milo: lock chest with multiple items
This commit is contained in:
@@ -40,6 +40,15 @@ if config.remoteDefaults then
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config.remoteDefaults = nil
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config.remoteDefaults = nil
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end
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end
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-- TODO: remove - temporary
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for _, node in pairs(config.nodes) do
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if node.lock and type(node.lock) == 'string' then
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node.lock = {
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[ node.lock ] = true,
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}
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end
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end
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local modem = Peripheral.get('wired_modem')
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local modem = Peripheral.get('wired_modem')
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if not modem or not modem.getNameLocal then
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if not modem or not modem.getNameLocal then
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error('Wired modem is not connected')
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error('Wired modem is not connected')
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@@ -293,19 +293,6 @@ function Storage:export(target, slot, count, item)
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return total
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return total
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end
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end
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local function isLockedWith(node, key)
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if node.lock then
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if type(node.lock) == 'string' then
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return node.lock == key
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end
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for k in pairs(node.lock) do
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if k == key then
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return 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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function Storage:import(source, slot, count, item)
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function Storage:import(source, slot, count, item)
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local total = 0
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local total = 0
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local key = item.key or table.concat({ item.name, item.damage, item.nbtHash }, ':')
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local key = item.key or table.concat({ item.name, item.damage, item.nbtHash }, ':')
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@@ -334,7 +321,7 @@ _G._debug('INS: %s(%d): %s[%d] -> %s',
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-- find a chest locked with this item
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-- find a chest locked with this item
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for node in self:onlineAdapters() do
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for node in self:onlineAdapters() do
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if isLockedWith(node, key) then
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if node.lock and node.lock[key] then
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insert(node.adapter)
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insert(node.adapter)
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if count > 0 and node.void then
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if count > 0 and node.void then
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total = total + self:trash(source, slot, count)
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total = total + self:trash(source, slot, count)
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@@ -5,7 +5,7 @@ local colors = _G.colors
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local device = _G.device
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local device = _G.device
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local storageView = UI.Window {
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local storageView = UI.Window {
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title = 'Storage Options',
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title = 'Storage Options - General',
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index = 2,
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index = 2,
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backgroundColor = colors.cyan,
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backgroundColor = colors.cyan,
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form = UI.Form {
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form = UI.Form {
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@@ -18,63 +18,24 @@ local storageView = UI.Window {
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validate = 'numeric',
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validate = 'numeric',
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shadowText = 'Numeric priority',
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shadowText = 'Numeric priority',
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},
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},
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[2] = UI.Checkbox {
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[2] = UI.TextEntry {
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formLabel = 'Locked', formKey = 'lockWith',
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help = 'Locks chest to current item types',
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},
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[3] = UI.Text {
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x = 16, ex = -2, y = 3,
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value = '',
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},
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[4] = UI.Checkbox {
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formLabel = 'Void', formKey = 'void',
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help = 'Void items if locked chest is full',
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},
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[5] = UI.TextEntry {
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formLabel = 'Refresh', formKey = 'refreshInterval',
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formLabel = 'Refresh', formKey = 'refreshInterval',
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shadowText = 'seconds between refresh',
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shadowText = 'seconds between refresh',
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limit = 4,
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limit = 4,
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validate = 'numeric',
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validate = 'numeric',
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help = 'Refresh periodically',
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help = 'Refresh periodically',
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},
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},
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[6] = UI.TextArea {
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[3] = UI.TextArea {
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x = 12, ex = -2, y = 6,
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x = 12, ex = -2, y = 4,
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textColor = colors.yellow,
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textColor = colors.yellow,
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value = 'Only specify if you are manually taking items out of this inventory. Value should be > 10',
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value = 'Only specify if you are manually taking items out of this inventory. Value should be > 10',
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},
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},
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--[[
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[4] = UI.Checkbox {
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formLabel = 'Void', formKey = 'voidExcess',
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help = 'Void excess if locked - TODO',
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pruneEmpty = true,
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},
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[5] = UI.Checkbox {
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formLabel = 'Partition', formKey = 'partition',
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help = 'TODO',
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pruneEmpty = true,
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},
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]]--
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},
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},
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}
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}
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function storageView:showLockTypes()
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local types = { }
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if self.node.lock then
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if type(self.node.lock) == 'string' then
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self.form[3].value = self.node.lock
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return
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end
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for name in pairs(self.node.lock) do
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table.insert(types, itemDB:getName(name))
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end
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end
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self.form[3].value = table.concat(types, ', ')
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end
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function storageView:enable()
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function storageView:enable()
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UI.Window.enable(self)
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UI.Window.enable(self)
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self:focusFirst()
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self:focusFirst()
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self:showLockTypes()
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end
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end
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function storageView:validate()
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function storageView:validate()
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@@ -95,36 +56,101 @@ function storageView:isValidFor(node)
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end
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end
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function storageView:setNode(node)
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function storageView:setNode(node)
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self.form:setValues(node)
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end
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UI:getPage('nodeWizard').wizard:add({ storageGeneral = storageView })
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--[[ Locking Page ]]--
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local lockView = UI.Window {
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title = 'Storage Options - Locking',
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index = 3,
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backgroundColor = colors.cyan,
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form = UI.Form {
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x = 1, y = 1, ex = -1, ey = 3,
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manualControls = true,
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[1] = UI.Checkbox {
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formLabel = 'Locked', formKey = 'lockWith',
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help = 'Locks chest to current item types',
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},
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[2] = UI.Checkbox {
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formLabel = 'Void', formKey = 'void',
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help = 'Void items if locked chest is full',
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},
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},
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grid = UI.ScrollingGrid {
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x = 2, ex = -2, y = 4, ey = -2,
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columns = {
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{ heading = 'Name', key = 'displayName' },
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},
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sortColumn = 'displayName',
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},
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}
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function lockView:showLockTypes()
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self.grid.values = { }
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if self.node.lock then
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for key in pairs(self.node.lock) do
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table.insert(self.grid.values, {
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displayName = itemDB:getName(key),
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key = key,
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})
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end
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end
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self.grid:update()
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self.grid:draw()
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end
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function lockView:enable()
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UI.Window.enable(self)
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self:focusFirst()
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end
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function lockView:validate()
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return self.form:save()
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end
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function lockView:isValidType(node)
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local m = device[node.name]
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return m and m.pullItems and {
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name = 'Storage',
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value = 'storage',
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help = 'Use for item storage',
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}
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end
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function lockView:isValidFor(node)
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return node.mtype == 'storage'
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end
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function lockView:setNode(node)
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self.node = node
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self.node = node
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self.form:setValues(node)
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self.form:setValues(node)
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self:showLockTypes()
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self:showLockTypes()
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end
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end
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function storageView:eventHandler(event)
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function lockView:eventHandler(event)
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if event.type == 'checkbox_change' and event.element.formKey == 'lockWith' then
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if event.type == 'checkbox_change' and event.element.formKey == 'lockWith' then
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if event.checked then
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if event.checked then
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if device[self.node.name] and device[self.node.name].list then
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if device[self.node.name] and device[self.node.name].list then
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local lock = { }
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local list = device[self.node.name].list()
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for _, slot in pairs(device[self.node.name].list()) do
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if not next(list) then
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lock[itemDB:makeKey(slot)] = true
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end
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if not next(lock) then
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self:emit({
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self:emit({
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type = 'general_error',
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type = 'general_error',
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field = event.element,
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field = event.element,
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message = 'The chest must contain the item(s) to lock' })
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message = 'The chest must contain the item(s) to lock' })
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self.form[3].value = false
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else
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else
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self.node.lock = lock
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self.node.lock = { }
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for _, slot in pairs(list) do
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self.node.lock[itemDB:makeKey(slot)] = 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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end
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else
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else
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self.node.lock = nil
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self.node.lock = nil
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self.form[3].value = ''
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end
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end
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self:showLockTypes()
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self:showLockTypes()
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self.form[3]:draw()
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end
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end
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end
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end
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UI:getPage('nodeWizard').wizard:add({ storage = storageView })
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UI:getPage('nodeWizard').wizard:add({ storageLock = lockView })
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