mirror of
https://github.com/clusterio/clusterio.git
synced 2026-11-11 23:04:52 +09:00
Review feedback: the download field now always carries the delta and the deserializer applies it against the current state instead of rebuilding the full list first. The previous failed recipe names are passed in so they survive the round trip. The version check moved to the call site. Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
899 lines
28 KiB
Lua
899 lines
28 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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|
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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
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if recipe.enabled and not recipe.hidden then
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|
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, including previously failed recipes if any
|
|
local recipe_names = {}
|
|
for _, name in ipairs(failed or {}) do
|
|
recipe_names[#recipe_names + 1] = name
|
|
end
|
|
for name in pairs(recipes) do
|
|
recipe_names[#recipe_names + 1] = name
|
|
end
|
|
|
|
return helpers.encode_string(helpers.table_to_json(recipe_names))
|
|
end
|
|
|
|
--- @class CraftingNotificationDelta
|
|
--- @field add string[]? Recipes cleared elsewhere that still have a notification here
|
|
--- @field remove string[]? Recipes with a notification elsewhere that are cleared here
|
|
|
|
--- @param player LuaPlayer
|
|
--- @param serialized string Encoded delta against the state sent with the download request
|
|
--- @param previous_failed string[]? Recipe names that did not exist at the last deserialization
|
|
--- @return string[]? failed Recipe names that do not exist
|
|
function serialize.deserialize_crafting_notifications(player, serialized, previous_failed)
|
|
--- @type CraftingNotificationDelta
|
|
local delta = helpers.json_to_table(assert(helpers.decode_string(serialized)))
|
|
assert(type(delta) == "table", "wrong type decoded from json_to_table")
|
|
local failed = {}
|
|
for _, recipe_name in pairs(previous_failed or {}) do
|
|
failed[recipe_name] = true
|
|
end
|
|
|
|
-- Recipes which can have a notification on this server
|
|
local enabled = {}
|
|
for _, recipe in pairs(player.force.recipes) do
|
|
if recipe.enabled and not recipe.hidden then
|
|
enabled[recipe.name] = true
|
|
end
|
|
end
|
|
|
|
-- Clear notifications the player has cleared elsewhere
|
|
for _, recipe_name in pairs(delta.add or {}) do
|
|
if enabled[recipe_name] then
|
|
player.clear_recipe_notification(recipe_name)
|
|
else
|
|
failed[recipe_name] = true -- Recipe does not exist on this server
|
|
end
|
|
end
|
|
|
|
-- Add notifications the player has elsewhere
|
|
for _, recipe_name in pairs(delta.remove or {}) do
|
|
if enabled[recipe_name] then
|
|
player.add_recipe_notification(recipe_name)
|
|
else
|
|
failed[recipe_name] = nil
|
|
end
|
|
end
|
|
|
|
local failed_names = {}
|
|
for recipe_name in pairs(failed) do
|
|
failed_names[#failed_names + 1] = recipe_name
|
|
end
|
|
return next(failed_names) and failed_names 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
|
|
--- @param previous_failed FailedDeserializationPlayerData?
|
|
--- @return FailedDeserializationPlayerData?
|
|
function serialize.deserialize_player(player, serialized, previous_failed)
|
|
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, previous_failed and previous_failed.recipe_notifications
|
|
)
|
|
end
|
|
|
|
return next(failed_deserialization) and failed_deserialization or nil
|
|
end
|
|
|
|
return serialize
|