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mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/features/infinite_storage_chest.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

277 lines
7.0 KiB
Lua

local Module = {}
local Event = require 'utils.event'
local Token = require 'utils.token'
local Gui = require 'utils.gui'
local Task = require 'utils.task'
local Global = require 'utils.global'
local Table = require 'utils.table'
local format = string.format
local chests = {}
local chests_next = {}
local config = storage.config.infinite_storage_chest
Global.register(
{chests = chests, chests_next = chests_next},
function(tbl)
chests = tbl.chests
chests_next = tbl.chests_next
end
)
local chest_gui_frame_name = Gui.uid_name()
local chest_content_table_name = Gui.uid_name()
function Module.create_chest(surface, position, storage)
local entity = surface.create_entity {name = 'infinity-chest', position = position, force = 'player'}
chests[entity.unit_number] = {entity = entity, storage = storage}
return entity
end
local function built_entity(event)
local entity = event.entity
if not entity or not entity.valid or entity.name ~= 'infinity-chest' then
return
end
entity.active = false
chests[entity.unit_number] = {entity = entity, storage = {}}
end
local function get_stack_size(name)
local proto = prototypes.item[name]
if not proto then
log('item prototype ' .. name .. ' not found')
return 1
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)
local inserted = inv.insert({name = name, count = diff})
new_amount = prev - inserted
end
if new_amount == 0 then
storage[name] = nil
else
storage[name] = new_amount
end
end
local function tick()
local chest_id, chest_data = next(chests, chests_next[1])
chests_next[1] = chest_id
if not chest_id then
return
end
local entity = chest_data.entity
if not entity or not entity.valid then
chests[chest_id] = nil
else
local storage = chest_data.storage
local inv = entity.get_inventory(defines.inventory.chest)
local contents = inv.get_contents()
for _, item_stack in pairs(contents) do
do_item(item_stack.name, item_stack.count, inv, storage)
end
local dict = Table.array_to_dict(contents, 'name')
for name, _ in pairs(storage) do
if not dict[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 = Table.array_to_dict(chest.entity.get_inventory(defines.inventory.chest).get_contents(), 'name')
local grid = frame[chest_content_table_name]
if grid then
grid.clear()
else
grid = frame.add {type = 'table', name = chest_content_table_name, column_count = 10, style = 'slot_table'}
end
for name, count in pairs(storage) do
local number = count + (inv[name] and inv[name].count or 0)
grid.add {
type = 'sprite-button',
sprite = 'item/' .. name,
number = number,
tooltip = name,
--style = 'slot_button'
enabled = false
}
end
for name, item_stack in pairs(inv) do
if not storage[name] then
grid.add {
type = 'sprite-button',
sprite = 'item/' .. name,
number = item_stack.count,
tooltip = name,
--style = 'slot_button'
enabled = false
}
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
local entity = data.chest.entity
if not entity.valid then
player.opened = nil
opened.destroy()
return
end
if not player.connected then
player.opened = nil
opened.destroy()
return
end
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 chest = chests[entity.unit_number]
if not chest then
return
end
local player = game.get_player(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',
direction = 'vertical'
}
local text =
frame.add {
type = 'label',
caption = format('This chest stores unlimited quantity of items (up to 48 different item types).\nThe chest is best used with an inserter to add / remove items.\nIf the chest is mined or destroyed the items are lost.\nYou can buy the chest at the market for %s coins.', config.cost)
}
text.style.single_line = false
local content_header = frame.add {type = 'label', caption = 'Content'}
content_header.style.font = 'default-listbox'
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_tick, tick)
Event.add(defines.events.on_gui_opened, gui_opened)
Event.add(
defines.events.on_player_died,
function(event)
local player = game.get_player(event.player_index or 0)
if not player or not player.valid then
return
end
local element = player.gui.center
if element and element.valid then
element = element[chest_gui_frame_name]
if element and element.valid then
element.destroy()
end
end
end
)
Gui.on_custom_close(
chest_gui_frame_name,
function(event)
event.element.destroy()
end
)
local market_items = require 'resources.market_items'
table.insert(
market_items,
{
price = config.cost,
name = 'infinity-chest',
description = 'Stores unlimited quantity of items for up to 48 different item types'
}
)
return Module