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.
This commit is contained in:
oof2win2
2022-05-14 11:13:43 +02:00
committed by Cooldude2606
parent 48b474b79d
commit 8caf3c0a82
2 changed files with 61 additions and 3 deletions

View File

@@ -595,6 +595,64 @@ function Common.move_items(items, surface, position, radius, chest_type)
return last_chest
end
--[[-- Moves items to the position and stores them in the closest entity of the type given
@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 moved to
@tparam[opt={0, 0}] table position the position that the items will be moved 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
@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())
]]
function Common.move_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]
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
return last_chest
end
--[[-- Prints a colored value on a location, color is based on the value.
nb: src is below but the gradent has been edited
https://github.com/Refactorio/RedMew/blob/9184b2940f311d8c9c891e83429fc57ec7e0c4a2/map_gen/maps/diggy/debug.lua#L31

View File

@@ -4,7 +4,7 @@
local Event = require 'utils.event' --- @dep utils.event
local Global = require 'utils.global' --- @dep utils.global
local config = require 'config.death_logger' --- @dep config.death_logger
local format_time, move_items = _C.format_time, _C.move_items --- @dep expcore.common
local format_time, move_items = _C.format_time, _C.move_items_stack --- @dep expcore.common
-- Max amount of ticks a corpse can be alive
local corpse_lifetime = 60*60*15
@@ -64,7 +64,7 @@ Event.add(defines.events.on_player_died, function(event)
local player = game.players[event.player_index]
local corpse = player.surface.find_entity('character-corpse', player.position)
if config.use_chests_as_bodies then
local items = corpse.get_inventory(defines.inventory.character_corpse).get_contents()
local items = corpse.get_inventory(defines.inventory.character_corpse)
local chest = move_items(items, corpse.surface, corpse.position)
chest.destructible = false
corpse.destroy()
@@ -140,7 +140,7 @@ end
if config.auto_collect_bodies then
Event.add(defines.events.on_character_corpse_expired, function(event)
local corpse = event.corpse
local items = corpse.get_inventory(defines.inventory.character_corpse).get_contents()
local items = corpse.get_inventory(defines.inventory.character_corpse)
move_items(items, corpse.surface, {x=0, y=0})
end)
end