Update move item stack (#317)

* Update common.lua

* Update common.lua

* Update common.lua

* Update common.lua

* Update common.lua

* Update expcore/common.lua

Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>

* Update expcore/common.lua

Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>

* Update expcore/common.lua

Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>

* Update expcore/common.lua

---------

Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>
This commit is contained in:
2024-08-26 02:15:49 +09:00
committed by GitHub
parent 6615450049
commit c502e5ca12

View File

@@ -612,53 +612,139 @@ move_items_stack(game.player.get_main_inventory())
]]
function Common.move_items_stack(items, surface, position, radius, chest_type)
chest_type = chest_type or 'iron-chest'
chest_type = chest_type or 'steel-chest'
surface = surface or game.surfaces[1]
if position and type(position) ~= 'table' then return end
if type(items) ~= 'table' then return end
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 entities = surface.find_entities_filtered{area={{p.x - r, p.y - r}, {p.x + r, p.y + r}}, name={chest_type, 'iron-chest'}} or {}
local count = #entities
local current = 1
local current = 0
local last_entity = nil
-- ipairs does not work on LuaInventory
for i = 1, #items do
local item = items[i]
if item.valid_for_read then
local inserted = false
-- Attempt to insert the items
for j = 1, count do
local entity = entities[((current + j - 1) % count) + 1]
if entity.can_insert(item) then
last_entity = entity
current = current + 1
entity.insert(item)
inserted = true
break
end
end
-- If it was not inserted then a new entity is needed
if not inserted then
--[[
if not options.allow_creation then
error('Unable to insert items into a valid entity, consider enabling allow_creation')
end
if options.name == nil then
error('Name must be provided to allow creation of new entities')
end
if options.position then
pos = surface.find_non_colliding_position(chest_type, p, r, 1, true)
elseif options.area then
pos = surface.find_non_colliding_position_in_box(chest_type, options.area, 1, true)
else
pos = surface.find_non_colliding_position(chest_type, {0,0}, 0, 1, true)
end
]]
local pos = surface.find_non_colliding_position(chest_type, p, r, 1, true)
last_entity = surface.create_entity{name=chest_type, position=pos, force='neutral'}
count = count + 1
entities[count] = last_entity
last_entity.insert(item)
end
end
end
--[[
-- 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
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
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
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
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
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
return last_chest
return last_chest
]]
return last_entity
end
--[[-- Prints a colored value on a location, color is based on the value.
@@ -736,4 +822,4 @@ function Common.clear_flying_text(surface)
end
end
return Common
return Common