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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-04 09:42:30 +02:00
RedMew/features/auto_stash.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* Init Factorio 2.0 update

* add credits

* fix test module

* I know luackeck, I know

* Fixes

* Fix bad event.player_index handling

* Hotfixes

* Remove all filter inserters

* Migrate removed items

* Deprecating spidertron control and landfill features
2024-10-22 20:22:35 +01:00

660 lines
22 KiB
Lua

-- This adds a button that stashes/sorts your inventory into nearby chests in some kind of intelligent way
-- made by mewmew
-- modified by gerkiz & RedRafe
-- source: https://github.com/ComfyFactory/ComfyFactorio/blob/develop/modules/autostash.lua
-- ======================================================= --
local Color = require 'resources.color_presets'
local Event = require 'utils.event'
local Game = require 'utils.game'
local Global = require 'utils.global'
local LP = require 'utils.logistic_point'
local floor = math.floor
local this = {
floating_text_y_offsets = {},
whitelist = {},
insert_to_neutral_chests = false,
insert_into_furnace = false,
insert_into_wagon = false,
bottom_button = false,
small_radius = 2,
limit_containers = 50,
init_whitelist = false,
}
local Public = {}
Global.register(this, function(tbl) this = tbl end)
local bps_blacklist = { ['blueprint-book'] = true, ['blueprint'] = true }
local function container_has_requests(chest)
local requests = 0
if chest.type == 'logistic-container' then
local lp = chest.get_logistic_point(defines.logistic_member_index.logistic_container)
local filters = LP.get_filters(lp)
requests = #filters
end
return requests > 0
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
Game.create_local_flying_text({
surface = surface,
position = { position.x, position.y + this.floating_text_y_offsets[position.x .. '_' .. position.y] },
text = { '', '-', count, ' ', prototypes.item[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 entities
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
local containers = {}
for _, range in pairs(t) do
for _, entity in pairs(range) do
i = i + 1
if i >= (this.limit_containers or 50) then
return containers
end
containers[i] = entity
end
end
return containers
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.physical_position.x - r, player.physical_position.y - r }, { player.physical_position.x + r, player.physical_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', 'logistic-container' }
inventory_type = defines.inventory.cargo_wagon
end
local forces = player.force
if this.insert_to_neutral_chests then
forces = { player.force, 'neutral' }
end
for _, e in pairs(player.physical_surface.find_entities_filtered({ type = container_type, area = area, force = forces })) do
if ((player.physical_position.x - e.position.x) ^ 2 + (player.physical_position.y - e.position.y) ^ 2) <= r_square then
i = i + 1
containers[i] = e
end
end
containers = sort_entities_by_distance(player.physical_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 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 })
if inserted_count < 0 then
return
end
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 })
if inserted_count < 0 then
return
end
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 })
if inserted_count < 0 then
return
end
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
-- Attempt to load filtered slots
for chestnr, chest in pairs(chests.chest) do
if chest.type == 'logistic-container' then
local chest_inventory = chests.inventory[chestnr]
local lp = chest.get_logistic_point(defines.logistic_member_index.logistic_container)
local filters = LP.get_filters(lp)
for _, filter in pairs(filters) do
if filter.value.name == 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
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 req slots that are filtered
for chestnr, chest in pairs(chests.chest) do
if chest.type == 'logistic-container' then
local chest_inventory = chests.inventory[chestnr]
local lp = chest.get_logistic_point(defines.logistic_member_index.logistic_container)
local filters = LP.get_filters(lp)
for _, filter in pairs(filters) do
if filter.value.name == 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 chests that already have the same item.
for chestnr, chest in pairs(chests.chest) do
if container[chest.type] then
if container_has_requests(chest) then
goto continue
end
local chest_inventory = chests.inventory[chestnr]
if chest_inventory and chest_inventory.find_item_stack(stack.name) then
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
::continue::
end
end
-- Attempt to store in empty chests.
for chestnr, chest in pairs(filtered_chests.chest) do
if container[chest.type] then
if container_has_requests(chest) then
goto continue
end
local chest_inventory = filtered_chests.inventory[chestnr]
if not chest_inventory then
break
end
local count = chest_inventory.get_item_count() == 0
if count 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
::continue::
end
end
local item_prototypes = prototypes.item
-- Attempt to store in chests with same item subgroup.
local item_subgroup = prototypes.item[name].subgroup.name
if item_subgroup then
for chestnr, chest in pairs(filtered_chests.chest) do
if container_has_requests(chest) then
goto continue
end
if container[chest.type] then
local chest_inventory = filtered_chests.inventory[chestnr]
if not chest_inventory then
break
end
local content = chest_inventory.get_contents()
if chest_inventory.can_insert(stack) then
for item_stack, _ in pairs(content) do
local t = item_prototypes[item_stack.name]
if t and t.subgroup.name == 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
::continue::
end
end
-- Attempt to store in mixed chests.
for chestnr, chest in pairs(filtered_chests.chest) do
if container[chest.type] then
if container_has_requests(chest) then
goto continue
end
local chest_inventory = filtered_chests.inventory[chestnr]
if not chest_inventory then
break
end
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
::continue::
end
end
end
local function whitelist()
local resources = prototypes.entity
local items = prototypes.item
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 and 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 and 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
this.init_whitelist = true
end
function Public.auto_stash(player, event)
if not this.init_whitelist then
whitelist()
end
local button = event.button
local ctrl = event.control
local shift = event.shift
if not (player and player.valid) then
return
end
if not (player.character and player.character.valid) then
player.print({'auto_stash.err_no_character'}, {color = Color.warning})
return
end
local inventory = player.get_main_inventory()
if inventory.is_empty() then
player.print({'auto_stash.err_no_inventory'}, {color = Color.warning})
return
end
local floaty_text_list = {}
local chests = { chest = {}, inventory = {} }
local r = this.small_radius
local area = { { player.physical_position.x - r, player.physical_position.y - r }, { player.physical_position.x + r, player.physical_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({'auto_stash.err_no_container'}, {color = Color.warning})
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] and not bps_blacklist[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 -- insert into wagon
if button == defines.mouse_button_type.right then -- insert all ores into wagon
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 -- insert all filtered into wagon
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 -- only ores to nearby chests
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 -- all items to nearby chests
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
function Public.insert_into_furnace(value)
this.insert_into_furnace = value or false
end
function Public.insert_into_wagon(value)
this.insert_into_wagon = value or false
end
function Public.limit_containers(value)
this.limit_containers = value or 50
end
function Public.insert_to_neutral_chests(value)
this.insert_to_neutral_chests = value or false
end
Event.on_configuration_changed(whitelist)
Event.on_init(whitelist)
return Public