mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
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.clear_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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