Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/control/rockets.lua
2025-03-06 22:20:11 +09:00

205 lines
7.1 KiB
Lua

--[[-- Control Module - Rockets
- Stores rocket stats for each force.
@control Rockets
@alias Rockets
@usage
-- import the module from the control modules
local Rockets = require("modules.exp_legacy.modules.control.rockets") --- @dep modules.control.rockets
-- Some basic information is stored for each silo that has been built
-- the data includes: the tick it was built, the rockets launched from it and more
Rockets.get_silo_data(rocket_silo_entity)
-- Some information is also stored for each force
Rockets.get_stats('player')
-- You can get the rocket data for all silos for a force by using get_silos
Rockets.get_silos('player')
-- You can get the launch time for a rocket, meaning what game tick the 50th rocket was launched
Rockets.get_rocket_time('player', 50)
-- The rolling average will work out the time to launch one rocket based on the last X rockets
Rockets.get_rolling_average('player', 10)
]]
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Storage = require("modules/exp_util/storage")
local config = require("modules.exp_legacy.config.gui.rockets") --- @dep config.rockets
local largest_rolling_avg = 0
for _, avg_over in pairs(config.stats.rolling_avg) do
if avg_over > largest_rolling_avg then
largest_rolling_avg = avg_over
end
end
local Rockets = {
times = {},
stats = {},
silos = {},
}
local rocket_times = Rockets.times
local rocket_stats = Rockets.stats
local rocket_silos = Rockets.silos
Storage.register({
rocket_times = rocket_times,
rocket_stats = rocket_stats,
rocket_silos = rocket_silos,
}, function(tbl)
Rockets.times = tbl.rocket_times
Rockets.stats = tbl.rocket_stats
Rockets.silos = tbl.rocket_silos
rocket_times = Rockets.times
rocket_stats = Rockets.stats
rocket_silos = Rockets.silos
end)
--- Gets the silo data for a given silo entity
--- @param silo LuaEntity Rocket silo entity
--- @return table # Data table for this silo, contains rockets launch, silo status, and its force
function Rockets.get_silo_data(silo)
return rocket_silos[silo.unit_number]
end
--- Gets the silo entity from its silo name, reverse to get_silo_data
--- @param silo_name string Silo name that is stored in its data
--- @return LuaEntity # Rocket silo entity
function Rockets.get_silo_entity(silo_name)
return rocket_silos[tonumber(silo_name)].entity
end
--- Gets the rocket stats for a force
--- @param force_name string Name of the force to get the stats for
--- @return table # Stats for the force
function Rockets.get_stats(force_name)
return rocket_stats[force_name] or {}
end
--- Gets all the rocket silos that belong to a force
--- @param force_name string Name of the force to get the silos for
--- @return table # Array of silo data that all belong to this force
function Rockets.get_silos(force_name)
local rtn = {}
for _, silo_data in pairs(rocket_silos) do
if silo_data.force == force_name then
table.insert(rtn, silo_data)
end
end
return rtn
end
--- Gets the launch time of a given rocket, due to cleaning not all counts are valid
--- @param force_name string Name of the force to get the count for
--- @param rocket_number number Number of the rocket to get the launch time for
--- @return number? # Game tick that the rocket was launched on
function Rockets.get_rocket_time(force_name, rocket_number)
return rocket_times[force_name] and rocket_times[force_name][rocket_number] or nil
end
--- Gets the number of rockets that a force has launched
--- @param force_name string the name of the force to get the count for
--- @return number # Number of rockets that the force has launched
function Rockets.get_rocket_count(force_name)
local force = game.forces[force_name]
return force.rockets_launched
end
--- Gets the total number of rockets launched by all forces
--- @return number # Total number of rockets launched this game
function Rockets.get_game_rocket_count()
local rtn = 0
for _, force in pairs(game.forces) do
rtn = rtn + force.rockets_launched
end
return rtn
end
--- Gets the rolling average time to launch a rocket
--- @param force_name string Name of the force to get the average for
--- @param count number Distance to get the rolling average over
--- @return number # Number of ticks required to launch one rocket
function Rockets.get_rolling_average(force_name, count)
local force = game.forces[force_name]
local rocket_count = force.rockets_launched
if rocket_count == 0 then return 0 end
local last_launch_time = rocket_times[force_name][rocket_count]
local start_rocket_time = 0
if count < rocket_count then
start_rocket_time = rocket_times[force_name][rocket_count - count + 1]
rocket_count = count
end
return math.floor((last_launch_time - start_rocket_time) / rocket_count)
end
--- When a launch is trigger it will wait for the silo to reset
--- @param event EventData.on_rocket_launch_ordered
Event.add(defines.events.on_rocket_launch_ordered, function(event)
local silo_data = Rockets.get_silo_data(event.rocket_silo)
assert(silo_data, "Rocket silo missing data: " .. tostring(event.rocket_silo))
silo_data.launched = silo_data.launched + 1
silo_data.awaiting_reset = true
end)
--- Event used to update the stats and the hui when a rocket is launched
--- @param event EventData.on_cargo_pod_finished_ascending
Event.add(defines.events.on_cargo_pod_finished_ascending, function(event)
local force = event.cargo_pod.force
local force_name = force.name
local rockets_launched = force.rockets_launched
--- Handles updates to the rocket stats
local stats = rocket_stats[force_name]
if not stats then
rocket_stats[force_name] = {}
stats = rocket_stats[force_name]
end
if rockets_launched == 1 then
stats.first_launch = event.tick
stats.fastest_launch = event.tick
elseif event.tick - stats.last_launch < stats.fastest_launch then
stats.fastest_launch = event.tick - stats.last_launch
end
stats.last_launch = event.tick
--- Appends the new rocket into the array
if not rocket_times[force_name] then
rocket_times[force_name] = {}
end
rocket_times[force_name][rockets_launched] = event.tick
local remove_rocket = rockets_launched - largest_rolling_avg
if remove_rocket > 0 and not table.contains(config.milestones, remove_rocket) then
rocket_times[force_name][remove_rocket] = nil
end
end)
--- Adds a silo to the list when it is built
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity
local function on_built(event)
local entity = event.entity
if entity.valid and entity.name == "rocket-silo" then
rocket_silos[entity.unit_number] = {
name = tostring(entity.unit_number),
force = entity.force.name,
entity = entity,
launched = 0,
awaiting_reset = false,
built = game.tick,
}
end
end
Event.add(defines.events.on_built_entity, on_built)
Event.add(defines.events.on_robot_built_entity, on_built)
return Rockets