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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-02-11 13:39:14 +02:00

unfiltered and filtered storage

This commit is contained in:
MewMew 2019-09-25 00:26:01 +02:00
parent 4baf7a548f
commit cf6dc2283c
2 changed files with 17 additions and 11 deletions

View File

@ -18,6 +18,7 @@ require "group"
require "player_list"
require "poll"
require "score"
require "modules.autostash"
require "modules.floaty_chat"
--require "modules.autohotbar"
--require "on_tick_schedule"
@ -58,7 +59,7 @@ require "modules.floaty_chat"
---- enable maps here ----
--require "maps.fish_defender.main"
--require "maps.biter_battles_v2.biter_battles_v2"
require "maps.island_troopers.main"
--require "maps.island_troopers.main"
--require "maps.tank_conquest.tank_conquest"
--require "maps.territorial_control"
--require "maps.cave_choppy.cave_miner"

View File

@ -68,17 +68,17 @@ local function get_nearby_chests(player)
local area = {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}}
for _, e in pairs(player.surface.find_entities_filtered({type = "container", area = area})) do
if ((player.position.x - e.position.x) ^ 2 + (player.position.y - e.position.y) ^ 2) <= r_square then
if chest_is_valid(e) then chests[#chests + 1] = e end
chests[#chests + 1] = e
end
end
for _, e in pairs(player.surface.find_entities_filtered({name = "logistic-chest-storage", area = area})) do
if ((player.position.x - e.position.x) ^ 2 + (player.position.y - e.position.y) ^ 2) <= r_square then
if chest_is_valid(e) then chests[#chests + 1] = e end
chests[#chests + 1] = e
end
end
for _, e in pairs(player.surface.find_entities_filtered({name = "logistic-chest-passive-provider", area = area})) do
if ((player.position.x - e.position.x) ^ 2 + (player.position.y - e.position.y) ^ 2) <= r_square then
if chest_is_valid(e) then chests[#chests + 1] = e end
chests[#chests + 1] = e
end
end
return chests
@ -91,8 +91,8 @@ local function does_inventory_contain_item_type(inventory, item_subgroup)
return false
end
local function insert_item_into_chest(player_inventory, chests, name, count)
--Attempt to store in chests that already have the kind of item and add more of it's kind.
local function insert_item_into_chest(player_inventory, chests, filtered_chests, name, count)
--Attempt to store in chests that already have the same item.
for _, chest in pairs(chests) do
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
@ -104,10 +104,10 @@ local function insert_item_into_chest(player_inventory, chests, name, count)
if count <= 0 then return end
end
end
end
end
--Attempt to store in empty chests.
for _, chest in pairs(chests) do
for _, chest in pairs(filtered_chests) do
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
if chest_inventory.is_empty() then
@ -123,7 +123,7 @@ local function insert_item_into_chest(player_inventory, chests, name, count)
--Attempt to store in chests with same item subgroup.
local item_subgroup = game.item_prototypes[name].subgroup.name
if item_subgroup then
for _, chest in pairs(chests) do
for _, chest in pairs(filtered_chests) do
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
if does_inventory_contain_item_type(chest_inventory, item_subgroup) then
@ -138,7 +138,7 @@ local function insert_item_into_chest(player_inventory, chests, name, count)
end
--Attempt to store in mixed chests.
for _, chest in pairs(chests) do
for _, chest in pairs(filtered_chests) do
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
local inserted_count = chest_inventory.insert({name = name, count = count})
@ -158,10 +158,15 @@ local function auto_stash(player)
local chests = get_nearby_chests(player)
if not chests[1] then player.print("No valid nearby containers found.", print_color) return end
local filtered_chests = {}
for _, e in pairs(chests) do
if chest_is_valid(e) then filtered_chests[#filtered_chests + 1] = e end
end
chest_floating_text_y_offsets = {}
for name, count in pairs(inventory.get_contents()) do
insert_item_into_chest(inventory, chests, name, count)
insert_item_into_chest(inventory, chests, filtered_chests, name, count)
end
end