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Add option for vlayer on space platforms (#365)
* Update vlayer.lua * Update vlayer.lua * Update vlayer.lua
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@@ -9,6 +9,7 @@ return {
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unlimited_capacity = false, --- @setting unlimited_capacity When true the vlayer has an unlimited energy capacity, accumulators are not required
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unlimited_capacity = false, --- @setting unlimited_capacity When true the vlayer has an unlimited energy capacity, accumulators are not required
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unlimited_surface_area = false, --- @setting unlimited_surface_area When true the vlayer has an unlimited surface area, landfill is not required
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unlimited_surface_area = false, --- @setting unlimited_surface_area When true the vlayer has an unlimited surface area, landfill is not required
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modded_auto_downgrade = false, --- @setting modded_auto_downgrade When true modded items will be converted into their base game equivalent, original items can not be recovered
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modded_auto_downgrade = false, --- @setting modded_auto_downgrade When true modded items will be converted into their base game equivalent, original items can not be recovered
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power_on_space = false, --- @setting power_on_space When true allow on spaceship
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mimic_surface = "nauvis", --- @setting mimic_surface Surface name/index the vlayer will copy its settings from, use nil to use the settings below
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mimic_surface = "nauvis", --- @setting mimic_surface Surface name/index the vlayer will copy its settings from, use nil to use the settings below
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surface = { --- @setting surface When mimic_surface is nil these settings will be used instead, see LuaSurface for details
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surface = { --- @setting surface When mimic_surface is nil these settings will be used instead, see LuaSurface for details
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@@ -81,10 +81,16 @@ Selection.on_selection(SelectionConvertArea, function(event)
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return nil
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return nil
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end
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end
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local entities = event.surface.find_entities_filtered{ area = area, name = "steel-chest", force = player.force }
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local frame = Gui.get_left_element(player, vlayer_container)
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local frame = Gui.get_left_element(player, vlayer_container)
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local disp = frame.container["vlayer_st_2"].disp.table
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local disp = frame.container["vlayer_st_2"].disp.table
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local target = vlayer_control_type_list[disp[vlayer_gui_control_type.name].selected_index]
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local target = vlayer_control_type_list[disp[vlayer_gui_control_type.name].selected_index]
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local entities
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if config.power_on_space and event.surface and event.surface.platform and target == "energy" then
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entities = event.surface.find_entities_filtered{ area = area, name = "constant-combinator", force = player.force }
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else
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entities = event.surface.find_entities_filtered{ area = area, name = "steel-chest", force = player.force }
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end
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if #entities == 0 then
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if #entities == 0 then
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player.print{ "vlayer.steel-chest-detect" }
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player.print{ "vlayer.steel-chest-detect" }
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@@ -100,9 +106,9 @@ Selection.on_selection(SelectionConvertArea, function(event)
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local e = entities[1]
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local e = entities[1]
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local e_pos = { x = string.format("%.1f", e.position.x), y = string.format("%.1f", e.position.y) }
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local e_pos = { x = string.format("%.1f", e.position.x), y = string.format("%.1f", e.position.y) }
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local e_circ = {} -- e.circuit_connected_entities --- TODO use new circuit api
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local e_circ = nil -- e.get_wire_connectors{ or_create = false }
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if not e.get_inventory(defines.inventory.chest).is_empty() then
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if e.name and e.name == "steel-chest" and (not e.get_inventory(defines.inventory.chest).is_empty()) then
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player.print{ "vlayer.steel-chest-empty" }
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player.print{ "vlayer.steel-chest-empty" }
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return nil
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return nil
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end
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end
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