mirror of
https://github.com/PHIDIAS0303/factorio-mod-PHI.git
synced 2025-12-27 02:55:22 +09:00
480 lines
18 KiB
Lua
480 lines
18 KiB
Lua
local items = require 'config'
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local inserter_direction = {
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[1] = defines.direction.north,
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[2] = defines.direction.northnortheast,
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[3] = defines.direction.northeast,
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[4] = defines.direction.eastnortheast,
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[5] = defines.direction.east,
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[6] = defines.direction.eastsoutheast,
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[7] = defines.direction.southeast,
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[8] = defines.direction.southsoutheast,
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[9] = defines.direction.south,
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[10] = defines.direction.southsouthwest,
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[11] = defines.direction.southwest,
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[12] = defines.direction.westsouthwest,
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[13] = defines.direction.west,
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[14] = defines.direction.westnorthwest,
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[15] = defines.direction.northwest,
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[16] = defines.direction.northnorthwest,
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}
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local inserter_direction_reversed = {}
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for k, v in pairs(inserter_direction) do
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inserter_direction_reversed[v] = k
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end
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local rail_support_pole = {
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'rail-support-pole-electric',
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'rail-support-pole-lightning'
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}
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local function gui_create(player)
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if player.gui.relative.phi_cl_inserter_config then
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player.gui.relative.phi_cl_inserter_config.destroy()
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end
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if player.gui.relative.phi_cl_combinator_config then
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player.gui.relative.phi_cl_combinator_config.destroy()
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end
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do
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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'}})
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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})
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end
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do
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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'}})
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local table = frame.add({type = 'table', name = 'default', column_count = 1, style = 'table'})
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table.add({type = 'label', name = 'read_type', caption = {'gui-control-behavior-modes.read-contents'}, style = 'heading_2_label'})
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local table_research_queue = table.add({type = 'table', name = 'table_research_queue', column_count = 2, style = 'table'})
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table_research_queue.add({type = 'label', name = 'research_queue_label', caption = {'gui-technology-queue.title'}, style = 'heading_2_label'})
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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})
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end
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end
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local function gui_update(player, entity)
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if entity.valid and entity.type == 'proxy-container' and entity.proxy_target_inventory and entity.proxy_target_inventory == defines.inventory.lab_input then
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player.opened = nil
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return
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end
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if entity.valid and entity.type and (entity.type == 'inserter' or (entity.type == 'entity-ghost' and entity.ghost_type == 'inserter')) then
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player.gui.relative.phi_cl_inserter_config['i_sub_direction'].selected_index = ((inserter_direction_reversed[entity.direction] - 1) % 4) + 1
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end
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if entity.valid and entity.type and entity.type == 'constant-combinator' and entity.name == 'super-combinator' then
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local circuit_oc = player.opened.get_or_create_control_behavior()
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if circuit_oc and circuit_oc.sections_count and circuit_oc.sections_count == 0 then
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circuit_oc.add_section()
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end
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circuit_oc = circuit_oc.sections[1]
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local cs1 = circuit_oc.get_slot(1)
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if not cs1 or not cs1.value or not cs1.value.name or cs1.value.name ~= 'signal-SA' then
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return
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end
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local val = cs1.min or 0
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local gui = player.gui.relative.phi_cl_combinator_config
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if gui and gui['default'] and gui['default']['table_research_queue'] then
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local dropdown = gui['default']['table_research_queue']['research_queue_dropdown']
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if dropdown then
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dropdown.selected_index = ((val < 0 or val > 3) and 1) or (val + 1)
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end
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end
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end
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end
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local function inserter_changed(event)
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local player = game.players[event.player_index]
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if event.entity and player.opened == event.entity then
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gui_update(player, player.opened)
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end
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end
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local function hidden_recipe_enable(event)
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if not settings.startup['PHI-CT'].value then
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return
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end
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local enable = (event.name == defines.events.on_player_cheat_mode_enabled)
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local force = game.players[event.player_index].force
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for _, v in pairs(prototypes.fluid) do
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if force.recipes['pump-' .. v.name] then
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force.recipes['pump-' .. v.name].enabled = enable
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end
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end
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force.recipes['super-radar'].enabled = enable
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force.recipes['passive-energy-void'].enabled = enable
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force.recipes['active-energy-void'].enabled = enable
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force.recipes['linked-chest'].enabled = enable
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force.recipes['infinity-chest'].enabled = enable
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force.recipes['infinity-cargo-wagon'].enabled = enable
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force.recipes['infinity-pipe'].enabled = enable
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end
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local function entity_build(event)
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if event.entity.type == 'rail-support' then
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for _, v in pairs(rail_support_pole) do
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if prototypes.entity[v] then
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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}
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p.destructible = false
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end
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end
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return
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end
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if event.entity.type == 'lab' and prototypes.entity['proxy-container'] then
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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}
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p.destructible = false
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p.proxy_target_entity = event.entity
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p.proxy_target_inventory = defines.inventory.lab_input
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return
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end
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if event.entity.type == 'proxy-container' and event.entity.name == 'proxy-cargo-landing-chest' and prototypes.entity['cargo-landing-pad'] then
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local ec = game.surfaces[1].find_entities_filtered{type='cargo-landing-pad'}
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if not ec then
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return
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end
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event.entity.proxy_target_entity = ec[1]
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event.entity.proxy_target_inventory = defines.inventory.cargo_landing_pad_main
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return
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end
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if event.entity.type == 'cargo-landing-pad' and event.entity.name == 'cargo-landing-pad' and prototypes.entity['proxy-cargo-landing-chest'] then
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local ec = game.surfaces[1].find_entities_filtered{type='cargo-landing-pad'}
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if #ec > 1 then
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return
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end
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local ep = game.surfaces[1].find_entities_filtered{type='proxy-container', name='proxy-cargo-landing-chest'}
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for _, v in pairs(ep) do
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v.proxy_target_entity = ec[1]
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v.proxy_target_inventory = defines.inventory.cargo_landing_pad_main
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end
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return
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end
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if event.entity.type == 'infinity-container' and event.entity.name == 'trash-chest' then
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event.entity.remove_unfiltered_items = true
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elseif event.entity.type == 'infinity-pipe' and event.entity.name == 'trash-pipe' then
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event.entity.set_infinity_pipe_filter(nil)
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end
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end
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local function entity_destroy(event)
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if event.entity.type == 'rail-support' then
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for _, v in pairs(rail_support_pole) do
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if prototypes.entity[v] then
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local p = event.entity.surface.find_entity({name = v, force = 'neutral', quality = event.entity.quality.name}, {event.entity.position.x, event.entity.position.y})
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if p then
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p.destroy()
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end
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end
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end
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return
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end
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if event.entity.type == 'lab' and prototypes.entity['proxy-container'] then
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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})
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if p then
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p.destroy()
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end
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return
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end
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end
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local function storage_init()
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if not storage.phi_cl then
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storage.phi_cl = {}
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end
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if not storage.phi_cl.loop then
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storage.phi_cl.loop = {
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combinator = false
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}
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end
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if not storage.phi_cl.combinator then
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storage.phi_cl.combinator = {
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research_set_combinator = false,
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combinator_list = {},
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research_queue = {},
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research_queue_set = {},
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research_progress = 0
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}
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end
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storage.phi_cl.loop.combinator = (settings.startup['PHI-MI'].value or (settings.startup['PHI-GM'].value and settings.startup['PHI-GM'].value ~= ''))
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end
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script.on_init(function()
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if settings.startup['PHI-MI'].value or (settings.startup['PHI-GM'].value and settings.startup['PHI-GM'].value ~= '') then
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for _, player in pairs(game.players) do
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gui_create(player)
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end
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end
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storage_init()
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end)
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script.on_configuration_changed(function()
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if settings.startup['PHI-MI'].value or (settings.startup['PHI-GM'].value and settings.startup['PHI-GM'].value ~= '') then
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for _, player in pairs(game.players) do
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gui_create(player)
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if player.opened and player.opened.valid and player.opened.object_name == 'LuaEntity' then
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gui_update(player, player.opened.entity)
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end
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end
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end
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storage_init()
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end)
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if settings.startup['PHI-MI'].value or (settings.startup['PHI-GM'].value and settings.startup['PHI-GM'].value ~= '') then
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script.on_event(defines.events.on_player_created, function(event)
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gui_create(game.players[event.player_index])
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end)
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script.on_event(defines.events.on_gui_opened, function(event)
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local player = game.players[event.player_index]
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if event.entity and player.opened and player.opened == event.entity then
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gui_update(player, event.entity)
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end
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end)
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script.on_event(defines.events.on_gui_selection_state_changed, function(event)
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local player = game.players[event.player_index]
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if not (player.opened and player.opened.object_name == 'LuaEntity') then
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return
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end
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if not player.opened.valid then
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return
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end
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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
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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]
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end
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if player.opened.type == 'constant-combinator' and player.opened.name == 'super-combinator' and player.gui.relative.phi_cl_combinator_config then
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local circuit_oc = player.opened.get_or_create_control_behavior()
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if circuit_oc and circuit_oc.sections_count and circuit_oc.sections_count == 0 then
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circuit_oc.add_section()
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end
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circuit_oc = circuit_oc.sections[1]
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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})
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end
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end)
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script.on_event({defines.events.on_player_rotated_entity, defines.events.on_player_flipped_entity}, function(event)
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inserter_changed(event)
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end)
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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)
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entity_build(event)
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end)
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script.on_event(defines.events.on_entity_cloned, function(event)
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entity_build({entity=event.destination})
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end)
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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)
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entity_destroy(event)
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end)
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end
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if settings.startup['PHI-CT'].value then
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script.on_event({defines.events.on_player_cheat_mode_enabled, defines.events.on_player_cheat_mode_disabled}, function(event)
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hidden_recipe_enable(event)
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end)
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end
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script.on_nth_tick(1800, function(_)
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if storage.phi_cl and storage.phi_cl.loop and storage.phi_cl.loop.combinator and game.forces['player'] then
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storage.phi_cl.combinator.research_progress = math.floor(game.forces['player'].research_progress * 1000)
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storage.phi_cl.combinator.combinator_list = {}
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storage.phi_cl.combinator.research_queue = {}
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storage.phi_cl.combinator.research_queue_set = {}
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storage.phi_cl.combinator.research_set_combinator = false
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local n = 1
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for _, r in pairs(game.forces['player'].research_queue) do
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if r.name and r.level and r.research_unit_count_formula then
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storage.phi_cl.combinator.research_queue[r.name] = (storage.phi_cl.combinator.research_queue[r.name] or 0) + math.pow(2, n - 1)
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end
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n = n + 1
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end
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for _, s in pairs(game.surfaces) do
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local c = s.find_entities_filtered{type='constant-combinator', name='super-combinator'}
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if #c > 0 then
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for _, entity in pairs(c) do
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table.insert(storage.phi_cl.combinator.combinator_list, entity)
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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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local function handle_research_queue(entity, combinator)
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local combinator_slot = combinator.get_slot(1)
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if not combinator_slot or not combinator_slot.value or not combinator_slot.value.name or combinator_slot.value.name ~= 'signal-SA' then
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combinator.set_slot(1, {value = {type = 'virtual', name = 'signal-SA', quality = 'normal'}, min = 0})
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return
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end
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local combinator_slot_value = combinator_slot.min or 0
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if combinator_slot_value == 1 or combinator_slot_value == 3 then
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-- research_queue_read
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local n = 21
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for rn, rv in pairs(storage.phi_cl.combinator.research_queue) do
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combinator.set_slot(n, {value = {type = 'virtual', name = 'signal-' .. rn, quality = 'normal'}, min = rv})
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n = n + 1
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end
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for i = n, 27 do
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combinator.clear_slot(i)
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end
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combinator.set_slot(28, {value = {type = 'virtual', name = 'signal-PA', quality = 'normal'}, min = storage.phi_cl.combinator.research_progress})
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end
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if combinator_slot_value == 2 or combinator_slot_value == 3 then
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-- research_queue_write
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if storage.phi_cl.combinator.research_set_combinator then
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combinator.set_slot(1, {value = {type = 'virtual', name = 'signal-SA', quality = 'normal'}, min = ((combinator_slot_value == 3) and 1) or 0})
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return
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end
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storage.phi_cl.combinator.research_set_combinator = true
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for _, wire_type in pairs({defines.wire_type.red, defines.wire_type.green}) do
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local network = entity.get_circuit_network(wire_type)
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if network and network.signals then
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for _, signal in pairs(network.signals) do
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if signal.signal and signal.signal.type == 'virtual' then
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local tech_name = signal.signal.name:gsub('signal-', '')
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if game.forces.player.technologies[tech_name] and game.forces.player.technologies[tech_name].enabled and game.forces.player.technologies[tech_name].research_unit_count_formula then
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for i=1, 7 do
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if signal.count % (2 ^ (8 + i)) == 1 then
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storage.phi_cl.combinator.research_queue_set[i] = tech_name
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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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end
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end
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local empty = true
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local empty_gap = false
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local det = true
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for i=1, 7 do
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if storage.phi_cl.combinator.research_queue_set[i] then
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empty = false
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if empty_gap then
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det = false
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end
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else
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empty_gap = true
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end
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end
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if det and (not empty) then
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local tech_queue = {}
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for i=1,7 do
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if storage.phi_cl.combinator.research_queue_set[i] then
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table.insert(tech_queue, storage.phi_cl.combinator.research_queue_set[i])
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end
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end
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if #tech_queue > 0 then
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game.forces['player'].research_queue = tech_queue
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end
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storage.phi_cl.combinator.research_set_combinator = false
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end
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end
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end
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script.on_nth_tick(10, function(_)
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if not storage.phi_cl or not storage.phi_cl.combinator or not storage.phi_cl.combinator.combinator_list then
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return
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end
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local head = #storage.phi_cl.combinator.combinator_list
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if head == 0 then
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return
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end
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local max_remove = math.floor(head / 100) + 1
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local remove_count = math.random(0, max_remove)
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while remove_count > 0 and head > 0 do
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local remove_index = math.random(1, head)
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local entity = storage.phi_cl.combinator.combinator_list[remove_index]
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storage.phi_cl.combinator.combinator_list[remove_index] = storage.phi_cl.combinator.combinator_list[head]
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head = head - 1
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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)
|