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https://github.com/clusterio/clusterio.git
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82 lines
2.5 KiB
Lua
82 lines
2.5 KiB
Lua
local clusterio_api = require("modules/clusterio/api")
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local serialize = require("modules/clusterio/serialize")
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local inventories = require("modules/inventory_sync/define_player_inventories")
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local save_crafts = require("modules/inventory_sync/save_crafts")
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local player_stat_keys = require("modules/inventory_sync/define_player_stat_keys")
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function upload_inventory(playerIndex)
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local player = game.get_player(playerIndex)
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if player.character == nil then
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-- Panic!
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log("ERROR: Player "..player.name.." quit without a character. Inventory not uploaded")
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return false
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end
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local serialized_player = {
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name = player.name,
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inventories = {},
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hotbar = {},
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color = player.color,
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chat_color = player.chat_color,
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tag = player.tag,
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-- admin = player.admin, -- This is handled by other parts of clusterio
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personal_logistic_slots = {},
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force = player.force.name,
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cheat_mode = player.cheat_mode,
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flashlight = player.is_flashlight_enabled(),
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}
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-- Transfer player stats
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for _,v in pairs(player_stat_keys) do
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serialized_player[v] = player[v]
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end
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-- Serialize hotbar
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for i = 1, 100 do
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serialized_player.hotbar[i] = {}
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local slot = player.get_quick_bar_slot(i)
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if slot ~= nil and slot.name ~= nil then
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serialized_player.hotbar[i] = slot.name
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end
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end
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-- Serialize personal logistics slots
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for i = 1, 200 do -- Nobody will have more than 200 logistics slots, right?
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local slot = player.get_personal_logistic_slot(i)
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if slot.name ~= nil then
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-- We leave [1] empty to force the JSON function to parse it as an object.
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-- When its parsed as an array we get inconsistent key datatypes depending
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-- on whether or not it is sparse.
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serialized_player.personal_logistic_slots[i+1] = {
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name = slot.name,
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min = slot.min,
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max = slot.max,
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}
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end
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end
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-- Serialize inventories
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for _, inv in pairs(inventories) do
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local inventory = player.get_inventory(inv)
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if inventory ~= nil then
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local serialized_inventory = serialize.serialize_inventory(inventory)
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serialized_player.inventories[inv] = serialized_inventory
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end
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end
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-- Serialize crafting queue saved by /csc or /save-crafts OR automatically
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save_crafts({player_index = player.name})
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serialized_player.crafting_queue = global.inventory_sync.saved_crafting_queue[player.name]
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if serialized_player.crafting_queue == nil then
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serialized_player.crafting_queue = {}
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end
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clusterio_api.send_json("inventory_sync_upload", serialized_player)
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-- Clear saved crafting queue
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global.inventory_sync.saved_crafting_queue[player.name] = nil
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end
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return upload_inventory
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