mirror of
https://github.com/PHIDIAS0303/ExpCluster.git
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Vlayer Update (#254)
* redo * waterfill role * update * spacing * Apply solar_power_multiplier in one location * Better surface handling * Fix circuit interface with too many modded items * Better energy interfaces * update vlayer * auto down grade config * Fix production multiplier to work with fake surface * Add doc comments to vlayer * Update vlayer.lua --------- Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>
This commit is contained in:
@@ -1,223 +1,633 @@
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--- Adds a virtual layer to store power to save space.
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-- @addon Virtual Layer
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--[[-- Control Module - vlayer
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- Adds a virtual layer to store power to save space.
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@control vlayer
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@alias vlayer
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]]
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local Global = require 'utils.global' --- @dep utils.global
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local Event = require 'utils.event' --- @dep utils.event
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local config = require 'config.vlayer' --- @dep config.vlayer
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local move_items_stack = _C.move_items_stack
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local mega = 1000000
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local vlayer = {}
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Global.register(vlayer, function(tbl)
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vlayer = tbl
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local vlayer_data = {
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entity_interfaces = {
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energy = {},
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circuit = {},
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storage_input = {},
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storage_output = {}
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},
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properties = {
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total_surface_area = 0,
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used_surface_area = 0,
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production = 0,
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discharge = 0,
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capacity = 0,
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},
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storage = {
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items = {},
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energy = 0,
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unallocated = {}
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},
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surface = table.deep_copy(config.surface)
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}
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Global.register(vlayer_data, function(tbl)
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vlayer_data = tbl
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end)
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vlayer.storage = {}
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vlayer.storage.item = {}
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vlayer.storage.input = {}
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vlayer.storage.item_m = {}
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vlayer.power = {}
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vlayer.power.entity = {}
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vlayer.power.energy = 0
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vlayer.power.circuit = {}
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vlayer.circuit = {}
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vlayer.circuit.output = {}
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for i=1, 11 do
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vlayer.circuit.output[i] = {}
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vlayer.circuit.output[i].count = 0
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for _, properties in pairs(config.allowed_items) do
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properties.modded = false
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end
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vlayer.circuit.output[1].signal = {type='virtual', name='signal-P'}
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vlayer.circuit.output[2].signal = {type='virtual', name='signal-S'}
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vlayer.circuit.output[3].signal = {type='virtual', name='signal-M'}
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vlayer.circuit.output[4].signal = {type='virtual', name='signal-C'}
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vlayer.circuit.output[5].signal = {type='virtual', name='signal-D'}
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vlayer.circuit.output[6].signal = {type='virtual', name='signal-T'}
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vlayer.circuit.output[7].signal = {type='virtual', name='signal-L'}
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vlayer.circuit.output[8].signal = {type='virtual', name='signal-A'}
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vlayer.circuit.output[9].signal = {type='virtual', name='signal-B'}
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vlayer.circuit.output[10].signal = {type='item', name='solar-panel'}
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vlayer.circuit.output[11].signal = {type='item', name='accumulator'}
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-- For all modded items, create a config for them
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for item_name, properties in pairs(config.modded_items) do
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local base_properties = config.allowed_items[properties.base_game_equivalent]
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local m = properties.multiplier
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vlayer.storage.item['solar-panel'] = 0
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vlayer.storage.item['accumulator'] = 0
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if config.land.enabled then
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vlayer.storage.item[config.land.tile] = 0
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vlayer.storage.item_a = {}
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vlayer.storage.item_a['solar-panel'] = 0
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vlayer.storage.item_a['accumulator'] = 0
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config.allowed_items[item_name] = {
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starting_value = properties.starting_value or 0,
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required_area = base_properties.required_area or 0,
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surface_area = (base_properties.surface_area or 0) * m,
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production = (base_properties.production or 0) * m,
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capacity = (base_properties.capacity or 0) * m,
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modded = true
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}
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end
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local vlayer_storage_item = {}
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--- Get all items in storage, do not modify
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-- @treturn table a dictionary of all items stored in the vlayer
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function vlayer.get_items()
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return vlayer_data.storage.items
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end
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for i=2, 8 do
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vlayer_storage_item['solar-panel-' .. i] = {name='solar-panel', multiplier=4 ^ (i - 1)}
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vlayer_storage_item['accumulator-' .. i] = {name='accumulator', multiplier=4 ^ (i - 1)}
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--- Get interface counts
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-- @treturn table a dictionary of the vlayer interface counts
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function vlayer.get_interface_counts()
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local interfaces = vlayer_data.entity_interfaces
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return {
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energy = #interfaces.energy,
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circuit = #interfaces.circuit,
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storage_input = #interfaces.storage_input,
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storage_output = #interfaces.storage_output,
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}
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end
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--[[
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25,000 / 416 s
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昼 208秒 ソーラー効率100%
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夕方 83秒 1秒ごとにソーラー発電量が約1.2%ずつ下がり、やがて0%になる
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夜 41秒 ソーラー発電量が0%になる
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朝方 83秒 1秒ごとにソーラー発電量が約1.2%ずつ上がり、やがて100%になる
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0.75 Day 12,500 208s
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0.25 Sunset 5,000 83s
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0.45 Night 2,500 41s
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0.55 Sunrise 5,000 83s
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昼 208秒 ソーラー効率100%
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夕方 83秒 1秒ごとにソーラー発電量が約1.2%ずつ下がり、やがて0%になる
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夜 41秒 ソーラー発電量が0%になる
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朝方 83秒 1秒ごとにソーラー発電量が約1.2%ずつ上がり、やがて100%になる
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(surface.dawn) 0.75 18,750 Day 12,500 208s
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0.00 0 Noon
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(surface.dusk) 0.25 6,250 Sunset 5,000 83s
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(surface.evening) 0.45 11,250 Night 2,500 41s
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(surface.morning) 0.55 13,750 Sunrise 5,000 83s
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]]
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Event.on_nth_tick(config.update_tick, function()
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-- storage handle
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for k, v in pairs(vlayer.storage.input) do
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if ((v == nil) or (not v.valid)) then
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vlayer.input[k] = nil
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--- Get the power multiplier based on the surface time
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local function get_production_multiplier()
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local mul = vlayer_data.surface.solar_power_multiplier
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local surface = vlayer_data.surface
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if surface.always_day then
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-- Surface is always day, so full production is used
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return mul
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end
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if surface.darkness then
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-- We are using a real surface, our config does not contain 'darkness'
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local brightness = 1 - surface.darkness
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if brightness >= surface.min_brightness then
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return mul * (brightness - surface.min_brightness) / (1 - surface.min_brightness)
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else
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local chest = v.get_inventory(defines.inventory.chest)
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local chest_content = chest.get_contents()
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if config.land.enabled then
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for item_name, count in pairs(chest_content) do
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if (vlayer.storage.item[item_name] ~= nil) then
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if item_name == config.land.tile then
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vlayer.storage.item[item_name] = vlayer.storage.item[item_name] + count
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else
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vlayer.storage.item_a[item_name] = vlayer.storage.item_a[item_name] + count
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end
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chest.remove({name=item_name, count=count})
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elseif (vlayer_storage_item[item_name] ~= nil) then
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vlayer.storage.item_a[vlayer_storage_item[item_name].name] = vlayer.storage.item_a[vlayer_storage_item[item_name].name] + (count * vlayer_storage_item[item_name].multiplier)
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chest.remove({name=item_name, count=count})
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end
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end
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local land_req = (vlayer.storage.item['solar-panel'] * config.land.requirement['solar-panel']) + (vlayer.storage.item['accumulator'] * config.land.requirement['accumulator'])
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local land_surplus = (vlayer.storage.item[config.land.tile] * config.land.result) - land_req
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if (vlayer.storage.item_a['solar-panel'] > 0 and vlayer.storage.item_a['accumulator'] > 0) then
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local land_allocation = math.floor(land_surplus / (config.land.requirement['solar-panel'] + config.land.requirement['accumulator']))
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vlayer.storage.item['solar-panel'] = vlayer.storage.item['solar-panel'] + math.min(vlayer.storage.item_a['solar-panel'], land_allocation)
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vlayer.storage.item_a['solar-panel'] = vlayer.storage.item_a['solar-panel'] - math.min(vlayer.storage.item_a['solar-panel'], land_allocation)
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vlayer.storage.item['accumulator'] = vlayer.storage.item['accumulator'] + math.min(vlayer.storage.item_a['accumulator'], land_allocation)
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vlayer.storage.item_a['accumulator'] = vlayer.storage.item_a['accumulator'] - math.min(vlayer.storage.item_a['accumulator'], land_allocation)
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elseif (vlayer.storage.item_a['solar-panel'] > 0 and vlayer.storage.item_a['accumulator'] == 0) then
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local land_allocation = math.floor(land_surplus / config.land.requirement['solar-panel'])
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vlayer.storage.item['solar-panel'] = vlayer.storage.item['solar-panel'] + math.min(vlayer.storage.item_a['solar-panel'], land_allocation)
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vlayer.storage.item_a['solar-panel'] = vlayer.storage.item_a['solar-panel'] - math.min(vlayer.storage.item_a['solar-panel'], land_allocation)
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else
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local land_allocation = math.floor(land_surplus / config.land.requirement['accumulator'])
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vlayer.storage.item['accumulator'] = vlayer.storage.item['accumulator'] + math.min(vlayer.storage.item_a['accumulator'], land_allocation)
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vlayer.storage.item_a['accumulator'] = vlayer.storage.item_a['accumulator'] - math.min(vlayer.storage.item_a['accumulator'], land_allocation)
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end
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vlayer.circuit.output[1].count = math.floor(vlayer.storage.item['solar-panel'] * 0.06 * game.surfaces['nauvis'].solar_power_multiplier)
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vlayer.circuit.output[2].count = math.floor(vlayer.storage.item['solar-panel'] * 873 * game.surfaces['nauvis'].solar_power_multiplier / 20800)
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vlayer.circuit.output[3].count = vlayer.storage.item['accumulator'] * 5
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vlayer.circuit.output[7].count = (vlayer.storage.item[config.land.tile] * config.land.result) - (vlayer.storage.item['solar-panel'] * config.land.requirement['solar-panel']) - (vlayer.storage.item['accumulator'] * config.land.requirement['accumulator'])
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vlayer.circuit.output[8].count = vlayer.storage.item_a['solar-panel']
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vlayer.circuit.output[9].count = vlayer.storage.item_a['accumulator']
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vlayer.circuit.output[10].count = vlayer.storage.item['solar-panel']
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vlayer.circuit.output[11].count = vlayer.storage.item['accumulator']
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else
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for item_name, count in pairs(chest_content) do
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if (vlayer.storage.item[item_name] ~= nil) then
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vlayer.storage.item[item_name] = vlayer.storage.item[item_name] + count
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chest.remove({name=item_name, count=count})
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elseif (vlayer_storage_item[item_name] ~= nil) then
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vlayer.storage.item[vlayer_storage_item[item_name].name] = vlayer.storage.item[vlayer_storage_item[item_name].name] + (count * vlayer_storage_item[item_name].multiplier)
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chest.remove({name=item_name, count=count})
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end
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end
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vlayer.circuit.output[1].count = math.floor(vlayer.storage.item['solar-panel'] * 0.06 * game.surfaces['nauvis'].solar_power_multiplier)
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vlayer.circuit.output[2].count = math.floor(vlayer.storage.item['solar-panel'] * 873 * game.surfaces['nauvis'].solar_power_multiplier / 20800)
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vlayer.circuit.output[3].count = (vlayer.storage.item['accumulator'] * 5) + (config.energy_base_limit / 1000000)
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vlayer.circuit.output[10].count = vlayer.storage.item['solar-panel']
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vlayer.circuit.output[11].count = vlayer.storage.item['accumulator']
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end
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return 0
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end
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end
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-- power handle
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local vlayer_power_capacity_total = math.floor(((vlayer.storage.item['accumulator'] * 5000000) + (config.energy_base_limit * #vlayer.power.entity)) / 2)
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local vlayer_power_capacity = math.floor(vlayer_power_capacity_total / #vlayer.power.entity)
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-- Caused by using a set config rather than a surface
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local tick = game.tick % surface.ticks_per_day
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local daytime = tick / surface.ticks_per_day
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surface.daytime = daytime
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if config.always_day or game.surfaces['nauvis'].always_day then
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vlayer.power.energy = vlayer.power.energy + math.floor(vlayer.storage.item['solar-panel'] * 60000 * game.surfaces['nauvis'].solar_power_multiplier / config.update_tick)
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if daytime <= surface.dusk then -- Noon to Sunset
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return mul
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elseif daytime <= surface.evening then -- Sunset to Night
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return mul * (1 - ((daytime - surface.dusk) / (surface.evening - surface.dusk)))
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elseif daytime <= surface.morning then -- Night to Sunrise
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return 0
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elseif daytime <= surface.dawn then -- Sunrise to Morning
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return mul * ((surface.daytime - surface.morning) / (surface.dawn - surface.morning))
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else -- Morning to Noon
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return mul
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end
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end
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--- Get the sustained power multiplier, this needs improving
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local function get_sustained_multiplier()
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local mul = vlayer_data.surface.solar_power_multiplier
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local surface = vlayer_data.surface
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if surface.always_day then
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-- Surface is always day, so full production is used
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return mul
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end
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-- For nauvis vanilla: 208s + (1/2 x (83s + 83s))
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local day_duration = 1 - surface.dawn + surface.dusk
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local sunset_duration = surface.evening - surface.dusk
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local sunrise_duration = surface.dawn - surface.morning
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return mul * (day_duration + (0.5 * (sunset_duration + sunrise_duration)))
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end
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--- Internal, Allocate items in the vlayer, this will increase the property values of the vlayer such as production and capacity
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-- Does not increment item storage, so should not be called before insert_item unless during init
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-- Does not validate area requirements, so checks must be performed before calling this function
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-- Accepts negative count for deallocating items
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-- @tparam string item_name The name of the item to allocate
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-- @tparam number count The count of the item to allocate
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function vlayer.allocate_item(item_name, count)
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local item_properties = config.allowed_items[item_name]
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assert(item_properties, 'Item not allowed in vlayer: ' .. tostring(item_name))
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if item_properties.production then
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vlayer_data.properties.production = vlayer_data.properties.production + item_properties.production * count
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end
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if item_properties.capacity then
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vlayer_data.properties.capacity = vlayer_data.properties.capacity + item_properties.capacity * count
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end
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if item_properties.discharge then
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vlayer_data.properties.discharge = vlayer_data.properties.discharge + item_properties.discharge * count
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end
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if item_properties.surface_area then
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vlayer_data.properties.total_surface_area = vlayer_data.properties.total_surface_area + item_properties.surface_area * count
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end
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if item_properties.required_area and item_properties.required_area > 0 then
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vlayer_data.properties.used_surface_area = vlayer_data.properties.used_surface_area + item_properties.required_area * count
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end
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end
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-- For all allowed items, setup their starting values, default 0
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for item_name, properties in pairs(config.allowed_items) do
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vlayer_data.storage.items[item_name] = properties.starting_value or 0
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if properties.required_area and properties.required_area > 0 then
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vlayer_data.storage.unallocated[item_name] = 0
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end
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vlayer.allocate_item(item_name, properties.starting_value)
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end
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--- Insert an item into the vlayer, this will increment its count in storage and allocate it if possible
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-- @tparam string item_name The name of the item to insert
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-- @tparam number count The count of the item to insert
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function vlayer.insert_item(item_name, count)
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local item_properties = config.allowed_items[item_name]
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assert(item_properties, 'Item not allowed in vlayer: ' .. tostring(item_name))
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vlayer_data.storage.items[item_name] = vlayer_data.storage.items[item_name] + count
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if not config.unlimited_surface_area and item_properties.required_area and item_properties.required_area > 0 then
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-- Calculate how many can be allocated
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local surplus_area = vlayer_data.properties.total_surface_area - vlayer_data.properties.used_surface_area
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local allocate_count = math.min(count, math.floor(surplus_area / item_properties.required_area))
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if allocate_count > 0 then
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vlayer.allocate_item(item_name, allocate_count)
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end
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vlayer_data.storage.unallocated[item_name] = vlayer_data.storage.unallocated[item_name] + count - allocate_count
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else
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local tick = game.tick % 25000
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vlayer.allocate_item(item_name, count)
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end
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end
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if tick <= 5000 or tick > 17500 then
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vlayer.power.energy = vlayer.power.energy + math.floor(vlayer.storage.item['solar-panel'] * 60000 * game.surfaces['nauvis'].solar_power_multiplier / config.update_tick)
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--- Remove an item from the vlayer, this will decrement its count in storage and prioritise unallocated items over deallocation
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-- Can not always fulfil the remove request for items which provide surface area, therefore returns the amount actually removed
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-- @tparam string item_name The name of the item to remove
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-- @tparam number count The count of the item to remove
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-- @treturn number The count of the item actually removed
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function vlayer.remove_item(item_name, count)
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local item_properties = config.allowed_items[item_name]
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assert(item_properties, 'Item not allowed in vlayer: ' .. tostring(item_name))
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local remove_unallocated = 0
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elseif tick <= 10000 then
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vlayer.power.energy = vlayer.power.energy + math.floor(vlayer.storage.item['solar-panel'] * 60000 * game.surfaces['nauvis'].solar_power_multiplier / config.update_tick * (1 - ((tick - 5000) / 5000)))
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if not config.unlimited_surface_area and item_properties.required_area and item_properties.required_area > 0 then
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-- Remove from the unallocated storage first
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remove_unallocated = math.min(count, vlayer_data.storage.unallocated[item_name])
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elseif (tick > 12500) and (tick <= 17500) then
|
||||
vlayer.power.energy = vlayer.power.energy + math.floor(vlayer.storage.item['solar-panel'] * 60000 * game.surfaces['nauvis'].solar_power_multiplier / config.update_tick * ((tick - 5000) / 5000))
|
||||
if remove_unallocated > 0 then
|
||||
vlayer_data.storage.items[item_name] = vlayer_data.storage.items[item_name] - count
|
||||
vlayer_data.storage.unallocated[item_name] = vlayer_data.storage.unallocated[item_name] - count
|
||||
end
|
||||
|
||||
-- Check if any more items need to be removed
|
||||
count = count - remove_unallocated
|
||||
|
||||
if count == 0 then
|
||||
return remove_unallocated
|
||||
end
|
||||
end
|
||||
|
||||
if config.battery_limit then
|
||||
if vlayer.power.energy > vlayer_power_capacity_total then
|
||||
vlayer.power.energy = vlayer_power_capacity_total
|
||||
-- Calculate the amount to remove based on items in storage
|
||||
local remove_count = math.min(count, vlayer_data.storage.items[item_name])
|
||||
|
||||
if item_properties.surface_area and item_properties.surface_area > 0 then
|
||||
-- If the item provides surface area then it has additional limitations
|
||||
local surplus_area = vlayer_data.properties.total_surface_area - vlayer_data.properties.used_surface_area
|
||||
remove_count = math.min(remove_count, math.floor(surplus_area / item_properties.surface_area))
|
||||
|
||||
if remove_count <= 0 then
|
||||
return remove_unallocated
|
||||
end
|
||||
end
|
||||
|
||||
for k, v in pairs(vlayer.power.entity) do
|
||||
if (v == nil) or (not v.valid)then
|
||||
vlayer.power.entity[k] = nil
|
||||
-- Remove the item from allocated storage
|
||||
vlayer_data.storage.items[item_name] = vlayer_data.storage.items[item_name] - remove_count
|
||||
vlayer.allocate_item(item_name, -remove_count)
|
||||
return remove_unallocated + remove_count
|
||||
end
|
||||
|
||||
--- Create a new storage input interface
|
||||
-- @tparam LuaSurface surface The surface to place the interface onto
|
||||
-- @tparam MapPosition position The position on the surface to place the interface at
|
||||
-- @tparam[opt] LuaPlayer player The player to show as the last user of the interface
|
||||
-- @treturn LuaEntity The entity that was created for the interface
|
||||
function vlayer.create_input_interface(surface, position, last_user)
|
||||
local interface = surface.create_entity{name='logistic-chest-storage', position=position, force='neutral'}
|
||||
table.insert(vlayer_data.entity_interfaces.storage_input, interface)
|
||||
|
||||
if last_user then
|
||||
interface.last_user = last_user
|
||||
end
|
||||
|
||||
interface.destructible = false
|
||||
interface.minable = false
|
||||
interface.operable = true
|
||||
return interface
|
||||
end
|
||||
|
||||
--- Handle all input interfaces, will take their contents and insert it into the vlayer storage
|
||||
local function handle_input_interfaces()
|
||||
for index, interface in pairs(vlayer_data.entity_interfaces.storage_input) do
|
||||
if not interface.valid then
|
||||
vlayer_data.entity_interfaces.storage_input[index] = nil
|
||||
|
||||
else
|
||||
v.electric_buffer_size = vlayer_power_capacity
|
||||
v.power_production = math.floor(vlayer_power_capacity / 60)
|
||||
v.power_usage = math.floor(vlayer_power_capacity / 60)
|
||||
local inventory = interface.get_inventory(defines.inventory.chest)
|
||||
|
||||
if vlayer.power.energy < vlayer_power_capacity then
|
||||
v.energy = math.floor((v.energy + vlayer.power.energy) / 2)
|
||||
vlayer.power.energy = v.energy
|
||||
for name, count in pairs(inventory.get_contents()) do
|
||||
if config.allowed_items[name] then
|
||||
if config.allowed_items[name].modded then
|
||||
if config.modded_auto_downgrade then
|
||||
vlayer.insert_item(config.modded_items[name].base_game_equivalent, count * config.modded_items[name].multiplier)
|
||||
|
||||
elseif v.energy < vlayer_power_capacity then
|
||||
local energy_change = vlayer_power_capacity - v.energy
|
||||
else
|
||||
vlayer.insert_item(name, count)
|
||||
end
|
||||
else
|
||||
vlayer.insert_item(name, count)
|
||||
end
|
||||
|
||||
if energy_change < vlayer.power.energy then
|
||||
v.energy = v.energy + energy_change
|
||||
vlayer.power.energy = vlayer.power.energy - energy_change
|
||||
|
||||
else
|
||||
v.energy = v.energy + vlayer.power.energy
|
||||
vlayer.power.energy = 0
|
||||
inventory.remove({name=name, count=count})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- circuit handle
|
||||
vlayer.circuit.output[4].count = math.floor(vlayer.power.energy / 1000000)
|
||||
vlayer.circuit.output[5].count = math.floor(game.tick / 25000)
|
||||
vlayer.circuit.output[6].count = game.tick % 25000
|
||||
--- Create a new storage output interface
|
||||
-- @tparam LuaSurface surface The surface to place the interface onto
|
||||
-- @tparam MapPosition position The position on the surface to place the interface at
|
||||
-- @tparam[opt] LuaPlayer player The player to show as the last user of the interface
|
||||
-- @treturn LuaEntity The entity that was created for the interface
|
||||
function vlayer.create_output_interface(surface, position, last_user)
|
||||
local interface = surface.create_entity{name='logistic-chest-requester', position=position, force='neutral'}
|
||||
table.insert(vlayer_data.entity_interfaces.storage_output, interface)
|
||||
|
||||
for k, v in pairs(vlayer.power.circuit) do
|
||||
if (v == nil) or (not v.valid) then
|
||||
vlayer.power.circuit[k] = nil
|
||||
if last_user then
|
||||
interface.last_user = last_user
|
||||
end
|
||||
|
||||
interface.destructible = false
|
||||
interface.minable = false
|
||||
interface.operable = true
|
||||
return interface
|
||||
end
|
||||
|
||||
--- Handle all output interfaces, will take their requests and remove it from the vlayer storage
|
||||
local function handle_output_interfaces()
|
||||
for index, interface in pairs(vlayer_data.entity_interfaces.storage_output) do
|
||||
if not interface.valid then
|
||||
vlayer_data.entity_interfaces.storage_output[index] = nil
|
||||
|
||||
else
|
||||
local circuit_o = v.get_or_create_control_behavior()
|
||||
local inventory = interface.get_inventory(defines.inventory.chest)
|
||||
|
||||
for i=1, #vlayer.circuit.output do
|
||||
circuit_o.set_signal(i, {signal=vlayer.circuit.output[i].signal, count=vlayer.circuit.output[i].count})
|
||||
for i = 1, interface.request_slot_count do
|
||||
local request = interface.get_request_slot(i)
|
||||
|
||||
if request and config.allowed_items[request.name] then
|
||||
local current_amount = inventory.get_item_count(request.name)
|
||||
local request_amount = math.min(request.count - current_amount, vlayer_data.storage.items[request.name])
|
||||
|
||||
if request_amount > 0 and inventory.can_insert({name=request.name, count=request_amount}) then
|
||||
local removed_item_count = vlayer.remove_item(request.name, request_amount)
|
||||
|
||||
if removed_item_count > 0 then
|
||||
inventory.insert({name=request.name, count=removed_item_count})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Handle the unallocated items because more surface area may have been added
|
||||
local function handle_unallocated()
|
||||
-- unallocated cant happen when its unlimited
|
||||
if config.unlimited_surface_area then
|
||||
return
|
||||
end
|
||||
|
||||
-- Get the total unallocated area so items can be allocated in equal amounts
|
||||
local unallocated_area = 0
|
||||
|
||||
for item_name, count in pairs(vlayer_data.storage.unallocated) do
|
||||
local item_properties = config.allowed_items[item_name]
|
||||
unallocated_area = unallocated_area + item_properties.required_area * count
|
||||
end
|
||||
|
||||
if unallocated_area == 0 then
|
||||
return
|
||||
end
|
||||
|
||||
-- Allocate items in an equal distribution
|
||||
local surplus_area = vlayer_data.properties.total_surface_area - vlayer_data.properties.used_surface_area
|
||||
for item_name, count in pairs(vlayer_data.storage.unallocated) do
|
||||
local allocation_count = math.min(count, math.floor(count * surplus_area / unallocated_area))
|
||||
|
||||
if allocation_count > 0 then
|
||||
vlayer_data.storage.unallocated[item_name] = vlayer_data.storage.unallocated[item_name] - allocation_count
|
||||
vlayer.allocate_item(item_name, allocation_count)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Get the statistics for the vlayer
|
||||
function vlayer.get_statistics()
|
||||
return {
|
||||
total_surface_area = vlayer_data.properties.total_surface_area,
|
||||
used_surface_area = vlayer_data.properties.used_surface_area,
|
||||
energy_production = vlayer_data.properties.production * mega * get_production_multiplier(),
|
||||
energy_sustained = vlayer_data.properties.production * mega * get_sustained_multiplier(),
|
||||
energy_capacity = vlayer_data.properties.capacity * mega,
|
||||
energy_storage = vlayer_data.storage.energy,
|
||||
day = math.floor(game.tick / vlayer_data.surface.ticks_per_day),
|
||||
time =math.floor(vlayer_data.surface.daytime * vlayer_data.surface.ticks_per_day)
|
||||
}
|
||||
end
|
||||
|
||||
--- Circuit signals used for the statistics
|
||||
local circuit_signals = {
|
||||
total_surface_area = 'signal-A',
|
||||
used_surface_area = 'signal-B',
|
||||
energy_production = 'signal-P',
|
||||
energy_sustained = 'signal-S',
|
||||
energy_capacity = 'signal-C',
|
||||
energy_storage = 'signal-E',
|
||||
day = 'signal-D',
|
||||
time = 'signal-T',
|
||||
}
|
||||
|
||||
--- Create a new circuit interface
|
||||
-- @tparam LuaSurface surface The surface to place the interface onto
|
||||
-- @tparam MapPosition position The position on the surface to place the interface at
|
||||
-- @tparam[opt] LuaPlayer player The player to show as the last user of the interface
|
||||
-- @treturn LuaEntity The entity that was created for the interface
|
||||
function vlayer.create_circuit_interface(surface, position, last_user)
|
||||
local interface = surface.create_entity{name='constant-combinator', position=position, force='neutral'}
|
||||
table.insert(vlayer_data.entity_interfaces.circuit, interface)
|
||||
|
||||
if last_user then
|
||||
interface.last_user = last_user
|
||||
end
|
||||
|
||||
interface.destructible = false
|
||||
interface.minable = false
|
||||
interface.operable = true
|
||||
return interface
|
||||
end
|
||||
|
||||
--- Handle all circuit interfaces, updating their signals to match the vlayer statistics
|
||||
local function handle_circuit_interfaces()
|
||||
local stats = vlayer.get_statistics()
|
||||
|
||||
for index, interface in pairs(vlayer_data.entity_interfaces.circuit) do
|
||||
if not interface.valid then
|
||||
vlayer_data.entity_interfaces.circuit[index] = nil
|
||||
|
||||
else
|
||||
local circuit_oc = interface.get_or_create_control_behavior()
|
||||
local max_signals = circuit_oc.signals_count
|
||||
local signal_index = 1
|
||||
|
||||
-- Set the virtual signals based on the vlayer stats
|
||||
for stat_name, signal_name in pairs(circuit_signals) do
|
||||
if stat_name:find('energy') then
|
||||
circuit_oc.set_signal(signal_index, {signal={type='virtual', name=signal_name}, count=math.floor(stats[stat_name] / mega)})
|
||||
|
||||
else
|
||||
circuit_oc.set_signal(signal_index, {signal={type='virtual', name=signal_name}, count=math.floor(stats[stat_name])})
|
||||
end
|
||||
|
||||
signal_index = signal_index + 1
|
||||
end
|
||||
|
||||
-- Set the item signals based on stored items
|
||||
for item_name, count in pairs(vlayer_data.storage.items) do
|
||||
if game.item_prototypes[item_name] and count > 0 then
|
||||
circuit_oc.set_signal(signal_index, {signal={type='item', name=item_name}, count=count})
|
||||
signal_index = signal_index + 1
|
||||
if signal_index > max_signals then
|
||||
return -- No more signals can be added
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Clear remaining signals to prevent outdated values being present (caused by count > 0 check)
|
||||
for clear_index = signal_index, max_signals do
|
||||
if not circuit_oc.get_signal(clear_index).signal then
|
||||
break -- There are no more signals to clear
|
||||
end
|
||||
circuit_oc.set_signal(clear_index, nil)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
--- Create a new energy interface
|
||||
-- @tparam LuaSurface surface The surface to place the interface onto
|
||||
-- @tparam MapPosition position The position on the surface to place the interface at
|
||||
-- @tparam[opt] LuaPlayer player The player to show as the last user of the interface
|
||||
-- @treturn LuaEntity The entity that was created for the interface, or nil if it could not be created
|
||||
function vlayer.create_energy_interface(surface, position, last_user)
|
||||
if not surface.can_place_entity{name='electric-energy-interface', position=position} then
|
||||
return nil
|
||||
end
|
||||
|
||||
local interface = surface.create_entity{name='electric-energy-interface', position=position, force='neutral'}
|
||||
table.insert(vlayer_data.entity_interfaces.energy, interface)
|
||||
|
||||
if last_user then
|
||||
interface.last_user = last_user
|
||||
end
|
||||
|
||||
interface.destructible = false
|
||||
interface.minable = false
|
||||
interface.operable = false
|
||||
interface.electric_buffer_size = 0
|
||||
interface.power_production = 0
|
||||
interface.power_usage = 0
|
||||
interface.energy = 0
|
||||
return interface
|
||||
end
|
||||
|
||||
--- Handle all energy interfaces as well as the energy storage
|
||||
local function handle_energy_interfaces()
|
||||
-- Add the newly produced power
|
||||
local production = vlayer_data.properties.production * mega * (config.update_tick_energy / 60)
|
||||
vlayer_data.storage.energy = vlayer_data.storage.energy + math.floor(production * get_production_multiplier())
|
||||
|
||||
-- Calculate how much power is present in the network, that is storage + all interfaces
|
||||
if #vlayer_data.entity_interfaces.energy > 0 then
|
||||
local available_energy = vlayer_data.storage.energy
|
||||
|
||||
for index, interface in pairs(vlayer_data.entity_interfaces.energy) do
|
||||
if not interface.valid then
|
||||
vlayer_data.entity_interfaces.energy[index] = nil
|
||||
|
||||
else
|
||||
available_energy = available_energy + interface.energy
|
||||
end
|
||||
end
|
||||
|
||||
-- Distribute the energy between all interfaces
|
||||
local discharge_rate = 2 * (production + vlayer_data.properties.discharge * mega) / #vlayer_data.entity_interfaces.energy
|
||||
local fill_to = math.min(discharge_rate, math.floor(available_energy / #vlayer_data.entity_interfaces.energy))
|
||||
|
||||
for index, interface in pairs(vlayer_data.entity_interfaces.energy) do
|
||||
interface.electric_buffer_size = math.max(discharge_rate, interface.energy) -- prevent energy loss
|
||||
local delta = fill_to - interface.energy -- positive means storage to interface
|
||||
vlayer_data.storage.energy = vlayer_data.storage.energy - delta
|
||||
interface.energy = interface.energy + delta
|
||||
end
|
||||
end
|
||||
|
||||
-- Cap the stored energy to the allowed capacity
|
||||
if not config.unlimited_capacity and vlayer_data.storage.energy > vlayer_data.properties.capacity * mega then
|
||||
vlayer_data.storage.energy = vlayer_data.properties.capacity * mega
|
||||
end
|
||||
end
|
||||
|
||||
--- Remove the closest entity interface to the given position
|
||||
-- @tparam LuaSurface surface The surface to search for an interface on
|
||||
-- @tparam MapPosition position The position to start the search from
|
||||
-- @tparam number radius The radius to search for an interface within
|
||||
-- @treturn string The type of interface that was removed, or nil if no interface was found
|
||||
-- @treturn MapPosition The position the interface was at, or nil if no interface was found
|
||||
function vlayer.remove_closest_interface(surface, position, radius)
|
||||
local entities = surface.find_entities_filtered{
|
||||
name = {'logistic-chest-storage', 'logistic-chest-requester', 'constant-combinator', 'electric-energy-interface'},
|
||||
force = 'neutral',
|
||||
position = position,
|
||||
radius = radius,
|
||||
limit = 1
|
||||
}
|
||||
|
||||
-- Get the details which will be returned
|
||||
if #entities == 0 then
|
||||
return nil, nil
|
||||
end
|
||||
|
||||
local interface = entities[1]
|
||||
local name = interface.name
|
||||
local pos = interface.position
|
||||
|
||||
-- Return the type of interface removed and do some clean up
|
||||
if name == 'logistic-chest-storage' then
|
||||
move_items_stack(interface.get_inventory(defines.inventory.chest).get_contents())
|
||||
table.remove_element(vlayer_data.entity_interfaces.storage_input, interface)
|
||||
interface.destroy()
|
||||
return 'storage input', pos
|
||||
|
||||
elseif name == 'logistic-chest-requester' then
|
||||
move_items_stack(interface.get_inventory(defines.inventory.chest).get_contents())
|
||||
table.remove_element(vlayer_data.entity_interfaces.storage_output, interface)
|
||||
interface.destroy()
|
||||
return 'storage output', pos
|
||||
|
||||
elseif name == 'constant-combinator' then
|
||||
table.remove_element(vlayer_data.entity_interfaces.circuit, interface)
|
||||
interface.destroy()
|
||||
return 'circuit', pos
|
||||
|
||||
elseif name == 'electric-energy-interface' then
|
||||
vlayer_data.storage.energy = vlayer_data.storage.energy + interface.energy
|
||||
table.remove_element(vlayer_data.entity_interfaces.energy, interface)
|
||||
interface.destroy()
|
||||
return 'energy', pos
|
||||
end
|
||||
end
|
||||
|
||||
local function on_surface_event()
|
||||
if config.mimic_surface then
|
||||
local surface = game.get_surface(config.mimic_surface)
|
||||
|
||||
if surface then
|
||||
vlayer_data.surface = surface
|
||||
return
|
||||
end
|
||||
end
|
||||
|
||||
if not vlayer_data.surface.index then
|
||||
-- Our fake surface data never has an index, we test for this to avoid unneeded copies from the config
|
||||
vlayer_data.surface = table.deep_copy(config.surface)
|
||||
end
|
||||
end
|
||||
|
||||
--- Handle all storage IO and attempt allocation of unallocated items
|
||||
Event.on_nth_tick(config.update_tick_storage, function(_)
|
||||
handle_input_interfaces()
|
||||
handle_output_interfaces()
|
||||
handle_unallocated()
|
||||
end)
|
||||
|
||||
--- Handle all energy and circuit updates
|
||||
Event.on_nth_tick(config.update_tick_energy, function(_)
|
||||
handle_circuit_interfaces()
|
||||
handle_energy_interfaces()
|
||||
end)
|
||||
|
||||
Event.add(defines.events.on_surface_created, on_surface_event)
|
||||
Event.add(defines.events.on_surface_renamed, on_surface_event)
|
||||
Event.add(defines.events.on_surface_imported, on_surface_event)
|
||||
Event.on_init(on_surface_event) -- Default surface always exists, does not trigger on_surface_created
|
||||
|
||||
return vlayer
|
||||
|
||||
@@ -1,276 +1,404 @@
|
||||
--- Adds a virtual layer to store power to save space.
|
||||
-- @addon Virtual Layer
|
||||
--[[-- Gui Module - Virtual Layer
|
||||
- Adds a virtual layer to store power to save space.
|
||||
@gui Virtual Layer
|
||||
@alias vlayer_container
|
||||
]]
|
||||
|
||||
local Gui = require 'expcore.gui' --- @dep expcore.gui
|
||||
local Roles = require 'expcore.roles' --- @dep expcore.roles
|
||||
local Event = require 'utils.event' --- @dep utils.event
|
||||
local format_number = require('util').format_number --- @dep util
|
||||
local config = require 'config.vlayer' --- @dep config.vlayer
|
||||
local format_number = require('util').format_number
|
||||
local vlayer = require 'modules.control.vlayer'
|
||||
|
||||
local vlayer_container
|
||||
local vlayer_display = {}
|
||||
|
||||
local function pos_to_gps_string(pos)
|
||||
return '[gps=' .. tostring(pos.x) .. ',' .. tostring(pos.y) .. ']'
|
||||
end
|
||||
|
||||
for i=1, #config.gui.content do
|
||||
if config.gui.content[i].type == 'item' or config.gui.content[i].type == 'signal' then
|
||||
vlayer_display[i] = {
|
||||
type = config.gui.content[i].type,
|
||||
name = config.gui.content[i].name,
|
||||
count = 0
|
||||
}
|
||||
local function format_energy(amount, unit)
|
||||
if amount < 1 then
|
||||
return '0 ' .. unit
|
||||
end
|
||||
|
||||
local suffix = ''
|
||||
local suffix_list = {
|
||||
['T'] = 1000000000000,
|
||||
['G'] = 1000000000,
|
||||
['M'] = 1000000,
|
||||
['k'] = 1000
|
||||
}
|
||||
|
||||
for letter, limit in pairs (suffix_list) do
|
||||
if math.abs(amount) >= limit then
|
||||
amount = string.format('%.1f', amount / limit)
|
||||
suffix = letter
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
local formatted, k = amount
|
||||
|
||||
while true do
|
||||
formatted, k = string.gsub(formatted, '^(-?%d+)(%d%d%d)', '%1,%2')
|
||||
|
||||
if (k == 0) then
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
return formatted .. ' ' .. suffix .. unit
|
||||
end
|
||||
|
||||
local function vlayer_convert_chest(player)
|
||||
local entities = player.surface.find_entities_filtered{position=player.position, radius=8, name='steel-chest', force=player.force}
|
||||
if (not entities or (#entities == 0)) then
|
||||
return nil
|
||||
local entities = player.surface.find_entities_filtered{position=player.position, radius=8, name='steel-chest', force=player.force, limit=1}
|
||||
|
||||
if (not entities or #entities == 0) then
|
||||
player.print('No steel chest detected')
|
||||
return
|
||||
end
|
||||
|
||||
local target_chest = player.surface.get_closest(player.position, entities)
|
||||
if (not target_chest) then
|
||||
player.print('No Steel Chest Detected')
|
||||
return nil
|
||||
end
|
||||
local entity = entities[1]
|
||||
local pos = entity.position
|
||||
|
||||
if (not target_chest.get_inventory(defines.inventory.chest).is_empty()) then
|
||||
if (not entity.get_inventory(defines.inventory.chest).is_empty()) then
|
||||
player.print('Chest is not emptied')
|
||||
return nil
|
||||
end
|
||||
|
||||
local pos = target_chest.position
|
||||
|
||||
if (not target_chest.destroy()) then
|
||||
player.print('Unable to convert chest')
|
||||
return nil
|
||||
end
|
||||
|
||||
return {x=math.floor(pos.x), y=math.floor(pos.y)}
|
||||
entity.destroy()
|
||||
return {x=string.format('%.1f', pos.x), y=string.format('%.1f', pos.y)}
|
||||
end
|
||||
|
||||
local function vlayer_convert_chest_storage_input(player)
|
||||
--- Display label for the number of solar panels
|
||||
-- @element vlayer_gui_display_item_solar_name
|
||||
local vlayer_gui_display_item_solar_name =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_item_solar_name',
|
||||
caption = '[img=entity/solar-panel] Solar Panel',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 200
|
||||
}
|
||||
|
||||
local vlayer_gui_display_item_solar_count =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_item_solar_count',
|
||||
caption = '0',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 120
|
||||
}
|
||||
|
||||
--- Display label for the number of accumulators
|
||||
-- @element vlayer_gui_display_item_accumulator_name
|
||||
local vlayer_gui_display_item_accumulator_name =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_item_accumulator_name',
|
||||
caption = '[img=entity/accumulator] Accumulator',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 200
|
||||
}
|
||||
|
||||
local vlayer_gui_display_item_accumulator_count =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_item_accumulator_count',
|
||||
caption = '0',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 120
|
||||
}
|
||||
|
||||
--- Display label for the current energy production
|
||||
-- @element vlayer_gui_display_signal_production_name
|
||||
local vlayer_gui_display_signal_production_name =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_signal_peak_name',
|
||||
caption = '[virtual-signal=signal-P] Current Production',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 200
|
||||
}
|
||||
|
||||
local vlayer_gui_display_signal_production_count =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_signal_peak_solar_count',
|
||||
caption = '0',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 120
|
||||
}
|
||||
|
||||
--- Display label for the sustained energy production
|
||||
-- @element vlayer_gui_display_signal_sustained_name
|
||||
local vlayer_gui_display_signal_sustained_name =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_signal_sustained_name',
|
||||
caption = '[virtual-signal=signal-S] Sustained Production',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 200
|
||||
}
|
||||
|
||||
local vlayer_gui_display_signal_sustained_count =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_signal_sustained_count',
|
||||
caption = '0',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 120
|
||||
}
|
||||
|
||||
--- Display label for the sustained energy capacity
|
||||
-- @element vlayer_gui_display_signal_capacity_name
|
||||
local vlayer_gui_display_signal_capacity_name =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_signal_max_name',
|
||||
caption = '[virtual-signal=signal-C] Battery Capacity',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 200
|
||||
}
|
||||
|
||||
local vlayer_gui_display_signal_capacity_count =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_signal_max_count',
|
||||
caption = '0',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 120
|
||||
}
|
||||
|
||||
--- Display label for the current energy in storage
|
||||
-- @element vlayer_gui_display_signal_current_name
|
||||
local vlayer_gui_display_signal_current_name =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_signal_current_name',
|
||||
caption = '[virtual-signal=signal-E] Battery Charge',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 200
|
||||
}
|
||||
|
||||
local vlayer_gui_display_signal_current_count =
|
||||
Gui.element{
|
||||
type = 'label',
|
||||
name = 'vlayer_display_signal_current_count',
|
||||
caption = '0',
|
||||
style = 'heading_1_label'
|
||||
}:style{
|
||||
width = 120
|
||||
}
|
||||
|
||||
--- A vertical flow containing all the displays labels and their counts
|
||||
-- @element vlayer_display_set
|
||||
local vlayer_display_set =
|
||||
Gui.element(function(_, parent, name)
|
||||
local vlayer_set = parent.add{type='flow', direction='vertical', name=name}
|
||||
local disp = Gui.scroll_table(vlayer_set, 320, 2, 'disp')
|
||||
|
||||
vlayer_gui_display_item_solar_name(disp)
|
||||
vlayer_gui_display_item_solar_count(disp)
|
||||
vlayer_gui_display_item_accumulator_name(disp)
|
||||
vlayer_gui_display_item_accumulator_count(disp)
|
||||
vlayer_gui_display_signal_production_name(disp)
|
||||
vlayer_gui_display_signal_production_count(disp)
|
||||
vlayer_gui_display_signal_sustained_name(disp)
|
||||
vlayer_gui_display_signal_sustained_count(disp)
|
||||
vlayer_gui_display_signal_capacity_name(disp)
|
||||
vlayer_gui_display_signal_capacity_count(disp)
|
||||
vlayer_gui_display_signal_current_name(disp)
|
||||
vlayer_gui_display_signal_current_count(disp)
|
||||
|
||||
return vlayer_set
|
||||
end)
|
||||
|
||||
local function pos_to_gps_string(pos)
|
||||
return '[gps=' .. string.format('%.1f', pos.x) .. ',' .. string.format('%.1f', pos.y) .. ']'
|
||||
end
|
||||
|
||||
--- A button used to add a new storage input interface
|
||||
-- @element vlayer_gui_control_storage_input
|
||||
local vlayer_gui_control_storage_input =
|
||||
Gui.element{
|
||||
type = 'button',
|
||||
caption = 'Add Input Storage'
|
||||
}:style{
|
||||
width = 160
|
||||
}:on_click(function(player, element, _)
|
||||
local pos = vlayer_convert_chest(player)
|
||||
|
||||
if (pos) then
|
||||
local vlayer_storage = player.surface.create_entity{name='logistic-chest-storage', position=pos, force='neutral'}
|
||||
game.print(player.name .. ' built a vlayer input on ' .. pos_to_gps_string(pos))
|
||||
vlayer_storage.destructible = false
|
||||
vlayer_storage.minable = false
|
||||
vlayer_storage.operable = true
|
||||
vlayer_storage.last_user = player
|
||||
table.insert(vlayer.storage.input, vlayer_storage)
|
||||
vlayer.create_input_interface(player.surface, pos, player)
|
||||
game.print(player.name .. ' built a vlayer storage input on ' .. pos_to_gps_string(pos))
|
||||
end
|
||||
end
|
||||
|
||||
local function vlayer_convert_chest_power(player)
|
||||
element.enabled = (vlayer.get_interface_counts().storage_input < config.interface_limit.storage_input)
|
||||
end)
|
||||
|
||||
--- A button used to add a new storage output interface
|
||||
-- @element vlayer_gui_control_storage_output
|
||||
local vlayer_gui_control_storage_output =
|
||||
Gui.element{
|
||||
type = 'button',
|
||||
caption = 'Add Output Storage'
|
||||
}:style{
|
||||
width = 160
|
||||
}:on_click(function(player, element, _)
|
||||
local pos = vlayer_convert_chest(player)
|
||||
|
||||
if (pos) then
|
||||
if (player.surface.can_place_entity{name='electric-energy-interface', position=pos})then
|
||||
local vlayer_power = player.surface.create_entity{name='electric-energy-interface', position=pos, force='neutral'}
|
||||
game.print(player.name .. ' built a vlayer energy interface on ' .. pos_to_gps_string(pos))
|
||||
vlayer_power.destructible = false
|
||||
vlayer_power.minable = false
|
||||
vlayer_power.operable = false
|
||||
vlayer_power.last_user = player
|
||||
vlayer_power.electric_buffer_size = math.floor(config.energy_base_limit / 2)
|
||||
vlayer_power.power_production = math.floor(config.energy_base_limit / 60)
|
||||
vlayer_power.power_usage = math.floor(config.energy_base_limit / 60)
|
||||
vlayer_power.energy = 0
|
||||
table.insert(vlayer.power.entity, vlayer_power)
|
||||
else
|
||||
player.print('Unable to build energy entity')
|
||||
end
|
||||
vlayer.create_output_interface(player.surface, pos, player)
|
||||
game.print(player.name .. ' built a vlayer storage output on ' .. pos_to_gps_string(pos))
|
||||
end
|
||||
end
|
||||
|
||||
local function vlayer_convert_chest_circuit(player)
|
||||
element.enabled = (vlayer.get_interface_counts().storage_output < config.interface_limit.storage_output)
|
||||
end)
|
||||
|
||||
--- A button used to add a new circuit interface
|
||||
-- @element vlayer_gui_control_circuit
|
||||
local vlayer_gui_control_circuit =
|
||||
Gui.element{
|
||||
type = 'button',
|
||||
caption = 'Add Circuit'
|
||||
}:style{
|
||||
width = 160
|
||||
}:on_click(function(player, element, _)
|
||||
local pos = vlayer_convert_chest(player)
|
||||
|
||||
if (pos) then
|
||||
local circuit_o = player.surface.create_entity{name='constant-combinator', position=pos, force='neutral'}
|
||||
vlayer.create_circuit_interface(player.surface, pos, player)
|
||||
game.print(player.name .. ' built a vlayer circuit on ' .. pos_to_gps_string(pos))
|
||||
circuit_o.destructible = false
|
||||
circuit_o.minable = false
|
||||
circuit_o.operable = true
|
||||
circuit_o.last_user = player
|
||||
|
||||
local circuit_oc = circuit_o.get_or_create_control_behavior()
|
||||
circuit_oc.set_signal(1, {signal={type='virtual', name='signal-P'}, count=0})
|
||||
circuit_oc.set_signal(2, {signal={type='virtual', name='signal-S'}, count=0})
|
||||
circuit_oc.set_signal(3, {signal={type='virtual', name='signal-M'}, count=0})
|
||||
circuit_oc.set_signal(4, {signal={type='virtual', name='signal-C'}, count=0})
|
||||
circuit_oc.set_signal(5, {signal={type='virtual', name='signal-D'}, count=0})
|
||||
circuit_oc.set_signal(6, {signal={type='virtual', name='signal-T'}, count=0})
|
||||
circuit_oc.set_signal(7, {signal={type='virtual', name='signal-L'}, count=0})
|
||||
circuit_oc.set_signal(8, {signal={type='virtual', name='signal-A'}, count=0})
|
||||
circuit_oc.set_signal(9, {signal={type='virtual', name='signal-B'}, count=0})
|
||||
circuit_oc.set_signal(10, {signal={type='item', name='solar-panel'}, count=0})
|
||||
circuit_oc.set_signal(11, {signal={type='item', name='accumulator'}, count=0})
|
||||
|
||||
table.insert(vlayer.power.circuit, circuit_o)
|
||||
end
|
||||
end
|
||||
|
||||
local function vlayer_convert_remove(player)
|
||||
local entities = player.surface.find_entities_filtered{name={'logistic-chest-storage', 'constant-combinator', 'electric-energy-interface'}, position=player.position, radius=8, force='neutral', limit=1}
|
||||
element.enabled = (vlayer.get_interface_counts().circuit < config.interface_limit.circuit)
|
||||
end)
|
||||
|
||||
if (not entities or #entities == 0) then
|
||||
player.print('Entity not found')
|
||||
else
|
||||
for _, v in pairs(entities) do
|
||||
local name = v.name
|
||||
game.print(player.name .. ' removed a vlayer ' .. config.print_out[v.name] .. ' on ' .. pos_to_gps_string(v.position))
|
||||
v.destroy()
|
||||
--- A button used to add a new energy interface
|
||||
-- @element vlayer_gui_control_power
|
||||
local vlayer_gui_control_power =
|
||||
Gui.element{
|
||||
type = 'button',
|
||||
caption = 'Add Power'
|
||||
}:style{
|
||||
width = 160
|
||||
}:on_click(function(player, element, _)
|
||||
local pos = vlayer_convert_chest(player)
|
||||
|
||||
if name == 'logistic-chest-storage' then
|
||||
for k, vl in pairs(vlayer.storage.input) do
|
||||
if not vl.valid then
|
||||
vlayer.storage.input[k] = nil
|
||||
end
|
||||
end
|
||||
|
||||
elseif name == 'constant-combinator' then
|
||||
for k, vl in pairs(vlayer.power.circuit) do
|
||||
if not vl.valid then
|
||||
vlayer.power.circuit[k] = nil
|
||||
end
|
||||
end
|
||||
|
||||
elseif name == 'electric-energy-interface' then
|
||||
for k, vl in pairs(vlayer.power.entity) do
|
||||
if not vl.valid then
|
||||
vlayer.power.entity[k] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
if (pos) then
|
||||
if vlayer.create_energy_interface(player.surface, pos, player) then
|
||||
game.print(player.name .. ' built a vlayer energy interface on ' .. pos_to_gps_string(pos))
|
||||
else
|
||||
player.print('Unable to build vlayer energy entity')
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local vlayer_gui_update
|
||||
|
||||
local button_power =
|
||||
Gui.element{
|
||||
name = 'button_1',
|
||||
type = 'button',
|
||||
caption = 'Power Entity',
|
||||
style = 'button'
|
||||
}:on_click(function(player)
|
||||
vlayer_convert_chest_power(player)
|
||||
vlayer_gui_update()
|
||||
element.enabled = (vlayer.get_interface_counts().energy < config.interface_limit.energy)
|
||||
end)
|
||||
|
||||
local button_storage_input =
|
||||
--- A button used to remove the closest vlayer interface
|
||||
-- @element vlayer_gui_control_remove
|
||||
local vlayer_gui_control_remove =
|
||||
Gui.element{
|
||||
name = 'button_2',
|
||||
type = 'button',
|
||||
caption = 'Storage Input',
|
||||
style = 'button'
|
||||
}:on_click(function(player)
|
||||
vlayer_convert_chest_storage_input(player)
|
||||
vlayer_gui_update()
|
||||
end)
|
||||
|
||||
local button_circuit =
|
||||
Gui.element{
|
||||
name = 'button_3',
|
||||
type = 'button',
|
||||
caption = 'Circuit',
|
||||
style = 'button'
|
||||
}:on_click(function(player)
|
||||
vlayer_convert_chest_circuit(player)
|
||||
vlayer_gui_update()
|
||||
end)
|
||||
|
||||
local button_remove =
|
||||
Gui.element{
|
||||
name = 'button_4',
|
||||
type = 'button',
|
||||
caption = 'Remove',
|
||||
style = 'button'
|
||||
}:on_click(function(player)
|
||||
vlayer_convert_remove(player)
|
||||
vlayer_gui_update()
|
||||
end)
|
||||
|
||||
function vlayer_gui_update()
|
||||
local button_power_enabled = #vlayer.power.entity < config.interface_limit.energy
|
||||
local button_storage_input_enabled = #vlayer.storage.input < config.interface_limit.storage_input
|
||||
local button_circuit_enabled = #vlayer.power.circuit < config.interface_limit.circuit
|
||||
|
||||
for _, player in pairs(game.connected_players) do
|
||||
local frame = Gui.get_left_element(player, vlayer_container)
|
||||
frame.container.scroll.table[button_power.name].enabled = button_power_enabled
|
||||
frame.container.scroll.table[button_storage_input.name].enabled = button_storage_input_enabled
|
||||
frame.container.scroll.table[button_circuit.name].enabled = button_circuit_enabled
|
||||
caption = 'Remove Special'
|
||||
}:style{
|
||||
width = 160
|
||||
}:on_click(function(player, element, _)
|
||||
local interface_type, interface_position = vlayer.remove_closest_interface(player.surface, player.position, 4)
|
||||
if not interface_type then
|
||||
return player.print('Interface not found in range, please move closer')
|
||||
end
|
||||
end
|
||||
|
||||
vlayer_container =
|
||||
local interfaces = vlayer.get_interface_counts()
|
||||
game.print(player.name .. ' removed a vlayer ' .. interface_type .. ' on ' .. pos_to_gps_string(interface_position))
|
||||
element.parent[vlayer_gui_control_storage_input.name].enabled = (interfaces.storage_input < config.interface_limit.storage_input)
|
||||
element.parent[vlayer_gui_control_storage_output.name].enabled = (interfaces.storage_output < config.interface_limit.storage_output)
|
||||
element.parent[vlayer_gui_control_circuit.name].enabled = (interfaces.circuit < config.interface_limit.circuit)
|
||||
element.parent[vlayer_gui_control_power.name].enabled = (interfaces.energy < config.interface_limit.energy)
|
||||
end)
|
||||
|
||||
--- A vertical flow containing all the control buttons
|
||||
-- @element vlayer_control_set
|
||||
local vlayer_control_set =
|
||||
Gui.element(function(_, parent, name)
|
||||
local vlayer_set = parent.add{type='flow', direction='vertical', name=name}
|
||||
local disp = Gui.scroll_table(vlayer_set, 320, 2, 'disp')
|
||||
|
||||
local interfaces = vlayer.get_interface_counts()
|
||||
vlayer_gui_control_storage_input(disp).enabled = (interfaces.storage_input < config.interface_limit.storage_input)
|
||||
vlayer_gui_control_storage_output(disp).enabled = (interfaces.storage_output < config.interface_limit.storage_output)
|
||||
vlayer_gui_control_circuit(disp).enabled = (interfaces.circuit < config.interface_limit.circuit)
|
||||
vlayer_gui_control_power(disp).enabled = (interfaces.energy < config.interface_limit.energy)
|
||||
vlayer_gui_control_remove(disp)
|
||||
|
||||
return vlayer_set
|
||||
end)
|
||||
|
||||
--- The main container for the vlayer gui
|
||||
-- @element vlayer_container
|
||||
local vlayer_container =
|
||||
Gui.element(function(event_trigger, parent)
|
||||
local player = Gui.get_player_from_element(parent)
|
||||
local container = Gui.container(parent, event_trigger, 300)
|
||||
Gui.header(container, 'VLAYER', '', true)
|
||||
local scroll_table = Gui.scroll_table(container, 300, 2)
|
||||
for i=1, #config.gui.content do
|
||||
scroll_table.add{
|
||||
name = 'vlayer_display_' .. i,
|
||||
caption = config.gui.content[i].title,
|
||||
type = config.gui.type,
|
||||
style = config.gui.style
|
||||
}
|
||||
end
|
||||
button_power(scroll_table)
|
||||
button_storage_input(scroll_table)
|
||||
button_circuit(scroll_table)
|
||||
button_remove(scroll_table)
|
||||
local container = Gui.container(parent, event_trigger, 320)
|
||||
|
||||
if (config.land.enabled ~= true) then
|
||||
for i=7, 12 do
|
||||
scroll_table['vlayer_display_' .. i].visible = false
|
||||
end
|
||||
end
|
||||
vlayer_display_set(container, 'vlayer_st_1')
|
||||
vlayer_control_set(container, 'vlayer_st_2')
|
||||
|
||||
if not (Roles.player_allowed(player, 'gui/vlayer-edit')) then
|
||||
scroll_table['vlayer_display_' .. #config.gui.content - 1].visible = false
|
||||
scroll_table['vlayer_display_' .. #config.gui.content].visible = false
|
||||
scroll_table[button_power.name].visible = false
|
||||
scroll_table[button_storage_input.name].visible = false
|
||||
scroll_table[button_circuit.name].visible = false
|
||||
scroll_table[button_remove.name].visible = false
|
||||
end
|
||||
|
||||
scroll_table[button_power.name].enabled = (#vlayer.power.entity < config.interface_limit.energy)
|
||||
scroll_table[button_storage_input.name].enabled = (#vlayer.storage.input < config.interface_limit.storage_input)
|
||||
scroll_table[button_circuit.name].enabled = (#vlayer.power.circuit < config.interface_limit.circuit)
|
||||
local table = container['vlayer_st_2'].disp.table
|
||||
local visible = Roles.player_allowed(player, 'gui/vlayer-edit')
|
||||
|
||||
table[vlayer_gui_control_storage_input.name].visible = visible
|
||||
table[vlayer_gui_control_storage_output.name].visible = visible
|
||||
table[vlayer_gui_control_circuit.name].visible = visible
|
||||
table[vlayer_gui_control_power.name].visible = visible
|
||||
table[vlayer_gui_control_remove.name].visible = visible
|
||||
return container.parent
|
||||
end)
|
||||
:add_to_left_flow()
|
||||
|
||||
--- Button on the top flow used to toggle the task list container
|
||||
-- @element toggle_left_element
|
||||
Gui.left_toolbar_button('entity/solar-panel', {'vlayer.main-tooltip'}, vlayer_container, function(player)
|
||||
return Roles.player_allowed(player, 'gui/vlayer')
|
||||
end)
|
||||
|
||||
Event.on_nth_tick(config.update_tick, function()
|
||||
for _, v in pairs(vlayer_display) do
|
||||
if v.type == 'item' then
|
||||
v.count = format_number(vlayer.storage.item[v.name])
|
||||
elseif v.type == 'signal' then
|
||||
v.count = format_number(vlayer.circuit.output[v.name].count)
|
||||
end
|
||||
end
|
||||
--- Update the visibly of the buttons based on a players roles
|
||||
local function role_update_event(event)
|
||||
local player = game.players[event.player_index]
|
||||
local visible = Roles.player_allowed(player, 'gui/vlayer-edit')
|
||||
local frame = Gui.get_left_element(player, vlayer_container)
|
||||
frame.container['vlayer_st_2'].visible = visible
|
||||
end
|
||||
|
||||
Event.add(Roles.events.on_role_assigned, role_update_event)
|
||||
Event.add(Roles.events.on_role_unassigned, role_update_event)
|
||||
|
||||
Event.on_nth_tick(config.update_tick_gui, function(_)
|
||||
local stats = vlayer.get_statistics()
|
||||
local items = vlayer.get_items()
|
||||
local vlayer_display = {
|
||||
[vlayer_gui_display_item_solar_count.name] = format_number(items['solar-panel']),
|
||||
[vlayer_gui_display_item_accumulator_count.name] = format_number(items['accumulator']),
|
||||
[vlayer_gui_display_signal_production_count.name] = format_energy(stats.energy_production, 'W'),
|
||||
[vlayer_gui_display_signal_sustained_count.name] = format_energy(stats.energy_sustained, 'W'),
|
||||
[vlayer_gui_display_signal_capacity_count.name] = format_energy(stats.energy_capacity, 'J'),
|
||||
[vlayer_gui_display_signal_current_count.name] = format_energy(stats.energy_storage, 'J'),
|
||||
}
|
||||
|
||||
for _, player in pairs(game.connected_players) do
|
||||
local frame = Gui.get_left_element(player, vlayer_container)
|
||||
local table = frame.container['vlayer_st_1'].disp.table
|
||||
|
||||
for k, v in pairs(vlayer_display) do
|
||||
frame.container.scroll.table['vlayer_display_' .. k].caption = v.count
|
||||
table[k].caption = v
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
Reference in New Issue
Block a user