mirror of
https://github.com/Wyrrrd/Autofilter.git
synced 2026-02-11 11:40:24 +01:00
257 lines
7.7 KiB
Lua
257 lines
7.7 KiB
Lua
--control.lua
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--functions definitions
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local function get_item_name(item)
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if not item then
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return
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end
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local itemname = item
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if type(itemname) ~= "string" then
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itemname = itemname.name
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if type(itemname) ~= "string" then
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itemname = itemname.name
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end
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end
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return itemname
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end
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local function concatenate_tables(table1,table2)
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for i = 1,#table2 do
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table1[#table1+1]=table2[i]
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end
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return table1
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end
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local function string_to_table(str)
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local words = {}
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for word in str:gmatch("([^%s]+)") do
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words[#words+1] = word
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end
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return words
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end
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local function toggle_shortcut(event)
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local player = game.get_player(event.player_index)
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local input = event.prototype_name or event.input_name
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if player and input == "autofilter" then
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-- Toggle shortcut state
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player.set_shortcut_toggled(input, not player.is_shortcut_toggled(input))
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end
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end
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local function is_filter_empty(inserter)
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for slot = 1,inserter.filter_slot_count do
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if inserter.get_filter(slot) then
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return false
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end
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end
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return true
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end
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local function deduplicate_items(items)
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local dedup_items = {}
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local marker = false
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for i=1,#items do
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for j=i+1,#items do
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if items[i] == items[j] then
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marker = true
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end
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end
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if not marker then
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dedup_items[#dedup_items+1]=items[i]
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end
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marker = false
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end
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return dedup_items
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end
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local function remove_noninsertable_items(items,entity)
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local search_inventories = {
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chest = {defines.inventory.chest},
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furnace = {defines.inventory.furnace_source},
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roboport = {defines.inventory.roboport_robot, defines.inventory.roboport_material},
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assembling_machine = {defines.inventory.assembling_machine_input},
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lab = {defines.inventory.lab_input},
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rocket_silo = {defines.inventory.rocket_silo_rocket, defines.inventory.rocket_silo_input},
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cargo_wagon = {defines.inventory.cargo_wagon},
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turret = {defines.inventory.turret_ammo},
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artillery_turret = {defines.inventory.artillery_turret_ammo},
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artillery_wagon = {defines.inventory.artillery_wagon_ammo},
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spider = {defines.inventory.spider_ammo},
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hub = {defines.inventory.hub_main},
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cargo_landing_pad = {defines.inventory.cargo_landing_pad_main}
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}
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local insert_items = {}
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local no_inventory_flag = true
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local item_insertable_flag = false
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for i=1,#items do
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-- Check fuel inventory
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local inventory = entity.get_fuel_inventory()
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if inventory and inventory.valid then
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no_inventory_flag = false
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if inventory.can_insert({name=items[i]}) then
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item_insertable_flag = true
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end
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end
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-- Check other inventories
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if search_inventories[entity.prototype] then
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for _,search_inventory in pairs(search_inventories[entity.prototype]) do
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inventory = entity.get_inventory(search_inventory)
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if inventory and inventory.valid then
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no_inventory_flag = false
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if inventory.can_insert({name=items[i]}) then
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item_insertable_flag = true
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end
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end
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end
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end
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if no_inventory_flag then
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insert_items = items
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break
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end
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if item_insertable_flag then
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insert_items[#insert_items+1]=items[i]
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item_insertable_flag = false
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end
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end
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return insert_items
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end
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local function get_items_by_content(inventory)
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local content_items = {}
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for _,item in pairs(inventory.get_contents()) do
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content_items[#content_items+1] = get_item_name(item)
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end
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return content_items
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end
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local function get_items_by_inventory_filter(inventory)
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local filter_items = {}
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for slot = 1,#inventory do
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if inventory.get_filter(slot) then
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filter_items[#filter_items+1] = get_item_name(inventory.get_filter(slot))
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end
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end
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return filter_items
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end
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local function get_items_by_entity_filter(entity)
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local filter_items = {}
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for slot = 1,entity.filter_slot_count do
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if entity.get_filter(slot) then
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filter_items[#filter_items+1] = get_item_name(entity.get_filter(slot))
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end
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end
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return filter_items
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end
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local function get_items_by_transport_line(belt)
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local belt_items = {}
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for i = 1,belt.get_max_transport_line_index() do
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local line = belt.get_transport_line(i)
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if line and line.valid then
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belt_items = concatenate_tables(belt_items,get_items_by_content(line))
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end
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end
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return belt_items
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end
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local function on_built_entity(event)
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if game.players[event.player_index].is_shortcut_toggled("autofilter") then
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local inserter = event.entity
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local mode = string_to_table(game.players[event.player_index].mod_settings["autofilter_mode"].value)
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if inserter and inserter.valid and inserter.type == "inserter" then
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if inserter.filter_slot_count then
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if not inserter.use_filters and is_filter_empty(inserter) and inserter.inserter_filter_mode == "whitelist" then
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-- Read pickup and drop position entity
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local pickup = inserter.surface.find_entities_filtered({
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position = inserter.pickup_position,
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force = inserter.force,
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surface = inserter.surface,
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collision_mask_layer= "is_object",
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to_be_deconstructed = false,
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limit = 1
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})
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local drop = inserter.surface.find_entities_filtered({
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position = inserter.drop_position,
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force = inserter.force,
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surface = inserter.surface,
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collision_mask= "is_object",
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to_be_deconstructed = false,
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limit = 1
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})
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if pickup[1] and pickup[1].valid then
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-- Prequisites
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local inventory_pickup = pickup[1].get_output_inventory()
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if (pickup[1].type == "transport-belt" or pickup[1].type == "underground-belt" or pickup[1].type == "splitter") then
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local maxlines = pickup[1].get_max_transport_line_index()
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end
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local items = {}
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local check = false
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-- Read each mode element
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for _,step in pairs(mode) do
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if step == "contents" then
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-- Read inventory contents at pickup, write to filter
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if inventory_pickup and not inventory_pickup.is_empty() then
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items = concatenate_tables(items,get_items_by_content(inventory_pickup))
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end
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elseif step == "filter" then
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-- Read inventory filter at pickup, write to filter
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if inventory_pickup and inventory_pickup.is_filtered() then
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items = concatenate_tables(items,get_items_by_inventory_filter(inventory_pickup))
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end
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-- Read entity filter at pickup, write to filter
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if pickup[1].filter_slot_count > 0 then
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items = concatenate_tables(items,get_items_by_entity_filter(pickup[1]))
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end
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elseif step == "belt" then
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-- Read belt transport lines at pickup, write to filter
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if (pickup[1].type == "transport-belt" or pickup[1].type == "underground-belt" or pickup[1].type == "splitter") and pickup[1].get_max_transport_line_index() then
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items = concatenate_tables(items,get_items_by_transport_line(pickup[1]))
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end
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elseif step == "check" then
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-- Drop inventory insertion check
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if drop[1] and drop[1].valid then
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items = remove_noninsertable_items(items,drop[1])
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end
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end
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end
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-- Filter candidate cleanup
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if #items > 0 then
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-- Deduplication
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items = deduplicate_items(items)
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-- Debug message
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if __DebugAdapter then
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__DebugAdapter.print("[Autofilter] Inserter at (" .. inserter.position.x .. "," .. inserter.position.y .. ") had its filter set to: " .. table.concat(items,", "))
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end
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-- Enable filters
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inserter.use_filters = true
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-- Writing filters until full
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for slot = 1, inserter.filter_slot_count do
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inserter.set_filter(slot,items[slot])
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end
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end
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end
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end
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end
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end
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end
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end
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--event handling
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script.on_event({defines.events.on_lua_shortcut, "autofilter"}, toggle_shortcut)
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script.on_event(defines.events.on_built_entity, on_built_entity,{{filter="type", type = "inserter"}})
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