mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
257 lines
6.4 KiB
Lua
257 lines
6.4 KiB
Lua
local Event = require 'utils.event'
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local Token = require 'utils.global_token'
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local Gui = require 'utils.gui'
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local Task = require 'utils.Task'
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local Global = require 'utils.global'
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local Game = require 'utils.game'
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local chests = {}
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local chests_next = {}
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Global.register(
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{chests = chests, chests_next = chests_next},
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function(tbl)
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chests = tbl.chests
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chests_next = tbl.chests_next
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end
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)
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local chest_gui_frame_name = Gui.uid_name()
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local chest_content_table_name = Gui.uid_name()
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local function built_entity(event)
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local entity = event.created_entity
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if not entity or not entity.valid or entity.name ~= 'infinity-chest' then
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return
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end
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chests[entity.unit_number] = {entity = entity, storage = {}}
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end
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local function get_stack_size(name)
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local proto = game.item_prototypes[name]
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if not proto then
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log('item prototype ' .. name .. ' not found')
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return 1
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end
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return proto.stack_size
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end
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local function do_item(name, count, inv, storage)
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local size = get_stack_size(name)
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local diff = count - size
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if diff == 0 then
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return
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end
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local new_amount = 0
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if diff > 0 then
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inv.remove({name = name, count = diff})
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local prev = storage[name] or 0
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new_amount = prev + diff
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elseif diff < 0 then
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local prev = storage[name]
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if not prev then
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return
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end
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diff = math.min(prev, -diff)
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local inserted = inv.insert({name = name, count = diff})
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new_amount = prev - inserted
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end
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if new_amount == 0 then
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storage[name] = nil
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else
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storage[name] = new_amount
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end
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end
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local function tick()
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local chest_id, chest_data = next(chests, chests_next[1])
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chests_next[1] = chest_id
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if not chest_id then
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return
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end
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local entity = chest_data.entity
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if not entity or not entity.valid then
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chests[chest_id] = nil
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else
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local storage = chest_data.storage
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local inv = entity.get_inventory(1) --defines.inventory.chest
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local contents = inv.get_contents()
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for name, count in pairs(contents) do
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do_item(name, count, inv, storage)
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end
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for name, _ in pairs(storage) do
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if not contents[name] then
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do_item(name, 0, inv, storage)
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end
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end
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end
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end
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local function create_chest_gui_content(frame, player, chest)
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local storage = chest.storage
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local inv = chest.entity.get_inventory(1).get_contents()
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local grid = frame[chest_content_table_name]
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if grid then
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grid.clear()
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else
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grid = frame.add {type = 'table', name = chest_content_table_name, column_count = 10, style = 'slot_table'}
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end
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for name, count in pairs(storage) do
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local number = count + (inv[name] or 0)
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grid.add {
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type = 'sprite-button',
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sprite = 'item/' .. name,
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number = number,
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tooltip = name,
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--style = 'slot_button'
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enabled = false
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}
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end
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for name, count in pairs(inv) do
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if not storage[name] then
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grid.add {
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type = 'sprite-button',
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sprite = 'item/' .. name,
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number = count,
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tooltip = name,
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--style = 'slot_button'
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enabled = false
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}
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end
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end
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player.opened = frame
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end
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local chest_gui_content_callback
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chest_gui_content_callback =
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Token.register(
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function(data)
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local player = data.player
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if not player or not player.valid then
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return
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end
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local opened = data.opened
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if not opened or not opened.valid then
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return
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end
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local entity = data.chest.entity
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if not entity.valid then
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player.opened = nil
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opened.destroy()
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return
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end
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if not player.connected then
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player.opened = nil
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opened.destroy()
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return
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end
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create_chest_gui_content(opened, player, data.chest)
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Task.set_timeout_in_ticks(60, chest_gui_content_callback, data)
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end
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)
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local function gui_opened(event)
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if not event.gui_type == defines.gui_type.entity then
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return
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end
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local entity = event.entity
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if not entity or not entity.valid or entity.name ~= 'infinity-chest' then
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return
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end
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local chest = chests[entity.unit_number]
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if not chest then
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return
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end
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local player = Game.players[event.player_index]
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if not player or not player.valid then
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return
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end
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local frame =
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player.gui.center.add {
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type = 'frame',
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name = chest_gui_frame_name,
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caption = 'Infinite Storage Chest',
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direction = 'vertical'
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}
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local text =
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frame.add {
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type = 'label',
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caption = '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 100 coins.'
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}
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text.style.single_line = false
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local content_header = frame.add {type = 'label', caption = 'Content'}
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content_header.style.font = 'default-listbox'
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create_chest_gui_content(frame, player, chest)
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Task.set_timeout_in_ticks(60, chest_gui_content_callback, {player = player, chest = chest, opened = frame})
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end
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Event.add(defines.events.on_built_entity, built_entity)
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Event.add(defines.events.on_robot_built_entity, built_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)
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Event.add(
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defines.events.on_player_died,
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function(event)
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local player = Game.players[event.player_index or 0]
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if not player or not player.valid then
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return
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end
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local element = player.gui.center
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if element and element.valid then
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element = element[chest_gui_frame_name]
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if element and element.valid then
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element.destroy()
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end
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end
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end
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)
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Gui.on_custom_close(
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chest_gui_frame_name,
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function(event)
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event.element.destroy()
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end
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)
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local market_items = require 'resources.market_items'
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table.insert(
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market_items,
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{price = {{market_items.market_item, 100}}, offer = {type = 'give-item', item = 'infinity-chest'}}
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)
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