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Added move_items to common
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@@ -17,6 +17,7 @@
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local Colours = require 'resources.color_presets'
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local Game = require 'utils.game'
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local Util = require 'util'
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local Public = {}
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@@ -219,4 +220,51 @@ function Public.format_time(ticks,options)
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return rtn
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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 items table items which are to be added to the chests, {name='item-name',count=100}
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-- @tparam[opt=navies] surface LuaSurface the surface that the items will be moved to
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-- @tparam[opt={0,0}] position table the position that the items will be moved to {x=100,y=100}
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-- @tparam[opt=32] radius number the radius in which the items are allowed to be placed
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function Public.move_items(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 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 emtpy 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.surface.create_entity{name=chest_type,position=pos}
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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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for _,item in pairs(items) do
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local chest = next_chest(item)
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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
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Util.insert_safe(chest,item)
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end
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end
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return Public
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