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factorio-scenario-ExpCluster/exp_legacy/module/modules/control/production.lua
2024-11-19 22:16:34 +00:00

239 lines
11 KiB
Lua

--[[-- Control Module - Production
- Common functions used to track production of items
@control Production
@alias Production
@usage
-- import the module from the control modules
local Production = require("modules.exp_legacy.modules.control.production") --- @dep modules.control.production
-- This will return the less precise index from the one given
-- this means that one_second will return one_minute or ten_hours will return fifty_hours
-- the other precision work like wise
Production.precision_up(defines.flow_precision_index.one_second)
-- The get production function is used to get production, consumion and net
-- it may be used for any item and with any precision level, use total for total
Production.get_production(game.forces.player, 'iron-plate', defines.flow_precision_index.one_minute)
-- The fluctuations works by compearing recent production with the average over time
-- again any precision may be used, apart from one_thousand_hours as there would be no valid average
Production.get_fluctuations(game.forces.player, 'iron-plate', defines.flow_precision_index.one_minute)
-- ETA is calculated based on what function you use but all share a similar method
-- for production eta it will take current production average given by the precision
-- and work out how many ticks it will require to make the required amount (1000 by default)
Production.get_production_eta(game.forces.player, 'iron-plate', defines.flow_precision_index.one_minute, 250000)
-- Both get_color and format_number are helper functions to help format production stats
-- get_color will return green, orange, red, or grey based on the active_value
-- the passive_value is used when active_value is 0 and can only return orange, red, or grey
Production.get_color(clamp, active_value, passive_value)
]]
local Colors = require("modules/exp_util/include/color")
local format_number = require("util").format_number --- @dep util
local precision_index = defines.flow_precision_index
local Production = {}
--- Precision.
-- Functions which are used to do basic things
-- @section precision
--- Gets the next lesser precision index value, eg 5 seconds -> 1 minute
-- @tparam defines.flow_precision_index precision
-- @treturn[1] defines.flow_precision_index the next precision value
-- @treturn[1] number the multiplicive difference between the values
function Production.precision_up(precision)
if precision == precision_index.five_seconds then return precision_index.one_minute, 60
elseif precision == precision_index.one_minute then return precision_index.ten_minutes, 10
elseif precision == precision_index.ten_minutes then return precision_index.one_hour, 6
elseif precision == precision_index.one_hour then return precision_index.ten_hours, 10
elseif precision == precision_index.ten_hours then return precision_index.fifty_hours, 5
elseif precision == precision_index.fifty_hours then return precision_index.two_hundred_fifty_hours, 5
elseif precision == precision_index.two_hundred_fifty_hours then return precision_index.one_thousand_hours, 4
end
end
--- Gets the next greater precision index value, eg 1 minute -> 5 seconds
-- @tparam defines.flow_precision_index precision
-- @treturn[1] defines.flow_precision_index the next precision value
-- @treturn[1] number the multiplicive difference between the values
function Production.precision_down(precision)
if precision == precision_index.one_minute then return precision_index.five_seconds, 60
elseif precision == precision_index.ten_minutes then return precision_index.one_minute, 10
elseif precision == precision_index.one_hour then return precision_index.ten_minutes, 6
elseif precision == precision_index.ten_hours then return precision_index.one_hour, 10
elseif precision == precision_index.fifty_hours then return precision_index.ten_hours, 5
elseif precision == precision_index.two_hundred_fifty_hours then return precision_index.fifty_hours, 5
elseif precision == precision_index.one_thousand_hours then return precision_index.two_hundred_fifty_hours, 4
end
end
--- Gets the number of tick that precision is given over, eg 1 minute -> 3600 ticks
-- @tparam defines.flow_precision_index precision
-- @treturn number the number of ticks in this time
function Production.precision_ticks(precision)
if precision == precision_index.five_seconds then return 300
elseif precision == precision_index.one_minute then return 3600
elseif precision == precision_index.ten_minutes then return 36000
elseif precision == precision_index.one_hour then return 216000
elseif precision == precision_index.ten_hours then return 2160000
elseif precision == precision_index.fifty_hours then return 10800000
elseif precision == precision_index.two_hundred_fifty_hours then return 54000000
elseif precision == precision_index.one_thousand_hours then return 216000000
end
end
--- Statistics.
-- Functions used to get information about production
-- @section stats
--- Returns the production data for the whole game time
-- @tparam LuaForce force the force to get the data for
-- @tparam string item_name the name of the item that you want the data about
-- @treturn table contains total made, used and net
function Production.get_production_total(force, item_name)
local made, used = 0, 0
for _, surface in pairs(game.surfaces) do
local stats = force.get_item_production_statistics(surface)
made = made + stats.get_input_count(item_name)
used = used + stats.get_output_count(item_name)
end
return {
made=made,
used=used,
net=made-used
}
end
--- Returns the production data for the given precision game time
-- @tparam LuaForce force the force to get the data for
-- @tparam string item_name the name of the item that you want the data about
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @treturn table contains made, used and net
function Production.get_production(force, item_name, precision)
local made, used = 0, 0
for _, surface in pairs(game.surfaces) do
local stats = force.get_item_production_statistics(surface).get_flow_count
made = made + stats{name=item_name, category="input", precision_index=precision}
used = used + stats{name=item_name, category="output", precision_index=precision}
end
return {
made=made,
used=used,
net=made-used
}
end
--- Returns the current fluctuation from the average
-- @tparam LuaForce force the force to get the data for
-- @tparam string item_name the name of the item that you want the data about
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @treturn table contains made, used and net
function Production.get_fluctuations(force, item_name, precision)
local precision_up = Production.precision_up(precision)
local current = Production.get_production(force, item_name, precision)
local previous = Production.get_production(force, item_name, precision_up)
return {
made=(current.made/previous.made)-1,
used=(current.used/previous.used)-1,
net=(current.net/previous.net)-1,
}
end
--- Returns the amount of ticks required to produce a certain amount
-- @tparam LuaForce force the force to get the data for
-- @tparam string item_name the name of the item that you want the data about
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @tparam[opt=1000] number required the number of items that are required to be made
-- @treturn number the number of ticks required to produce this ammount of items
function Production.get_production_eta(force, item_name, precision, required)
required = required or 1000
local ticks = Production.precision_ticks(precision)
local production = Production.get_production(force, item_name, precision)
return production.made == 0 and -1 or ticks*required/production.made
end
--- Returns the amount of ticks required to consume a certain amount
-- @tparam LuaForce force the force to get the data for
-- @tparam string item_name the name of the item that you want the data about
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @tparam[opt=1000] number required the number of items that are required to be consumed
-- @treturn number the number of ticks required to consume this ammount of items
function Production.get_consumsion_eta(force, item_name, precision, required)
required = required or 1000
local ticks = Production.precision_ticks(precision)
local production = Production.get_production(force, item_name, precision)
return production.used == 0 and -1 or ticks*required/production.used
end
--- Returns the amount of ticks required to produce but not consume a certain amount
-- @tparam LuaForce force the force to get the data for
-- @tparam string item_name the name of the item that you want the data about
-- @tparam defines.flow_precision_index precision the precision that you want the data given to
-- @tparam[opt=1000] number required the number of items that are required to be made but not used
-- @treturn number the number of ticks required to produce, but not use, this ammount of items
function Production.get_net_eta(force, item_name, precision, required)
required = required or 1000
local ticks = Production.precision_ticks(precision)
local production = Production.get_production(force, item_name, precision)
return production.net == 0 and -1 or ticks*required/production.net
end
--- Formating.
-- Functions used to format production values
-- @section formating
--- Returns a color value based on the value that was given
-- @tparam number cutoff value which separates the different colours
-- @tparam number active_value first value tested, tested against cutoff
-- @tparam number passive_value second value tested, tested against 0 when active is 0
-- @treturn table contains r,g,b keys
function Production.get_color(cutoff, active_value, passive_value)
if active_value > cutoff then
return Colors.light_green
elseif active_value < -cutoff then
return Colors.indian_red
elseif active_value ~= 0 then
return Colors.orange
elseif passive_value and passive_value > 0 then
return Colors.orange
elseif passive_value and passive_value < 0 then
return Colors.indian_red
else
return Colors.grey
end
end
--- Returns three parts used to format a number
-- @tparam number value the value to format
-- @treturn[1] string the sign for the number
-- @treturn[1] string the surfix for any unit used
function Production.format_number(value)
local rtn = format_number(math.round(value, 1), true)
local surfix = rtn:sub(-1)
if value > 0 then
rtn = '+'..rtn
elseif value == 0 and rtn:sub(1, 1) == '-' then
rtn = rtn:sub(2)
end
if not tonumber(surfix) then
return surfix, rtn:sub(1, -2)
else
return '', rtn
end
end
return Production