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Move files to exp_legacy
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187
exp_legacy/module/modules/graftorio/forcestats.lua
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187
exp_legacy/module/modules/graftorio/forcestats.lua
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local Event = require("utils.event")
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local general = require("modules.graftorio.general")
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local config = require("config.graftorio")
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local lib = {}
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lib.collect_production = function()
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for _, force in pairs(game.forces) do
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---@class ItemStats
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---@field count number
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---@class ProductionStatistics
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---@field item_input table<string, ItemStats>
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---@field item_output table<string, ItemStats>
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---@field fluid_input table<string, ItemStats>
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---@field fluid_output table<string, ItemStats>
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---@field kill_input table<string, ItemStats>
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---@field kill_output table<string, ItemStats>
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---@field build_input table<string, ItemStats>
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---@field build_output table<string, ItemStats>
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local stats = {
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item_input = {},
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item_output = {},
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fluid_input = {},
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fluid_output = {},
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kill_input = {},
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kill_output = {},
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build_input = {},
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build_output = {},
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}
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for name, count in pairs(force.item_production_statistics.input_counts) do
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local itemstats = stats.item_input[name] or {}
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itemstats.count = count
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stats.item_input[name] = itemstats
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end
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for name, count in pairs(force.item_production_statistics.output_counts) do
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local itemstats = stats.item_output[name] or {}
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itemstats.count = count
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stats.item_output[name] = itemstats
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end
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for name, count in pairs(force.fluid_production_statistics.input_counts) do
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local fluidstats = stats.fluid_input[name] or {}
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fluidstats.count = count
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stats.fluid_input[name] = fluidstats
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end
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for name, count in pairs(force.fluid_production_statistics.output_counts) do
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local fluidstats = stats.fluid_output[name] or {}
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fluidstats.count = count
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stats.fluid_output[name] = fluidstats
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end
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for name, count in pairs(force.kill_count_statistics.input_counts) do
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local killstats = stats.kill_input[name] or {}
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killstats.count = count
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stats.kill_input[name] = killstats
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end
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for name, count in pairs(force.kill_count_statistics.output_counts) do
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local killstats = stats.kill_output[name] or {}
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killstats.count = count
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stats.kill_output[name] = killstats
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end
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for name, count in pairs(force.entity_build_count_statistics.input_counts) do
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local buildstats = stats.build_input[name] or {}
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buildstats.count = count
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stats.build_input[name] = buildstats
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end
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for name, count in pairs(force.entity_build_count_statistics.output_counts) do
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local buildstats = stats.build_output[name] or {}
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buildstats.count = count
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stats.build_output[name] = buildstats
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end
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general.data.output[force.name].production = stats
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end
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end
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lib.collect_loginet = function()
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for _, force in pairs(game.forces) do
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---@class RobotStatistics
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---@field all_construction_robots uint
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---@field available_construction_robot uint
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---@field all_logistic_robots uint
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---@field available_logistic_robots uint
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---@field charging_robot_count uint
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---@field to_charge_robot_count uint
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---@field items table<string, uint>
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---@field pickups table<string, uint>
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---@field deliveries table<string, uint>
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local stats = {
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all_construction_robots = 0,
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available_construction_robots = 0,
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all_logistic_robots = 0,
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available_logistic_robots = 0,
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charging_robot_count = 0,
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to_charge_robot_count = 0,
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items = {},
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pickups = {},
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deliveries = {},
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}
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for _, networks in pairs(force.logistic_networks) do
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for _, network in pairs(networks) do
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stats.available_construction_robots = network.available_construction_robots
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stats.all_construction_robots = network.all_construction_robots
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stats.available_logistic_robots = network.available_logistic_robots
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stats.all_logistic_robots = network.all_logistic_robots
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stats.charging_robot_count = 0
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stats.to_charge_robot_count = 0
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for _, cell in pairs(network.cells) do
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stats.charging_robot_count = (stats.charging_robot_count) + cell.charging_robot_count
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stats.to_charge_robot_count = (stats.to_charge_robot_count) + cell.to_charge_robot_count
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end
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if config.modules.logistorage then
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for name, v in pairs(network.get_contents()) do
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stats.items[name] = (stats.items[name] or 0) + v
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end
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-- pickups and deliveries of items
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for _, point_list in pairs({ network.provider_points, network.requester_points, network.storage_points }) do
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for _, point in pairs(point_list) do
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for name, qty in pairs(point.targeted_items_pickup) do
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stats.pickups[name] = (stats.pickups[name] or 0) + qty
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end
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for name, qty in pairs(point.targeted_items_deliver) do
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stats.deliveries[name] = (stats.deliveries[name] or 0) + qty
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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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general.data.output[force.name].robots = stats
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end
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end
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---@class Research
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---@field name string
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---@field level uint
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---@field progress double
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Event.add(defines.events.on_research_finished, function(evt)
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local research = evt.research
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if not general.data.output[research.force.name] then general.data.output[research.force.name] = {} end
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if not general.data.output[research.force.name].research then general.data.output[research.force.name].research = {} end
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local force_research = general.data.output[research.force.name].research or {}
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table.remove(force_research, 1)
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general.data.output[research.force.name].research = force_research
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end)
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Event.add(defines.events.on_research_started, function(evt)
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-- move queue up
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local research = evt.research
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if not general.data.output[research.force.name].research then general.data.output[research.force.name].research = {} end
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local force_research = general.data.output[research.force.name].research or {}
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table.remove(force_research, 1)
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general.data.output[research.force.name].research = force_research
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end)
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Event.on_nth_tick(60, function()
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for _, force in pairs(game.forces) do
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if not general.data.output[force.name].research then general.data.output[force.name].research = {} end
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local force_research = {}
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-- this works even if the queue is disabled, but it will always be just 1 long in that case
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for _, research in pairs(force.research_queue) do
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table.insert(force_research, {
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name = research.name,
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level = research.level,
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progress = force.get_saved_technology_progress(research) or 0,
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})
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end
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general.data.output[force.name].research = force_research
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end
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end)
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return lib
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