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unfiltered and filtered storage
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@ -18,6 +18,7 @@ require "group"
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require "player_list"
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require "poll"
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require "score"
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require "modules.autostash"
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require "modules.floaty_chat"
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--require "modules.autohotbar"
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--require "on_tick_schedule"
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@ -58,7 +59,7 @@ require "modules.floaty_chat"
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---- enable maps here ----
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--require "maps.fish_defender.main"
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--require "maps.biter_battles_v2.biter_battles_v2"
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require "maps.island_troopers.main"
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--require "maps.island_troopers.main"
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--require "maps.tank_conquest.tank_conquest"
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--require "maps.territorial_control"
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--require "maps.cave_choppy.cave_miner"
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@ -68,17 +68,17 @@ local function get_nearby_chests(player)
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local area = {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}}
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for _, e in pairs(player.surface.find_entities_filtered({type = "container", area = area})) do
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if ((player.position.x - e.position.x) ^ 2 + (player.position.y - e.position.y) ^ 2) <= r_square then
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if chest_is_valid(e) then chests[#chests + 1] = e end
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chests[#chests + 1] = e
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end
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end
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for _, e in pairs(player.surface.find_entities_filtered({name = "logistic-chest-storage", area = area})) do
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if ((player.position.x - e.position.x) ^ 2 + (player.position.y - e.position.y) ^ 2) <= r_square then
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if chest_is_valid(e) then chests[#chests + 1] = e end
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chests[#chests + 1] = e
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end
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end
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for _, e in pairs(player.surface.find_entities_filtered({name = "logistic-chest-passive-provider", area = area})) do
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if ((player.position.x - e.position.x) ^ 2 + (player.position.y - e.position.y) ^ 2) <= r_square then
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if chest_is_valid(e) then chests[#chests + 1] = e end
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chests[#chests + 1] = e
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end
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end
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return chests
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@ -91,8 +91,8 @@ 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, name, count)
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--Attempt to store in chests that already have the kind of item and add more of it's kind.
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local function insert_item_into_chest(player_inventory, chests, filtered_chests, name, count)
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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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local chest_inventory = chest.get_inventory(defines.inventory.chest)
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if chest_inventory.can_insert({name = name, count = count}) then
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@ -104,10 +104,10 @@ local function insert_item_into_chest(player_inventory, chests, name, count)
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if count <= 0 then return 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(chests) do
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for _, chest in pairs(filtered_chests) do
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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}) then
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if chest_inventory.is_empty() then
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@ -123,7 +123,7 @@ local function insert_item_into_chest(player_inventory, chests, name, count)
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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(chests) do
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for _, chest in pairs(filtered_chests) do
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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}) then
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if does_inventory_contain_item_type(chest_inventory, item_subgroup) then
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@ -138,7 +138,7 @@ local function insert_item_into_chest(player_inventory, chests, name, count)
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end
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--Attempt to store in mixed chests.
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for _, chest in pairs(chests) do
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for _, chest in pairs(filtered_chests) do
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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}) then
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local inserted_count = chest_inventory.insert({name = name, count = count})
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@ -158,10 +158,15 @@ local function auto_stash(player)
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local chests = get_nearby_chests(player)
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if not chests[1] then player.print("No valid nearby containers found.", print_color) return end
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local filtered_chests = {}
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for _, e in pairs(chests) do
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if chest_is_valid(e) then filtered_chests[#filtered_chests + 1] = e end
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end
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chest_floating_text_y_offsets = {}
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for name, count in pairs(inventory.get_contents()) do
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insert_item_into_chest(inventory, chests, name, count)
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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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