local items = require 'config' local inserter_direction = { [1] = defines.direction.north, [2] = defines.direction.northnortheast, [3] = defines.direction.northeast, [4] = defines.direction.eastnortheast, [5] = defines.direction.east, [6] = defines.direction.eastsoutheast, [7] = defines.direction.southeast, [8] = defines.direction.southsoutheast, [9] = defines.direction.south, [10] = defines.direction.southsouthwest, [11] = defines.direction.southwest, [12] = defines.direction.westsouthwest, [13] = defines.direction.west, [14] = defines.direction.westnorthwest, [15] = defines.direction.northwest, [16] = defines.direction.northnorthwest, } local inserter_direction_reversed = {} for k, v in pairs(inserter_direction) do inserter_direction_reversed[v] = k end local rail_support_pole = { 'rail-support-pole-electric', 'rail-support-pole-lightning' } local function gui_create(player) if player.gui.relative.phi_cl_inserter_config then player.gui.relative.phi_cl_inserter_config.destroy() end if player.gui.relative.phi_cl_combinator_config then player.gui.relative.phi_cl_combinator_config.destroy() end do local frame = player.gui.relative.add({type = 'frame', name = 'phi_cl_inserter_config', anchor = {gui = defines.relative_gui_type.inserter_gui, position = defines.relative_gui_position.right, type = 'inserter', ghost_mode = 'both'}}) frame.add({type = 'drop-down', name = 'i_sub_direction', items = {'[virtual-signal=signal-0]', '[virtual-signal=signal-1]', '[virtual-signal=signal-2]', '[virtual-signal=signal-3]'}, selected_index = 1}) end do local frame = player.gui.relative.add({type = 'frame', name = 'phi_cl_combinator_config', anchor = {gui = defines.relative_gui_type.constant_combinator_gui, position = defines.relative_gui_position.right, name = 'super-combinator', ghost_mode = 'only_real'}}) local table = frame.add({type = 'table', name = 'default', column_count = 1, style = 'table'}) table.add({type = 'label', name = 'read_type', caption = {'gui-control-behavior-modes.read-contents'}, style = 'heading_2_label'}) local table_research_queue = table.add({type = 'table', name = 'table_research_queue', column_count = 2, style = 'table'}) table_research_queue.add({type = 'label', name = 'research_queue_label', caption = {'gui-technology-queue.title'}, style = 'heading_2_label'}) table_research_queue.add({type = 'drop-down', name = 'research_queue_dropdown', items = {'[virtual-signal=signal-deny]', '[virtual-signal=signal-RA]', '[virtual-signal=signal-WA]', '[virtual-signal=signal-check]'}, selected_index = 1}) end end local function gui_update(player, entity) if entity.valid and entity.type == 'proxy-container' and entity.proxy_target_inventory and entity.proxy_target_inventory == defines.inventory.lab_input then player.opened = nil return end if entity.valid and entity.type and (entity.type == 'inserter' or (entity.type == 'entity-ghost' and entity.ghost_type == 'inserter')) then player.gui.relative.phi_cl_inserter_config['i_sub_direction'].selected_index = ((inserter_direction_reversed[entity.direction] - 1) % 4) + 1 end if entity.valid and entity.type and entity.type == 'constant-combinator' and entity.name == 'super-combinator' then local circuit_oc = player.opened.get_or_create_control_behavior() if circuit_oc and circuit_oc.sections_count and circuit_oc.sections_count == 0 then circuit_oc.add_section() end circuit_oc = circuit_oc.sections[1] local cs1 = circuit_oc.get_slot(1) if not cs1 or not cs1.value or not cs1.value.name or cs1.value.name ~= 'signal-SA' then return end local val = cs1.min or 0 if player.gui.relative.phi_cl_combinator_config and player.gui.relative.phi_cl_combinator_config['default'] and player.gui.relative.phi_cl_combinator_config['default']['table_research_queue'] then local dropdown = player.gui.relative.phi_cl_combinator_config['default']['table_research_queue']['research_queue_dropdown'] if dropdown then dropdown.selected_index = ((val < 0 or val > 3) and 1) or (val + 1) end end end end local function inserter_changed(event) local player = game.players[event.player_index] if event.entity and player.opened == event.entity then gui_update(player, player.opened) end end local function hidden_recipe_enable(event) if not settings.startup['PHI-CT'].value then return end local enable = (event.name == defines.events.on_player_cheat_mode_enabled) for _, v in pairs(prototypes.fluid) do if game.players[event.player_index].force.recipes['pump-' .. v.name] then game.players[event.player_index].force.recipes['pump-' .. v.name].enabled = enable end end for _, v in pairs({'super-radar', 'passive-energy-void', 'active-energy-void', 'linked-chest', 'infinity-chest', 'infinity-cargo-wagon', 'infinity-pipe'}) do game.players[event.player_index].force.recipes[v].enabled = enable end end local function entity_build(event) if event.entity.type == 'rail-support' then for _, v in pairs(rail_support_pole) do if prototypes.entity[v] then local p = event.entity.surface.create_entity{name = v, position = {event.entity.position.x, event.entity.position.y}, force = 'neutral', quality = event.entity.quality.name} p.destructible = false end end return end if event.entity.type == 'lab' and prototypes.entity['proxy-container'] then local p = event.entity.surface.create_entity{name = 'proxy-container', position = {event.entity.position.x, event.entity.position.y}, force = 'neutral', quality = event.entity.quality.name} p.destructible = false p.proxy_target_entity = event.entity p.proxy_target_inventory = defines.inventory.lab_input return end if event.entity.type == 'proxy-container' and event.entity.name == 'proxy-cargo-landing-chest' and prototypes.entity['cargo-landing-pad'] then local ec = game.surfaces[event.entity.surface].find_entities_filtered{type='cargo-landing-pad'} if not ec then return end event.entity.proxy_target_entity = ec[1] event.entity.proxy_target_inventory = defines.inventory.cargo_landing_pad_main return end if event.entity.type == 'cargo-landing-pad' and event.entity.name == 'cargo-landing-pad' and prototypes.entity['proxy-cargo-landing-chest'] then local ec = game.surfaces[event.entity.surface].find_entities_filtered{type='cargo-landing-pad'} if #ec > 1 then return end local ep = game.surfaces[event.entity.surface].find_entities_filtered{type='proxy-container', name='proxy-cargo-landing-chest'} for _, v in pairs(ep) do v.proxy_target_entity = ec[1] v.proxy_target_inventory = defines.inventory.cargo_landing_pad_main end return end if event.entity.type == 'infinity-container' and event.entity.name == 'trash-chest' then event.entity.remove_unfiltered_items = true elseif event.entity.type == 'infinity-pipe' and event.entity.name == 'trash-pipe' then event.entity.set_infinity_pipe_filter(nil) end end local function entity_destroy(event) if event.entity.type == 'rail-support' then for _, v in pairs(rail_support_pole) do if prototypes.entity[v] then local p = event.entity.surface.find_entity({name = v, force = 'neutral', quality = event.entity.quality.name}, {event.entity.position.x, event.entity.position.y}) if p then p.destroy() end end end return end if event.entity.type == 'lab' and prototypes.entity['proxy-container'] then local p = event.entity.surface.find_entity({name = 'proxy-container', force = 'neutral', quality = event.entity.quality.name}, {event.entity.position.x, event.entity.position.y}) if p then p.destroy() end return end end local function storage_init() if not storage.phi_cl then storage.phi_cl = {} end if not storage.phi_cl.loop then storage.phi_cl.loop = { combinator = false } end if not storage.phi_cl.combinator then storage.phi_cl.combinator = { combinator_list = {}, research_queue = {}, research_queue_set = {}, research_progress = 0, last_writer = nil } end storage.phi_cl.loop.combinator = (settings.startup['PHI-MI'].value or (settings.startup['PHI-GM'].value and settings.startup['PHI-GM'].value ~= '')) end script.on_init(function() if settings.startup['PHI-MI'].value or (settings.startup['PHI-GM'].value and settings.startup['PHI-GM'].value ~= '') then for _, player in pairs(game.players) do gui_create(player) end end storage_init() end) script.on_configuration_changed(function() if settings.startup['PHI-MI'].value or (settings.startup['PHI-GM'].value and settings.startup['PHI-GM'].value ~= '') then for _, player in pairs(game.players) do gui_create(player) if player.opened and player.opened.valid and player.opened.object_name == 'LuaEntity' then gui_update(player, player.opened.entity) end end end storage_init() end) if settings.startup['PHI-MI'].value or (settings.startup['PHI-GM'].value and settings.startup['PHI-GM'].value ~= '') then script.on_event(defines.events.on_player_created, function(event) gui_create(game.players[event.player_index]) end) script.on_event(defines.events.on_gui_opened, function(event) local player = game.players[event.player_index] if event.entity and player.opened and player.opened == event.entity then gui_update(player, event.entity) end end) script.on_event(defines.events.on_gui_selection_state_changed, function(event) local player = game.players[event.player_index] if not (player.opened and player.opened.object_name == 'LuaEntity') then return end if not player.opened.valid then return end if (player.opened.type == 'inserter' or (player.opened.type == 'entity-ghost' and player.opened.ghost_type == 'inserter')) and player.gui.relative.phi_cl_inserter_config then player.opened.direction = inserter_direction[(math.floor(inserter_direction_reversed[player.opened.direction] / 4) * 4 + (event.element.parent['i_sub_direction'].selected_index - 1)) % 16 + 1] end if player.opened.type == 'constant-combinator' and player.opened.name == 'super-combinator' and player.gui.relative.phi_cl_combinator_config then local circuit_oc = player.opened.get_or_create_control_behavior() if circuit_oc and circuit_oc.sections_count and circuit_oc.sections_count == 0 then circuit_oc.add_section() end circuit_oc = circuit_oc.sections[1] circuit_oc.set_slot(1, {value = {type = 'virtual', name = 'signal-SA', quality = 'normal'}, min = event.element.parent.parent['table_research_queue']['research_queue_dropdown'].selected_index - 1}) end end) script.on_event({defines.events.on_player_rotated_entity, defines.events.on_player_flipped_entity}, function(event) inserter_changed(event) end) script.on_event({defines.events.on_built_entity, defines.events.on_robot_built_entity, defines.events.on_space_platform_built_entity, defines.events.script_raised_built, defines.events.script_raised_revive}, function(event) entity_build(event) end) script.on_event(defines.events.on_entity_cloned, function(event) entity_build({entity=event.destination}) end) script.on_event({defines.events.on_entity_died, defines.events.on_player_mined_entity, defines.events.on_robot_pre_mined, defines.events.script_raised_destroy}, function(event) entity_destroy(event) end) end if settings.startup['PHI-CT'].value then script.on_event({defines.events.on_player_cheat_mode_enabled, defines.events.on_player_cheat_mode_disabled}, function(event) hidden_recipe_enable(event) end) end script.on_nth_tick(1800, function(_) if storage.phi_cl and storage.phi_cl.loop and storage.phi_cl.loop.combinator and game.forces['player'] then storage.phi_cl.combinator.research_progress = math.floor(game.forces['player'].research_progress * 1000) storage.phi_cl.combinator.combinator_list = {} storage.phi_cl.combinator.research_queue = {} storage.phi_cl.combinator.research_queue_set = {} local n = 1 for _, r in pairs(game.forces['player'].research_queue) do if r.name and r.level and r.research_unit_count_formula then storage.phi_cl.combinator.research_queue[r.name] = (storage.phi_cl.combinator.research_queue[r.name] or 0) + math.pow(2, n - 1) end n = n + 1 end for _, s in pairs(game.surfaces) do local c = s.find_entities_filtered{type='constant-combinator', name='super-combinator'} if #c > 0 then for _, entity in pairs(c) do table.insert(storage.phi_cl.combinator.combinator_list, entity) end end end end end) local function handle_research_queue(entity, combinator) local combinator_slot = combinator.get_slot(1) if not combinator_slot or not combinator_slot.value or not combinator_slot.value.name or combinator_slot.value.name ~= 'signal-SA' then combinator.set_slot(1, {value = {type = 'virtual', name = 'signal-SA', quality = 'normal'}, min = 0}) return end local combinator_slot_value = combinator_slot.min or 0 if combinator_slot_value < 0 or combinator_slot_value > 3 then combinator.set_slot(1, {value = {type = 'virtual', name = 'signal-SA', quality = 'normal'}, min = 0}) return end if combinator_slot_value == 1 or combinator_slot_value == 3 then -- research_queue_read local n = 21 for rn, rv in pairs(storage.phi_cl.combinator.research_queue) do combinator.set_slot(n, {value = {type = 'virtual', name = 'signal-' .. rn, quality = 'normal'}, min = rv}) n = n + 1 end for i = n, 27 do combinator.clear_slot(i) end combinator.set_slot(28, {value = {type = 'virtual', name = 'signal-PA', quality = 'normal'}, min = storage.phi_cl.combinator.research_progress}) end if combinator_slot_value == 2 or combinator_slot_value == 3 then -- research_queue_write if storage.phi_cl.combinator.last_writer and storage.phi_cl.combinator.last_writer ~= entity.unit_number then -- Another combinator wrote recently combinator.set_slot(1, {value = {type = 'virtual', name = 'signal-SA', quality = 'normal'}, min = ((combinator_slot_value == 3) and 1) or 0}) return end storage.phi_cl.combinator.last_writer = entity.unit_number storage.phi_cl.combinator.research_queue_set = {} local s = entity.get_signals(defines.wire_connector_id.circuit_red, defines.wire_connector_id.circuit_green) if not s then return end for _, ss in pairs(s) do if ss.signal and ss.signal.type == 'virtual' and ss.signal.quality == 'normal' and ss.count > 0 then local tn = ss.signal.name:gsub('signal-', '') if prototypes.technology[tn] and prototypes.technology[tn].enabled and prototypes.technology[tn].research_unit_count_formula then for i=1, 7 do if math.floor(ss.count / (2 ^ (7 + i))) % 2 == 1 then storage.phi_cl.combinator.research_queue_set[i] = tn end end end end end local research_queue = {} for i=1,7 do if storage.phi_cl.combinator.research_queue_set[i] then table.insert(research_queue, storage.phi_cl.combinator.research_queue_set[i]) end end game.forces['player'].research_queue = research_queue storage.phi_cl.combinator.last_writer = nil end end script.on_nth_tick(10, function(_) if not storage.phi_cl or not storage.phi_cl.combinator or not storage.phi_cl.combinator.combinator_list then return end local head = #storage.phi_cl.combinator.combinator_list if head == 0 then return end local max_remove = math.floor(head / 100) + 1 local remove_count = math.random(0, max_remove) while remove_count > 0 and head > 0 do local remove_index = math.random(1, head) local entity = storage.phi_cl.combinator.combinator_list[remove_index] storage.phi_cl.combinator.combinator_list[remove_index] = storage.phi_cl.combinator.combinator_list[head] head = head - 1 if entity and entity.valid then remove_count = remove_count - 1 local combinator = entity.get_or_create_control_behavior() if combinator and combinator.sections_count then if combinator.sections_count == 0 then combinator.add_section() end handle_research_queue(entity, combinator.sections[1]) end end end end)