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RedMew/infinite_storage_chest.lua

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local Event = require 'utils.event'
local Gui = require 'utils.gui'
local Token = require 'utils.global_token'
local Task = require 'utils.Task'
local chests = {}
local chests_data = {chests = chests}
local chests_data_token = Token.register_global(chests_data)
Event.on_load(
function()
chests_data = Token.get_global(chests_data_token)
chests = chests_data.chests
end
)
local chest_gui_frame_name = Gui.uid_name()
local function built_entity(event)
local entity = event.created_entity
if not entity or not entity.valid or entity.name ~= 'infinity-chest' then
return
end
local pos = entity.position
chests[pos.x .. ',' .. pos.y] = {entity = entity, storage = {}}
end
local function mined_entity(event)
local entity = event.entity
if not entity or not entity.valid or entity.name ~= 'infinity-chest' then
return
end
local pos = entity.position
chests[pos.x .. ',' .. pos.y] = nil
end
local function get_stack_size(name)
local proto = game.item_prototypes[name]
if not proto then
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log('item prototype ' .. name .. ' not found')
return 1
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end
return proto.stack_size
end
local function do_item(name, count, inv, storage)
local size = get_stack_size(name)
local diff = count - size
if diff == 0 then
return
end
local new_amount = 0
if diff > 0 then
inv.remove({name = name, count = diff})
local prev = storage[name] or 0
new_amount = prev + diff
elseif diff < 0 then
local prev = storage[name]
if not prev then
return
end
diff = math.min(prev, -diff)
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local inserted = inv.insert({name = name, count = diff})
new_amount = prev - inserted
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end
if new_amount == 0 then
storage[name] = nil
else
storage[name] = new_amount
end
end
local function tick()
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local chest
chests_data.next, chest = next(chests, chests_data.next)
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if not chest then
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return
end
local entity = chest.entity
if not entity or not entity.valid then
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chests[chests_data.next] = nil
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else
local storage = chest.storage
local inv = entity.get_inventory(1) --defines.inventory.chest
local contents = inv.get_contents()
for name, count in pairs(contents) do
do_item(name, count, inv, storage)
end
for name, _ in pairs(storage) do
if not contents[name] then
do_item(name, 0, inv, storage)
end
end
end
end
local function create_chest_gui_content(frame, player, chest)
local storage = chest.storage
local inv = chest.entity.get_inventory(1).get_contents()
local grid = frame.add {type = 'table', column_count = 10, style = 'slot_table'}
for name, count in pairs(storage) do
local number = count + (inv[name] or 0)
grid.add {
type = 'sprite-button',
sprite = 'item/' .. name,
number = number,
tooltip = name,
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--style = 'slot_button'
enabled = false
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}
end
for name, count in pairs(inv) do
if not storage[name] then
grid.add {
type = 'sprite-button',
sprite = 'item/' .. name,
number = count,
tooltip = name,
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--style = 'slot_button'
enabled = false
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}
end
end
player.opened = frame
end
local chest_gui_content_callback
chest_gui_content_callback =
Token.register(
function(data)
local player = data.player
if not player or not player.valid then
return
end
local opened = data.opened
if not opened or not opened.valid then
return
end
if not player.connected then
player.opened = nil
opened.destroy()
end
opened.clear()
create_chest_gui_content(opened, player, data.chest)
Task.set_timeout_in_ticks(60, chest_gui_content_callback, data)
end
)
local function gui_opened(event)
if not event.gui_type == defines.gui_type.entity then
return
end
local entity = event.entity
if not entity or not entity.valid or entity.name ~= 'infinity-chest' then
return
end
local pos = entity.position
local chest = chests[pos.x .. ',' .. pos.y]
if not chest then
return
end
local player = game.players[event.player_index]
if not player or not player.valid then
return
end
local frame =
player.gui.center.add {type = 'frame', name = chest_gui_frame_name, caption = 'Infinite Storage Chest'}
create_chest_gui_content(frame, player, chest)
Task.set_timeout_in_ticks(60, chest_gui_content_callback, {player = player, chest = chest, opened = frame})
end
Event.add(defines.events.on_built_entity, built_entity)
Event.add(defines.events.on_robot_built_entity, built_entity)
Event.add(defines.events.on_player_mined_entity, mined_entity)
Event.add(defines.events.on_robot_mined_entity, mined_entity)
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Event.add(defines.events.on_tick, tick)
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Event.add(defines.events.on_gui_opened, gui_opened)
Gui.on_custom_close(
chest_gui_frame_name,
function(event)
event.element.destroy()
end
)
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local market_items = require 'resources.market_items'
table.insert(market_items, {price = {{'raw-fish', 100}}, offer = {type = 'give-item', item = 'infinity-chest'}})