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justgo control.lua for 0.17
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local acceptedTypes = { | |
car = true, | |
locomotive = true, | |
} | |
local filterCache = {} | |
local sPickupKey = "folk-justgo-pickup" | |
local pickup = setmetatable({}, { | |
__index = function(self, id) | |
local v = settings.get_player_settings(game.players[id])[sPickupKey].value | |
rawset(self, id, v) | |
return v | |
end | |
}) | |
script.on_event(defines.events.on_runtime_mod_setting_changed, function(event) | |
if not event or not event.setting then return end | |
if event.setting == sPickupKey then | |
pickup[event.player_index] = nil | |
end | |
end) | |
local function onBuildEntity(event) | |
local e = event.created_entity | |
if not e or not e.valid or not acceptedTypes[e.type] then return end | |
local player = game.players[event.player_index] | |
if player.driving or (player.vehicle ~= nil and player.vehicle.valid) then return end | |
--local inv = player.get_inventory(defines.inventory.player_quickbar) | |
--if not inv or not inv.valid or not inv.is_filtered() then return end | |
--## is_filtered() => If this inventory supports filters and has at least 1 filter set. | |
--## Quick-bar is always filtered, but there is no way to figure out anymore if a filter is set at all. | |
--## also there are 10 quickbars now and quickbar is no LuaInventory anymore | |
-- We check for inv.is_filtered first because I presume it's cheaper than can_reach_entity | |
if not player.can_reach_entity(e) then return end | |
local playerIndex = event.player_index | |
if not filterCache[playerIndex] then filterCache[playerIndex] = {} end | |
if filterCache[playerIndex] and filterCache[playerIndex][e.name] then | |
--local f = inv.get_filter(filterCache[playerIndex][e.name]) | |
-- LuaItemPrototype | |
local f = player.get_quick_bar_slot(filterCache[playerIndex][e.name]) | |
if f ~= nil and f.name == e.name then | |
if not global.ent then global.ent = {} end | |
player.teleport(e.position) | |
player.driving = true | |
global.ent[player.index] = e | |
return -- We are done, just go! | |
else | |
filterCache[playerIndex][e.name] = nil | |
end | |
end | |
for i = 1, 100 do | |
local f = player.get_quick_bar_slot(i) | |
if f ~= nil and f.name == e.name then | |
if not global.ent then global.ent = {} end | |
filterCache[playerIndex][e.name] = i | |
player.teleport(e.position) | |
player.driving = true | |
global.ent[player.index] = e | |
return -- We are done, just go! | |
end | |
end | |
end | |
script.on_event(defines.events.on_built_entity, onBuildEntity) | |
local function driving(event) | |
if not global.ent or not global.ent[event.player_index] then return end | |
local player = game.players[event.player_index] | |
if not player or not player.valid or player.driving or player.vehicle then return end | |
if not pickup[event.player_index] then return end | |
-- I'm not even sure we need to check .can_reach. But just to be sure, we do. | |
if global.ent[player.index].valid and global.ent[player.index].minable and player.can_reach_entity(global.ent[player.index]) then | |
player.mine_entity(global.ent[player.index]) | |
end | |
global.ent[player.index] = nil | |
end | |
script.on_event(defines.events.on_player_driving_changed_state, driving) |
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