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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-08 00:39:30 +02:00
ComfyFactorio/modules/autostash.lua
2020-03-10 02:51:08 +01:00

288 lines
9.8 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 math_floor = math.floor
local print_color = {r = 120, g = 255, b = 0}
local function create_floaty_text(surface, position, name, count, height_offset)
if global.autostash_floating_text_y_offsets[position.x .. "_" .. position.y] then
global.autostash_floating_text_y_offsets[position.x .. "_" .. position.y] = global.autostash_floating_text_y_offsets[position.x .. "_" .. position.y] - 0.5
else
global.autostash_floating_text_y_offsets[position.x .. "_" .. position.y] = 0
end
surface.create_entity({
name = "flying-text",
position = {position.x, position.y + global.autostash_floating_text_y_offsets[position.x .. "_" .. position.y]},
text = "-" .. count .. " " .. name,
color = {r = 255, g = 255, b = 255},
})
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 inserter = chest.surface.find_entity("long-handed-inserter", {chest.position.x - 2, chest.position.y})
if inserter then
if inserter.direction == 2 or inserter.direction == 6 then
return false
end
end
local inserter = chest.surface.find_entity("long-handed-inserter", {chest.position.x + 2, chest.position.y})
if inserter then
if inserter.direction == 2 or inserter.direction == 6 then
return false
end
end
local inserter = chest.surface.find_entity("long-handed-inserter", {chest.position.x, chest.position.y - 2})
if inserter then
if inserter.direction == 0 or inserter.direction == 4 then
return false
end
end
local inserter = chest.surface.find_entity("long-handed-inserter", {chest.position.x, chest.position.y + 2})
if inserter then
if inserter.direction == 0 or inserter.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 = math_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)
local r = player.force.character_reach_distance_bonus + 10
local r_square = r * r
local chests = {}
local size_of_chests = 0
local area = {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}}
local containers = {}
local i = 0
for _, e in pairs(player.surface.find_entities_filtered({type = "container", area = area})) 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
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
end
local containers = {}
local i = 0
for _, e in pairs(player.surface.find_entities_filtered({name = "logistic-chest-storage", area = area})) 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
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
end
local containers = {}
local i = 0
for _, e in pairs(player.surface.find_entities_filtered({name = "logistic-chest-passive-provider", area = area})) 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
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
end
return chests
end
local function does_inventory_contain_item_type(inventory, item_subgroup)
for name, count in pairs(inventory.get_contents()) do
if game.item_prototypes[name].subgroup.name == item_subgroup then return true end
end
return false
end
local function insert_item_into_chest(player_inventory, chests, filtered_chests, name, count)
--Attempt to store in chests that already have the same item.
for _, chest in pairs(chests) do
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
if chest_inventory.find_item_stack(name) then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then return end
end
end
end
--Attempt to store in empty chests.
for _, chest in pairs(filtered_chests) do
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
if chest_inventory.is_empty() then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then return 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 _, chest in pairs(filtered_chests) do
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
if does_inventory_contain_item_type(chest_inventory, item_subgroup) then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then return end
end
end
end
end
--Attempt to store in mixed chests.
for _, chest in pairs(filtered_chests) do
local chest_inventory = chest.get_inventory(defines.inventory.chest)
if chest_inventory.can_insert({name = name, count = count}) then
local inserted_count = chest_inventory.insert({name = name, count = count})
player_inventory.remove({name = name, count = inserted_count})
create_floaty_text(chest.surface, chest.position, name, inserted_count)
count = count - inserted_count
if count <= 0 then return end
end
end
end
local function auto_stash(player, event)
local button = event.button
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_inventory(defines.inventory.character_main)
if inventory.is_empty() then player.print("Inventory is empty.", print_color) return end
local chests = get_nearby_chests(player)
if not chests[1] then player.print("No valid nearby containers found.", print_color) return end
local filtered_chests = {}
for _, e in pairs(chests) do
if chest_is_valid(e) then filtered_chests[#filtered_chests + 1] = e end
end
global.autostash_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 ore_types = {
["coal"] = true,
["stone"] = true,
["iron-ore"] = true,
["copper-ore"] = true,
["uranium-ore"] = true
}
for name, count in pairs(inventory.get_contents()) do
if not inventory.find_item_stack(name).grid and not hotbar_items[name] then
if button == defines.mouse_button_type.right then
if ore_types[name] then
insert_item_into_chest(inventory, chests, filtered_chests, name, count)
end
elseif button == defines.mouse_button_type.left then
insert_item_into_chest(inventory, chests, filtered_chests, name, count)
end
end
end
global.autostash_floating_text_y_offsets = nil
end
local function create_gui_button(player)
if player.gui.top.auto_stash then return end
local b = player.gui.top.add({
type = "sprite-button",
sprite = "item/wooden-chest",
name = "auto_stash",
tooltip = "Sort your inventory into nearby chests.\nLMB: Everything, excluding quickbar items.\nRMB: Only ores."
})
b.style.font_color = {r=0.11, g=0.8, b=0.44}
b.style.font = "heading-1"
b.style.minimal_height = 38
b.style.minimal_width = 38
b.style.maximal_height = 38
b.style.maximal_width = 38
b.style.padding = 1
b.style.margin = 0
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
if event.element.name == "auto_stash" then
auto_stash(game.players[event.player_index], event)
end
end
local event = require 'utils.event'
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_gui_click, on_gui_click)