diff --git a/expcore/common.lua b/expcore/common.lua index 38d58e52..337b1c28 100644 --- a/expcore/common.lua +++ b/expcore/common.lua @@ -540,7 +540,7 @@ end --[[-- Moves 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 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 @@ -551,49 +551,52 @@ end move_items(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 @@ -650,7 +653,9 @@ 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