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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/modules/portable_chest.lua
2024-10-22 21:47:11 +02:00

701 lines
19 KiB
Lua

local Event = require 'utils.event'
local Global = require 'utils.global'
local Color = require 'utils.color_presets'
local Gui = require 'utils.gui'
local m_gui = require 'mod-gui'
local mod = m_gui.get_button_flow
local SpamProtection = require 'utils.spam_protection'
local this = {
inf_chests = {},
inf_storage = {},
inf_gui = {},
player_chests = {},
viewing_player = {},
editor = {},
ores_only = false,
allow_barrels = true,
total_slots = {},
stack_size = {}
}
local ore_names = {
['coal'] = true,
['stone'] = true,
['iron-ore'] = true,
['copper-ore'] = true,
['uranium-ore'] = true,
['wood'] = true
}
local format = string.format
local size = 35
local main_button_name = Gui.uid_name()
local main_frame_name = Gui.uid_name()
local stack_slider_name = Gui.uid_name()
local delete_mode_name = Gui.uid_name()
local Public = {}
Global.register(
this,
function (tbl)
this = tbl
end
)
function Public.get_table()
return this
end
local function clear_gui(player)
local data = this.inf_gui[player.index]
if not data then
return
end
if data.frame and data.frame.valid then
Gui.remove_data_recursively(data.frame)
data.frame.destroy()
end
this.inf_gui[player.index] = nil
if this.viewing_player[player.index] then
this.viewing_player[player.index] = nil
end
end
local function create_button(player)
mod(player).add(
{
type = 'sprite-button',
sprite = 'item/logistic-chest-requester',
name = main_button_name,
tooltip = 'Portable inventory stash!',
style = m_gui.button_style
}
)
end
local function validate_player(player)
if not player then
return false
end
if not player.valid then
return false
end
if not player.character then
return false
end
if not player.connected then
return false
end
if not game.players[player.index] then
return false
end
return true
end
local function item(item_name, item_count, player, storage)
local stack_size = this.stack_size[player.index]
local item_stack
if stack_size then
item_stack = prototypes.item[item_name].stack_size * stack_size
else
item_stack = prototypes.item[item_name].stack_size
end
local diff = item_count - item_stack
if diff > 0 then
local count = player.remove({ name = item_name, count = diff })
if not storage[item_name] then
storage[item_name] = count
else
storage[item_name] = storage[item_name] + count
end
elseif diff < 0 then
if not storage[item_name] or storage[item_name] <= 0 then
goto continue
end
if storage[item_name] > (diff * -1) then
local inserted = player.insert({ name = item_name, count = (diff * -1) })
storage[item_name] = storage[item_name] - inserted
else
player.insert({ name = item_name, count = storage[item_name] })
storage[item_name] = 0
end
end
::continue::
end
local function update_chest()
for chest_id, player in pairs(this.inf_chests) do
if not player.valid then
goto continue
end
local storage = this.inf_storage[chest_id]
if not storage then
goto continue
end
local inv = player.get_inventory(defines.inventory.character_main)
if not inv or not inv.valid then
goto continue
end
local content = inv.get_contents()
for item_name, item_count in pairs(content) do
if storage[item_name] then
item(item_name, item_count, inv, storage)
end
end
for item_name, _ in pairs(storage) do
if not content[item_name] then
item(item_name, 0, inv, storage)
end
end
::continue::
end
end
local function draw_main_frame(player, target, chest_id)
chest_id = chest_id or this.player_chests[player.index].chest_id
if not chest_id then
return
end
local p = target or player
local frame =
player.gui.screen.add {
type = 'frame',
caption = p.name .. '´s private portable stash',
direction = 'vertical',
name = main_frame_name
}
frame.auto_center = true
local data = {}
local controls = frame.add { type = 'flow', direction = 'horizontal' }
local items = frame.add { type = 'flow', direction = 'vertical' }
local tbl = controls.add { type = 'table', column_count = 1 }
local btn =
tbl.add {
type = 'sprite-button',
tooltip = '[color=blue]Info![/color]\nYou can easily remove an item by left/right-clicking it.\n\nItems selected in the table below will remove all stacks except one from the player inventory.\nIf the stack-size is bigger in the personal stash than the players inventory stack then the players inventory will automatically refill from the personal stash.\n\n[color=red]Usage[/color]\nPressing the following keys will do the following actions:\nCTRL: Retrieves all stacks from clicked item\nSHIFT:Retrieves a stack from clicked item.\nStack-Size slider will always ensure that you have <x> amounts of stacks in your inventory.\n\n[color=red]Deleting[/color]\nDelete Mode: Will delete the clicked item instantly.',
sprite = 'utility/questionmark'
}
btn.style.height = 20
btn.style.width = 20
btn.enabled = false
btn.focus()
if not player.admin and this.ores_only then
this.total_slots[player.index] = 6
end
local amount_and_types
if this.ores_only then
amount_and_types = this.total_slots[player.index] .. ' different ore'
else
amount_and_types = this.total_slots[player.index] .. ' different item'
end
local text =
tbl.add {
type = 'label',
caption = format('Stores unlimited quantity of items (up to ' .. amount_and_types .. ' types).\nRead the tooltip by hovering the question-mark above!')
}
text.style.single_line = false
local tbl_2 = tbl.add { type = 'table', column_count = 4 }
local stack_size = this.stack_size[player.index]
local stack_value = tbl_2.add({ type = 'label', caption = 'Stack Size: ' .. stack_size .. ' ' })
stack_value.style.font = 'default-bold'
data.stack_value = stack_value
local slider =
tbl_2.add(
{
type = 'slider',
minimum_value = 1,
maximum_value = 10,
name = stack_slider_name,
value = stack_size
}
)
data.slider = slider
slider.style.width = 115
Gui.set_data(slider, data)
local delete_mode = tbl_2.add({ type = 'label', caption = ' Delete Mode: ' })
delete_mode.style.font = 'default-bold'
local checkbox = tbl_2.add({ type = 'checkbox', name = delete_mode_name, state = false })
data.checkbox = checkbox
Gui.set_data(checkbox, data)
tbl.add({ type = 'line' })
player.opened = frame
if target and target.valid then
this.viewing_player[player.index] = true
else
if this.viewing_player[player.index] then
this.viewing_player[player.index] = nil
end
end
this.inf_gui[player.index] = {
item_frame = items,
frame = frame,
updated = false,
delete_mode = false
}
end
local function update_gui()
for _, player in pairs(game.connected_players) do
local chest_gui_data = this.inf_gui[player.index]
if not chest_gui_data then
goto continue
end
local frame = chest_gui_data.item_frame
if not frame or not frame.valid then
clear_gui(player)
goto continue
end
local data = this.player_chests[player.index]
if not data then
goto continue
end
local chest_id = data.chest_id
if not chest_id then
goto continue
end
if this.inf_gui[player.index].updated then
goto continue
end
frame.clear()
local tbl = frame.add { type = 'table', column_count = 10, name = 'personal_inventory' }
local total = 0
local items = {}
local storage = this.inf_storage[chest_id]
if not storage then
goto no_storage
end
for item_name, item_count in pairs(storage) do
total = total + 1
items[item_name] = item_count
end
::no_storage::
local delete_mode = this.inf_gui[player.index].delete_mode
local btn
for item_name, item_count in pairs(items) do
btn =
tbl.add {
type = 'sprite-button',
sprite = 'item/' .. item_name,
style = 'slot_button',
number = item_count,
name = item_name
}
btn.enabled = true
btn.style.height = size
btn.style.width = size
if delete_mode then
btn.tooltip = 'Press to delete this item.'
end
btn.focus()
end
while total < this.total_slots[player.index] do
local btns = tbl.add { type = 'choose-elem-button', style = 'slot_button', elem_type = 'item' }
btns.enabled = true
btns.style.height = size
btns.style.width = size
btns.focus()
if this.viewing_player[player.index] then
btns.enabled = false
end
total = total + 1
end
this.inf_gui[player.index].updated = true
::continue::
end
end
local function gui_click(event)
local element = event.element
local player = game.get_player(event.player_index)
if not validate_player(player) then
return
end
if not element.valid then
return
end
local parent = element.parent
if not parent then
return
end
if parent.name ~= 'personal_inventory' then
return
end
local chest_id = this.player_chests[player.index].chest_id
if not chest_id then
return
end
if this.viewing_player[player.index] then
goto update
end
local shift = event.shift
local ctrl = event.control
local name = element.name
local storage = this.inf_storage[chest_id]
local delete_mode = this.inf_gui[player.index].delete_mode
if not storage then
return
end
if delete_mode then
storage[name] = nil
this.inf_gui[player.index].updated = false
return
end
if this.editor[player.index] then
if not storage[name] then
return
end
if ctrl then
storage[name] = storage[name] + 5000000
this.inf_gui[player.index].updated = false
goto update
elseif shift then
storage[name] = storage[name] - 5000000
this.inf_gui[player.index].updated = false
if storage[name] <= 0 then
storage[name] = nil
end
goto update
end
end
if storage[name] and storage[name] <= 0 then
storage[name] = nil
if this.inf_gui[player.index] then
this.inf_gui[player.index].updated = false
end
goto update
end
if ctrl then
local count = storage[name]
if not count then
return
end
local inserted = player.insert { name = name, count = count }
if not inserted then
return
end
if inserted == count then
storage[name] = nil
else
storage[name] = storage[name] - inserted
end
if this.inf_gui[player.index] then
this.inf_gui[player.index].updated = false
end
elseif shift then
local count = storage[name]
local stack = prototypes.item[name].stack_size
if not count then
return
end
if not stack then
return
end
if count > stack then
local inserted = player.insert { name = name, count = stack }
storage[name] = storage[name] - inserted
else
player.insert { name = name, count = count }
storage[name] = nil
end
if this.inf_gui[player.index] then
this.inf_gui[player.index].updated = false
end
end
::update::
end
local function gui_closed(event)
local player = game.get_player(event.player_index)
local type = event.gui_type
if type == defines.gui_type.custom then
clear_gui(player)
end
end
local function on_gui_elem_changed(event)
local element = event.element
local player = game.get_player(event.player_index)
if not validate_player(player) then
return
end
if not element.valid then
return
end
local parent = element.parent
if not parent then
return
end
if parent.name ~= 'personal_inventory' then
return
end
local chest_id = this.player_chests[player.index].chest_id
if not chest_id then
return
end
local storage = this.inf_storage[chest_id]
if not storage then
this.inf_storage[chest_id] = {}
storage = this.inf_storage[chest_id]
end
local name = element.elem_value
if not name then
return
end
if this.ores_only then
if not ore_names[name] then
player.print('You can only stash ores and wood.', Color.warning)
goto update
end
end
if this.allow_barrels then
if string.match(name, 'barrel') then
player.print('You can´t stash barrels.', Color.warning)
goto update
end
end
storage[name] = 0
if this.editor[player.index] then
storage[name] = 5000000
end
::update::
if this.inf_gui[player.index] then
this.inf_gui[player.index].updated = false
end
end
local function on_player_joined_game(event)
local player = game.get_player(event.player_index)
if not (player and player.valid) then
return
end
local chest_id = Gui.uid()
if not this.player_chests[player.index] then
this.player_chests[player.index] = {
chest_id = chest_id
}
end
chest_id = this.player_chests[player.index].chest_id
if not this.inf_chests[chest_id] then
this.inf_chests[chest_id] = player
end
if not this.stack_size[player.index] then
this.stack_size[player.index] = 1
end
if not this.total_slots[player.index] then
this.total_slots[player.index] = 50
end
if not mod(player)[main_button_name] then
create_button(player)
end
end
local function tick()
update_chest()
update_gui()
end
local function on_pre_player_left_game(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
clear_gui(player)
end
local function on_player_died(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
clear_gui(player)
end
Gui.on_click(
main_button_name,
function (event)
local is_spamming = SpamProtection.is_spamming(event.player, nil, 'Portable Chest Main Button')
if is_spamming then
return
end
local player = game.get_player(event.player_index)
if not player or not player.valid or not player.character then
return
end
local screen = player.gui.screen
local main_frame = screen[main_frame_name]
if main_frame and main_frame.valid then
clear_gui(player)
else
draw_main_frame(player)
end
end
)
Gui.on_value_changed(
stack_slider_name,
function (event)
local player = event.player
local element = event.element
local data = Gui.get_data(element)
local stack_value = data.stack_value
if not stack_value or not stack_value.valid then
return
end
local slider = data.slider
if not slider or not slider.valid then
return
end
local screen = player.gui.screen
local main_frame = screen[main_frame_name]
if main_frame and main_frame.valid then
this.stack_size[player.index] = element.slider_value
stack_value.caption = 'Stack Size: ' .. this.stack_size[player.index] .. ' '
this.inf_gui[player.index].updated = false
end
end
)
Gui.on_checked_state_changed(
delete_mode_name,
function (event)
local player = event.player
local element = event.element
local data = Gui.get_data(element)
local checkbox = data.checkbox
if not checkbox or not checkbox.valid then
return
end
local screen = player.gui.screen
local main_frame = screen[main_frame_name]
if main_frame and main_frame.valid then
this.inf_gui[player.index].delete_mode = element.state
this.inf_gui[player.index].updated = false
end
end
)
commands.add_command(
'open_stash',
'Opens a players private stash!',
function (cmd)
local player = game.player
if not validate_player(player) then
return
end
if not cmd.parameter then
return
end
local target_player = game.players[cmd.parameter]
if target_player == player then
return player.print('Cannot open self.', Color.warning)
end
if target_player.admin then
return
end
if target_player and target_player.valid then
local chest_id = this.player_chests[target_player.index].chest_id
if not chest_id then
return
end
draw_main_frame(player, target_player, chest_id)
else
player.print('Please type a valid player name.', Color.warning)
end
end
)
function Public.ores_only(value)
if value then
this.ores_only = value
else
this.ores_only = false
end
return this.ores_only
end
function Public.allow_barrels(value)
if value then
this.allow_barrels = value
else
this.allow_barrels = false
end
return this.allow_barrels
end
Event.on_nth_tick(10, tick)
Event.add(defines.events.on_gui_click, gui_click)
Event.add(defines.events.on_gui_closed, gui_closed)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_gui_elem_changed, on_gui_elem_changed)
Event.add(defines.events.on_pre_player_left_game, on_pre_player_left_game)
Event.add(defines.events.on_player_died, on_player_died)
return Public