Files
factorio-clusterio/clusterio_0.0.2/control.lua
T

469 lines
14 KiB
Lua

require("config")
local json = require("json")
function HashPosition(position)
return 40000 * (position.y) + position.x
end
function OnBuiltEntity(event)
local entity = event.created_entity
--only add entities that are not ghosts
if entity.type ~= "entity-ghost" then
AddEntity(entity)
end
end
function AddAllEntitiesOfName(name)
for k, surface in pairs(game.surfaces) do
AddEntities(surface.find_entities_filtered({["name"] = name}))
end
end
function AddEntities(entities)
for k, entity in pairs(entities) do
AddEntity(entity)
end
end
function AddEntity(entity)
if entity.name == INPUT_CHEST_NAME then
global.inputChests = global.inputChests or {}
--add the chests to a lists if these chests so they can be interated over
global.inputChests[HashPosition(entity.position)] = entity
elseif entity.name == OUTPUT_CHEST_NAME then
global.outputChests = global.outputChests or {}
--add the chests to a lists if these chests so they can be interated over
global.outputChests[HashPosition(entity.position)] = entity
elseif entity.name == INPUT_TANK_NAME then
global.inputTanks = global.inputTanks or {}
--add the chests to a lists if these chests so they can be interated over
global.inputTanks[HashPosition(entity.position)] = entity
elseif entity.name == OUTPUT_TANK_NAME then
global.outputTanks = global.outputTanks or {}
--add the chests to a lists if these chests so they can be interated over
global.outputTanks[HashPosition(entity.position)] = entity
entity.active = false
elseif entity.name == TX_COMBINATOR_NAME then
table.insert(global.txControls, entity.get_or_create_control_behavior())
elseif entity.name == RX_COMBINATOR_NAME then
table.insert(global.rxControls, entity.get_or_create_control_behavior())
entity.operable=false
end
end
function OnKilledEntity(event)
local entity = event.entity
if entity.type ~= "entity-ghost" then
--remove the entities from the tables as they are dead
if entity.name == INPUT_CHEST_NAME then
global.inputChests[HashPosition(entity.position)] = nil
elseif entity.name == OUTPUT_CHEST_NAME then
global.outputChests[HashPosition(entity.position)] = nil
elseif entity.name == INPUT_TANK_NAME then
global.inputTanks[HashPosition(entity.position)] = nil
elseif entity.name == OUTPUT_TANK_NAME then
global.outputTanks[HashPosition(entity.position)] = nil
end
end
end
--[[ Thing Creation Events ]]--
script.on_event(defines.events.on_built_entity, function(event)
OnBuiltEntity(event)
end)
script.on_event(defines.events.on_robot_built_entity, function(event)
OnBuiltEntity(event)
end)
--[[ Thing Killing Events ]]--
script.on_event(defines.events.on_entity_died, function(event)
OnKilledEntity(event)
end)
script.on_event(defines.events.on_robot_pre_mined, function(event)
OnKilledEntity(event)
end)
script.on_event(defines.events.on_preplayer_mined_item, function(event)
OnKilledEntity(event)
end)
script.on_event(defines.events.on_tick, function(event)
global.inputChests = global.inputChests or {}
global.outputChests = global.outputChests or {}
global.inputTanks = global.inputTanks or {}
global.outputTanks = global.outputTanks or {}
global.outputList = global.outputList or {}
global.inputList = global.inputList or {}
global.rxControls = global.rxControls or {}
global.txControls = global.txControls or {}
-- TX Combinators must run every tick to catch single pulses
HandleTXCombinators()
local todo = game.tick % UPATE_RATE
local onlinePlayers = GetOnlinePlayerCount()
if global.previousPlayerCount == nil or global.previousPlayerCount ~= onlinePlayers then
Reset()
end
global.previousPlayerCount = onlinePlayers
if todo == 0 then
HandleInputChests()
elseif todo == 1 then
HandleInputTanks()
elseif todo == 2 then
HandleOutputChests()
elseif todo == 3 then
HandleOutputTanks()
elseif todo == 4 then
ExportInputList()
elseif todo == 5 then
ExportOutputList()
end
local rxstate = game.tick % CIRCUIT_UPATE_RATE
-- RX Combinators are set and then cleared on sequential ticks to create pulses
if rxstate == 0 then
SetRXCombinators()
elseif rxstate == 1 then
ClearRXCombinators()
end
end)
function GetOnlinePlayerCount()
local onlinePlayers = 0
for k, player in pairs(game.players) do
if player.connected then
onlinePlayers = onlinePlayers + 1
end
end
return onlinePlayers
end
function Reset()
global.outputList = {}
global.inputList = {}
global.itemStorage = {}
global.inputChests = {}
global.outputChests = {}
global.inputTanks = {}
global.outputTanks = {}
AddAllEntitiesOfName(INPUT_CHEST_NAME)
AddAllEntitiesOfName(OUTPUT_CHEST_NAME)
AddAllEntitiesOfName(INPUT_TANK_NAME)
AddAllEntitiesOfName(OUTPUT_TANK_NAME)
game.print("reset")
end
function HandleInputChests()
for k, v in pairs(global.inputChests) do
if v.valid then
--get the content of the chest
local items = v.get_inventory(defines.inventory.chest).get_contents()
--write everything to the file
for itemName, itemCount in pairs(items) do
AddItemToInputList(itemName, itemCount)
end
-- clear the inventory
v.get_inventory(defines.inventory.chest).clear()
end
end
end
function HandleInputTanks()
for k, v in pairs(global.inputTanks) do
if v.valid then
--get the content of the chest
local fluid = v.fluidbox[1]
if fluid ~= nil and math.floor(fluid.amount) > 0 then
AddItemToInputList(fluid.type, math.floor(fluid.amount))
fluid.amount = fluid.amount - math.floor(fluid.amount)
end
v.fluidbox[1] = fluid
end
end
end
function HandleOutputChests()
local simpleItemStack = {}
for k, v in pairs(global.outputChests) do
if v.valid and not v.to_be_deconstructed(v.force) then
--get the inventory here once for faster execution
local chestInventory = v.get_inventory(defines.inventory.chest)
for i = 1, 10 do
--the item the chest wants
local requestItem = v.get_request_slot(i)
if requestItem ~= nil then
local itemsInChest = chestInventory.get_item_count(requestItem.name)
--if there isn't enough items in the chest
if itemsInChest < requestItem.count then
local additionalItemRequiredCount = requestItem.count - itemsInChest
local itemCountAllowedToInsert = RequestItemsFromStorage(requestItem.name, additionalItemRequiredCount)
if itemCountAllowedToInsert > 0 then
simpleItemStack.name = requestItem.name
simpleItemStack.count = itemCountAllowedToInsert
--insert the missing items
local insertedItemsCount = chestInventory.insert(simpleItemStack)
local itemsNotInsertedCount = itemCountAllowedToInsert - insertedItemsCount
if itemsNotInsertedCount > 0 then
GiveItemsToStorage(requestItem.name, itemsNotInsertedCount)
end
else
local missingItems = additionalItemRequiredCount - itemCountAllowedToInsert
AddItemToOutputList(requestItem.name, missingItems)
end
end
end
end
end
end
end
function HandleOutputTanks()
local MAX_FLUID_AMOUNT = 1000
for k,v in pairs(global.outputTanks) do
--.recipe.products[1].name
if v.recipe ~= nil then
local fluidName = v.recipe.products[1].name
--either get the fluid or reset it to the requested fluid
local fluid = v.fluidbox[1] or {type = fluidName, amount = 0}
if fluid.type ~= fluidName then
fluid = {type = fluidName, amount = 0}
end
--if any fluid is missing then request the fluid
--from store and give either what it's missing or
--the rest of the liquid in the system
local missingFluid = math.max(math.ceil(MAX_FLUID_AMOUNT - fluid.amount), 0)
if missingFluid > 0 then
local fluidToInsert = RequestItemsFromStorage(fluidName, missingFluid)
if fluidToInsert > 0 then
fluid.amount = fluid.amount + fluidToInsert
else
local fluidToRequestAmount = missingFluid - fluidToInsert
AddItemToOutputList(fluid.type, fluidToRequestAmount)
end
end
v.fluidbox[1] = fluid
end
end
end
function AddItemToInputList(itemName, itemCount)
global.inputList[itemName] = (global.inputList[itemName] or 0) + itemCount
end
function AddItemToOutputList(itemName, itemCount)
global.outputList[itemName] = (global.outputList[itemName] or 0) + itemCount
end
function ExportInputList()
local exportStrings = {}
for k,v in pairs(global.inputList) do
exportStrings[#exportStrings + 1] = k.." "..v.."\n"
end
global.inputList = {}
if #exportStrings > 0 then
--only write to file once as i/o is slow
--it's much faster to concatenate all the lines with table.concat
--instead of doing it with the .. operator
game.write_file(OUTPUT_FILE, table.concat(exportStrings), true)
end
end
function ExportOutputList()
local exportStrings = {}
for k,v in pairs(global.outputList) do
exportStrings[#exportStrings + 1] = k.." "..v.."\n"
end
global.outputList = {}
if #exportStrings > 0 then
--only write to file once as i/o is slow
--it's much faster to concatenate all the lines with table.concat
--instead of doing it with the .. operator
game.write_file(ORDER_FILE, table.concat(exportStrings), true)
end
end
function RequestItemsFromStorage(itemName, itemCount)
global.itemStorage = global.itemStorage or {}
--if result is nil then there is no items in storage
--which means that no items can be given
if global.itemStorage[itemName] == nil then
return 0
end
--if the number of items in storage is lower than the number of items
--requested then take the number of items there are left otherwise take the requested amount
local itemsTakenFromStorage = math.min(global.itemStorage[itemName], itemCount)
global.itemStorage[itemName] = global.itemStorage[itemName] - itemsTakenFromStorage
return itemsTakenFromStorage
end
function GiveItemsToStorage(itemName, itemCount)
global.itemStorage = global.itemStorage or {}
--if this is called for the first time for an item then the result
--is nil. if that's the case then set the result to 0 so it can
--be used in arithmetic operations
global.itemStorage[itemName] = global.itemStorage[itemName] or 0
global.itemStorage[itemName] = global.itemStorage[itemName] + itemCount
end
function AddFrameToRXBuffer(frame)
-- Add a frame to the buffer. return remaining space in buffer
local validsignals = {
["virtual"] = game.virtual_signal_prototypes,
["fluid"] = game.fluid_prototypes,
["item"] = game.item_prototypes
}
global.rxBuffer = global.rxBuffer or {}
-- if buffer is full, drop frame
if #global.rxBuffer >= MAX_RX_BUFFER_SIZE then return 0 end
-- frame = {{count=42,name="signal-grey",type="virtual"},{...},...}
local signals = {}
local index = 1
for _,signal in pairs(frame) do
if validsignals[signal.type] and validsignals[signal.type][signal.name] then
signals[index] =
{
index=index,
count=signal.count,
signal={ name=signal.name, type=signal.type }
}
index = index + 1
--TODO: break if too many?
--TODO: error token on mismatched signals? maybe mismatch1-n signals?
end
end
if index > 1 then table.insert(global.rxBuffer,signals) end
return MAX_RX_BUFFER_SIZE - #global.rxBuffer
end
function HandleTXCombinators()
-- Check all TX Combinators, and if condition satisfied, add frame to transmit buffer
-- frame = {{count=42,name="signal-grey",type="virtual"},{...},...}
local signals = {["item"]={},["virtual"]={},["fluid"]={}}
for i,txControl in pairs(global.txControls) do
if txControl.valid then
local frame = txControl.signals_last_tick
if frame then
for _,signal in pairs(frame) do
signals[signal.signal.type][signal.signal.name]=
(signals[signal.signal.type][signal.signal.name] or 0) + signal.count
end
end
else
table.remove(global.txControls,i)
end
end
local frame = {}
for type,arr in pairs(signals) do
for name,count in pairs(arr) do
table.insert(frame,{count=count,name=name,type=type})
end
end
if #frame > 0 then
table.insert(frame,{count=game.tick,name="signal-srctick",type="virtual"})
game.write_file(TX_BUFFER_FILE, json:encode(frame).."\n", true)
-- Loopback for testing
--AddFrameToRXBuffer(frame)
end
end
function SetRXCombinators()
-- if the RX buffer is not empty, get a frame from it and output on all RX Combinators
if global.rxBuffer and #global.rxBuffer > 0 then
local frame = table.remove(global.rxBuffer)
for i,rxControl in pairs(global.rxControls) do
if rxControl.valid then
rxControl.parameters={parameters=frame}
rxControl.enabled=true
else
table.remove(global.rxControls,i)
end
end
end
end
function ClearRXCombinators()
-- Clear all RX Combinators.
-- This makes them emit pulses, which are easier to
-- detect than slowly changing continusous signals.
for i,rxControl in pairs(global.rxControls) do
if rxControl.valid then
rxControl.enabled=false
else
table.remove(global.rxControls,i)
end
end
end
--[[ Remote Thing ]]--
remote.add_interface("clusterio",
{
import = function(itemName, itemCount)
GiveItemsToStorage(itemName, itemCount)
end,
importMany = function(jsonString)
local items = json:decode(jsonString)
for k, item in pairs(items) do
for itemName, itemCount in pairs(item) do
GiveItemsToStorage(itemName, itemCount)
end
end
end,
printStorage = function()
local items = ""
for itemName, itemCount in pairs(global.itemStorage) do
items = items.."\n"..itemName..": "..tostring(itemCount)
end
game.print(items)
end,
reset = Reset,
receiveFrame = function(jsonframe)
local frame = json:decode(jsonframe)
-- frame = {tick=123456,frame={{count=42,name="signal-grey",type="virtual"},{...},...}}
return AddFrameToRXBuffer(frame)
end,
receiveMany = function(jsonframes)
local frames = json:decode(jsonframes)
local buffer
for _,frame in pairs(frames) do
buffer = AddFrameToRXBuffer(frame)
if buffer==0 then return 0 end
end
return buffer
end,
})