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 read_type_table = table.add({type = 'table', name = 'read_type_table', column_count = 2, style = 'table'}) read_type_table.add({type = 'label', name = 'read_type_technology', caption = {'gui-technology-queue.title'}, style = 'heading_2_label'}) read_type_table.add({type = 'drop-down', name = 'read_type_technology_dropdown', items = {'[virtual-signal=signal-deny]', '[virtual-signal=signal-check]'}, selected_index = 1}) --[[ table.add({type = 'label', name = 'set_type', caption = {'gui-control-behavior-modes.set-filter'}, style = 'heading_2_label'}) local set_type_table = table.add({type = 'table', name = 'set_type_table', column_count = 2, style = 'table'}) set_type_table.add({type = 'label', name = 'set_type_technology', caption = {'gui-technology-queue.title'}, style = 'heading_2_label'}) set_type_table.add({type = 'drop-down', name = 'set_type_technology_dropdown', items = {'[virtual-signal=signal-deny]', '[virtual-signal=signal-check]'}, selected_index = 1}) ]] end end local function gui_update(player, entity) if 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.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.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 val = circuit_oc.get_slot(1).min or 0 player.gui.relative.phi_cl_combinator_config['default']['read_type_table']['read_type_technology_dropdown'].selected_index = ((val % 2) >= 1 and 2) or 1 -- player.gui.relative.phi_cl_combinator_config['default']['set_type_table']['set_type_technology_dropdown'].selected_index = ((val % 4) >= 2 and 2) or 1 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) local force = game.players[event.player_index].force for _, v in pairs(prototypes.fluid) do if force.recipes['pump-' .. v.name] then force.recipes['pump-' .. v.name].enabled = enable end 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 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 == '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 = { cargo_landing_pad_storage = false, combinator = false } end if not storage.phi_cl.cargo_landing_pad_storage then storage.phi_cl.cargo_landing_pad_storage = {} end if not storage.phi_cl.combinator then storage.phi_cl.combinator = { research_set_combinator_count = 0, research_queue = {}, research_queue_set = {}, research_progress = 0 } end storage.phi_cl.loop.cargo_landing_pad_storage = (settings.startup['PHI-GM'].value and settings.startup['PHI-GM'].value == 'VP') 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_load(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_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.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 (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_inserter_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-RA', quality = 'normal'}, min = ((event.element.parent.parent['read_type_table']['read_type_technology_dropdown'].selected_index == 2) and 1 or 0)}) -- circuit_oc.set_slot(1, {value = {type = 'virtual', name = 'signal-RA', quality = 'normal'}, min = ((event.element.parent.parent['read_type_table']['read_type_technology_dropdown'].selected_index == 2) and 1 or 0) + ((event.element.parent.parent['set_type_table']['set_type_technology_dropdown'].selected_index == 2) and 2 or 0)}) 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.loop.cargo_landing_pad_storage then local ec = game.surfaces[1].find_entities_filtered{type='cargo-landing-pad'} local ec_count = #ec if ec_count <= 1 then return end local inv = ec[1].get_inventory(defines.inventory.cargo_landing_pad_main) if inv then local item = inv.get_contents() for _, v in pairs(item) do if storage.phi_cl.cargo_landing_pad_storage[v.name] and (storage.phi_cl.cargo_landing_pad_storage[v.name].quality == v.quality) then storage.phi_cl.cargo_landing_pad_storage[v.name][v.quality] = storage.phi_cl.cargo_landing_pad_storage[v.name][v.quality] + v.count else storage.phi_cl.cargo_landing_pad_storage[v.name] = {[v.quality] = v.count} end end inv.clear() end for _, e in pairs(ec) do local inventory = e.get_inventory(defines.inventory.chest) local inventory_request_sections = e.get_logistic_sections().sections if inventory then for i = 1, #inventory_request_sections do for _, v in pairs(inventory_request_sections[i].filters) do if v.value and v.value.quality then local request_amount = math.min(v.min - inventory.get_item_count(v.value.name), storage.phi_cl.cargo_landing_pad_storage[v.value.name][v.value.quality]) if request_amount > 0 and inventory.can_insert{name = v.value.name, count = request_amount, quality = v.value.quality} then storage.phi_cl.cargo_landing_pad_storage[v.value.name][v.value.quality] = storage.phi_cl.cargo_landing_pad_storage[v.value.name][v.value.quality] - request_amount inventory.insert{name = v.value.name, count = request_amount, quality = v.value.quality} end end end end end end end if storage.phi_cl.loop.combinator then storage.phi_cl.combinator.research_progress = math.floor(game.forces['player'].research_progress * 100) do storage.phi_cl.combinator.research_queue = {} storage.phi_cl.combinator.research_queue_set = { [1] = nil, [2] = nil, [3] = nil, [4] = nil, [5] = nil, [6] = nil, [7] = nil } storage.phi_cl.combinator.research_set_combinator_count = 0 local n = 1 for _, r in pairs(game.forces['player'].research_queue) do local raw_name = r.name:gsub('-%d+$', '') if r.name and r.level and r.research_unit_count_formula then storage.phi_cl.combinator.research_queue[raw_name] = ((storage.phi_cl.combinator.research_queue[raw_name] and storage.phi_cl.combinator.research_queue[raw_name]) or 0) + math.pow(2, n - 1) end n = n + 1 end end for _, s in pairs(game.surfaces) do local c = s.find_entities_filtered{type = 'constant-combinator', name = 'super-combinator'} if c and #c > 0 then for _, sc in pairs(c) do local circuit_oc = sc.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 val = circuit_oc.get_slot(1).min or 0 if (val % 2) >= 1 then -- read_type_technology_dropdown local n = 11 for rn, rv in pairs(storage.phi_cl.combinator.research_queue) do circuit_oc.set_slot(n, {value = {type = 'virtual', name = 'signal-' .. rn, quality = 'normal'}, min = rv}) n = n + 1 end for i = n, 17 do circuit_oc.clear_slot(i) end circuit_oc.set_slot(18, {value = {type = 'virtual', name = 'signal-PA', quality = 'normal'}, min = storage.phi_cl.combinator.research_progress}) end --[[ if (val % 4) >= 2 then -- incomplete -- set_type_technology_dropdown storage.phi_cl.combinator.research_set_combinator_count = storage.phi_cl.combinator.research_set_combinator_count + 1 if storage.phi_cl.combinator.research_set_combinator_count > 1 then circuit_oc.set_slot(1, {value = {type = 'virtual', name = 'signal-RA', quality = 'normal'}, min = (((val % 2) >= 1) and 1 or 0)}) else local ls = sc.get_signals(defines.wire_connector_id.circuit_red, defines.wire_connector_id.circuit_green) if ls and #ls > 0 then for _, cs in pairs(ls) do if cs.signal and cs.signal.type == 'virtual' and technology_signal[cs.signal.name] then for i = 1, 7 do if cs.count % (2 ^ (8 + i)) == 1 then storage.phi_cl.combinator.research_queue_set[i] = technology_signal[cs.signal.name] end end end end end end end ]] end -- game.forces['player'].research_queue = storage.phi_cl.combinator.research_queue_set end end end end)