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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-30 23:17:53 +02:00
ComfyFactorio/modules/autostash.lua

676 lines
24 KiB
Lua

--this adds a button that stashes/sorts your inventory into nearby chests in some kind of intelligent way - mewmew
-- modified by gerkiz
local Global = require 'utils.global'
local SpamProtection = require 'utils.spam_protection'
local Event = require 'utils.event'
local BottomFrame = require 'comfy_panel.bottom_frame'
local floor = math.floor
local print_color = {r = 120, g = 255, b = 0}
local this = {
floating_text_y_offsets = {},
whitelist = {},
insert_into_furnace = false,
insert_into_wagon = false,
bottom_button = false,
small_radius = 2
}
local Public = {}
Global.register(
this,
function(t)
this = t
end
)
local function create_floaty_text(surface, position, name, count)
if this.floating_text_y_offsets[position.x .. '_' .. position.y] then
this.floating_text_y_offsets[position.x .. '_' .. position.y] = this.floating_text_y_offsets[position.x .. '_' .. position.y] - 0.5
else
this.floating_text_y_offsets[position.x .. '_' .. position.y] = 0
end
surface.create_entity(
{
name = 'flying-text',
position = {
position.x,
position.y + this.floating_text_y_offsets[position.x .. '_' .. position.y]
},
text = {'', '-', count, ' ', game.item_prototypes[name].localised_name},
color = {r = 255, g = 255, b = 255}
}
)
end
local function prepare_floaty_text(list, surface, position, name, count)
local str = surface.index .. ',' .. position.x .. ',' .. position.y
if not list[str] then
list[str] = {}
end
if not list[str][name] then
list[str][name] = {surface = surface, position = position, count = 0}
end
list[str][name].count = list[str][name].count + count
end
local function chest_is_valid(chest)
for _, e in pairs(
chest.surface.find_entities_filtered(
{
type = {'inserter', 'loader'},
area = {{chest.position.x - 1, chest.position.y - 1}, {chest.position.x + 1, chest.position.y + 1}}
}
)
) do
if e.name ~= 'long-handed-inserter' then
if e.position.x == chest.position.x then
if e.direction == 0 or e.direction == 4 then
return false
end
end
if e.position.y == chest.position.y then
if e.direction == 2 or e.direction == 6 then
return false
end
end
end
end
local i1 = chest.surface.find_entity('long-handed-inserter', {chest.position.x - 2, chest.position.y})
if i1 then
if i1.direction == 2 or i1.direction == 6 then
return false
end
end
local i2 = chest.surface.find_entity('long-handed-inserter', {chest.position.x + 2, chest.position.y})
if i2 then
if i2.direction == 2 or i2.direction == 6 then
return false
end
end
local i3 = chest.surface.find_entity('long-handed-inserter', {chest.position.x, chest.position.y - 2})
if i3 then
if i3.direction == 0 or i3.direction == 4 then
return false
end
end
local i4 = chest.surface.find_entity('long-handed-inserter', {chest.position.x, chest.position.y + 2})
if i4 then
if i4.direction == 0 or i4.direction == 4 then
return false
end
end
return true
end
local function sort_entities_by_distance(position, entities)
local t = {}
local distance
local index
local size_of_entities = #entities
if size_of_entities < 2 then
return
end
for _, entity in pairs(entities) do
distance = (entity.position.x - position.x) ^ 2 + (entity.position.y - position.y) ^ 2
index = floor(distance) + 1
if not t[index] then
t[index] = {}
end
table.insert(t[index], entity)
end
local i = 0
for _, range in pairs(t) do
for _, entity in pairs(range) do
i = i + 1
entities[i] = entity
end
end
end
local function get_nearby_chests(player, a, furnace, wagon)
local r = player.force.character_reach_distance_bonus + 10
local r_square = r * r
local chests, inventories = {}, {}
local size_of_chests = 0
local area = {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}}
area = a or area
local container_type = {'container', 'logistic-container', 'linked-container'}
local inventory_type = defines.inventory.chest
local containers = {}
local i = 0
if furnace then
container_type = {'furnace'}
inventory_type = defines.inventory.furnace_source
end
if wagon then
container_type = {'cargo-wagon'}
inventory_type = defines.inventory.cargo_wagon
end
for _, e in pairs(player.surface.find_entities_filtered({type = container_type, area = area, force = player.force})) do
if ((player.position.x - e.position.x) ^ 2 + (player.position.y - e.position.y) ^ 2) <= r_square then
i = i + 1
containers[i] = e
end
end
if #containers <= 0 then
if is_mod_loaded('Krastorio2') then
for _, e in pairs(player.surface.find_entities_filtered({type = 'assembling-machine', area = area, force = player.force})) do
if ((player.position.x - e.position.x) ^ 2 + (player.position.y - e.position.y) ^ 2) <= r_square then
i = i + 1
containers[i] = e
end
end
end
end
sort_entities_by_distance(player.position, containers)
for _, entity in pairs(containers) do
size_of_chests = size_of_chests + 1
chests[size_of_chests] = entity
inventories[size_of_chests] = entity.get_inventory(inventory_type)
end
return {chest = chests, inventory = inventories}
end
local function does_inventory_contain_item_type(inventory, item_subgroup)
for name, _ in pairs(inventory.get_contents()) do
local t = game.item_prototypes[name]
if t and t.subgroup.name == item_subgroup then
return true
end
end
return false
end
local function insert_to_furnace(player_inventory, chests, name, count, floaty_text_list)
local try = 0
local to_insert = floor(count / #chests.chest)
if to_insert <= 0 then
if count > 0 then
to_insert = count
else
return
end
end
local variate = count % #chests.chest
local chests_available = #chests.chest
local tries = #chests.chest
::retry::
--Attempt to store into furnaces.
for chestnr, chest in pairs(chests.chest) do
local chest_inventory = chests.inventory[chestnr]
local amount = to_insert
if variate > 0 then
amount = amount + 1
variate = variate - 1
end
if amount <= 0 then
return
end
if chest_inventory then
if (chest.type == 'furnace' or chest.type == 'assembling-machine') then
if name == 'stone' then
local valid_to_insert = (amount % 2 == 0)
if valid_to_insert then
if chest_inventory.can_insert({name = name, count = amount}) then
local inserted_count = chest_inventory.insert({name = name, count = amount})
player_inventory.remove({name = name, count = inserted_count})
prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then
return
end
end
else
try = try + 1
if try <= tries then
chests_available = chests_available - 1
to_insert = floor(count / chests_available)
variate = count % chests_available
goto retry
end
end
else
if chest_inventory.can_insert({name = name, count = amount}) then
local inserted_count = chest_inventory.insert({name = name, count = amount})
player_inventory.remove({name = name, count = inserted_count})
prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then
return
end
end
end
end
end
end
to_insert = floor(count / #chests.chest)
variate = count % #chests.chest
for _, chest in pairs(chests.chest) do -- fuel
if chest.type == 'furnace' or chest.type == 'assembling-machine' then
local amount = to_insert
if variate > 0 then
amount = amount + 1
variate = variate - 1
end
if amount <= 0 then
return
end
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory and chest_inventory.can_insert({name = name, count = amount}) then
local inserted_count = chest_inventory.insert({name = name, count = amount})
player_inventory.remove({name = name, count = inserted_count})
prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then
return
end
end
end
end
end
local function insert_into_wagon(stack, chests, name, floaty_text_list)
-- Attempt to load filtered cargo wagon
for chestnr, chest in pairs(chests.chest) do
if chest.type == 'cargo-wagon' then
local chest_inventory = chests.inventory[chestnr]
if chest_inventory.can_insert(stack) then
local inserted_count = chest_inventory.insert(stack)
stack.count = stack.count - inserted_count
prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
if stack.count <= 0 then
return chestnr
end
end
end
end
end
local function insert_into_wagon_filtered(stack, chests, name, floaty_text_list)
-- Attempt to load filtered cargo wagon
for chestnr, chest in pairs(chests.chest) do
if chest.type == 'cargo-wagon' then
local chest_inventory = chests.inventory[chestnr]
for index = 1, 40 do
if chest_inventory.can_insert(stack) then
if chest_inventory.get_filter(index) ~= nil then
local n = chest_inventory.get_filter(index)
if n == name then
local inserted_count = chest_inventory.insert(stack)
stack.count = stack.count - inserted_count
prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
if stack.count <= 0 then
return chestnr
end
end
end
end
end
end
end
end
local function insert_item_into_chest(stack, chests, filtered_chests, name, floaty_text_list, previous_insert)
local container = {
['container'] = true,
['logistic-container'] = true,
['linked-container'] = true
}
--Attemp to store in chest that stored last same item
if previous_insert.name == name and previous_insert.full ~= nil then
local chest_inventory = chests.inventory[previous_insert.full]
if chest_inventory and chest_inventory.can_insert(stack) then
local inserted_count = chest_inventory.insert(stack)
stack.count = stack.count - inserted_count
prepare_floaty_text(floaty_text_list, chests.chest[previous_insert.full].surface, chests.chest[previous_insert.full].position, name, inserted_count)
if stack.count <= 0 then
return previous_insert.full
end
end
end
--Attempt to store in chests that already have the same item.
for chestnr, chest in pairs(chests.chest) do
if container[chest.type] then
local chest_inventory = chests.inventory[chestnr]
if chest_inventory and chest_inventory.can_insert(stack) then
if chest_inventory.find_item_stack(stack.name) then
local inserted_count = chest_inventory.insert(stack)
stack.count = stack.count - inserted_count
prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
if stack.count <= 0 then
return chestnr
end
end
end
end
end
--Attempt to store in empty chests.
for chestnr, chest in pairs(filtered_chests.chest) do
if container[chest.type] then
local chest_inventory = filtered_chests.inventory[chestnr]
if chest_inventory and chest_inventory.can_insert(stack) then
if chest_inventory.is_empty() then
local inserted_count = chest_inventory.insert(stack)
stack.count = stack.count - inserted_count
prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
if stack.count <= 0 then
return chestnr
end
end
end
end
end
--Attempt to store in chests with same item subgroup.
local item_subgroup = game.item_prototypes[name].subgroup.name
if item_subgroup then
for chestnr, chest in pairs(filtered_chests.chest) do
if container[chest.type] then
local chest_inventory = filtered_chests.inventory[chestnr]
if chest_inventory and chest_inventory.can_insert(stack) then
if does_inventory_contain_item_type(chest_inventory, item_subgroup) then
local inserted_count = chest_inventory.insert(stack)
stack.count = stack.count - inserted_count
prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
if stack.count <= 0 then
return chestnr
end
end
end
end
end
end
--Attempt to store in mixed chests.
for chestnr, chest in pairs(filtered_chests.chest) do
if container[chest.type] then
local chest_inventory = filtered_chests.inventory[chestnr]
if chest_inventory.can_insert(stack) then
local inserted_count = chest_inventory.insert(stack)
stack.count = stack.count - inserted_count
prepare_floaty_text(floaty_text_list, chest.surface, chest.position, name, inserted_count)
if stack.count <= 0 then
return chestnr
end
end
end
end
end
local function auto_stash(player, event)
local button = event.button
local ctrl = event.control
local shift = event.shift
if not player.character then
player.print('It seems that you are not in the realm of the living.', print_color)
return
end
if not player.character.valid then
player.print('It seems that you are not in the realm of the living.', print_color)
return
end
local inventory = player.get_main_inventory()
if inventory.is_empty() then
player.print('Inventory is empty.', print_color)
return
end
local floaty_text_list = {}
local chests = {chest = {}, inventory = {}}
local r = this.small_radius
local area = {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}}
if ctrl then
if button == defines.mouse_button_type.right and this.insert_into_furnace then
chests = get_nearby_chests(player, nil, true, false)
end
elseif shift then
if button == defines.mouse_button_type.right and this.insert_into_wagon or button == defines.mouse_button_type.left and this.insert_into_wagon then
chests = get_nearby_chests(player, area, false, true)
end
else
chests = get_nearby_chests(player)
end
if not chests.chest or not chests.chest[1] then
player.print('No valid nearby containers found.', print_color)
return
end
local filtered_chests = {chest = {}, inventory = {}}
for index, e in pairs(chests.chest) do
if chest_is_valid(e) then
filtered_chests.chest[index] = e
filtered_chests.inventory[index] = chests.inventory[index]
end
end
this.floating_text_y_offsets = {}
local hotbar_items = {}
for i = 1, 100, 1 do
local prototype = player.get_quick_bar_slot(i)
if prototype then
hotbar_items[prototype.name] = true
end
end
local furnaceList = {
['coal'] = 0,
['iron-ore'] = 0,
['copper-ore'] = 0,
['stone'] = 0
}
local full_insert = {full = nil, name = nil}
for i = #inventory, 1, -1 do
if not inventory[i].valid_for_read then
goto continue
end
local name = inventory[i].name
local is_resource = this.whitelist[name]
if not hotbar_items[name] then
if ctrl and this.insert_into_furnace then
if button == defines.mouse_button_type.right then
if is_resource then
furnaceList[name] = (furnaceList[name] or 0) + inventory[i].count
end
end
elseif shift and this.insert_into_wagon then
if button == defines.mouse_button_type.right then
if is_resource then
full_insert = {full = insert_into_wagon(inventory[i], chests, name, floaty_text_list), name = name}
end
end
if button == defines.mouse_button_type.left then
full_insert = {full = insert_into_wagon_filtered(inventory[i], chests, name, floaty_text_list), name = name}
end
elseif button == defines.mouse_button_type.right then
if is_resource then
full_insert = {full = insert_item_into_chest(inventory[i], chests, filtered_chests, name, floaty_text_list, full_insert), name = name}
end
elseif button == defines.mouse_button_type.left then
full_insert = {full = insert_item_into_chest(inventory[i], chests, filtered_chests, name, floaty_text_list, full_insert), name = name}
end
if not full_insert.success then
hotbar_items[#hotbar_items + 1] = name
end
end
::continue::
end
for furnaceName, furnaceCount in pairs(furnaceList) do
insert_to_furnace(inventory, chests, furnaceName, furnaceCount, floaty_text_list)
end
for _, texts in pairs(floaty_text_list) do
for name, text in pairs(texts) do
create_floaty_text(text.surface, text.position, name, text.count)
end
end
local c = this.floating_text_y_offsets
for k, _ in pairs(c) do
this.floating_text_y_offsets[k] = nil
end
end
local function create_gui_button(player)
if player.gui.top.auto_stash then
return
end
local tooltip
if this.insert_into_furnace and this.insert_into_wagon then
tooltip =
'Sort your inventory into nearby chests.\nLMB: Everything, excluding quickbar items.\nRMB: Only ores to nearby chests, excluding quickbar items.\nCTRL+RMB: Fill nearby furnaces.\nSHIFT+LMB: Everything onto filtered slots to wagon.\nSHIFT+RMB: Only ores to wagon'
elseif this.insert_into_furnace then
tooltip =
'Sort your inventory into nearby chests.\nLMB: Everything, excluding quickbar items.\nRMB: Only ores to nearby chests, excluding quickbar items.\nCTRL+RMB: Fill nearby furnaces.'
elseif this.insert_into_wagon then
tooltip =
'Sort your inventory into nearby chests.\nLMB: Everything, excluding quickbar items.\nRMB: Only ores to nearby chests, excluding quickbar items.\nSHIFT+LMB: Everything onto filtered slots to wagon.\nSHIFT+RMB: Only ores to wagon'
else
tooltip =
'Sort your inventory into nearby chests.\nLMB: Everything, excluding quickbar items.\nRMB: Only ores to nearby chests, excluding quickbar items.'
end
if this.bottom_button then
local data = BottomFrame.get('bottom_quickbar_button')
-- save it for later use
data.tooltip = tooltip
data.sprite = 'item/wooden-chest'
if data[player.index] then
local f = data[player.index]
if f.frame and f.frame.valid then
f.frame.sprite = 'item/wooden-chest'
f.frame.tooltip = tooltip
end
end
else
local b =
player.gui.top.add(
{
type = 'sprite-button',
sprite = 'item/wooden-chest',
name = 'auto_stash',
tooltip = tooltip
}
)
b.style.font_color = {r = 0.11, g = 0.8, b = 0.44}
b.style.font = 'heading-1'
b.style.minimal_height = 40
b.style.maximal_width = 40
b.style.minimal_width = 38
b.style.maximal_height = 38
b.style.padding = 1
b.style.margin = 0
end
end
local function do_whitelist()
local resources = game.entity_prototypes
local items = game.item_prototypes
this.whitelist = {}
for k, _ in pairs(resources) do
if resources[k] and resources[k].type == 'resource' and resources[k].mineable_properties then
if resources[k].mineable_properties.products[1] then
local r = resources[k].mineable_properties.products[1].name
this.whitelist[r] = true
elseif resources[k].mineable_properties.products[2] then
local r = resources[k].mineable_properties.products[2].name
this.whitelist[r] = true
end
end
end
for k, _ in pairs(items) do
if items[k] and items[k].group.name == 'resource-refining' then
local r = items[k].name
this.whitelist[r] = true
end
end
end
local function on_player_joined_game(event)
create_gui_button(game.players[event.player_index])
end
local function on_gui_click(event)
if not event.element then
return
end
if not event.element.valid then
return
end
local player = game.players[event.player_index]
local name = 'auto_stash'
if this.bottom_button then
local data = BottomFrame.get('bottom_quickbar_button')
if data[player.index] then
data = data[player.index]
name = data.name
end
end
if event.element.name == name then
local is_spamming = SpamProtection.is_spamming(player, nil, 'Autostash Click')
if is_spamming then
return
end
auto_stash(player, event)
end
end
function Public.insert_into_furnace(value)
if value then
this.insert_into_furnace = value
else
this.insert_into_furnace = false
end
end
function Public.insert_into_wagon(value)
if value then
this.insert_into_wagon = value
else
this.insert_into_wagon = false
end
end
function Public.bottom_button(value)
if value then
this.bottom_button = value
else
this.bottom_button = false
end
end
Event.on_configuration_changed(do_whitelist)
Event.on_init(do_whitelist)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_gui_click, on_gui_click)
return Public