stack = player_inventory.find_item_stack(name)
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local data = {
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name = stack.name,
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count = count,
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durability = stack.durability
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}
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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(data) then
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if chest_inventory.find_item_stack(name) then
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local inserted_count = chest_inventory.insert(data)
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player_inventory.remove(data)
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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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@ -404,6 +363,61 @@ 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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--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(data) then
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if chest_inventory.is_empty() then
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local inserted_count = chest_inventory.insert(data)
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player_inventory.remove(data)
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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(data) 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(data)
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player_inventory.remove(data)
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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(data) then
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local inserted_count = chest_inventory.insert(data)
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player_inventory.remove(data)
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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 priority = {
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@ -447,7 +461,7 @@ local function auto_stash(player, event)
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player.print('It seems that you are not in the realm of the living.', print_color)
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return
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end
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local inventory = player.get_inventory(defines.inventory.character_main)
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local inventory = player.get_main_inventory()
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if inventory.is_empty() then
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player.print('Inventory is empty.', print_color)
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return
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@ -472,12 +486,10 @@ local function auto_stash(player, event)
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player.print('No valid nearby containers found.', print_color)
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return
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end
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local filtered_chests = {}
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local filtered_allowed
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for _, e in pairs(chests) do
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local is_valid, t = chest_is_valid(e, inventory)
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filtered_allowed = t
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if is_valid then
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if chest_is_valid(e) then
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filtered_chests[#filtered_chests + 1] = e
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end
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end
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@ -503,20 +515,17 @@ local function auto_stash(player, event)
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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, true, false)
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insert_to_furnace(inventory, chests, name, count)
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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, false, true)
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insert_into_wagon(inventory, chests, name, count)
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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, false, true)
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end
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insert_into_wagon_filtered(inventory, chests, name, count)
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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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