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https://github.com/PHIDIAS0303/factorio-mod-PHI.git
synced 2025-12-27 11:05:22 +09:00
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@@ -58,11 +58,6 @@ if settings.startup['PHI-CT'].value then
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return p1.x == p2.x and p1.y == p2.y
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end
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function math2d.position.dot_product(p1, p2)
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p1, p2 = math2d.position.ensure_xy(p1), math2d.position.ensure_xy(p2)
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return p1.x * p2.x + p1.y * p2.y
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end
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function math2d.position.split(pos)
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local function split_coord(v)
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local int, frac = math.modf(v)
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@@ -143,25 +138,6 @@ if settings.startup['PHI-CT'].value then
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return math.max(math.abs(pickup_pos.x), math.abs(pickup_pos.y), math.abs(drop_pos.x), math.abs(drop_pos.y))
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end
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function inserter_utils.enforce_max_range(inserter)
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local arm_positions = inserter_utils.get_arm_positions(inserter)
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local max_range = inserter_utils.get_max_range(inserter)
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if math.max(math.abs(arm_positions.drop.x), math.abs(arm_positions.drop.y)) > max_range then
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arm_positions.drop = math2d.position.multiply_scalar(math2d.direction.to_vector(math2d.direction.from_vector(arm_positions.drop)), max_range)
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end
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if math.max(math.abs(arm_positions.pickup.x), math.abs(arm_positions.pickup.y)) > max_range then
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arm_positions.pickup = math2d.position.multiply_scalar(math2d.direction.to_vector(math2d.direction.from_vector(arm_positions.pickup)), max_range)
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end
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if math2d.position.equal(arm_positions.pickup, arm_positions.drop) then
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arm_positions.pickup = {x = -arm_positions.drop.x , y = -arm_positions.drop.y}
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end
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inserter_utils.set_arm_positions(inserter, arm_positions)
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end
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function inserter_utils.calc_rotated_drop_offset(inserter, positions)
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local old_positions = inserter_utils.get_arm_positions(inserter)
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local old_drop_dir = math2d.direction.from_vector(old_positions.drop)
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@@ -195,7 +171,6 @@ if settings.startup['PHI-CT'].value then
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for y = -table_range, table_range, 1 do
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for x = -table_range, table_range, 1 do
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local pos_suffix = '_' .. tostring(x + table_range + 1) .. '_' .. tostring(y + table_range + 1)
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if (x == 0 and y == 0) then
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@@ -218,33 +193,16 @@ if settings.startup['PHI-CT'].value then
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for y = 1, 3, 1 do
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for x = 1, 3, 1 do
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local button_name = 'button_offset_' .. tostring(x + table_range + 1) .. '_' .. tostring(y + table_range + 1)
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local button = table_position.add({type = 'sprite-button', name = button_name, style = 'slot_sized_button'})
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button.style.size = {32,32}
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local button = table_position.add({type = 'sprite-button', name = 'button_offset_' .. tostring(x + table_range + 1) .. '_' .. tostring(y + table_range + 1), style = 'slot_sized_button'})
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button.style.size = {32, 32}
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end
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end
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end
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function gui.delete(player)
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if player.gui.relative.inserter_config then
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player.gui.relative.inserter_config.destroy()
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end
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end
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function gui.create_all()
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for _, player in pairs(game.players) do
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gui.delete(player)
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gui.create(player)
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end
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end
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function gui.update(player, inserter)
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local gui_instance = player.gui.relative.inserter_config.frame_content.flow_content
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local table_range = (gui_instance.table_position.column_count - 1)/2
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local table_range = (gui_instance.table_position.column_count - 1) / 2
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local inserter_range = inserter_utils.get_max_range(inserter)
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local arm_positions = inserter_utils.get_arm_positions(inserter)
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local idx = 0
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@@ -254,16 +212,14 @@ if settings.startup['PHI-CT'].value then
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if gui_instance.table_position.children[idx].type == 'sprite-button' then
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if math2d.position.equal(arm_positions.drop, {x, y}) then
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gui_instance.table_position.children[idx].sprite = 'drop'
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gui_instance.table_position.children[idx].sprite = '__base__/graphics/icons/arrows/down-arrow.png'
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elseif math2d.position.equal(arm_positions.pickup, {x, y}) then
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gui_instance.table_position.children[idx].sprite = 'pickup'
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gui_instance.table_position.children[idx].sprite = '__base__/graphics/icons/arrows/up-arrow.png'
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elseif x ~= 0 or y ~= 0 then
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gui_instance.table_position.children[idx].sprite = nil
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end
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gui_instance.table_position.children[idx].enabled = math.min(math.abs(x), math.abs(y)) == 0 and math.max(math.abs(x), math.abs(y)) <= inserter_range
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--gui_instance.table_position.children[idx].enabled = ((math.min(math.abs(x), math.abs(y)) == 0 or math.abs(x) == math.abs(y) ) and math.max(math.abs(x), math.abs(y)) <= inserter_range)
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--gui_instance.table_position.children[idx].enabled = math.max(math.abs(x), math.abs(y)) <= inserter_range
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end
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end
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end
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@@ -281,72 +237,59 @@ if settings.startup['PHI-CT'].value then
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for y = -1, 1, 1 do
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for x = -1, 1, 1 do
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idx = idx + 1
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if math2d.position.equal(arm_positions.drop_offset, {x, y}) then
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gui_instance.table_offset.children[idx].sprite = 'drop'
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else
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gui_instance.table_offset.children[idx].sprite = nil
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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 gui.update_all(inserter)
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for idx, player in pairs(game.players) do
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if (inserter and player.opened == inserter) or (not inserter and inserter_utils.is_inserter(player.opened)) then
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gui.update(player, player.opened)
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gui_instance.table_offset.children[idx].sprite = (math2d.position.equal(arm_positions.drop_offset, {x, y}) and '__base__/graphics/icons/arrows/down-arrow.png') or nil
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end
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end
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end
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function gui.get_button_pos(button)
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local idx = button.get_index_in_parent()-1
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local idx = button.get_index_in_parent() - 1
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local len = button.parent.column_count
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local center = (len-1)*-0.5
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return math2d.position.add({idx%len, math.floor(idx/len)}, {center, center})
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local center = (len - 1) * -0.5
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return math2d.position.add({idx % len, math.floor(idx / len)}, {center, center})
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end
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function gui.on_button_position(player, event)
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local inserter = player.opened
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local new_pos = gui.get_button_pos(event.element)
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if event.button == defines.mouse_button_type.left and not event.control and not event.shift then
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local new_positions = { drop=new_pos }
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if event.button == defines.mouse_button_type.left and (not event.control) and (not event.shift) then
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local new_positions = {drop = new_pos}
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if event.element.sprite == 'drop' then
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if event.element.sprite == '__base__/graphics/icons/arrows/down-arrow.png' then
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return
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end
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if event.element.sprite == 'pickup' then
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if event.element.sprite == '__base__/graphics/icons/arrows/up-arrow.png' then
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new_positions.pickup = inserter_utils.get_arm_positions(inserter).drop
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end
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new_positions.drop_offset = inserter_utils.calc_rotated_drop_offset(inserter, new_positions)
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inserter_utils.set_arm_positions(inserter, new_positions)
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elseif event.button == defines.mouse_button_type.right or (event.button == defines.mouse_button_type.left and (event.control or event.shift)) then
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local new_positions = { pickup=new_pos }
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local new_positions = {pickup = new_pos}
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if event.element.sprite == 'pickup' then
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if event.element.sprite == '__base__/graphics/icons/arrows/up-arrow.png' then
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return
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end
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if event.element.sprite == 'drop' then
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if event.element.sprite == '__base__/graphics/icons/arrows/down-arrow.png' then
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new_positions.drop = inserter_utils.get_arm_positions(inserter).pickup
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end
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inserter_utils.set_arm_positions(inserter, new_positions)
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end
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gui.update_all(inserter)
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for _, p in pairs(game.players) do
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if (inserter and p.opened == inserter) or (not inserter and inserter_utils.is_inserter(p.opened)) then
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gui.update(p, p.opened)
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end
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end
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end
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function gui.on_button_offset(player, event)
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local new_drop_offset = gui.get_button_pos(event.element)
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inserter_utils.set_arm_positions(player.opened, {drop_offset=new_drop_offset})
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inserter_utils.set_arm_positions(player.opened, {drop_offset = gui.get_button_pos(event.element)})
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gui.update(player, player.opened)
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end
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@@ -365,12 +308,30 @@ if settings.startup['PHI-CT'].value then
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script.on_init(function(_)
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trash_check()
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gui.create_all()
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for _, player in pairs(game.players) do
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if player.gui.relative.inserter_config then
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player.gui.relative.inserter_config.destroy()
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end
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gui.create(player)
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end
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end)
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script.on_configuration_changed(function(_)
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gui.create_all()
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gui.update_all()
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for _, player in pairs(game.players) do
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if player.gui.relative.inserter_config then
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player.gui.relative.inserter_config.destroy()
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end
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gui.create(player)
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end
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for _, player in pairs(game.players) do
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if inserter_utils.is_inserter(player.opened) then
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gui.update(player, player.opened)
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end
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end
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end)
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script.on_event(defines.events.on_player_created, function(e)
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@@ -398,15 +359,39 @@ if settings.startup['PHI-CT'].value then
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script.on_event(defines.events.on_player_rotated_entity, function(e)
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if inserter_utils.is_inserter(e.entity) then
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gui.update_all(e.entity)
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for _, player in pairs(game.players) do
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if (e.entity and player.opened == e.entity) or (not e.entity and inserter_utils.is_inserter(player.opened)) then
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gui.update(player, player.opened)
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end
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end
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end
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end)
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script.on_event(defines.events.on_entity_settings_pasted, function(e)
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if inserter_utils.is_inserter(e.destination) then
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e.destination.direction = e.source.direction
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inserter_utils.enforce_max_range(e.destination)
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gui.update_all(e.destination)
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local arm_positions = inserter_utils.get_arm_positions(e.destination)
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local max_range = inserter_utils.get_max_range(e.destination)
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if math.max(math.abs(arm_positions.drop.x), math.abs(arm_positions.drop.y)) > max_range then
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arm_positions.drop = math2d.position.multiply_scalar(math2d.direction.to_vector(math2d.direction.from_vector(arm_positions.drop)), max_range)
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end
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if math.max(math.abs(arm_positions.pickup.x), math.abs(arm_positions.pickup.y)) > max_range then
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arm_positions.pickup = math2d.position.multiply_scalar(math2d.direction.to_vector(math2d.direction.from_vector(arm_positions.pickup)), max_range)
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end
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if math2d.position.equal(arm_positions.pickup, arm_positions.drop) then
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arm_positions.pickup = {x = -arm_positions.drop.x , y = -arm_positions.drop.y}
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end
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inserter_utils.set_arm_positions(e.destination, arm_positions)
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for _, player in pairs(game.players) do
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if (e.destination and player.opened == e.destination) or (not e.destination and inserter_utils.is_inserter(player.opened)) then
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gui.update(player, player.opened)
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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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