milo: lock chest with multiple items
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@@ -52,6 +52,7 @@ function itemDB:splitKey(key, item)
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end
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function itemDB:get(key)
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if not key then error('itemDB:get: key is required', 2) end
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if type(key) == 'string' then
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key = self:splitKey(key)
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end
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@@ -293,6 +293,19 @@ function Storage:export(target, slot, count, item)
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return total
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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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local total = 0
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local key = item.key or table.concat({ item.name, item.damage, item.nbtHash }, ':')
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@@ -320,23 +333,27 @@ _G._debug('INS: %s(%d): %s[%d] -> %s',
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end
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-- find a chest locked with this item
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for remote in self:onlineAdapters() do
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if remote.lock == key then
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insert(remote.adapter)
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if count > 0 then -- TODO: only if void flag set
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for node in self:onlineAdapters() do
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if isLockedWith(node, key) then
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insert(node.adapter)
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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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return total
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end
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--return total
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end
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if count <= 0 then
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return total
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end
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end
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-- is this item in some chest
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if self.cache[key] then
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for _, adapter in self:onlineAdapters() do
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for node, adapter in self:onlineAdapters() do
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if count <= 0 then
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return total
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end
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if adapter.cache and adapter.cache[key] and not adapter.lock then
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if adapter.cache and adapter.cache[key] and not node.lock then
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insert(adapter)
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end
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end
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@@ -20,21 +20,25 @@ local storageView = UI.Window {
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},
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[2] = UI.Checkbox {
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formLabel = 'Locked', formKey = 'lockWith',
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help = 'Locks chest to a single item type',
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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.TextEntry {
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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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help = 'Refresh periodically',
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shadowText = 'seconds between refresh',
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limit = 4,
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validate = 'numeric',
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shadowText = 'seconds between refresh',
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help = 'Refresh periodically',
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},
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[5] = UI.TextArea {
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x = 12, ex = -2, y = 5,
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[6] = UI.TextArea {
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x = 12, ex = -2, y = 6,
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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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},
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@@ -53,9 +57,24 @@ local storageView = UI.Window {
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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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UI.Window.enable(self)
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self:focusFirst()
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self:showLockTypes()
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end
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function storageView:validate()
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@@ -76,32 +95,34 @@ function storageView:isValidFor(node)
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end
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function storageView:setNode(node)
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self.machine = node
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self.node = node
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self.form:setValues(node)
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self.form[3].value = node.lock and itemDB:getName(node.lock) or ''
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self:showLockTypes()
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end
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function storageView:eventHandler(event)
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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 device[self.machine.name] and device[self.machine.name].list then
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local _, slot = next(device[self.machine.name].list())
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if slot then
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self.machine.lock = itemDB:makeKey(slot)
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self.form[3].value = itemDB:getName(slot)
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else
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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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for _, slot in pairs(device[self.node.name].list()) do
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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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type = 'general_error',
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field = event.element,
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message = 'The chest must contain the item 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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self.form[3]:draw()
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else
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self.node.lock = lock
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end
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end
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else
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self.machine.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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self:showLockTypes()
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self.form[3]:draw()
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end
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end
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