Files
factorio-clusterio/c-inv_0.0.2/control.lua
T

199 lines
5.8 KiB
Lua

require("config")
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
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
end
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
end
end
end
--[[ Initialize Things ]]--
--script.on_configuration_changed(function(data)
--if the tables hasn't been initialized then do it
--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 {}
HandleInputChests()
HandleOutputChests()
end)
function HandleInputChests()
local linesToWriteToFile = {}
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
linesToWriteToFile[#linesToWriteToFile + 1] = itemName.. " " ..itemCount.."\n"
end
-- clear the inventory
v.get_inventory(defines.inventory.chest).clear()
end
end
if #linesToWriteToFile > 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(INPUT_CHEST_FILE, table.concat(linesToWriteToFile), true)
end
end
function HandleOutputChests()
local linesToWriteToFile = {}
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
--write how many items was inserted
linesToWriteToFile[#linesToWriteToFile + 1] = requestItem.name..", "..missingItems.."\n"
end
end
end
end
end
end
if #linesToWriteToFile > 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_CHEST_FILE, table.concat(linesToWriteToFile), 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
print(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
print(itemName.." "..itemCount)
print(itemName.." "..global.itemStorage[itemName])
end
--[[ Remote Thing ]]--
remote.add_interface("clusterio",
{
import = function(itemName, itemCount)
GiveItemsToStorage(itemName, itemCount)
end
})