mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-30 23:17:53 +02:00
479 lines
16 KiB
Lua
479 lines
16 KiB
Lua
--this adds a button that stashes/sorts your inventory into nearby chests in some kind of intelligent way - mewmew
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-- modified by gerkiz
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local Global = require 'utils.global'
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local Event = require 'utils.event'
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local math_floor = math.floor
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local print_color = {r = 120, g = 255, b = 0}
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local autostash = {
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floating_text_y_offsets = {},
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whitelist = {},
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insert_into_wagon = false
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}
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local Public = {}
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Global.register(
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autostash,
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function(t)
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autostash = t
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end
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)
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local function create_floaty_text(surface, position, name, count)
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if autostash.floating_text_y_offsets[position.x .. '_' .. position.y] then
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autostash.floating_text_y_offsets[position.x .. '_' .. position.y] = autostash.floating_text_y_offsets[position.x .. '_' .. position.y] - 0.5
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else
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autostash.floating_text_y_offsets[position.x .. '_' .. position.y] = 0
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end
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surface.create_entity(
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{
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name = 'flying-text',
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position = {
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position.x,
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position.y + autostash.floating_text_y_offsets[position.x .. '_' .. position.y]
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},
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text = {'', '-', count, ' ', game.item_prototypes[name].localised_name},
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color = {r = 255, g = 255, b = 255}
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}
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)
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end
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local function chest_is_valid(chest)
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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 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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t[n] = true
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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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for _, e in pairs(
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chest.surface.find_entities_filtered(
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{
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type = {'inserter', 'loader'},
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area = {{chest.position.x - 1, chest.position.y - 1}, {chest.position.x + 1, chest.position.y + 1}}
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}
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)
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) do
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if e.name ~= 'long-handed-inserter' then
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if e.position.x == chest.position.x then
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if e.direction == 0 or e.direction == 4 then
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return false
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end
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end
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if e.position.y == chest.position.y then
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if e.direction == 2 or e.direction == 6 then
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return false
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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 i1 = chest.surface.find_entity('long-handed-inserter', {chest.position.x - 2, chest.position.y})
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if i1 then
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if i1.direction == 2 or i1.direction == 6 then
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return false
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end
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end
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local i2 = chest.surface.find_entity('long-handed-inserter', {chest.position.x + 2, chest.position.y})
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if i2 then
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if i2.direction == 2 or i2.direction == 6 then
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return false
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end
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end
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local i3 = chest.surface.find_entity('long-handed-inserter', {chest.position.x, chest.position.y - 2})
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if i3 then
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if i3.direction == 0 or i3.direction == 4 then
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return false
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end
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end
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local i4 = chest.surface.find_entity('long-handed-inserter', {chest.position.x, chest.position.y + 2})
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if i4 then
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if i4.direction == 0 or i4.direction == 4 then
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return false
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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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local function sort_entities_by_distance(position, entities)
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local t = {}
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local distance
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local index
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local size_of_entities = #entities
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if size_of_entities < 2 then
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return
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end
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for _, entity in pairs(entities) do
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distance = (entity.position.x - position.x) ^ 2 + (entity.position.y - position.y) ^ 2
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index = math_floor(distance) + 1
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if not t[index] then
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t[index] = {}
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end
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table.insert(t[index], entity)
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end
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local i = 0
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for _, range in pairs(t) do
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for _, entity in pairs(range) do
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i = i + 1
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entities[i] = entity
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end
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end
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end
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local function get_nearby_chests(player, a)
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local r = player.force.character_reach_distance_bonus + 10
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local r_square = r * r
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local chests = {}
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local size_of_chests = 0
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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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area = a or area
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local container_type = {'container', 'logistic-container', 'furnace'}
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local containers = {}
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local i = 0
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if autostash.insert_into_wagon then
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table.insert(container_type, 'cargo-wagon')
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end
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for _, e in pairs(player.surface.find_entities_filtered({type = container_type, area = area, force = 'player'})) 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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i = i + 1
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containers[i] = e
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end
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end
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sort_entities_by_distance(player.position, containers)
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for _, entity in pairs(containers) do
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size_of_chests = size_of_chests + 1
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chests[size_of_chests] = entity
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end
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return chests
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end
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local function does_inventory_contain_item_type(inventory, item_subgroup)
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for name, _ in pairs(inventory.get_contents()) do
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local t = game.item_prototypes[name]
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if t and t.subgroup.name == item_subgroup then
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return true
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end
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end
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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, 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 to_insert = math.floor(count / #chests)
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local variator = count % #chests
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if wagon 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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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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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 into furnaces.
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for _, chest in pairs(chests) do
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local chest_inventory = chest.get_inventory(defines.inventory.furnace_source)
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if chest_inventory and chest.type == 'furnace' then
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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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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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for _, chest in pairs(chests) do
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if chest.type == 'furnace' then
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local amount = to_insert
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if variator > 0 then
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amount = amount + 1
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variator = variator - 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.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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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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if chest_inventory.can_insert({name = name, count = count}) 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})
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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.can_insert({name = name, count = count}) 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})
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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.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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local inserted_count = chest_inventory.insert({name = name, count = count})
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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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--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}) then
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local inserted_count = chest_inventory.insert({name = name, count = count})
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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 auto_stash(player, event)
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local button = event.button
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local shift = event.shift
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if not player.character then
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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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if not player.character.valid then
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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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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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end
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local chests
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local r = 1
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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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if shift then
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if button == defines.mouse_button_type.right or button == defines.mouse_button_type.left and autostash.insert_into_wagon then
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chests = get_nearby_chests(player, area)
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end
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else
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chests = get_nearby_chests(player)
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end
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if not chests[1] then
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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)
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filtered_allowed = t
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if is_valid 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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autostash.floating_text_y_offsets = {}
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local hotbar_items = {}
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for i = 1, 100, 1 do
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local prototype = player.get_quick_bar_slot(i)
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if prototype then
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hotbar_items[prototype.name] = true
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end
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end
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for name, count in pairs(inventory.get_contents()) do
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local is_resource = autostash.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 shift and autostash.insert_into_wagon then
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if button == defines.mouse_button_type.left then
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if is_resource then
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insert_item_into_chest(inventory, chests, filtered_chests, name, count, true)
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end
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end
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if button == defines.mouse_button_type.right then
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if filtered_allowed and is_resource and filtered_allowed[name] then
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insert_item_into_chest(inventory, chests, filtered_chests, name, count, 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)
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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)
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end
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end
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end
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local c = autostash.floating_text_y_offsets
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for k, _ in pairs(c) do
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autostash.floating_text_y_offsets[k] = nil
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end
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end
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local function create_gui_button(player)
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if player.gui.top.auto_stash then
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return
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end
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local tooltip
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if autostash.insert_into_wagon then
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tooltip =
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'Sort your inventory into nearby chests.\nLMB: Everything, excluding quickbar items.\nRMB: Only ores.\nSHIFT+LMB: Only ores to wagon\nSHIFT+RMB: Only ores onto filtered slots to wagon.'
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else
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tooltip = 'Sort your inventory into nearby chests.\nLMB: Everything, excluding quickbar items.\nRMB: Only ores.'
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end
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local b =
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player.gui.top.add(
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{
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type = 'sprite-button',
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sprite = 'item/wooden-chest',
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name = 'auto_stash',
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tooltip = tooltip
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}
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)
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b.style.font_color = {r = 0.11, g = 0.8, b = 0.44}
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b.style.font = 'heading-1'
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b.style.minimal_height = 38
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b.style.minimal_width = 38
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b.style.maximal_height = 38
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b.style.maximal_width = 38
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b.style.padding = 1
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b.style.margin = 0
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end
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local function do_whitelist()
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local resources = game.entity_prototypes
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autostash.whitelist = {}
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for k, _ in pairs(resources) do
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if resources[k] and resources[k].type == 'resource' and resources[k].mineable_properties then
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if resources[k].mineable_properties.products[1] then
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local r = resources[k].mineable_properties.products[1].name
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autostash.whitelist[r] = true
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elseif resources[k].mineable_properties.products[2] then
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local r = resources[k].mineable_properties.products[2].name
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autostash.whitelist[r] = 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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local function on_player_joined_game(event)
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create_gui_button(game.players[event.player_index])
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end
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local function on_gui_click(event)
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if not event.element then
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return
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end
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if not event.element.valid then
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return
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end
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if event.element.name == 'auto_stash' then
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auto_stash(game.players[event.player_index], event)
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end
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end
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function Public.insert_into_wagon(value)
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if value then
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autostash.insert_into_wagon = value or false
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end
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end
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Event.on_configuration_changed = function()
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do_whitelist()
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log('[Autostash] on_configuration_changed was called, rebuilding resource whitelist.')
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end
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Event.on_init(do_whitelist)
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Event.add(defines.events.on_player_joined_game, on_player_joined_game)
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Event.add(defines.events.on_gui_click, on_gui_click)
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return Public
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