mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-16 10:19:27 +02:00
5a45ff1729
* Fix for hydra worms destroying base Also include a force disable of research for all quadrants to prevent a save mitigation bug from a factorio version to another. * Fixed wrong worm tier * Mapgen settings and market locale Added mapgen settings based on feedback Added [retailer] market_name to use in rendering the market name over the market. Key has been added in en, de and da with translations. Indentation fix * Fixed floating 'a' * Fixed global variable * Updated item to chest Made it more clear what happens when you cross the border in a train Also added a GPS coordinate for the spawned chest * Bug fixes for chests spawn * Gave buttons uid_name() * Removed debug statements * Fixed Item to chest People think the previous behavior was a glitch so I've changed it to align with their expectations. Also increased evolution factor from pollution a bit * fixed game.player * Added crafting_queue_size check * Updated enemy settings * Merged map_settings and mapgen_settings, added wall * Merged map_settings and mapgen_settings * Added three toggles to settings, disabled item to chest when traveling in trains * Game.get_player_by_index converted to game.get_player * Added charting and removed unused variable 'Game' * Fixed for 0.17.35 https://forums.factorio.com/70188 * Fix for 0.17.35 * Added comments to force new CI build * fixed missing player_inventory -> character_inventory
86 lines
2.6 KiB
Lua
86 lines
2.6 KiB
Lua
local RS = require 'map_gen.shared.redmew_surface'
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local Event = require 'utils.event'
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local Public = {}
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local function create_chest(player, position, radius, bounding_box)
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local surface = RS.get_surface()
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position = position ~= nil and position or player.position
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local pos
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if radius then
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pos = surface.find_non_colliding_position('steel-chest', position, radius, 1)
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elseif bounding_box then
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pos = surface.find_non_colliding_position_in_box('steel-chest', bounding_box, 1)
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end
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if pos ~= nil then
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local chest = surface.create_entity {name = 'steel-chest', position = pos, force = player.force}
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chest.minable = false
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return chest
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end
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return false
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end
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function Public.transfer_inventory(player_index, inventories, position, radius, bounding_box)
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if inventories == nil or player_index == nil then
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return 'You need to specify a player index and a table of define.inventory'
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end
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local player = game.get_player(player_index)
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player.clean_cursor()
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while player.crafting_queue_size ~= 0 do
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player.cancel_crafting(player.crafting_queue[1])
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end
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local chest
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for _, inventory in pairs(inventories) do
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inventory = player.get_inventory(inventory)
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for name, count in pairs(inventory.get_contents()) do
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local ItemStack = {name = name, count = count}
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inventory.remove(ItemStack)
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while count > 0 do
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if not chest or not chest.can_insert(ItemStack) then
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chest = create_chest(player, position, radius, bounding_box)
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if not chest then
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return false
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end
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end
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count = count - chest.insert(ItemStack)
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ItemStack = {name = name, count = count}
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end
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end
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end
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if not chest then
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return false
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end
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return chest.position
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end
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local function on_gui_closed(event)
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local entity = event.entity
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if entity == nil or not entity.valid then
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return
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end
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if entity.name == 'steel-chest' and entity.minable == false and not entity.has_items_inside() then
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entity.destroy()
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end
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end
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local function ctrl_empty(event)
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local entity = event.last_entity
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if entity == nil or not entity.valid then
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return
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end
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if entity.name == 'steel-chest' and not entity.minable then
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event.entity = entity
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on_gui_closed(event)
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end
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end
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Event.add(defines.events.on_gui_closed, on_gui_closed)
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Event.add(defines.events.on_selected_entity_changed, ctrl_empty)
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Event.add(defines.events.on_pre_player_mined_item)
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return Public
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