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modmain.lua
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modmain.lua
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--[[
I don't really wanna make too much of modded cookware supports for this mod
since over all, a lot of decisions are made based on the vanilla game,
and may not suit for modded cookwares.
But if you got something similar to the vanilla and want to make a support for this mod,
you could do the following in your mod (e.g.):
local cookware_morphs = {
cookpot = { -- What morph is it (one of [cookpot, portablecookpot, portablespicer])
deluxpot = true, -- Your cookware name
}
}
---------------------------------
Do this if you're on mod env
local AUTO_COOKING_COOKWARES = GLOBAL.rawget(GLOBAL, "AUTO_COOKING_COOKWARES") or {}
GLOBAL.AUTO_COOKING_COOKWARES = AUTO_COOKING_COOKWARES
Or this if you're on GLOBAL env
AUTO_COOKING_COOKWARES = rawget(_G, "AUTO_COOKING_COOKWARES") or {}
---------------------------------
for base, morphs in pairs(cookware_morphs) do
AUTO_COOKING_COOKWARES[base] = shallowcopy(morphs, AUTO_COOKING_COOKWARES[base])
end
]]
local function GetKeyFromConfig(config)
local key = GetModConfigData(config, true)
if key == "no_toggle_key" then
key = -1
elseif type(key) == "string" then
key = GLOBAL.rawget(GLOBAL, key)
end
return type(key) == "number" and key or -1
end
local language = GetModConfigData("language")
local speedy_mode = GetModConfigData("speedy_mode")
local cookpots_num_divisor = GetModConfigData("cookpots_num_divisor")
local laggy_mode = GetModConfigData("laggy_mode")
local key_2 = GetKeyFromConfig("key_2")
local laggy_mode_on = laggy_mode == "on"
local ENV = env
GLOBAL.setfenv(1, GLOBAL)
local cooking = require("cooking")
local SEASONING = "seasoning"
local COOKING = "cooking"
local STEWER_RANGE = 25
local AUTO_CLOSE_RANGE = 4
local SLEEP_TIME = FRAMES * 3
local COOKWARE_MUSTTAGS = {"stewer"}
local COOKWARE_CANTTAGS = {"INLIMBO", "burnt"}
local NO_MASTERCHEF_CANTTAGS = {"INLIMBO", "burnt", "mastercookware"}
local supported_cookwares = {
cookpot = true,
portablecookpot = true,
portablespicer = true,
archive_cookpot = true,
deluxpot = true, -- From Deluxe cooking pot
medal_cookpot = true, -- From Functional medal
}
local cookware_morphs = {
cookpot = {
portablecookpot = true,
deluxpot = true,
archive_cookpot = true,
},
portablecookpot = {
medal_cookpot = true,
}
}
for cookware in pairs(cookware_morphs.portablecookpot) do
cookware_morphs.cookpot[cookware] = true
end
local AUTO_COOKING_COOKWARES = rawget(_G, "AUTO_COOKING_COOKWARES")
if AUTO_COOKING_COOKWARES then
for base, morphs in pairs(AUTO_COOKING_COOKWARES) do
shallowcopy(morphs, supported_cookwares)
cookware_morphs[base] = shallowcopy(morphs, cookware_morphs[base])
end
end
local ac_thread
local harvestinglist = {}
local last_recipe
local last_recipe_type
local ismasterchef
local should_harvest
-- From ActionQueue Reborn
local function InGame()
return ThePlayer and ThePlayer.HUD and not ThePlayer.HUD:HasInputFocus()
end
local function AddKeyUpHandlerForConfig(config, fn)
local key = GetKeyFromConfig(config)
if key ~= -1 then
return TheInput:AddKeyUpHandler(key, function()
if InGame() then
fn()
end
end)
end
end
local function Say(str)
local talker = ThePlayer and ThePlayer.components.talker
if talker then
talker:Say(str)
end
end
local AC_STRINGS = {
["no_previous_recipe"] = "No previous cooking recipe found",
-- ["unable_cook_last_recipe"] = "Unable to cook last recipe",
["start"] = "Auto Cooking : On",
["stop"] = "Auto Cooking : Off",
["no_masterchef"] = "Don't have masterchef tag",
["no_portablespicer"] = "Didn't find portablespicer",
["no_cookpot"] = "Didn't find cookpot",
["cant_move_out_items"] = "Can't move out item from cookpot",
["harvest_only"] = "Materials run out, Harvest Mode On",
["harvest_only_endless"] = "Endless Harvest Mode On",
["last_recipe"] = "Cooking last recipe",
["laggy_mode_on"] = "Auto Cooking : Laggy Mode On",
["laggy_mode_off"] = "Auto Cooking : Laggy Mode Off",
}
local LOC_STRINGS = {
chinese_s = {
["no_previous_recipe"] = "未找到上次烹饪配方",
-- ["unable_cook_last_recipe"] = "无法烹饪上个配方",
["start"] = "自动做饭:开启",
["stop"] = "自动做饭:关闭",
["no_masterchef"] = "没有大厨标签",
["no_portablespicer"] = "未找到调料站",
["no_cookpot"] = "未找到烹饪锅",
["cant_move_out_items"] = "无法从烹饪锅中移出物品",
["harvest_only"] = "材料已用完,进入收获模式",
["harvest_only_endless"] = "无尽收获模式启动",
["last_recipe"] = "烹饪上个配方",
["laggy_mode_on"] = "自动做饭:高延迟模式开启",
["laggy_mode_off"] = "自动做饭:高延迟模式关闭",
}
}
if language == "auto" then
local langs = {
zh = "chinese_s",
chs = "chinese_s",
}
language = langs[LanguageTranslator.defaultlang]
end
if LOC_STRINGS[language] then
AC_STRINGS = LOC_STRINGS[language]
end
local function GetString(stringtype)
return AC_STRINGS[stringtype]
end
local function FormatItemsAmount(items)
local itemlist = {}
for _, v in ipairs(items) do
if not itemlist[v.prefab] then
itemlist[v.prefab] = 1
else
itemlist[v.prefab] = itemlist[v.prefab] + 1
end
end
return itemlist
end
-- From ActionQueue Reborn
local function IsValidEntity(ent)
return ent and ent.Transform and ent:IsValid() and not ent:HasTag("INLIMBO")
end
local function GetClosestTarget(ents, test_fn)
local x, y, z = ThePlayer.Transform:GetWorldPosition()
local mindistsq, target
for _, ent in ipairs(ents) do
if test_fn == nil or test_fn(ent) then
local curdistsq = ent:GetDistanceSqToPoint(x, y, z)
if not mindistsq or curdistsq < mindistsq then
mindistsq = curdistsq
target = ent
end
end
end
return target
end
local function IsCookwareMorph(base, prefab)
if base == prefab then
return true
end
local morphs = cookware_morphs[base]
return morphs
and morphs[prefab]
end
-- Sigh, why inventory_replica.GetOpenContainers not checking isopen...
local function GetOpenContainers()
if ThePlayer.components.inventory ~= nil then
return ThePlayer.components.inventory.opencontainers
elseif ThePlayer.HUD ~= nil then
local containers = {}
for k, v in pairs(ThePlayer.HUD.controls.containers) do
if v ~= nil and v.inst.entity:IsVisible() and v.isopen and k:IsValid() then -- Check isopen
containers[k] = true
end
end
local overflow = ThePlayer.replica.inventory:GetOverflowContainer()
if overflow and overflow.inst then
containers[overflow.inst] = true
end
return containers
else
return {}
end
end
local function CanHarvest(target)
return should_harvest and target:HasTag("donecooking")
end
local function CanRummage(target)
return target.replica.container
and target.replica.container:CanBeOpened()
end
-- From ActionQueue Reborn
local function Wait(act)
repeat
Sleep(SLEEP_TIME)
until not (ThePlayer.sg and ThePlayer.sg:HasStateTag("moving")) and not ThePlayer:HasTag("moving")
and (not (act and act.action == ACTIONS.RUMMAGE) or ThePlayer:HasTag("idle") and not ThePlayer.components.playercontroller:IsDoingOrWorking())
if laggy_mode_on then Sleep(0.3) end
end
local function SendLeftClickAction(act, target)
local playercontroller = ThePlayer.components.playercontroller
if playercontroller.ismastersim then
ThePlayer.components.combat:SetTarget(nil)
playercontroller:DoAction(act)
return
end
local pos = act:GetActionPoint() or ThePlayer:GetPosition()
local function send()
SendRPCToServer(RPC.LeftClick, act.action.code, pos.x, pos.z, target, true)
end
if playercontroller:CanLocomote() then
act.preview_cb = send
playercontroller:DoAction(act)
else
send()
end
end
local function SendActionAndWait(act, target)
SendLeftClickAction(act, target)
Wait(act)
end
local function CheckBackpackItems(backpack)
local slot_1 = backpack:GetItemInSlot(1)
local slot_2 = backpack:GetItemInSlot(2)
if slot_1 and slot_2 then
if (
slot_1:HasTag("spice")
and slot_2:HasTag("preparedfood") and not slot_2:HasTag("spicedfood")
) or (
slot_2:HasTag("spice")
and slot_1:HasTag("preparedfood") and not slot_1:HasTag("spicedfood")
) then
return {slot_1, slot_2}, SEASONING
else
local items = {}
for i = 1, 4 do
local item = backpack:GetItemInSlot(i)
if not (item and cooking.IsCookingIngredient(item.prefab)) then
return
end
table.insert(items, item)
end
return items, COOKING
end
end
end
local function CheckInventoryItems()
local items = ThePlayer.replica.inventory:GetItems()
local item_list = {}
local function CheckNext(slot, counter, spiceorfood)
for k, item in pairs(items) do
if k == slot + 1 then
if spiceorfood then
if spiceorfood == "spice" then
if item:HasTag("preparedfood") and not item:HasTag("spicedfood") then
table.insert(item_list, item)
return true
end
elseif spiceorfood == "preparedfood" then
if item:HasTag("spice") then
table.insert(item_list, item)
return true
end
end
elseif cooking.IsCookingIngredient(item.prefab) then
local counter = counter + 1
if counter == 4 then
table.insert(item_list, item)
return true
elseif CheckNext(k, counter) then
table.insert(item_list, item)
return item_list
end
end
return false
end
end
return false
end
for slot, item in pairs(items) do
if cooking.IsCookingIngredient(item.prefab) then
if CheckNext(slot, 1) then
table.insert(item_list, item)
return item_list, COOKING
end
elseif item:HasTag("spice") then
if CheckNext(slot, 1, "spice") then
table.insert(item_list, item)
return item_list, SEASONING
end
elseif item:HasTag("preparedfood") and not item:HasTag("spicedfood") then
if CheckNext(slot, 1, "preparedfood") then
table.insert(item_list, item)
return item_list, SEASONING
end
end
end
return false
end
local function CheckCookwareItems()
local item_list = {}
for container in pairs(GetOpenContainers()) do
if container.replica.container
and supported_cookwares[container.prefab]
and container.replica.container.widget.buttoninfo.validfn(container) then
for slot, item in pairs(container.replica.container:GetItems()) do
table.insert(item_list, item)
end
return item_list, IsCookwareMorph("portablespicer", container.prefab) and SEASONING or COOKING, container
end
end
end
local function find_cookware(prefab, canttags)
return FindEntity(ThePlayer, STEWER_RANGE, function(inst)
return IsCookwareMorph(prefab, inst.prefab)
end, COOKWARE_MUSTTAGS, canttags)
end
local function GetStartCookware(cookware_type)
local canttags = ismasterchef and COOKWARE_CANTTAGS or NO_MASTERCHEF_CANTTAGS
if cookware_type == COOKING then
return find_cookware("portablecookpot", canttags) or find_cookware("cookpot", canttags)
elseif cookware_type == SEASONING then
return find_cookware("portablespicer", canttags)
end
end
local function GetClosestValidCookware(cookwares, actioncheck, container, cant_cookwares)
return GetClosestTarget(cookwares, function(inst)
return not (
container and not container:IsNear(inst, AUTO_CLOSE_RANGE) -- Check this to prevents us from closing the opened container when try to go to another one
or actioncheck and not (CanHarvest(inst) or CanRummage(inst))
or cant_cookwares and table.contains(cant_cookwares, inst)
)
end)
end
local function GetDefaultCheckingContainers(inv_only)
local inventory = ThePlayer.replica.inventory
local containers = { inventory:GetActiveItem(), inventory }
if inv_only then
table.insert(containers, inventory:GetOverflowContainer())
else
for container in pairs(GetOpenContainers()) do
if not supported_cookwares[container.prefab] then
local container_replica = container.replica.container
if container_replica then
table.insert(containers, container_replica)
end
end
end
end
return containers
end
local function HaveEnoughItems(items, containers)
items = FormatItemsAmount(items)
containers = containers or GetDefaultCheckingContainers()
local item_amount = {}
for k in pairs(items) do
item_amount[k] = 0
end
local function try_add(item)
local prefab = item.prefab
if items[prefab] then
if item.replica.stackable then
item_amount[prefab] = item_amount[prefab] + item.replica.stackable:StackSize()
else
item_amount[prefab] = item_amount[prefab] + 1
end
end
end
for _, container in orderedPairs(containers) do
if type(container) == "table" then
if container.is_a and container:is_a(EntityScript) then
try_add(container)
elseif container.GetItems then
local items = container:GetItems()
for _, v in orderedPairs(items) do
try_add(v)
end
end
end
end
for prefab, amount in pairs(items) do
if item_amount[prefab] < amount then
return false
end
end
return true
end
local function GetItemSlot(item)
local item_valid = item:IsValid() and item.replica.inventoryitem and item.replica.inventoryitem:IsHeldBy(ThePlayer)
local final_container, final_slot
for _, container in orderedPairs(GetDefaultCheckingContainers()) do
if type(container) == "table" and container.GetItems then
local items = container:GetItems()
for _, k, v in sorted_pairs(items) do
-- If given item is valid and we can find it's slot, return it
if item_valid and v == item or not item_valid and v.prefab == item.prefab then
return container, k
-- If we can't, try to cache the item with same prefab/type
elseif not final_container and v.prefab == item.prefab then
final_container, final_slot = container, k
end
end
end
end
return final_container, final_slot
end
-- For Ultra Fast Mode
local function GetItems(required_items)
required_items = shallowcopy(required_items)
local final_steps = {}
for _, container in orderedPairs(GetDefaultCheckingContainers()) do
if type(container) == "table" and container.GetItems then
local items = container:GetItems()
for _, slot, item in sorted_pairs(items) do
if required_items[item.prefab] then
local steps = item.replica.stackable and math.min(item.replica.stackable:StackSize(), required_items[item.prefab]) or 1
for i = 1, steps do
table.insert(final_steps, {container = container.inst, slot = slot})
end
required_items[item.prefab] = required_items[item.prefab] - steps
if required_items[item.prefab] == 0 then
required_items[item.prefab] = nil
end
if IsTableEmpty(required_items) then
return final_steps
end
end
end
end
end
return IsTableEmpty(required_items) and final_steps or nil
end
local function TakeOutItemsInCookware(cookware)
-- If something's in that cookware, take it out
local container = cookware.replica.container
while not (cookware:IsValid() and container:IsEmpty()) do
for i = 1, container:GetNumSlots() do
if container:GetItemInSlot(i) then
if ThePlayer.replica.inventory:IsFull() then
local backpack = ThePlayer.replica.inventory:GetOverflowContainer()
if backpack and not backpack:IsFull() then
SendRPCToServer(RPC.MoveItemFromAllOfSlot, i, cookware, backpack.inst)
else
Say(GetString("cant_move_out_items"))
return false
end
else
SendRPCToServer(RPC.MoveItemFromAllOfSlot, i, cookware)
end
end
end
Sleep(SLEEP_TIME)
end
return true
end
local function StopCooking()
if ac_thread then
Say(GetString("stop"))
ac_thread:SetList(nil)
ac_thread = nil
end
end
local MAX_HARVEST_DIST = 64
local function GetHarvestTarget()
for i = #harvestinglist, 1, -1 do
local cookware = harvestinglist[i]
-- A valid harvest target should be valid & cooking/donecooking/can't be opened & not too far away
if not (
IsValidEntity(cookware)
and not CanRummage(cookware)
and ThePlayer:IsNear(cookware, MAX_HARVEST_DIST)
) then
table.remove(harvestinglist, i)
end
end
local harvestable_cookwares = {}
for _, cookware in ipairs(harvestinglist) do
if CanHarvest(cookware) then
table.insert(harvestable_cookwares, cookware)
end
end
if #harvestable_cookwares > 0 then
return GetClosestTarget(harvestable_cookwares), true
else
return harvestinglist[1]
end
end
local function DoHarvest(target, single)
local act = BufferedAction(ThePlayer, target, ACTIONS.HARVEST)
if single then
SendLeftClickAction(act, target)
else
repeat
SendActionAndWait(act, target)
until not CanHarvest(target)
table.removearrayvalue(harvestinglist, target)
end
end
local function DoRummage(target)
local act = BufferedAction(ThePlayer, target, ACTIONS.RUMMAGE)
while not (target.replica.container and target.replica.container:IsOpenedBy(ThePlayer)) do
SendActionAndWait(act, target)
end
table.removearrayvalue(harvestinglist, target)
end
local function TryWalkTo(target)
if target and not target:IsNear(ThePlayer, 2) then
local pos = target:GetPosition()
local act = BufferedAction(ThePlayer, target, ACTIONS.WALKTO, nil, pos)
if not ThePlayer:HasTag("moving") and ThePlayer:HasTag("idle") then
SendLeftClickAction(act)
ThePlayer:DoTaskInTime(0, function() SendLeftClickAction(act, target) end) -- From Advanced Controls
end
end
end
local function find_endless_target(inst)
return supported_cookwares[inst.prefab]
and CanHarvest(inst)
end
local function HarvestOnly(endless)
local function harvest_thread()
while ThePlayer:IsValid() do
if endless then
local target = FindEntity(ThePlayer, STEWER_RANGE, find_endless_target, COOKWARE_MUSTTAGS, COOKWARE_CANTTAGS)
if target then
DoHarvest(target)
else
Sleep(SLEEP_TIME)
end
else
local target, can_harvest = GetHarvestTarget()
if not target then break end
if can_harvest then
DoHarvest(target)
else
TryWalkTo(target)
Sleep(SLEEP_TIME)
end
end
end
StopCooking()
end
Say(GetString(endless and "harvest_only_endless" or "harvest_only"))
should_harvest = true
if ac_thread then
harvest_thread()
else
ac_thread = ThePlayer:StartThread(harvest_thread)
end
end
local function DoButtonFn(container, single)
local container_replica = container.replica.container
if single then
container_replica.widget.buttoninfo.fn(container, ThePlayer)
return
end
while container:IsValid() and container_replica:IsOpenedBy(ThePlayer) do
container_replica.widget.buttoninfo.fn(container, ThePlayer)
Sleep(SLEEP_TIME)
end
-- Well, doing this is because opener & can open changes can happen at different time on client...
while container:IsValid() and container_replica:CanBeOpened() do
Sleep(SLEEP_TIME)
end
if not table.contains(harvestinglist, container) then
table.insert(harvestinglist, container)
end
end
local harvesting_cookware
local function ShouldKeepHarvertTarget()
return harvesting_cookware
and harvesting_cookware:IsValid()
and CanHarvest(harvesting_cookware)
end
local function TryHarvestWhenFilling(cookware, cookwares)
if not should_harvest then return end
local harvest_cookware
if ShouldKeepHarvertTarget() and harvesting_cookware:IsNear(cookware, AUTO_CLOSE_RANGE) then
harvest_cookware = harvesting_cookware
else
harvest_cookware = GetClosestValidCookware(cookwares, true, cookware, {cookware})
end
if harvest_cookware then
harvesting_cookware = harvest_cookware
DoHarvest(harvest_cookware, true)
end
end
local function DoFillUpAndCook(cookware, items, cookwares)
local container_replica = cookware.replica.container
repeat
if speedy_mode then
TryHarvestWhenFilling(cookware, cookwares)
local steps = GetItems(FormatItemsAmount(items))
if steps then
for _, data in ipairs(steps) do
if data.container == ThePlayer then
SendRPCToServer(RPC.MoveInvItemFromAllOfSlot, data.slot, cookware)
else
SendRPCToServer(RPC.MoveItemFromAllOfSlot, data.slot, data.container, cookware)
end
end
DoButtonFn(cookware, true)
end
Sleep(SLEEP_TIME)
else
for i, v in ipairs(items) do
TryHarvestWhenFilling(cookware, cookwares)
local container, slot = GetItemSlot(v)
if container then
if IsCookwareMorph("portablespicer", cookware.prefab) then
container:MoveItemFromAllOfSlot(slot, cookware)
Sleep(SLEEP_TIME)
elseif not container_replica:GetItemInSlot(i) then
repeat
container:MoveItemFromAllOfSlot(slot, cookware)
Sleep(SLEEP_TIME)
until cookware:IsValid() and container_replica:GetItemInSlot(i)
else
Sleep(SLEEP_TIME)
end
else
Sleep(SLEEP_TIME)
end
end
end
until not cookware:IsValid()
or not container_replica:IsOpenedBy(ThePlayer)
or HaveEnoughItems(items, {container_replica})
-- cookware.replica.container:IsFull()
DoButtonFn(cookware)
if ShouldKeepHarvertTarget() then
DoHarvest(harvesting_cookware)
end
harvesting_cookware = nil
end
local function AutoCooking(items, cookwares)
ac_thread = ThePlayer:StartThread(function()
while ThePlayer:IsValid() do
local cookware
for container in pairs(GetOpenContainers()) do
local container_replica = container.replica.container
if container_replica and container_replica.type == "cooker" then
if HaveEnoughItems(items, {container_replica}) then
DoButtonFn(container)
else
cookware = container
end
break
end
end
-- Check if we need to keep a container open to have enough items to cook
local opened_container
if not HaveEnoughItems(items, GetDefaultCheckingContainers(true)) then
for container in pairs(GetOpenContainers()) do
local container_replica = container.replica.container
if container_replica and container_replica.type == "chest" then
local containers = table.insert(GetDefaultCheckingContainers(true), container_replica)
if HaveEnoughItems(items, containers) then
opened_container = container
break
end
end
end
if not opened_container then break end
end
cookware = cookware or GetClosestValidCookware(cookwares, true, opened_container)
if not cookware then
repeat
TryWalkTo(GetHarvestTarget())
Sleep(SLEEP_TIME)
cookware = GetClosestValidCookware(cookwares, true, opened_container)
until cookware
end
if CanRummage(cookware) then
if not HaveEnoughItems(items) then break end
DoRummage(cookware)
if not HaveEnoughItems(items) then break end
if not TakeOutItemsInCookware(cookware) then
StopCooking()
return
end
DoFillUpAndCook(cookware, items, cookwares)
elseif CanHarvest(cookware) then
DoHarvest(cookware)
else -- Not possible?
Sleep(SLEEP_TIME)
end
end
HarvestOnly()
-- Will be stopped from harvest part
-- StopCooking()
end)
end
local function GetStartingItems(use_last_recipe)
if use_last_recipe then
return last_recipe, last_recipe_type
end
-- Cookware -> Backpack -> Inventory
local items, cooking_type, cookware = CheckCookwareItems()
if not items then
local overflow = ThePlayer.replica.inventory:GetOverflowContainer()
if overflow then
items, cooking_type = CheckBackpackItems(overflow)
end
if not items then
return CheckInventoryItems()
end
end
return items, cooking_type, cookware
end
local function GetStartingCookwares(first_cookware, items, cooking_type)
local cookwares = { first_cookware }
local target_prefab = first_cookware.prefab
local x, _, z = first_cookware.Transform:GetWorldPosition()
local ents = TheSim:FindEntities(x, 0, z, STEWER_RANGE, COOKWARE_MUSTTAGS, ismasterchef and COOKWARE_CANTTAGS or NO_MASTERCHEF_CANTTAGS)
if not should_harvest or cooking_type ~= COOKING or TheInput:IsKeyDown(KEY_SHIFT) then
for _, ent in ipairs(ents) do
if IsCookwareMorph(target_prefab, ent.prefab) then
table.insert(cookwares, ent)
end
end
return cookwares
end
local item_prefabs = {}
for i, v in ipairs(items) do
item_prefabs[i] = items[i].prefab
end
local _, cookingtime = cooking.CalculateRecipe(target_prefab, item_prefabs)
cookingtime = cookingtime * TUNING.BASE_COOK_TIME
if target_prefab == "portablecookpot" then
cookingtime = cookingtime * TUNING.PORTABLE_COOK_POT_TIME_MULTIPLIER
elseif target_prefab == "medal_cookpot" and rawget(_G, TUNING_MEDAL) and TUNING_MEDAL.PORTABLE_COOK_POT_TIME_MULTIPLIER then -- For Functional Medal Mod
cookingtime = cookingtime * TUNING_MEDAL.PORTABLE_COOK_POT_TIME_MULTIPLIER
end
local needed_num = math.ceil(cookingtime / cookpots_num_divisor) + 1
local cur_num = 0
for _, ent in ipairs(ents) do
if IsCookwareMorph(target_prefab, ent.prefab) then
table.insert(cookwares, ent)
cur_num = cur_num + 1
if cur_num == needed_num then
break
end
end
end
return cookwares
end
local function Start(use_last_recipe, override_data)
if ac_thread then StopCooking() return end
local items, cooking_type, start_cookware
if override_data then
items, cooking_type, start_cookware = unpack(override_data)
else
items, cooking_type, start_cookware = GetStartingItems(use_last_recipe)
end
if not items then
HarvestOnly(true)
return
end
if not use_last_recipe then
Say(GetString("start"))
end
ismasterchef = ThePlayer:HasTag("masterchef")
should_harvest = not TheInput:IsKeyDown(KEY_CTRL)
local first_cookware = start_cookware or GetStartCookware(cooking_type)
if first_cookware then
last_recipe, last_recipe_type = items, cooking_type
AutoCooking(items, GetStartingCookwares(first_cookware, items, cooking_type))
elseif cooking_type == SEASONING then
Say(GetString(ismasterchef and "no_portablespicer" or "no_masterchef"))
elseif cooking_type == COOKING then
Say(GetString("no_cookpot"))
end
end
local containers = require("containers")
local params = containers.params
for cookware in pairs(supported_cookwares) do
local btn_fn = params[cookware] and params[cookware].widget and params[cookware].widget.buttoninfo and params[cookware].widget.buttoninfo.fn
if btn_fn then
params[cookware].widget.buttoninfo.fn = function(inst, ...)
if not ac_thread then
local items = inst.replica.container and inst.replica.container:GetItems()
if type(items) == "table" then
last_recipe = {}
last_recipe_type = IsCookwareMorph("portablespicer", inst.prefab) and SEASONING or COOKING
for slot, item in pairs(items) do
table.insert(last_recipe, item)
end
end
end
return btn_fn(inst, ...)
end
end
end
-- From ActionQueue Reborn
local interrupt_controls = {}
local mouse_controls = { [CONTROL_PRIMARY] = true, [CONTROL_SECONDARY] = true }
for control = CONTROL_ATTACK, CONTROL_MOVE_RIGHT do
interrupt_controls[control] = true
end
local PlayerController = require("components/playercontroller")
local on_control = PlayerController.OnControl
function PlayerController:OnControl(control, down, ...)
if down and InGame() then
local mouse_control = mouse_controls[control]
local interrupt_control = interrupt_controls[control]
if ac_thread then
if interrupt_control or mouse_control and not TheInput:GetHUDEntityUnderMouse() then
StopCooking()
end
elseif key_2 ~= -1 and control == CONTROL_PRIMARY and TheInput:IsKeyDown(key_2) then
local ent = TheInput:GetWorldEntityUnderMouse()
if ent and supported_cookwares[ent.prefab] and IsValidEntity(ent) then
Start()
return
end
end
end
return on_control(self, control, down, ...)
end
ENV.AddComponentPostInit("playercontroller", function(self)
if self.inst == ThePlayer then
self.inst:ListenForEvent("aqp_threadstart", StopCooking) -- For AttackQueue Plus
end
end)
AddKeyUpHandlerForConfig("key", Start)
AddKeyUpHandlerForConfig("last_recipe_key", function()
if not last_recipe then
Say(GetString("no_previous_recipe"))
return
end
if ac_thread then StopCooking() return end
if not HaveEnoughItems(last_recipe) then
-- Say(GetString("unable_cook_last_recipe"))
HarvestOnly(true)
return
end
Say(GetString("last_recipe"))