---- module inserter -- @gui Module local Gui = require 'expcore.gui' --- @dep expcore.gui local Event = require 'utils.event' --- @dep utils.event local Roles = require 'expcore.roles' --- @dep expcore.roles local config = require 'config.module' --- @dep config.module local Selection = require 'modules.control.selection' --- @dep modules.control.selection local SelectionModuleArea = 'ModuleArea' --- align an aabb to the grid by expanding it local function aabb_align_expand(aabb) return { left_top = { x = math.floor(aabb.left_top.x), y = math.floor(aabb.left_top.y) }, right_bottom = { x = math.ceil(aabb.right_bottom.x), y = math.ceil(aabb.right_bottom.y) } } end local module_container local machine_name = {} for k, _ in pairs(config.machine) do table.insert(machine_name, k) end local prod_module_names = {} local function get_module_name() for name, item in pairs(game.item_prototypes) do if item.module_effects and item.module_effects.productivity and item.module_effects.productivity.bonus > 0 then prod_module_names[#prod_module_names + 1] = name end end end local elem_filter = { name = {{ filter = 'name', name = machine_name }}, normal = {{ filter = 'type', type = 'module' }, { filter = 'name', name = prod_module_names, mode = 'and', invert = true }}, prod = {{ filter = 'type', type = 'module' }} } local function clear_module(player, area, machine) for _, entity in pairs(player.surface.find_entities_filtered{area=area, name=machine, force=player.force}) do for _, r in pairs(player.surface.find_entities_filtered{position=entity.position, name='item-request-proxy', force=player.force}) do if r then r.destroy{raise_destroy=true} end end local m_current_module = entity.get_module_inventory() if m_current_module then local m_current_module_content = m_current_module.get_contents() if m_current_module_content then for k, m in pairs(m_current_module_content) do player.surface.spill_item_stack(entity.bounding_box.left_top, {name=k, count=m}, true, player.force, false) end end m_current_module.clear() end end end local function apply_module(player, area, machine, modules) for _, entity in pairs(player.surface.find_entities_filtered{area=area, name=machine, force=player.force}) do local m_current_recipe if entity.prototype.crafting_speed then m_current_recipe= entity.get_recipe() end if m_current_recipe then if config.module_allowed[m_current_recipe.name] then entity.surface.create_entity{name='item-request-proxy', target=entity, position=entity.position, force=entity.force, modules=modules['n']} entity.last_user = player else entity.surface.create_entity{name='item-request-proxy', target=entity, position=entity.position, force=entity.force, modules=modules['p']} entity.last_user = player end else entity.surface.create_entity{name='item-request-proxy', target=entity, position=entity.position, force=entity.force, modules=modules['n']} entity.last_user = player end end end --- when an area is selected to add protection to the area Selection.on_selection(SelectionModuleArea, function(event) local area = aabb_align_expand(event.area) local player = game.get_player(event.player_index) local frame = Gui.get_left_element(player, module_container) local scroll_table = frame.container.scroll.table for i=1, config.default_module_row_count do local mma = scroll_table['module_mm_' .. i .. '_0'].elem_value if mma then local mm = { ['n'] = {}, ['p'] = {} } for j=1, game.entity_prototypes[mma].module_inventory_size, 1 do local mmo = scroll_table['module_mm_' .. i .. '_' .. j].elem_value if mmo then if mm['n'][mmo] then mm['n'][mmo] = mm['n'][mmo] + 1 mm['p'][mmo] = mm['p'][mmo] + 1 else mm['n'][mmo] = 1 mm['p'][mmo] = 1 end end end for k, v in pairs(mm['p']) do if k:find('productivity') then local module_name = k:gsub('productivity', 'effectivity') mm['p'][module_name] = (mm['p'][module_name] or 0) + v mm['p'][k] = nil end end if mm then clear_module(player, area, mma) apply_module(player, area, mma, mm) end end end end) local function row_set(player, element) local frame = Gui.get_left_element(player, module_container) local scroll_table = frame.container.scroll.table if scroll_table[element .. '0'].elem_value then for i=1, config.module_slot_max do if i <= game.entity_prototypes[scroll_table[element .. '0'].elem_value].module_inventory_size then if config.machine[scroll_table[element .. '0'].elem_value].prod then scroll_table[element .. i].elem_filters = elem_filter.prod else scroll_table[element .. i].elem_filters = elem_filter.normal end scroll_table[element .. i].enabled = true scroll_table[element .. i].elem_value = config.machine[scroll_table[element .. '0'].elem_value].module else scroll_table[element .. i].enabled = false scroll_table[element .. i].elem_value = nil end end else local mf = elem_filter.normal for i=1, config.module_slot_max do scroll_table[element .. i].enabled = false scroll_table[element .. i].elem_filters = mf scroll_table[element .. i].elem_value = nil end end end local button_apply = Gui.element{ type = 'button', caption = 'Apply', style = 'button' }:on_click(function(player) if Selection.is_selecting(player, SelectionModuleArea) then Selection.stop(player) else Selection.start(player, SelectionModuleArea) end end) module_container = Gui.element(function(definition, parent) local container = Gui.container(parent, definition.name, (config.module_slot_max + 2) * 36) Gui.header(container, 'Module Inserter', '', true) local scroll_table = Gui.scroll_table(container, (config.module_slot_max + 2) * 36, config.module_slot_max + 1) for i=1, config.default_module_row_count do scroll_table.add{ name = 'module_mm_' .. i .. '_0', type = 'choose-elem-button', elem_type = 'entity', elem_filters = elem_filter.name, style = 'slot_button' } for j=1, config.module_slot_max do scroll_table.add{ name = 'module_mm_' .. i .. '_' .. j, type = 'choose-elem-button', elem_type = 'item', elem_filters = elem_filter.normal, style = 'slot_button', enabled = false } end end button_apply(container) return container.parent end) :static_name(Gui.unique_static_name) :add_to_left_flow() Gui.left_toolbar_button('item/productivity-module-3', {'module.main-tooltip'}, module_container, function(player) return Roles.player_allowed(player, 'gui/module') end) Event.add(defines.events.on_gui_elem_changed, function(event) if event.element.name:sub(1, 10) == 'module_mm_' then if event.element.name:sub(-1) == '0' then row_set(game.players[event.player_index], 'module_mm_' .. event.element.name:sub(-3):sub(1, 1) .. '_') end end end) Event.add(defines.events.on_player_joined_game, get_module_name) Event.add(defines.events.on_entity_settings_pasted, function(event) local source = event.source local destination = event.destination local player = game.players[event.player_index] if not player then return end if not source or not source.valid then return end if not destination or not destination.valid then return end -- rotate machine also if config.copy_paste_rotation then if (source.name == destination.name or source.prototype.fast_replaceable_group == destination.prototype.fast_replaceable_group) then if source.supports_direction and destination.supports_direction and source.type ~= 'transport-belt' then local destination_box = destination.bounding_box local ltx = destination_box.left_top.x local lty = destination_box.left_top.y local rbx = destination_box.right_bottom.x local rby = destination_box.right_bottom.y local old_direction = destination.direction destination.direction = source.direction if ltx ~= destination_box.left_top.x or lty ~= destination_box.left_top.y or rbx ~= destination_box.right_bottom.x or rby ~= destination_box.right_bottom.y then destination.direction = old_direction end end end end if config.copy_paste_module then if source.name ~= destination.name then return end local source_inventory = source.get_module_inventory() if not source_inventory then return end local source_inventory_content = source_inventory.get_contents() if not source_inventory_content then return end clear_module(player, destination.bounding_box, destination.name) if next(source_inventory_content) ~= nil then apply_module(player, destination.bounding_box, destination.name, {['n']=source_inventory_content, ['p']=source_inventory_content}) end end end)