Files
factorio-clusterio/plugins/inventory_sync/module/upload_inventory.lua
T
Daniel 1a1b4fb0d2 Fix invincible ghost character creation on first join
Inventory sync will now wait intil the player has a character.
This means sync won't happen ex during respawn animations
or freeplay intro cutscenes.
2021-07-12 23:28:16 +02:00

82 lines
2.9 KiB
Lua

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