mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2025-03-21 21:17:04 +02:00
345 lines
10 KiB
Lua
345 lines
10 KiB
Lua
-- created by Gerkiz for ComfyFactorio
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local Task = require 'utils.task_token'
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local Color = require 'utils.color_presets'
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local Server = require 'utils.server'
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local Event = require 'utils.event'
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local Global = require 'utils.global'
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local Core = require 'utils.core'
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local Commands = require 'utils.commands'
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local quickbar_dataset = 'quickbar'
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local quickbar_dataset_modded = 'quickbar_modded'
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local logistics_dataset = 'logistics'
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local logistics_dataset_modded = 'logistics_modded'
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local set_data = Server.set_data
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local try_get_data = Server.try_get_data
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local this = {
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logistics = {}
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}
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local ignored_items = {
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['blueprint'] = true,
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['blueprint-book'] = true,
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['deconstruction-planner'] = true,
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['spidertron-remote'] = true,
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['upgrade-planner'] = true
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}
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Global.register(
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this,
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function (t)
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this = t
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end
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)
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local Public = {}
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local function check_if_item_exists(item)
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if not prototypes.item[item] then
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return false
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end
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return true
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end
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local function apply_logistic_network(player, saved_data)
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if not saved_data then
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return
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end
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if player.get_requester_point() then
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if saved_data[1] and saved_data[1].name then
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local old_section = player.get_requester_point().get_section(1)
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if old_section then
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old_section.group = 'Migrated from old format'
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old_section.active = true
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for i, slot in pairs(saved_data) do
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if slot and slot.name and check_if_item_exists(slot.name) then
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local item_stack = { min = slot.min, max = slot.max, value = { comparator = "=", name = slot.name, quality = "normal", type = slot.type or nil } }
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pcall(old_section.set_slot, i, item_stack)
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end
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end
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end
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return true
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else
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for index, section in pairs(saved_data) do
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local new_section = player.get_requester_point().get_section(index) or player.get_requester_point().add_section()
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if section and new_section then
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local slots = section.slots
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new_section.group = section.group
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new_section.active = section.active
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if slots and type(slots) == 'table' then
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for i, slot in pairs(slots) do
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if slot and slot.name and check_if_item_exists(slot.name) then
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local item_stack = { min = slot.min, max = slot.max, value = { comparator = "=", name = slot.name, quality = "normal", type = slot.type or nil } }
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pcall(new_section.set_slot, i, item_stack)
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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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return true
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end
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else
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if this.logistics[player.name] and this.logistics[player.name] == 1 then
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return false
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end
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this.logistics[player.name] = saved_data
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end
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end
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local function apply_stash(player)
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local saved_data = this.logistics[player.name]
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apply_logistic_network(player, saved_data)
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this.logistics[player.name] = nil
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end
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local post_apply_token =
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Task.register(
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function ()
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Core.iter_connected_players(
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function (player)
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apply_stash(player)
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end
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)
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end
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)
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local fetch_quickbar =
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Task.register(
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function (data)
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local key = data.key
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local value = data.value
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local player = game.players[key]
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if not player or not player.valid then
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return
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end
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if value then
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for i, slot in pairs(value) do
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if slot and slot ~= '' then
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player.set_quick_bar_slot(i, slot)
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end
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end
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end
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end
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)
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local fetch_logistics =
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Task.register(
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function (data)
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local key = data.key
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local saved_data = data.value
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local player = game.get_player(key)
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if not player or not player.valid then
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return
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end
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if saved_data then
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apply_logistic_network(player, saved_data)
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end
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end
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)
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--- Tries to get data from the webpanel and applies the value to the player.
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-- @param LuaPlayer
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function Public.fetch_quickbar(player)
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local dataset = quickbar_dataset
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local game_has_mods = is_game_modded()
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if game_has_mods then
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dataset = quickbar_dataset_modded
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end
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try_get_data(dataset, player.name, fetch_quickbar)
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end
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--- Tries to get data from the webpanel and applies the value to the player.
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-- @param LuaPlayer
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function Public.fetch_logistics(player)
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local dataset = logistics_dataset
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local game_has_mods = is_game_modded()
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if game_has_mods then
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dataset = logistics_dataset_modded
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end
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try_get_data(dataset, player.name, fetch_logistics)
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end
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--- Saves the players quickbar table to the webpanel.
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-- @param LuaPlayer
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function Public.save_quickbar(player)
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local dataset = quickbar_dataset
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local game_has_mods = is_game_modded()
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if game_has_mods then
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dataset = quickbar_dataset_modded
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end
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local slots = {}
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for i = 1, 100 do
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local slot = player.get_quick_bar_slot(i)
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if slot ~= nil and not ignored_items[slot.name] then
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slots[i] = slot.name
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end
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end
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if next(slots) then
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set_data(dataset, player.name, slots)
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player.print('Your quickbar has been saved.', { color = Color.success })
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end
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end
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--- Saves the players personal logistics table to the webpanel.
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-- @param LuaPlayer
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function Public.save_logistics(player)
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local dataset = logistics_dataset
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if not player.get_requester_point() then
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return false
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end
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local game_has_mods = is_game_modded()
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if game_has_mods then
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dataset = logistics_dataset_modded
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end
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local sections = {}
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for sec = 1, 4 do
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local section = player.get_requester_point().get_section(sec)
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if section then
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if not sections[section.index] then
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sections[section.index] = {}
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end
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local slots = {}
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for i = 1, 100 do
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local slot = section.get_slot(i)
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if slot and next(slot) then
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slots[i] = { name = slot.value.name, min = slot.min, max = slot.max, quality = slot.value.quality, type = slot.value.type, comparator = slot.value.comparator }
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end
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end
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if next(slots) then
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sections[section.index].group = section.group
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sections[section.index].active = section.active
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sections[section.index].slots = slots
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end
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end
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end
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if next(sections) then
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set_data(dataset, player.name, sections)
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player.print('Your personal logistics has been saved.', { color = Color.success })
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return true
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else
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return false
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end
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end
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--- Removes the quickbar key from the webpanel.
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-- @param LuaPlayer
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function Public.remove_quickbar(player)
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local dataset = quickbar_dataset
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local game_has_mods = is_game_modded()
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if game_has_mods then
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dataset = quickbar_dataset_modded
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end
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set_data(dataset, player.name, nil)
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player.print('Your quickbar has been removed.', { color = Color.success })
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end
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--- Removes the logistics key from the webpanel.
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-- @param LuaPlayer
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function Public.remove_logistics(player)
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local dataset = logistics_dataset
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local game_has_mods = is_game_modded()
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if game_has_mods then
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dataset = logistics_dataset_modded
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end
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set_data(dataset, player.name, nil)
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player.print('Your personal logistics has been removed.', { color = Color.success })
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end
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local fetch_quickbar_on_join = Public.fetch_quickbar
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local fetch_logistics_on_join = Public.fetch_logistics
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local save_quickbar = Public.save_quickbar
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local save_logistics = Public.save_logistics
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local remove_quickbar = Public.remove_quickbar
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local remove_logistics = Public.remove_logistics
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Commands.new('save-quickbar', 'Save your personal quickbar preset so it´s always the same.')
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:require_backend()
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:callback(
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function (player)
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save_quickbar(player)
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player.print('Quickbar saved.')
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end
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)
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Commands.new('save-logistics', 'Save your personal logistics preset so it´s always the same.')
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:require_backend()
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:callback(
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function (player)
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local success = save_logistics(player)
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if not success then
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player.print('An error occured while trying to save your logistics slots.', { color = { color = Color.warning } })
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return false
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end
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player.print('Notice: only the first 400 slots are saved.', { color = { color = Color.warning } })
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player.print('Logistics saved.')
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end
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)
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Commands.new('remove-quickbar', 'Removes your personal quickbar preset from the datastore.')
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:require_backend()
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:callback(
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function (player)
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remove_quickbar(player)
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player.print('Quickbar removed.')
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end
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)
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Commands.new('remove-logistics', 'Removes your personal logistics preset from the datastore.')
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:require_backend()
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:callback(
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function (player)
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remove_logistics(player)
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player.print('Logistics removed.')
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end
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)
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Event.add(
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defines.events.on_player_joined_game,
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function (event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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local secs = Server.get_current_time()
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if not secs then
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return
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end
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fetch_quickbar_on_join(player)
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fetch_logistics_on_join(player)
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end
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)
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Event.add(
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defines.events.on_research_finished,
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function (event)
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local research = event.research
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if research.name == 'logistic-robotics' then
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Task.set_timeout_in_ticks(10, post_apply_token)
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end
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end
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)
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return Public
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