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97 lines
2.9 KiB
Lua
97 lines
2.9 KiB
Lua
function save_crafts(event)
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if event.player_index then
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local player = game.get_player(event.player_index)
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local crafting_queue = {}
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-- Avoid overwriting old save
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if global.inventory_sync.saved_crafting_queue[player.name] ~= nil then
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player.print("You already have a saved crafting queue, restore it with /restore-crafts")
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return
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end
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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.get_main_inventory()
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local old_items = inventory.get_contents()
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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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local queueItem = player.crafting_queue[1]
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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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-- Find amount of items added and remove from inventory
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local new_items = inventory.get_contents()
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local difference = {}
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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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-- Remove extra inventory slots
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player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1000
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global.inventory_sync.saved_crafting_queue[player.name] = {
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crafting_queue = crafting_queue,
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ingredients = difference,
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}
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end
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end
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return save_crafts
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