mirror of
https://github.com/clusterio/clusterio.git
synced 2026-11-11 23:04:52 +09:00
The built-in shortcuts are not toggleable in their prototypes and set_shortcut_toggled only affects custom Lua shortcuts, so the state behind them is synced instead: allow_dispatching_robots on the character, inhibit_movement_bonus on the armor grid, and every field of game_view_settings. map_view_settings is write-only and cannot be read. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
894 lines
27 KiB
Lua
894 lines
27 KiB
Lua
local compat = require("modules/clusterio/compat")
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local clusterio_serialize = require("modules/clusterio/serialize")
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local character_inventories = require("modules/inventory_sync/define_player_inventories")
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local character_stat_keys = require("modules/inventory_sync/define_player_stat_keys")
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local game_view_settings_keys = require("modules/inventory_sync/define_game_view_settings")
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local serialize = {}
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local v2_logistic_api = compat.version_ge("2.0.0")
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local v2_storage_api = compat.version_ge("2.0.0")
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local v2_remote_controller = compat.version_ge("2.0.0")
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local v2_space_platform = compat.version_ge("2.0.0")
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local v2_exit_remote_view = compat.version_ge("2.0.56")
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local recipe_notifications_api = compat.version_ge("2.0.67")
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local v2_0_quick_bar_api = compat.version_ge("2.0.0")
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local v2_1_quick_bar_api = compat.version_ge("2.1.0")
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function serialize.serialize_inventories(source, inventories)
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local serialized = {}
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for name, index in pairs(inventories) do
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local inventory = source.get_inventory(index)
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if inventory ~= nil then
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serialized[name] = clusterio_serialize.serialize_inventory(inventory)
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end
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end
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return serialized
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end
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function serialize.deserialize_inventories(destination, serialized, inventories)
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for name, index in pairs(inventories) do
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local inventory = destination.get_inventory(index)
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if inventory ~= nil and serialized[name] ~= nil then
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inventory.clear()
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clusterio_serialize.deserialize_inventory(inventory, serialized[name])
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end
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end
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end
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-- Characters are serialized into a table with the following fields:
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-- character_crafting_speed_modifier
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-- character_mining_speed_modifier
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-- character_additional_mining_categories
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-- character_running_speed_modifier
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-- character_build_distance_bonus
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-- character_item_drop_distance_bonus
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-- character_reach_distance_bonus
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-- character_resource_reach_distance_bonus
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-- character_item_pickup_distance_bonus
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-- character_loot_pickup_distance_bonus
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-- character_inventory_slots_bonus
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-- character_trash_slot_count_bonus
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-- character_maximum_following_robot_count_bonus
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-- character_health_bonus
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-- character_personal_logistic_requests_enabled
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-- allow_dispatching_robots
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-- inhibit_movement_bonus (optional, from the armor equipment grid)
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-- inventories: table of character inventory name to inventory content
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function serialize.serialize_character(character)
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local serialized = { }
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-- Serialize character stats
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for _, key in pairs(character_stat_keys) do
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serialized[key] = character[key]
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end
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-- Serialize character inventories
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serialized.inventories = serialize.serialize_inventories(character, character_inventories)
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-- Serialize armor grid state
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local grid = character.grid
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if grid then
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serialized.inhibit_movement_bonus = grid.inhibit_movement_bonus
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end
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return serialized
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end
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function serialize.deserialize_character(character, serialized)
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-- Deserialize character stats
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for _, key in pairs(character_stat_keys) do
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character[key] = serialized[key]
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end
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-- Deserialize character inventories
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serialize.deserialize_inventories(character, serialized.inventories, character_inventories)
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-- Deserialize armor grid state, the grid exists after the armor inventory is restored
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local grid = character.grid
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if grid and serialized.inhibit_movement_bonus ~= nil then
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grid.inhibit_movement_bonus = serialized.inhibit_movement_bonus
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end
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end
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-- Personal logistic slots is a table mapping string indexes to a table with the following fields:
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-- name
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-- min
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-- max
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function serialize.serialize_personal_logistic_slots(player)
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-- Check if logistics technology is researched
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local force = player.force
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if not force.technologies["logistic-robotics"] or not force.technologies["logistic-robotics"].researched then
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return nil
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end
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if v2_logistic_api then
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local logistic_point = player.get_requester_point()
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if logistic_point == nil then
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return nil
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end
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local serialized = {
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enabled = logistic_point.enabled,
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trash_not_requested = logistic_point.trash_not_requested,
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sections = {},
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}
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for i = 1, logistic_point.sections_count do
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local section = logistic_point.get_section(i)
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serialized.sections[i] = {
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group = section.group,
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active = section.active,
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multiplier = section.multiplier,
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filters = section.filters,
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}
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end
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return serialized
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end
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local serialized = nil
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-- Serialize personal logistic slots
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local last_valid = 0
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for i = 1, 65536 do
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local slot = player.get_personal_logistic_slot(i)
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if slot.name then
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last_valid = i
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if not serialized then
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serialized = {}
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end
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serialized[tostring(i)] = {
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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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-- Stop after 100 empty slots
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elseif last_valid + 100 <= i then
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break
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end
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end
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return serialized
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end
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function serialize.deserialize_personal_logistic_slots(player, serialized)
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if not serialized then
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return
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end
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-- Check if logistics technology is researched
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local force = player.force
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if not force.technologies["logistic-robotics"] or not force.technologies["logistic-robotics"].researched then
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return
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end
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-- Load personal logistic slots
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if v2_logistic_api then
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local logistic_point = player.get_requester_point()
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if logistic_point == nil then
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return
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end
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-- Remove old sections up to section_count
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for i = logistic_point.sections_count, 1, -1 do
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logistic_point.remove_section(i)
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end
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-- If this is an array instead of a table, migrate to v2 format
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if serialized[1] ~= nil then
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local section = logistic_point.add_section()
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for i, slot in pairs(serialized) do
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section.set_slot(i, {
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value = {
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name = slot.name,
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quality = "normal",
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},
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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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else
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-- Regular 2.0+ deserialization
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logistic_point.enabled = serialized.enabled
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logistic_point.trash_not_requested = serialized.trash_not_requested
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for i, section in pairs(serialized.sections) do
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local sec = logistic_point.add_section()
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sec.active = section.active
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sec.multiplier = section.multiplier
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if section.group ~= "" then -- "" is the default group name, which is truthy
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-- Named groups get added with name only - this avoids overwriting existing groups on the server
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sec.group = section.group
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else
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-- Unnamed groups get added with filters
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sec.filters = section.filters
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end
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end
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end
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else
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for i, slot in pairs(serialized) do
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if slot ~= nil then
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player.set_personal_slogistic_slot(tonumber(i), slot)
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end
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end
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end
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end
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-- name is a custom type where quality is "normal" and comparator is "=" (most common case)
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--- @alias QuickBarSlotEncoded.name string
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--- @alias QuickBarSlotEncoded.filter { t: "f", n: string, q: string, c: string }
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--- @alias QuickBarSlotEncoded QuickBarSlotEncoded.name | QuickBarSlotEncoded.filter
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--- @param filter ItemFilter
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--- @return QuickBarSlotEncoded
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local function serialize_filter(filter)
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if filter.quality == "normal" and filter.comparator == "=" then
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return filter.name --[[@as string]]
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end
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return {
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t = "f",
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n = filter.name --[[@as string]],
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q = filter.quality --[[@as string]],
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c = filter.comparator --[[@as string]],
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}
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end
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--- @param slot QuickBarSlot | ItemFilter | LuaItemPrototype
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--- @return QuickBarSlotEncoded | nil
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function serialize.serialize_quick_bar_slot(slot)
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if v2_1_quick_bar_api then
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-- 2.1 has a dedicated type for quick bar slots
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--- @cast slot QuickBarSlot
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if slot.type == "filter" then
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return serialize_filter(slot.filter)
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end
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print("Warning: Unsupported quick bar slot type '" .. slot.type .. "'")
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return nil
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end
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if v2_0_quick_bar_api then
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-- 2.0 gives us an item filter which supports quality
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--- @cast slot -QuickBarSlot, -LuaItemPrototype
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return serialize_filter(slot)
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end
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-- pre 2.0 quality did not exist
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--- @cast slot LuaItemPrototype
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return slot.name
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end
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--- @param entry string | QuickBarSlotEncoded
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--- @return QuickBarSlot | ItemWithQualityID | nil
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function serialize.deserialize_quick_bar_slot(entry)
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if v2_1_quick_bar_api then
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-- Return a quick bar slot
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if type(entry) == "string" then
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return {
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type = "filter",
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filter = {
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name = entry,
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quality = "normal",
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comparator = "=",
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},
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}
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end
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if entry.t == "f" then
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return {
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type = "filter",
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filter = {
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name = entry.n,
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quality = entry.q,
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comparator = entry.c,
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},
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} --[[@as QuickBarSlot]]
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end
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print("Warning: Unsupported serialized quick bar slot type '" .. tostring(entry.t) .. "'")
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return nil
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end
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if v2_0_quick_bar_api then
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-- Return a ItemIDAndQualityIDPair (member of ItemWithQualityID)
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if type(entry) == "string" then
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return {
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name = entry,
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quality = "normal",
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}
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end
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-- entry.t == "f" is only remaining case for 2.0
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return {
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name = entry.n,
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quality = entry.q,
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}
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end
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-- Return a string (member of ItemPrototypeIdentification)
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-- Pre 2.0 this was the only method of encoding used
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return entry --[[@as string]]
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end
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--- @param player LuaPlayer
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--- @return table<string, QuickBarSlotEncoded>?
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function serialize.serialize_quick_bar(player)
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local serialized
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local width = v2_1_quick_bar_api and player.quick_bar_width
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for i = 1, 100 do
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local slot
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if v2_1_quick_bar_api then
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local page = math.floor((i - 1) / width) + 1
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local page_slot = ((i - 1) % width) + 1
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slot = player.get_quick_bar_slot(page, page_slot)
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else
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--- @diagnostic disable-next-line: missing-parameter
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slot = player.get_quick_bar_slot(i)
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end
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if slot ~= nil then
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local entry = serialize.serialize_quick_bar_slot(slot)
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if entry ~= nil then
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serialized = serialized or {}
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serialized[tostring(i)] = entry
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end
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end
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end
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return serialized
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end
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--- @param player LuaPlayer
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--- @param serialized table<string, string | QuickBarSlotEncoded>?
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function serialize.deserialize_quick_bar(player, serialized)
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if not serialized then
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return
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end
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local width = v2_1_quick_bar_api and player.quick_bar_width
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for i = 1, 100 do
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local entry = serialized[tostring(i)]
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if entry ~= nil then
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local slot = serialize.deserialize_quick_bar_slot(entry)
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if slot ~= nil then
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if v2_1_quick_bar_api then
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local page = math.floor((i - 1) / width) + 1
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local page_slot = ((i - 1) % width) + 1
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player.set_quick_bar_slot(page, page_slot, slot)
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else
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--- @diagnostic disable-next-line: param-type-mismatch
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player.set_quick_bar_slot(i, slot)
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end
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end
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end
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end
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end
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-- Crafting queue is a table with the following fields:
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-- crafting_queue
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-- ingredients
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function serialize.serialize_crafting_queue(player)
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local crafting_queue = {}
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-- Give player some more inventory space to avoid duplicating items
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player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1000
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-- Save current items
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local inventory = player.character.get_main_inventory()
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local old_items = inventory.get_contents()
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local crafting_queue_progress = player.crafting_queue_progress
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-- Cancel old crafts to get the items back
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while player.crafting_queue_size > 0 do
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local old_queue = player.crafting_queue
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-- Cancel craft
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player.cancel_crafting {
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index = 1,
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count = 1,
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}
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local rightmost_right_index = 0 -- 0 indexed since it is subtractive in a 1 indexed language
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local new_queue = player.crafting_queue
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while
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new_queue ~= nil and
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new_queue[#new_queue - rightmost_right_index] ~= nil and
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new_queue[#new_queue - rightmost_right_index].count >= old_queue[#old_queue - rightmost_right_index].count
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do
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rightmost_right_index = rightmost_right_index + 1
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end
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local oldItem = old_queue[#old_queue - rightmost_right_index]
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local newItem = nil
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if new_queue ~= nil then
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newItem = new_queue[#new_queue - rightmost_right_index]
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end
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-- Figure out how many items to add to queue
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local added = oldItem.count
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if newItem ~= nil then
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added = oldItem.count - newItem.count
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if oldItem.recipe ~= newItem.recipe then
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log("ERROR: Old item "..oldItem.recipe.." is not equal "..newItem.recipe)
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end
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end
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-- If the last item we added was of the same type, merge them in the queue
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if #crafting_queue > 0 and crafting_queue[#crafting_queue].recipe == oldItem.recipe then
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crafting_queue[#crafting_queue].count = crafting_queue[#crafting_queue].count + added
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else
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-- If the last item was of a different type, add a new item to the queue
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table.insert(crafting_queue, {
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recipe = oldItem.recipe,
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count = added,
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})
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end
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-- game.print("Saved craft "..oldItem.recipe)
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end
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local difference = {}
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if v2_storage_api then
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-- Find amount of items added and remove from inventory
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local new_items = inventory.get_contents()
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-- Build map of old counts by item name and quality
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local old_counts = {}
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for _, item in ipairs(old_items) do
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local key = item.name .. ":" .. item.quality
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old_counts[key] = (old_counts[key] or 0) + item.count
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end
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-- Compare with new items to find differences
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for _, item in ipairs(new_items) do
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local key = item.name .. ":" .. item.quality
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local old_count = old_counts[key] or 0
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local diff = item.count - old_count
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if diff > 0 then
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-- We don't have to worry about quality because quality can't be handcrafted
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local ingredient = {
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name = item.name,
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count = diff
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}
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inventory.remove(ingredient)
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table.insert(difference, ingredient)
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end
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end
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else
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-- Find amount of items added and remove from inventory
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local new_items = inventory.get_contents()
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for k,v in pairs(new_items) do
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local old_count = old_items[k]
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local diff = v
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if old_count ~= nil then
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diff = diff - old_count
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end
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if diff > 0 then
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local ingredient = {
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name = k,
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count = diff,
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}
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inventory.remove(ingredient)
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table.insert(difference, ingredient)
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end
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end
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end
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-- Remove extra inventory slots
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player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1000
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local serialized = {
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crafting_queue = crafting_queue,
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crafting_queue_progress = crafting_queue_progress,
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ingredients = difference,
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}
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-- Restore the crafting queue that was just destructively serialized
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serialize.deserialize_crafting_queue(player, serialized)
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return serialized
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end
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function serialize.deserialize_crafting_queue(player, serialized)
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local inventory = player.character.get_main_inventory()
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-- Give player some more inventory space to avoid duplicating items
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player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1000
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-- Add items to inventory
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for _, item in pairs(serialized.ingredients) do
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inventory.insert(item)
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end
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-- Load crafting queue
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for _, queueItem in pairs(serialized.crafting_queue) do
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-- Start crafting (consume items)
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player.begin_crafting {
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count = queueItem.count,
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recipe = queueItem.recipe,
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-- silent = true, -- Fail silently if items are missing
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}
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end
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-- Remove extra inventory slots
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player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1000
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-- Set progress of current craft
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player.crafting_queue_progress = serialized.crafting_queue_progress
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end
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---@param player LuaPlayer
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---@param failed string[]?
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---@return string?
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function serialize.serialize_crafting_notifications(player, failed)
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-- Get all unlocked recipes
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local recipes = {}
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for _, recipe in pairs(player.force.recipes) do
|
|
if recipe.enabled and not recipe.hidden then
|
|
recipes[recipe.name] = true
|
|
end
|
|
end
|
|
|
|
-- Remove those with notifications
|
|
for _, recipe in pairs(player.get_recipe_notifications()) do
|
|
recipes[recipe.name] = nil
|
|
end
|
|
|
|
-- Convert to a list of names
|
|
local recipe_names = failed or {} -- Includes previous recipes if any
|
|
local index = #recipe_names + 1
|
|
for name in pairs(recipes) do
|
|
recipe_names[index] = name
|
|
index = index + 1
|
|
end
|
|
|
|
return helpers.encode_string(helpers.table_to_json(recipe_names))
|
|
end
|
|
|
|
--- @param player LuaPlayer
|
|
--- @param serialized string
|
|
--- @return string[]? failed Recipe names that do not exist
|
|
function serialize.deserialize_crafting_notifications(player, serialized)
|
|
-- Decode the recipe name strings
|
|
local recipe_names = helpers.json_to_table(assert(helpers.decode_string(serialized)))
|
|
assert(type(recipe_names) == "table", "wrong type decoded from json_to_table")
|
|
local clear_notification = player.clear_recipe_notification
|
|
local add_notification = player.add_recipe_notification
|
|
local notifications = {}
|
|
local failed = {}
|
|
|
|
-- Assume all recipes need a notification
|
|
for _, recipe in pairs(player.force.recipes) do
|
|
if recipe.enabled and not recipe.hidden then
|
|
notifications[recipe.name] = true
|
|
end
|
|
end
|
|
|
|
-- Remove recipes the player has cleared
|
|
for _, recipe_name in pairs(recipe_names) do
|
|
if notifications[recipe_name] then
|
|
notifications[recipe_name] = false
|
|
else
|
|
-- Recipe does not exist on this server
|
|
failed[#failed+1] = recipe_name
|
|
end
|
|
end
|
|
|
|
-- Clear ones which are ones which are not required
|
|
for _, recipe in pairs(player.get_recipe_notifications()) do
|
|
if notifications[recipe.name] == false then
|
|
clear_notification(recipe.name)
|
|
end
|
|
notifications[recipe.name] = nil -- Prevents double add below
|
|
end
|
|
|
|
-- Add any which the player did not have
|
|
for recipe_name, should_add in pairs(notifications) do
|
|
if should_add then
|
|
add_notification(recipe_name)
|
|
end
|
|
end
|
|
|
|
-- Return failed recipes if any
|
|
return next(failed) and failed or nil
|
|
end
|
|
|
|
local controller_to_name = {}
|
|
for name, value in pairs(defines.controllers) do
|
|
controller_to_name[value] = name
|
|
end
|
|
|
|
--- @class SerializedPlayerData
|
|
--- @field generation number
|
|
--- @field name string
|
|
--- @field controller string
|
|
--- @field color Color
|
|
--- @field chat_color Color
|
|
--- @field tag string
|
|
--- @field force string
|
|
--- @field cheat_mode boolean
|
|
--- @field flashlight boolean
|
|
--- @field shortcuts table<string, boolean>?
|
|
--- @field game_view_settings table<string, boolean>?
|
|
--- @field ticks_to_respawn number
|
|
--- @field character table<string, any>?
|
|
--- @field inventories table<string, table>?
|
|
--- @field hotbar table<string, string>?
|
|
--- @field quick_bar table<string, QuickBarSlotEncoded>?
|
|
--- @field personal_logistic_slots table?
|
|
--- @field crafting_queue table?
|
|
--- @field recipe_notifications string?
|
|
|
|
--- @param player LuaPlayer
|
|
--- @return table<string, boolean>
|
|
function serialize.serialize_shortcuts(player)
|
|
local shortcuts = {}
|
|
for name, prototype in pairs(compat.prototypes.shortcut) do
|
|
if prototype.toggleable then
|
|
shortcuts[name] = player.is_shortcut_toggled(name)
|
|
end
|
|
end
|
|
return shortcuts
|
|
end
|
|
|
|
--- @param player LuaPlayer
|
|
--- @param serialized table<string, boolean>
|
|
function serialize.deserialize_shortcuts(player, serialized)
|
|
local shortcut_prototypes = compat.prototypes.shortcut
|
|
for name, toggled in pairs(serialized) do
|
|
local prototype = shortcut_prototypes[name]
|
|
if prototype and prototype.toggleable then
|
|
player.set_shortcut_toggled(name, toggled)
|
|
end
|
|
end
|
|
end
|
|
|
|
--- @param player LuaPlayer
|
|
--- @return table<string, boolean>
|
|
function serialize.serialize_game_view_settings(player)
|
|
local settings = player.game_view_settings
|
|
local serialized = {}
|
|
for _, key in pairs(game_view_settings_keys) do
|
|
serialized[key] = settings[key]
|
|
end
|
|
return serialized
|
|
end
|
|
|
|
--- @param player LuaPlayer
|
|
--- @param serialized table<string, boolean>
|
|
function serialize.deserialize_game_view_settings(player, serialized)
|
|
local settings = player.game_view_settings
|
|
for _, key in pairs(game_view_settings_keys) do
|
|
if serialized[key] ~= nil then
|
|
settings[key] = serialized[key]
|
|
end
|
|
end
|
|
end
|
|
|
|
--- @param player LuaPlayer
|
|
--- @param failed_deserialization FailedDeserializationPlayerData
|
|
--- @return SerializedPlayerData
|
|
function serialize.serialize_player(player, failed_deserialization)
|
|
--- @type SerializedPlayerData
|
|
local serialized = {
|
|
generation = 0, -- Gets replaced later
|
|
controller = controller_to_name[player.controller_type],
|
|
name = player.name,
|
|
color = player.color,
|
|
chat_color = player.chat_color,
|
|
tag = player.tag,
|
|
force = player.force.name,
|
|
cheat_mode = player.cheat_mode,
|
|
flashlight = player.is_flashlight_enabled(),
|
|
shortcuts = serialize.serialize_shortcuts(player),
|
|
game_view_settings = serialize.serialize_game_view_settings(player),
|
|
ticks_to_respawn = player.ticks_to_respawn,
|
|
}
|
|
|
|
-- In 2.0 we want to sync the physical controller to ignore remote view
|
|
if v2_remote_controller then
|
|
serialized.controller = controller_to_name[player.physical_controller_type]
|
|
end
|
|
|
|
-- For the waiting to respawn state the inventory logistic requests and filters are hidden on the player
|
|
if player.controller_type == defines.controllers.ghost and player.ticks_to_respawn then
|
|
player.ticks_to_respawn = nil -- Respawn now
|
|
|
|
serialized.personal_logistic_slots = serialize.serialize_personal_logistic_slots(player)
|
|
serialized.inventories = serialize.serialize_inventories(player, character_inventories)
|
|
|
|
-- Go back to waiting for respawn
|
|
local character = player.character
|
|
player.ticks_to_respawn = serialized.ticks_to_respawn
|
|
if character and character.valid then
|
|
character.destroy()
|
|
end
|
|
end
|
|
|
|
-- Serialize character
|
|
if player.character then
|
|
serialized.character = serialize.serialize_character(player.character)
|
|
serialized.personal_logistic_slots = serialize.serialize_personal_logistic_slots(player)
|
|
end
|
|
|
|
-- Serialize non-character inventories
|
|
if player.controller_type == defines.controllers.god
|
|
or v2_remote_controller and player.physical_controller_type == defines.controllers.god
|
|
then
|
|
serialized.inventories = serialize.serialize_inventories(player, { main = defines.inventory.god_main })
|
|
end
|
|
|
|
-- Serialize quick bar
|
|
serialized.quick_bar = serialize.serialize_quick_bar(player)
|
|
|
|
-- Serialize crafting queue
|
|
if player.character then
|
|
serialized.crafting_queue = serialize.serialize_crafting_queue(player)
|
|
end
|
|
|
|
-- Serialize recipe notifications
|
|
if recipe_notifications_api then
|
|
serialized.recipe_notifications = serialize.serialize_crafting_notifications(player, failed_deserialization.recipe_notifications)
|
|
end
|
|
|
|
return serialized
|
|
end
|
|
|
|
--- Find a surface characters can exist on, used when the player is on a space platform surface
|
|
--- @param platform LuaSpacePlatform
|
|
--- @return LuaSurface
|
|
local function find_planet_surface(platform)
|
|
local location = platform.space_location
|
|
local planet = location and game.planets[location.name]
|
|
if planet and planet.surface then
|
|
return planet.surface
|
|
end
|
|
for _, surface in pairs(game.surfaces) do
|
|
if not surface.platform then
|
|
return surface
|
|
end
|
|
end
|
|
error("No surface found which can hold a character")
|
|
end
|
|
|
|
--- Ensure a player has a character, works from any controller type
|
|
--- @param player LuaPlayer
|
|
--- @return LuaEntity
|
|
local function ensure_character(player)
|
|
-- Do nothing if the player has a valid character
|
|
local character = player.character
|
|
if character and character.valid then
|
|
return character
|
|
end
|
|
|
|
-- Exit remote view before switching controllers, this can fail if the player is on a platform
|
|
if v2_exit_remote_view and player.controller_type == defines.controllers.remote then
|
|
player.exit_remote_view()
|
|
end
|
|
|
|
-- Switch to god controller if create_character would fail
|
|
if player.controller_type ~= defines.controllers.god then
|
|
player.set_controller{ type = defines.controllers.god }
|
|
end
|
|
|
|
-- Characters can not be created on platform surfaces, restore_position will move them back into the hub
|
|
local surface = player.surface
|
|
if v2_space_platform and surface.platform then
|
|
local planet_surface = find_planet_surface(surface.platform)
|
|
local force = player.force --[[@as LuaForce]]
|
|
player.teleport(force.get_spawn_position(planet_surface), planet_surface)
|
|
end
|
|
|
|
-- Create and return the character
|
|
if not player.create_character() then
|
|
error(string.format(
|
|
"Failed to create character (controller: %s, physical: %s, surface: %s, connected: %s, driving: %s)",
|
|
controller_to_name[player.controller_type],
|
|
v2_remote_controller and controller_to_name[player.physical_controller_type] or "n/a",
|
|
player.surface.name, tostring(player.connected), tostring(player.driving)
|
|
))
|
|
end
|
|
return assert(player.character)
|
|
end
|
|
|
|
--- @class FailedDeserializationPlayerData
|
|
--- @field recipe_notifications string[]?
|
|
|
|
--- @param player LuaPlayer
|
|
--- @param serialized SerializedPlayerData
|
|
--- @return FailedDeserializationPlayerData?
|
|
function serialize.deserialize_player(player, serialized)
|
|
local failed_deserialization = {}
|
|
|
|
local target_controller = defines.controllers[serialized.controller]
|
|
if player.controller_type ~= target_controller or serialized.controller == "ghost" then
|
|
if serialized.controller == "character" then
|
|
-- Create a character but do not destroy an existing one
|
|
ensure_character(player)
|
|
if player.controller_type ~= target_controller then
|
|
player.set_controller{ type = target_controller }
|
|
end
|
|
|
|
elseif serialized.controller == "ghost" then
|
|
-- Ghost state stores hidden logistic and filters which are only accessible in the character controller
|
|
local character = ensure_character(player)
|
|
if serialized.personal_logistic_slots then
|
|
serialize.deserialize_personal_logistic_slots(player, serialized.personal_logistic_slots)
|
|
end
|
|
if serialized.inventories then
|
|
serialize.deserialize_inventories(player, serialized.inventories, character_inventories)
|
|
end
|
|
if serialized.ticks_to_respawn then
|
|
player.ticks_to_respawn = serialized.ticks_to_respawn
|
|
else
|
|
-- We have to set ticks to respawn to save the hidden state into the player but we
|
|
-- can't unset tick_to_respawn by setting it back to nil as that triggers a respawn.
|
|
player.ticks_to_respawn = 0
|
|
player.set_controller{ type = defines.controllers.god }
|
|
player.set_controller{ type = defines.controllers.ghost }
|
|
end
|
|
if character and character.valid then
|
|
character.destroy()
|
|
end
|
|
|
|
elseif serialized.controller ~= "remote" then
|
|
-- All other controllers should not have a character
|
|
local character = player.character
|
|
if character and character.valid then
|
|
character.destroy()
|
|
end
|
|
if player.controller_type ~= target_controller then
|
|
player.set_controller{ type = target_controller }
|
|
end
|
|
|
|
else
|
|
error("Remote should not be 'serialized.controller'")
|
|
end
|
|
end
|
|
|
|
player.color = serialized.color
|
|
player.chat_color = serialized.chat_color
|
|
player.tag = serialized.tag
|
|
player.force = serialized.force
|
|
player.cheat_mode = serialized.cheat_mode
|
|
if serialized.flashlight then
|
|
player.enable_flashlight()
|
|
else
|
|
player.disable_flashlight()
|
|
end
|
|
if serialized.shortcuts then
|
|
serialize.deserialize_shortcuts(player, serialized.shortcuts)
|
|
end
|
|
if serialized.game_view_settings then
|
|
serialize.deserialize_game_view_settings(player, serialized.game_view_settings)
|
|
end
|
|
|
|
-- Deserialize character
|
|
if player.character then
|
|
serialize.deserialize_character(player.character, serialized.character)
|
|
serialize.deserialize_personal_logistic_slots(player, serialized.personal_logistic_slots)
|
|
end
|
|
|
|
-- Deserialize non-character inventories
|
|
if player.controller_type == defines.controllers.god then
|
|
serialize.deserialize_inventories(player, serialized.inventories, { main = defines.inventory.god_main })
|
|
end
|
|
|
|
-- Deserialize quick bar (named hotbar in old data)
|
|
serialize.deserialize_quick_bar(player, serialized.quick_bar or serialized.hotbar)
|
|
|
|
-- Deserialize crafting queue
|
|
if player.character and serialized.crafting_queue then
|
|
serialize.deserialize_crafting_queue(player, serialized.crafting_queue)
|
|
end
|
|
|
|
-- Deserialize recipe notifications
|
|
if recipe_notifications_api and serialized.recipe_notifications then
|
|
failed_deserialization.recipe_notifications =
|
|
serialize.deserialize_crafting_notifications(player, serialized.recipe_notifications)
|
|
end
|
|
|
|
return next(failed_deserialization) and failed_deserialization or nil
|
|
end
|
|
|
|
return serialize
|