1
0
mirror of https://github.com/Wyrrrd/Autofilter.git synced 2026-03-25 16:09:49 +01:00

Fix and add stuff

- Add shortcut tile
- Fix filter mode
- Fix check mode
- Add uk locale
This commit is contained in:
Wyrrrd
2024-11-06 15:17:53 +01:00
parent 190bbaf1cb
commit 883a9425ff
13 changed files with 143 additions and 62 deletions

View File

@@ -1,6 +1,20 @@
--control.lua
--functions definitions
local function get_item_name(item)
if not item then
return
end
local itemname = item
if type(itemname) ~= "string" then
itemname = itemname.name
if type(itemname) ~= "string" then
itemname = itemname.name
end
end
return itemname
end
local function concatenate_tables(table1,table2)
for i = 1,#table2 do
table1[#table1+1]=table2[i]
@@ -16,6 +30,16 @@ local function string_to_table(str)
return words
end
local function toggle_shortcut(event)
local player = game.get_player(event.player_index)
local input = event.prototype_name or event.input_name
if player and input == "autofilter" then
-- Toggle shortcut state
player.set_shortcut_toggled(input, not player.is_shortcut_toggled(input))
end
end
local function is_filter_empty(inserter)
for slot = 1,inserter.filter_slot_count do
if inserter.get_filter(slot) then
@@ -44,38 +68,49 @@ end
local function remove_noninsertable_items(items,entity)
local search_inventories = {
defines.inventory.fuel,
defines.inventory.chest,
defines.inventory.furnace_source,
defines.inventory.roboport_robot,
defines.inventory.roboport_material,
defines.inventory.assembling_machine_input,
defines.inventory.lab_input,
defines.inventory.item_main,
defines.inventory.rocket_silo_rocket,
defines.inventory.rocket_silo_input,
defines.inventory.cargo_wagon,
defines.inventory.turret_ammo,
defines.inventory.artillery_turret_ammo,
defines.inventory.artillery_wagon_ammo,
defines.inventory.spider_ammo,
defines.inventory.hub_main,
defines.inventory.cargo_landing_pad_main
chest = {defines.inventory.chest},
furnace = {defines.inventory.furnace_source},
roboport = {defines.inventory.roboport_robot, defines.inventory.roboport_material},
assembling_machine = {defines.inventory.assembling_machine_input},
lab = {defines.inventory.lab_input},
rocket_silo = {defines.inventory.rocket_silo_rocket, defines.inventory.rocket_silo_input},
cargo_wagon = {defines.inventory.cargo_wagon},
turret = {defines.inventory.turret_ammo},
artillery_turret = {defines.inventory.artillery_turret_ammo},
artillery_wagon = {defines.inventory.artillery_wagon_ammo},
spider = {defines.inventory.spider_ammo},
hub = {defines.inventory.hub_main},
cargo_landing_pad = {defines.inventory.cargo_landing_pad_main}
}
local insert_items = {}
local no_inventory_flag = true
local item_insertable_flag = false
for i=1,#items do
for _,search_inventory in pairs(search_inventories) do
local inventory = entity.get_inventory(search_inventory)
if inventory then
no_inventory_flag = false
if inventory.can_insert(items[i]) then
item_insertable_flag = true
-- Check fuel inventory
local inventory = entity.get_fuel_inventory()
if inventory and inventory.valid then
no_inventory_flag = false
if inventory.can_insert({name=items[i]}) then
item_insertable_flag = true
end
end
-- Check other inventories
if search_inventories[entity.prototype] then
for _,search_inventory in pairs(search_inventories[entity.prototype]) do
inventory = entity.get_inventory(search_inventory)
if inventory and inventory.valid then
no_inventory_flag = false
if inventory.can_insert({name=items[i]}) then
item_insertable_flag = true
end
end
end
end
if no_inventory_flag then
insert_items = items
break
@@ -91,16 +126,30 @@ end
local function get_items_by_content(inventory)
local content_items = {}
for _,item in pairs(inventory.get_contents()) do
content_items[#content_items+1] = item.name
content_items[#content_items+1] = get_item_name(item)
end
return content_items
end
local function get_items_by_filter(inventory)
local function get_items_by_inventory_filter(inventory)
local filter_items = {}
for slot = 1,#inventory do
if inventory.get_filter(slot) then
filter_items[#filter_items+1] = inventory.get_filter(slot)
filter_items[#filter_items+1] = get_item_name(inventory.get_filter(slot))
end
end
return filter_items
end
local function get_items_by_entity_filter(entity)
local filter_items = {}
for slot = 1,entity.filter_slot_count do
if entity.get_filter(slot) then
-- Debug message
if __DebugAdapter then
__DebugAdapter.print("[Autofilter] " .. get_item_name(entity.get_filter(slot)))
end
filter_items[#filter_items+1] = get_item_name(entity.get_filter(slot))
end
end
return filter_items
@@ -118,12 +167,9 @@ local function get_items_by_transport_line(belt)
end
local function on_built_entity(event)
-- Read settings
local enabled = game.players[event.player_index].mod_settings["autofilter_enabled"].value
local mode = string_to_table(game.players[event.player_index].mod_settings["autofilter_mode"].value)
if enabled then
if game.players[event.player_index].is_shortcut_toggled("autofilter") then
local inserter = event.entity
local mode = string_to_table(game.players[event.player_index].mod_settings["autofilter_mode"].value)
if inserter and inserter.valid and inserter.type == "inserter" then
if inserter.filter_slot_count then
if not inserter.use_filters and is_filter_empty(inserter) and inserter.inserter_filter_mode == "whitelist" then
@@ -165,7 +211,17 @@ local function on_built_entity(event)
elseif step == "filter" then
-- Read inventory filter at pickup, write to filter
if inventory_pickup and inventory_pickup.is_filtered() then
items = concatenate_tables(items,get_items_by_filter(inventory_pickup))
items = concatenate_tables(items,get_items_by_inventory_filter(inventory_pickup))
if __DebugAdapter then
__DebugAdapter.print("[Autofilter] Inventory: " .. table.concat(items,", "))
end
end
-- Read entity filter at pickup, write to filter
if pickup[1].filter_slot_count > 0 then
items = concatenate_tables(items,get_items_by_entity_filter(pickup[1]))
if __DebugAdapter then
__DebugAdapter.print("[Autofilter] Entity: " .. table.concat(items,", "))
end
end
elseif step == "belt" then
-- Read belt transport lines at pickup, write to filter
@@ -182,20 +238,20 @@ local function on_built_entity(event)
-- Filter candidate cleanup
if #items > 0 then
-- Deduplication
items = deduplicate_items(items)
-- Debug message
if __DebugAdapter then
__DebugAdapter.print("[Autofilter] Inserter at (" .. inserter.position.x .. "," .. inserter.position.y .. ") had its filter set to: " .. table.concat(items,", "))
end
-- Deduplication
items = deduplicate_items(items)
-- Enable filters
inserter.use_filters = true
-- Writing filters until full
for slot = 1, inserter.filter_slot_count do
inserter.set_filter(slot,items[slot])
inserter.set_filter(slot,items[slot])
end
end
end
@@ -206,4 +262,5 @@ local function on_built_entity(event)
end
--event handling
script.on_event({defines.events.on_lua_shortcut, "autofilter"}, toggle_shortcut)
script.on_event(defines.events.on_built_entity, on_built_entity,{{filter="type", type = "inserter"}})