local items = require 'config' local math2d = require('math2d') if settings.startup['PHI-CT'].value then local function trash_creation(event) local entity = event.created_entity or event.entity if not (entity and entity.valid) then return end if entity.name == 'trash-chest' then entity.infinity_container_filters = {} entity.remove_unfiltered_items = true elseif entity.name == 'trash-pipe' then entity.set_infinity_pipe_filter(nil) end end local function trash_check() for _, surface in pairs(game.surfaces) do for _, e in pairs(surface.find_entities_filtered{name='trash-chest'}) do e.infinity_container_filters = {} e.remove_unfiltered_items = true end for _, e in pairs(surface.find_entities_filtered{name='trash-pipe'}) do e.set_infinity_pipe_filter(nil) end end end script.on_event(defines.events.on_built_entity, trash_creation, {{filter='name', name='trash-chest', mode='or'}, {filter='name', name='trash-pipe', mode='or'}}) script.on_event(defines.events.on_robot_built_entity, trash_creation, {{filter='name', name='trash-chest', mode='or'}, {filter='name', name='trash-pipe', mode='or'}}) script.on_event(defines.events.script_raised_built, trash_creation) script.on_event(defines.events.script_raised_revive, trash_creation) local function hidden_recipe_enable(e) local enable = (e.name == defines.events.on_player_cheat_mode_enabled and true) or false local force = game.players[e.player_index].force for _, v in pairs(prototypes.fluid) do force.recipes['pump-' .. v.name].enabled = enable end force.recipes['super-radar'].enabled = enable force.recipes['passive-energy-void'].enabled = enable force.recipes['linked-chest'].enabled = enable force.recipes['infinity-chest'].enabled = enable force.recipes['infinity-cargo-wagon'].enabled = enable force.recipes['infinity-pipe'].enabled = enable end script.on_event(defines.events.on_player_cheat_mode_enabled, hidden_recipe_enable) script.on_event(defines.events.on_player_cheat_mode_disabled, hidden_recipe_enable) local gui = {} local inserter_utils = {} math2d.direction = {vectors = {{x = 0, y = -1}, {x = 1, y = -1}, {x = 1, y = 0}, {x = 1, y = 1}, {x = 0, y = 1}, {x = -1, y = 1}, {x = -1, y = 0}, {x = -1, y = -1}}} function math2d.position.split(pos) local function split_coord(v) local int, frac = math.modf(v) if frac < 0 then return int - 1, frac + 1 end return int, frac end pos = math2d.position.ensure_xy(pos) local x_int, x_frac = split_coord(pos.x) local y_int, y_frac = split_coord(pos.y) return {x = x_int, y = y_int}, {x = x_frac, y = y_frac} end function inserter_utils.get_arm_positions(inserter) local base_tile, base_offset = math2d.position.split(inserter.position) local drop_tile, drop_offset = math2d.position.split(inserter.drop_position) local pickup_tile, _ = math2d.position.split(inserter.pickup_position) return { base = base_tile, base_offset = base_offset, drop = math2d.position.subtract(drop_tile, base_tile), drop_offset = { x = ((drop_offset.x > 0.5 and 1) or (drop_offset.x < 0.5 and -1)) or 0, y = ((drop_offset.y > 0.5 and 1) or (drop_offset.y < 0.5 and -1)) or 0 }, pickup = math2d.position.subtract(pickup_tile, base_tile) } end function inserter_utils.set_arm_positions(inserter, positions) inserter.pickup_position = (positions.pickup and math2d.position.add(inserter.position, positions.pickup)) or nil if positions.drop or positions.drop_offset then local base_tile, _ = math2d.position.split(inserter.position) local old_drop_tile, old_drop_offset = math2d.position.split(inserter.drop_position) inserter.drop_position = math2d.position.add((positions.drop and math2d.position.add(base_tile, positions.drop)) or old_drop_tile, (positions.drop_offset and math2d.position.add(math2d.position.multiply_scalar(positions.drop_offset, 0.2), {0.5, 0.5})) or old_drop_offset) end end function inserter_utils.get_max_range(inserter) local pickup_pos = math2d.position.ensure_xy(math2d.position.add(inserter.inserter_pickup_position, {0.5, 0.5})) local drop_pos = math2d.position.ensure_xy(math2d.position.add(inserter.inserter_drop_position, {0.5, 0.5})) return math.max(math.abs(math.floor(pickup_pos.x)), math.abs(math.floor(pickup_pos.y)), math.abs(math.floor(drop_pos.x)), math.abs(math.floor(drop_pos.y))) end function gui.create(player) if player.gui.relative.inserter_config then player.gui.relative.inserter_config.destroy() end local frame_main = player.gui.relative.add({type = 'frame', name = 'inserter_config', anchor = {gui = defines.relative_gui_type.inserter_gui, position = defines.relative_gui_position.right}}) local frame_content = frame_main.add({type = 'frame', name = 'frame_content', style = 'entity_frame'}) local flow_content = frame_content.add({type = 'flow', name = 'flow_content', direction = 'vertical'}) local table_range = 1 for _, inserter in pairs(prototypes.get_entity_filtered({{filter = 'type', type = 'inserter'}})) do table_range = math.max(table_range, inserter_utils.get_max_range(inserter)) end local table_position = flow_content.add({type = 'table', name = 'table_position', column_count = 1 + table_range * 2}) table_position.style.horizontal_spacing = 1 table_position.style.vertical_spacing = 1 for y = -table_range, table_range, 1 do for x = -table_range, table_range, 1 do local sprite = ((x == 0 and y == 0) and table_position.add({type = 'sprite', name = 'sprite_inserter', sprite = 'item/bulk-inserter'})) or table_position.add({type = 'sprite-button', name = 'button_position_' .. tostring(x + table_range + 1) .. '_' .. tostring(y + table_range + 1), style = 'slot_sized_button'}) if (x == 0 and y == 0) then sprite.style.stretch_image_to_widget_size = true end sprite.style.size = {32, 32} end end local line = flow_content.add({type = 'line', name = 'line', style = 'inside_shallow_frame_with_padding_line'}) line.style.top_margin = 8 table_position = flow_content.add({type = 'table', name = 'table_offset', column_count = 3}) table_position.style.horizontal_spacing = 1 table_position.style.vertical_spacing = 1 for y = 1, 3, 1 do for x = 1, 3, 1 do local sprite = table_position.add({type = 'sprite-button', name = 'button_offset_' .. tostring(x + table_range + 1) .. '_' .. tostring(y + table_range + 1), style = 'slot_sized_button'}) sprite.style.size = {32, 32} end end end function gui.update(player, inserter) local gui_instance = player.gui.relative.inserter_config.frame_content.flow_content local table_range = (gui_instance.table_position.column_count - 1) / 2 local inserter_range = inserter_utils.get_max_range(inserter.prototype or inserter.ghost_prototype) local arm_positions = inserter_utils.get_arm_positions(inserter) local idx = 0 for y = -table_range, table_range, 1 do for x = -table_range, table_range, 1 do idx = idx + 1 if gui_instance.table_position.children[idx].type == 'sprite-button' then p1, p2 = math2d.position.ensure_xy(arm_positions.drop), math2d.position.ensure_xy({x, y}) p3, p4 = math2d.position.ensure_xy(arm_positions.pickup), math2d.position.ensure_xy({x, y}) gui_instance.table_position.children[idx].sprite = (((p1.x == p2.x and p1.y == p2.y) and 'virtual-signal/down-arrow') or ((p3.x == p4.x and p3.y == p4.y) and 'virtual-signal/up-arrow')) or ((x ~= 0 or y ~= 0) and nil) gui_instance.table_position.children[idx].enabled = math.abs(x) < inserter_range or math.abs(y) < inserter_range end end end local prototype = (inserter.object_name == 'LuaEntity' and ((inserter.type == 'entity-ghost' and inserter.ghost_prototype) or inserter.prototype)) or ((inserter.object_name == 'LuaEntityPrototype' and inserter) or nil) gui_instance.table_position.sprite_inserter.sprite = ((prototype and prototype.items_to_place_this) and 'item/' .. prototype.items_to_place_this[1].name) or 'item/inserter' idx = 0 for y = -1, 1, 1 do for x = -1, 1, 1 do idx = idx + 1 p1, p2 = math2d.position.ensure_xy(arm_positions.drop_offset), math2d.position.ensure_xy({x, y}) gui_instance.table_offset.children[idx].sprite = ((p1.x == p2.x and p1.y == p2.y) and 'virtual-signal/down-arrow') or nil end end end function gui.get_button_pos(button) local idx = button.get_index_in_parent() - 1 local len = button.parent.column_count local center = (len - 1) * -0.5 return math2d.position.add({idx % len, math.floor(idx / len)}, {center, center}) end script.on_init(function(_) trash_check() for _, player in pairs(game.players) do gui.create(player) end end) script.on_configuration_changed(function(_) for _, player in pairs(game.players) do gui.create(player) if player.opened and player.opened.object_name == 'LuaEntity' and (player.opened.type == 'inserter' or (player.opened.type == 'entity-ghost' and player.opened.ghost_type == 'inserter')) then gui.update(player, player.opened) end end end) script.on_event(defines.events.on_player_created, function(e) gui.create(game.players[e.player_index]) end) script.on_event(defines.events.on_gui_opened, function(e) if e.entity and (e.entity.type == 'inserter' or (e.entity.type == 'entity-ghost' and e.entity.ghost_type == 'inserter')) then gui.update(game.players[e.player_index], e.entity) end end) script.on_event(defines.events.on_gui_click, function(e) local player = game.players[e.player_index] local gui_instance = player.gui.relative.inserter_config.frame_content.flow_content if e.element.parent == gui_instance.table_position and e.element ~= gui_instance.table_position.sprite_inserter then local new_pos = gui.get_button_pos(e.element) if (e.button == defines.mouse_button_type.left and (not e.control or e.shift)) and e.element.sprite == 'virtual-signal/up-arrow' then local new_positions = {drop = new_pos, pickup = (e.element.sprite == 'virtual-signal/up-arrow' and inserter_utils.get_arm_positions(player.opened).drop) or nil} local old_positions = inserter_utils.get_arm_positions(player.opened) local vec = math2d.position.ensure_xy(new_positions.drop) local new_drop_dir = math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8 vec = math2d.position.ensure_xy(old_positions.drop) local delta = (new_drop_dir - math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8) % 8 new_positions.drop_offset = (not new_positions.drop and old_positions.drop_offset) or (((delta % 2 == 0) and {x = ((delta == 0 or delta == 6) and old_positions.drop_offset.y) or -old_positions.drop_offset.y, y = ((delta == 0 or delta == 2) and old_positions.drop_offset.x) or -old_positions.drop_offset.x}) or math2d.direction.vectors[(new_drop_dir + (new_drop_dir % 2) * 4 % 8) + 1]) inserter_utils.set_arm_positions(player.opened, new_positions) elseif (e.button == defines.mouse_button_type.right or (e.button == defines.mouse_button_type.left and (e.control or e.shift))) and e.element.sprite == 'virtual-signal/down-arrow' then inserter_utils.set_arm_positions(player.opened, {pickup = new_pos, drop = (e.element.sprite == 'virtual-signal/down-arrow' and inserter_utils.get_arm_positions(player.opened).pickup) or nil}) end for _, p in pairs(game.players) do if p.opened and ((p.opened == player.opened) or (p.opened.object_name == 'LuaEntity' and (p.opened.type == 'inserter' or (p.opened.type == 'entity-ghost' and p.opened.ghost_type == 'inserter')))) then gui.update(p, p.opened) end end elseif e.element.parent == gui_instance.table_offset then inserter_utils.set_arm_positions(player.opened, {drop_offset = gui.get_button_pos(e.element)}) gui.update(player, player.opened) end end) script.on_event(defines.events.on_player_rotated_entity, function(e) if e.entity and (e.entity.type == 'inserter' or (e.entity.type == 'entity-ghost' and e.entity.ghost_type == 'inserter')) then for _, player in pairs(game.players) do if player.opened == e.entity then gui.update(player, player.opened) end end end end) script.on_event(defines.events.on_entity_settings_pasted, function(e) if e.destination.type == 'inserter' or (e.destination.type == 'entity-ghost' and e.destination.ghost_type == 'inserter') then e.destination.direction = e.source.direction local arm_positions = inserter_utils.get_arm_positions(e.destination) local max_range = inserter_utils.get_max_range(e.destination.prototype or e.destination.ghost_prototype) for _, v in pairs({'drop', 'pickup'}) do if math.max(math.abs(arm_positions[v].x), math.abs(arm_positions[v].y)) > max_range then local vec = math2d.position.ensure_xy(arm_positions[v]) arm_positions[v] = math2d.position.multiply_scalar(math2d.direction.vectors[(math.floor(math.atan2(vec.x, -vec.y) * (4 / math.pi) + 0.5) % 8) + 1], max_range) end end p1, p2 = math2d.position.ensure_xy(arm_positions.pickup), math2d.position.ensure_xy(arm_positions.drop) arm_positions.pickup = ((p1.x == p2.x and p1.y == p2.y) and {x = -arm_positions.drop.x , y = -arm_positions.drop.y}) or arm_positions.pickup inserter_utils.set_arm_positions(e.destination, arm_positions) for _, player in pairs(game.players) do if player.opened == e.destination then gui.update(player, player.opened) end end end end) end