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factorio-scenario-ExpCluster/exp_legacy/module/modules/control/vlayer.lua

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32 KiB
Lua

--[[-- Control Module - vlayer
- Adds a virtual layer to store power to save space.
@control vlayer
@alias vlayer
]]
local ExpUtil = require("modules/exp_util")
local Storage = require("modules/exp_util/storage")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local config = require("modules.exp_legacy.config.vlayer") --- @dep config.vlayer
local mega = 1000000
local vlayer = {}
local vlayer_data = {
entity_interfaces = {
energy = {},
circuit = {},
storage_input = {},
storage_output = {},
},
properties = {
total_surface_area = 0,
used_surface_area = 0,
total_production = 0,
production = 0,
discharge = 0,
capacity = 0,
},
storage = {
items = {},
power_items = {},
energy = 0,
unallocated = {},
},
surface = table.deep_copy(config.surface),
}
Storage.register(vlayer_data, function(tbl)
vlayer_data = tbl
end)
for name, properties in pairs(config.allowed_items) do
properties.modded = false
if properties.power then
vlayer_data.storage.power_items[name] = {
value = properties.fuel_value * 1000000,
count = 0,
}
end
end
-- For all modded items, create a config for them
for item_name, properties in pairs(config.modded_items) do
local base_properties = config.allowed_items[properties.base_game_equivalent]
local m = properties.multiplier
config.allowed_items[item_name] = {
starting_value = properties.starting_value or 0,
required_area = base_properties.required_area or 0,
surface_area = (base_properties.surface_area or 0) * m,
production = (base_properties.production or 0) * m,
capacity = (base_properties.capacity or 0) * m,
modded = true,
}
end
--- Get all items in storage, do not modify
-- @treturn table a dictionary of all items stored in the vlayer
function vlayer.get_items()
return vlayer_data.storage.items
end
--- Get all unallocated items in storage
-- @treturn table a dictionary of all unallocated items stored in the vlayer
function vlayer.get_unallocated_items()
return vlayer_data.storage.unallocated
end
--- Get all allocated items in storage
-- @treturn table a dictionary of all allocated items stored in the vlayer
function vlayer.get_allocated_items()
local r = {}
for k, v in pairs(vlayer_data.storage.items) do
r[k] = v
if vlayer_data.storage.unallocated[k] then
r[k] = r[k] - vlayer_data.storage.unallocated[k]
end
end
return r
end
--- Get the actual defecit of land
local function get_actual_land_defecit()
local n = vlayer_data.properties.total_surface_area - vlayer_data.properties.used_surface_area
for k, v in pairs(vlayer.get_unallocated_items()) do
n = n - (config.allowed_items[k].required_area * v)
end
return n
end
--- Get interface counts
-- @treturn table a dictionary of the vlayer interface counts
function vlayer.get_interface_counts()
local interfaces = vlayer_data.entity_interfaces
return {
energy = #interfaces.energy,
circuit = #interfaces.circuit,
storage_input = #interfaces.storage_input,
storage_output = #interfaces.storage_output,
}
end
--- Get interfaces
-- @treturn table a dictionary of the vlayer interfaces
function vlayer.get_interfaces()
local interfaces = vlayer_data.entity_interfaces
return {
energy = interfaces.energy,
circuit = interfaces.circuit,
storage_input = interfaces.storage_input,
storage_output = interfaces.storage_output,
}
end
--[[
25,200 / 420 s
昼 210秒 ソーラー効率100%
夕方 84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
夜 42秒 ソーラー発電量が0%になる
朝方 84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
(surface.dawn) 0.75 18,900 Day 12,600 210s
0.00 0 Noon
(surface.dusk) 0.25 6,300 Sunset 5,040 84s
(surface.evening) 0.45 11,340 Night 2,520 42s
(surface.morning) 0.55 13,860 Sunrise 5,040 84s
]]
--- Get the power multiplier based on the surface time
local function get_production_multiplier()
local mul = vlayer_data.surface.solar_power_multiplier
local surface = vlayer_data.surface
if surface.always_day then
-- Surface is always day, so full production is used
return mul
end
if surface.darkness then
-- We are using a real surface, our config does not contain "darkness"
local brightness = 1 - surface.darkness
if brightness >= surface.min_brightness then
return mul * (brightness - surface.min_brightness) / (1 - surface.min_brightness)
else
return 0
end
end
-- Caused by using a set config rather than a surface
local tick = game.tick % surface.ticks_per_day
local daytime = tick / surface.ticks_per_day
surface.daytime = daytime
if daytime <= surface.dusk then -- Noon to Sunset
return mul
elseif daytime <= surface.evening then -- Sunset to Night
return mul * (1 - ((daytime - surface.dusk) / (surface.evening - surface.dusk)))
elseif daytime <= surface.morning then -- Night to Sunrise
return 0
elseif daytime <= surface.dawn then -- Sunrise to Morning
return mul * ((surface.daytime - surface.morning) / (surface.dawn - surface.morning))
else -- Morning to Noon
return mul
end
end
--- Get the sustained power multiplier, this needs improving
local function get_sustained_multiplier()
local mul = vlayer_data.surface.solar_power_multiplier
local surface = vlayer_data.surface
if surface.always_day then
-- Surface is always day, so full production is used
return mul
end
-- For nauvis vanilla: 210s + (1/2 x (84s + 84s))
local day_duration = 1 - surface.dawn + surface.dusk
local sunset_duration = surface.evening - surface.dusk
local sunrise_duration = surface.dawn - surface.morning
return mul * (day_duration + (0.5 * (sunset_duration + sunrise_duration)))
end
--- Internal, Allocate items in the vlayer, this will increase the property values of the vlayer such as production and capacity
-- Does not increment item storage, so should not be called before insert_item unless during init
-- Does not validate area requirements, so checks must be performed before calling this function
-- Accepts negative count for deallocating items
-- @tparam string item_name The name of the item to allocate
-- @tparam number count The count of the item to allocate
function vlayer.allocate_item(item_name, count)
local item_properties = config.allowed_items[item_name]
assert(item_properties, "Item not allowed in vlayer: " .. tostring(item_name))
if item_properties.production then
local nc = item_properties.production * count
vlayer_data.properties.production = vlayer_data.properties.production + nc
vlayer_data.properties.total_production = vlayer_data.properties.total_production + nc
end
if item_properties.capacity then
vlayer_data.properties.capacity = vlayer_data.properties.capacity + item_properties.capacity * count
end
if item_properties.discharge then
vlayer_data.properties.discharge = vlayer_data.properties.discharge + item_properties.discharge * count
end
if item_properties.surface_area then
vlayer_data.properties.total_surface_area = vlayer_data.properties.total_surface_area + item_properties.surface_area * count
end
if item_properties.required_area and item_properties.required_area > 0 then
vlayer_data.properties.used_surface_area = vlayer_data.properties.used_surface_area + item_properties.required_area * count
end
end
function vlayer.unable_alloc_item_pwr_calc(item_name, count)
local item_properties = config.allowed_items[item_name]
if item_properties.production then
vlayer_data.properties.total_production = vlayer_data.properties.total_production + item_properties.production * count
end
end
-- For all allowed items, setup their starting values, default 0
for item_name, properties in pairs(config.allowed_items) do
vlayer_data.storage.items[item_name] = properties.starting_value or 0
if properties.required_area and properties.required_area > 0 then
vlayer_data.storage.unallocated[item_name] = 0
end
vlayer.allocate_item(item_name, properties.starting_value)
end
--- Insert an item into the vlayer, this will increment its count in storage and allocate it if possible
-- @tparam string item_name The name of the item to insert
-- @tparam number count The count of the item to insert
function vlayer.insert_item(item_name, count)
local item_properties = config.allowed_items[item_name]
assert(item_properties, "Item not allowed in vlayer: " .. tostring(item_name))
vlayer_data.storage.items[item_name] = vlayer_data.storage.items[item_name] + count
if not config.unlimited_surface_area and item_properties.required_area and item_properties.required_area > 0 then
-- Calculate how many can be allocated
local surplus_area = vlayer_data.properties.total_surface_area - vlayer_data.properties.used_surface_area
local allocate_count = math.min(count, math.floor(surplus_area / item_properties.required_area))
if allocate_count > 0 then
vlayer.allocate_item(item_name, allocate_count)
end
local unallocated = count - allocate_count
vlayer_data.storage.unallocated[item_name] = vlayer_data.storage.unallocated[item_name] + unallocated
vlayer.unable_alloc_item_pwr_calc(item_name, unallocated)
else
vlayer.allocate_item(item_name, count)
end
end
--- Remove an item from the vlayer, this will decrement its count in storage and prioritise unallocated items over deallocation
-- Can not always fulfil the remove request for items which provide surface area, therefore returns the amount actually removed
-- @tparam string item_name The name of the item to remove
-- @tparam number count The count of the item to remove
-- @treturn number The count of the item actually removed
function vlayer.remove_item(item_name, count)
local item_properties = config.allowed_items[item_name]
assert(item_properties, "Item not allowed in vlayer: " .. tostring(item_name))
local remove_unallocated = 0
if not config.unlimited_surface_area and item_properties.required_area and item_properties.required_area > 0 then
-- Remove from the unallocated storage first
remove_unallocated = math.min(count, vlayer_data.storage.unallocated[item_name])
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
-- 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
-- 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, circuit, last_user)
local interface = surface.create_entity{ name = "storage-chest", position = position, force = "neutral" }
interface.storage_filter = { name = "deconstruction-planner", quality = "normal" }
table.insert(vlayer_data.entity_interfaces.storage_input, interface)
if last_user then
interface.last_user = last_user
end
if circuit then
for k, _ in pairs({ defines.wire_connector_id.circuit_red, defines.wire_connector_id.circuit_green }) do
for _, v in pairs(circuit.get_wire_connector{ wire_connector_id = k, or_create = false }.real_connections) do
interface.connect_to{ target = v.target }
end
end
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
local inventory = interface.get_inventory(defines.inventory.chest)
for _, v in pairs(inventory.get_contents()) do
if config.allowed_items[v.name] then
--[[
there are no quality support currently.
so instead, using the stats projection value for higher quality.
]]
local count_deduct
local count_add
if prototypes.quality[v.quality].level == 0 then
count_deduct = v.count
count_add = v.count
elseif prototypes.quality[v.quality].level > 0 and v.count >= 10 then
local batch = math.floor(v.count / 10)
count_deduct = batch * 10
count_add = batch * (10 + (prototypes.quality[v.quality].level * 3))
end
if count_deduct and count_add then
if config.allowed_items[v.name].modded then
if config.modded_auto_downgrade then
vlayer.insert_item(config.modded_items[v.name].base_game_equivalent, count_add * config.modded_items[v.name].multiplier)
else
vlayer.insert_item(v.name, count_add)
end
else
if vlayer_data.storage.power_items[v.name] then
vlayer_data.storage.power_items[v.name].count = vlayer_data.storage.power_items[v.name].count + count_add
else
vlayer.insert_item(v.name, count_add)
end
end
inventory.remove{ name = v.name, count = count_deduct, quality = v.quality }
end
end
end
end
end
end
--- 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, circuit, last_user)
local interface = surface.create_entity{ name = "requester-chest", position = position, force = "neutral" }
table.insert(vlayer_data.entity_interfaces.storage_output, interface)
if last_user then
interface.last_user = last_user
end
if circuit then
for k, _ in pairs({ defines.wire_connector_id.circuit_red, defines.wire_connector_id.circuit_green }) do
for _, v in pairs(circuit.get_wire_connector{ wire_connector_id = k, or_create = false }.real_connections) do
interface.connect_to{ target = v.target }
end
end
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 inventory = interface.get_inventory(defines.inventory.chest)
local inventory_request_sections = interface.get_logistic_sections().sections
for i = 1, #inventory_request_sections do
for _, v in pairs(inventory_request_sections[i].filters) do
if v.value and config.allowed_items[v.value.name] then
local current_amount = inventory.get_item_count(v.value.name)
local request_amount = math.min(v.min - current_amount, vlayer_data.storage.items[v.value.name])
if request_amount > 0 and inventory.can_insert{ name = v.value.name, count = request_amount } then
local removed_item_count = vlayer.remove_item(v.value.name, request_amount)
if removed_item_count > 0 then
inventory.insert{ name = v.value.name, count = removed_item_count, quality = "normal" }
end
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)
vlayer.unable_alloc_item_pwr_calc(item_name, -allocation_count)
end
end
end
--- Get the statistics for the vlayer
function vlayer.get_statistics()
local vdp = vlayer_data.properties.production * mega
local gdm = get_production_multiplier()
local gsm = get_sustained_multiplier()
local gald = get_actual_land_defecit()
return {
total_surface_area = vlayer_data.properties.total_surface_area,
used_surface_area = vlayer_data.properties.used_surface_area,
remaining_surface_area = gald,
surface_area = vlayer_data.properties.total_surface_area - gald,
production_multiplier = gdm,
energy_max = vdp,
energy_production = vdp * gdm,
energy_total_production = vlayer_data.properties.total_production * gsm * mega,
energy_sustained = vdp * gsm,
energy_capacity = vlayer_data.properties.capacity * mega,
energy_storage = vlayer_data.storage.energy,
day_time = math.floor(vlayer_data.surface.daytime * vlayer_data.surface.ticks_per_day),
day_length = vlayer_data.surface.ticks_per_day,
tick = game.tick,
}
end
--- add or reduce vlayer power
--- @param power number
--- @return number
function vlayer.energy_changed(power)
local new_value = vlayer_data.storage.energy + power
vlayer_data.storage.energy = new_value
return new_value
end
--- Circuit signals used for the statistics
function vlayer.get_circuits()
return {
total_surface_area = "signal-A",
used_surface_area = "signal-U",
remaining_surface_area = "signal-R",
production_multiplier = "signal-M",
energy_production = "signal-P",
energy_sustained = "signal-S",
energy_capacity = "signal-C",
energy_storage = "signal-E",
day_time = "signal-D",
day_length = "signal-L",
tick = "signal-T",
}
end
local vlayer_circuits_string = ""
for key, value in pairs(vlayer.get_circuits()) do
vlayer_circuits_string = vlayer_circuits_string .. string.format("[virtual-signal=%s] = %s\n", value, key:gsub("_", " "))
end
--- 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, circuit, 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
if circuit then
for k, _ in pairs({ defines.wire_connector_id.circuit_red, defines.wire_connector_id.circuit_green }) do
for _, v in pairs(circuit.get_wire_connector{ wire_connector_id = k, or_create = false }.real_connections) do
interface.connect_to{ target = v.target }
end
end
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()
if circuit_oc.sections_count == 0 then
circuit_oc.add_section()
end
circuit_oc = circuit_oc.sections[1]
local signal_index = 1
local circuit = vlayer.get_circuits()
-- Set the virtual signals based on the vlayer stats
for stat_name, signal_name in pairs(circuit) do
if stat_name:find("energy") then
circuit_oc.set_slot(signal_index, { value = { type = "virtual", name = signal_name, quality = "normal" }, min = math.floor(stats[stat_name] / mega) })
elseif stat_name == "production_multiplier" then
circuit_oc.set_slot(signal_index, { value = { type = "virtual", name = signal_name, quality = "normal" }, min = math.floor(stats[stat_name] * 10000) })
else
circuit_oc.set_slot(signal_index, { value = { type = "virtual", name = signal_name, quality = "normal" }, min = 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 prototypes.item[item_name] and count > 0 then
local existing_index = circuit_oc.set_slot(signal_index, { value = { type = "item", name = item_name, quality = "normal" }, min = count })
if existing_index then
circuit_oc.clear_slot(existing_index)
circuit_oc.set_slot(signal_index, { value = { type = "item", name = item_name, quality = "normal" }, min = count })
end
signal_index = signal_index + 1
end
end
-- Clear remaining signals to prevent outdated values being present (caused by count > 0 check)
for clear_index = signal_index, #circuit do
if not circuit_oc.get_slot(clear_index).signal then
break -- There are no more signals to clear
end
circuit_oc.clear_slot(clear_index)
end
interface.combinator_description = vlayer_circuits_string
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 _, 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
-- burn the trash to produce power
elseif vlayer_data.storage.power_items then
for k, v in pairs(vlayer_data.storage.power_items) do
local max_burning = (vlayer_data.properties.capacity * mega / 2) - vlayer_data.storage.energy
if v.count > 0 and max_burning > 0 then
local to_burn = math.min(v.count, math.floor(max_burning / v.value))
vlayer_data.storage.energy = vlayer_data.storage.energy + (to_burn * v.value)
vlayer_data.storage.power_items[k].count = vlayer_data.storage.power_items[k].count - to_burn
end
end
end
end
--- Remove the entity interface using the given position
-- @tparam LuaSurface surface The surface to search for an interface on
-- @tparam MapPosition position The position of the item
-- @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_interface(surface, position)
local entities = surface.find_entities_filtered{
name = { "storage-chest", "requester-chest", "constant-combinator", "electric-energy-interface" },
force = "neutral",
position = position,
radius = 2,
limit = 1,
}
-- Get the details which will be returned
if #entities == 0 then
return nil, nil, nil
end
local interface = entities[1]
local name = interface.name
local sur = interface.surface
local pos = interface.position
-- Return the type of interface removed and do some clean up
if name == "storage-chest" then
local inventory = assert(interface.get_inventory(defines.inventory.chest))
ExpUtil.transfer_inventory_to_surface{
inventory = inventory,
surface = interface.surface,
name = "iron-chest",
allow_creation = true,
}
table.remove_element(vlayer_data.entity_interfaces.storage_input, interface)
interface.destroy()
return "storage-input", sur, pos
elseif name == "requester-chest" then
local inventory = assert(interface.get_inventory(defines.inventory.chest))
ExpUtil.transfer_inventory_to_surface{
inventory = inventory,
surface = interface.surface,
name = "iron-chest",
allow_creation = true,
}
table.remove_element(vlayer_data.entity_interfaces.storage_output, interface)
interface.destroy()
return "storage-output", sur, pos
elseif name == "constant-combinator" then
table.remove_element(vlayer_data.entity_interfaces.circuit, interface)
interface.destroy()
return "circuit", sur, 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", sur, 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