Merge pull request #229 from oof2win2/feature/nukeprotect

Implement nuke protect, fix move_items
This commit is contained in:
Cooldude2606
2022-12-09 21:09:26 +00:00
committed by GitHub
6 changed files with 128 additions and 53 deletions

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@@ -6,7 +6,6 @@
local Colours = require 'utils.color_presets' --- @dep utils.color_presets
local Game = require 'utils.game' --- @dep utils.game
local Util = require 'util' --- @dep util
local Common = {}
@@ -538,62 +537,65 @@ end
--- Factorio.
-- @section factorio
--[[-- Moves items to the position and stores them in the closest entity of the type given
--[[-- Copies items to the position and stores them in the closest entity of the type given
-- Copies the items by prototype name, but keeps them in the original inventory
@tparam table items items which are to be added to the chests, ['name']=count
@tparam[opt=navies] LuaSurface surface the surface that the items will be moved to
@tparam[opt={0, 0}] table position the position that the items will be moved to {x=100, y=100}
@tparam table items items which are to be added to the chests, an array of LuaItemStack
@tparam[opt=navies] LuaSurface surface the surface that the items will be copied to
@tparam[opt={0, 0}] table position the position that the items will be copied to {x=100, y=100}
@tparam[opt=32] number radius the radius in which the items are allowed to be placed
@tparam[opt=iron-chest] string chest_type the chest type that the items should be moved into
@tparam[opt=iron-chest] string chest_type the chest type that the items should be copied into
@treturn LuaEntity the last chest that had items inserted into it
@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
move_items(game.player.get_main_inventory().get_contents())
copy_items_stack(game.player.get_main_inventory().get_contents())
]]
function Common.move_items(items, surface, position, radius, chest_type)
chest_type = chest_type or 'iron-chest'
surface = surface or game.surfaces[1]
if position and type(position) ~= 'table' then return end
if type(items) ~= 'table' then return end
-- Finds all entities of the given type
local p = position or {x=0, y=0}
local r = radius or 32
local entities = surface.find_entities_filtered{area={{p.x-r, p.y-r}, {p.x+r, p.y+r}}, name=chest_type} or {}
local count = #entities
local current = 1
-- Makes a new empty chest when it is needed
local function make_new_chest()
local pos = surface.find_non_colliding_position(chest_type, position, 32, 1)
local chest = surface.create_entity{name=chest_type, position=pos, force='neutral'}
table.insert(entities, chest)
count = count + 1
return chest
end
-- Function used to round robin the items into all chests
local function next_chest(item)
local chest = entities[current]
if count == 0 then return make_new_chest() end
if chest.get_inventory(defines.inventory.chest).can_insert(item) then
-- If the item can be inserted then the chest is returned
current = current+1
if current > count then current = 1 end
return chest
else
-- Other wise it is removed from the list
table.remove(entities, current)
count = count - 1
end
end
-- Inserts the items into the chests
local last_chest
for item_name, item_count in pairs(items) do
local chest = next_chest{name=item_name, count=item_count}
if not chest then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item_name, surface.name, p.x, p.y)) end
Util.insert_safe(chest, {[item_name]=item_count})
last_chest = chest
end
return last_chest
function Common.copy_items_stack(items, surface, position, radius, chest_type)
chest_type = chest_type or 'iron-chest'
surface = surface or game.surfaces[1]
if position and type(position) ~= 'table' then return end
if type(items) ~= 'table' then return end
-- Finds all entities of the given type
local p = position or {x=0, y=0}
local r = radius or 32
local entities = surface.find_entities_filtered{area={{p.x-r, p.y-r}, {p.x+r, p.y+r}}, name=chest_type} or {}
local count = #entities
local current = 1
-- Makes a new empty chest when it is needed
local function make_new_chest()
local pos = surface.find_non_colliding_position(chest_type, position, 32, 1)
local chest = surface.create_entity{name=chest_type, position=pos, force='neutral'}
table.insert(entities, chest)
count = count + 1
return chest
end
-- Function used to round robin the items into all chests
local function next_chest(item)
local chest = entities[current]
if count == 0 then return make_new_chest() end
if chest.get_inventory(defines.inventory.chest).can_insert(item) then
-- If the item can be inserted then the chest is returned
current = current+1
if current > count then current = 1 end
return chest
else
-- Other wise it is removed from the list
table.remove(entities, current)
count = count - 1
end
end
-- Inserts the items into the chests
local last_chest
for i=1,#items do
local item = items[i]
if item.valid_for_read then
local chest = next_chest(item)
if not chest or not chest.valid then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y)) end
chest.insert(item)
last_chest = chest
end
end
return last_chest
end
--[[-- Moves items to the position and stores them in the closest entity of the type given
@@ -606,7 +608,7 @@ end
@treturn LuaEntity the last chest that had items inserted into it
@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
move_items(game.player.get_main_inventory())
move_items_stack(game.player.get_main_inventory())
]]
function Common.move_items_stack(items, surface, position, radius, chest_type)
@@ -650,7 +652,9 @@ function Common.move_items_stack(items, surface, position, radius, chest_type)
if item.valid_for_read then
local chest = next_chest(item)
if not chest or not chest.valid then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y)) end
chest.insert(item)
local empty_stack = chest.get_inventory(defines.inventory.chest).find_empty_stack(item.name)
if not empty_stack then return error(string.format('Cant move item %s to %s{%s, %s} no valid chest in radius', item.name, surface.name, p.x, p.y)) end
empty_stack.transfer_stack(item)
last_chest = chest
end
end