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fix(death): movement of items to chests
Items would be only copied and destroyed rather than transferred This would cause issues with power armor, spidertrons etc.
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@@ -595,6 +595,64 @@ function Common.move_items(items, surface, position, radius, chest_type)
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return last_chest
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end
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--[[-- Moves items to the position and stores them in the closest entity of the type given
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@tparam table items items which are to be added to the chests, an array of LuaItemStack
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@tparam[opt=navies] LuaSurface surface the surface that the items will be moved to
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@tparam[opt={0, 0}] table position the position that the items will be moved to {x=100, y=100}
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@tparam[opt=32] number radius the radius in which the items are allowed to be placed
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@tparam[opt=iron-chest] string chest_type the chest type that the items should be moved into
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@treturn LuaEntity the last chest that had items inserted into it
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@usage-- Copy all the items in a players inventory and place them in chests at {0, 0}
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move_items(game.player.get_main_inventory())
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]]
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function Common.move_items_stack(items, surface, position, radius, chest_type)
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chest_type = chest_type or 'iron-chest'
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surface = surface or game.surfaces[1]
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if position and type(position) ~= 'table' then return end
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if type(items) ~= 'table' then return end
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-- Finds all entities of the given type
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local p = position or {x=0, y=0}
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local r = radius or 32
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local entities = surface.find_entities_filtered{area={{p.x-r, p.y-r}, {p.x+r, p.y+r}}, name=chest_type} or {}
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local count = #entities
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local current = 1
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-- Makes a new empty chest when it is needed
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local function make_new_chest()
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local pos = surface.find_non_colliding_position(chest_type, position, 32, 1)
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local chest = surface.create_entity{name=chest_type, position=pos, force='neutral'}
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table.insert(entities, chest)
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count = count + 1
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return chest
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end
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-- Function used to round robin the items into all chests
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local function next_chest(item)
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local chest = entities[current]
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if count == 0 then return make_new_chest() end
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if chest.get_inventory(defines.inventory.chest).can_insert(item) then
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-- If the item can be inserted then the chest is returned
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current = current+1
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if current > count then current = 1 end
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return chest
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else
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-- Other wise it is removed from the list
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table.remove(entities, current)
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count = count - 1
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end
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end
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-- Inserts the items into the chests
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local last_chest
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for i=1,#items do
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local item = items[i]
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local chest = next_chest(item)
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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
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chest.insert(item)
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last_chest = chest
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end
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return last_chest
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end
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--[[-- Prints a colored value on a location, color is based on the value.
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nb: src is below but the gradent has been edited
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https://github.com/Refactorio/RedMew/blob/9184b2940f311d8c9c891e83429fc57ec7e0c4a2/map_gen/maps/diggy/debug.lua#L31
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@@ -4,7 +4,7 @@
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local Event = require 'utils.event' --- @dep utils.event
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local Global = require 'utils.global' --- @dep utils.global
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local config = require 'config.death_logger' --- @dep config.death_logger
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local format_time, move_items = _C.format_time, _C.move_items --- @dep expcore.common
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local format_time, move_items = _C.format_time, _C.move_items_stack --- @dep expcore.common
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-- Max amount of ticks a corpse can be alive
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local corpse_lifetime = 60*60*15
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@@ -64,7 +64,7 @@ Event.add(defines.events.on_player_died, function(event)
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local player = game.players[event.player_index]
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local corpse = player.surface.find_entity('character-corpse', player.position)
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if config.use_chests_as_bodies then
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local items = corpse.get_inventory(defines.inventory.character_corpse).get_contents()
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local items = corpse.get_inventory(defines.inventory.character_corpse)
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local chest = move_items(items, corpse.surface, corpse.position)
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chest.destructible = false
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corpse.destroy()
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@@ -140,7 +140,7 @@ end
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if config.auto_collect_bodies then
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Event.add(defines.events.on_character_corpse_expired, function(event)
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local corpse = event.corpse
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local items = corpse.get_inventory(defines.inventory.character_corpse).get_contents()
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local items = corpse.get_inventory(defines.inventory.character_corpse)
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move_items(items, corpse.surface, {x=0, y=0})
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end)
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end
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