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control.lua
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---@param signal SignalFilter.0
---@param value int32
---@return LogisticFilter
local function signal_value(signal, value)
value = math.min(math.max(value, -0x80000000), 0x7fffffff)
return {
value = {
type = signal.type or "item",
name = signal.name,
quality = signal.quality or "normal",
comparator = "=",
},
min = value,
}
end
---@param target UCControl
---@param filters LogisticFilter[]
---@return boolean
local function write_control(target, filters)
local entity = target.entity
if not entity.valid then return false end
local control = target.control
if not (control and control.valid) then
control = entity.get_or_create_control_behavior() --[[@as LuaConstantCombinatorControlBehavior]]
target.control = control
end
--TODO: check/force exactly one unnamed section
control.enabled = true
control.sections[1].filters=filters or {}
return true
end
local function UpdateBonuses()
for _,force in pairs(game.forces) do
storage.bonusframe[force.index] = {
signal_value({name="lab",type="item"},force.laboratory_productivity_bonus),
signal_value({name="logistic-robot",type="item"},force.worker_robots_storage_bonus),
signal_value({name="fast-inserter",type="item"},force.inserter_stack_size_bonus),
signal_value({name="bulk-inserter",type="item"},force.bulk_inserter_capacity_bonus),
signal_value({name="turbo-transport-belt",type="item"},force.belt_stack_size_bonus),
signal_value({name="toolbelt-equipment",type="item"},force.character_inventory_slots_bonus),
signal_value({name="big-mining-drill",type="item"},force.mining_drill_productivity_bonus * 100),
signal_value({name="locomotive",type="item"},force.train_braking_force_bonus),
signal_value({name="signal-heart",type="virtual"},force.character_health_bonus),
signal_value({name="signal-B",type="virtual"},force.character_build_distance_bonus),
signal_value({name="signal-D",type="virtual"},force.character_item_drop_distance_bonus),
signal_value({name="signal-R",type="virtual"},force.character_resource_reach_distance_bonus),
signal_value({name="signal-I",type="virtual"},force.character_item_pickup_distance_bonus),
signal_value({name="signal-L",type="virtual"},force.character_loot_pickup_distance_bonus),
signal_value({name="signal-F",type="virtual"},force.maximum_following_robot_count),
}
end
end
local function UpdateResearch()
---@type {[integer]:LogisticFilter[]}
local newframes = {}
for _,force in pairs(game.forces) do
if force.current_research then
---@type LogisticFilter[]
local frame = {
signal_value({name="signal-info",type="virtual"},math.floor(game.forces[force.index].research_progress * 100)),
signal_value({name="signal-stack-size",type="virtual"},force.current_research.research_unit_count),
signal_value({name="signal-T",type="virtual"},force.current_research.research_unit_energy),
}
for _,item in pairs(force.current_research.research_unit_ingredients) do
frame[#frame+1] = signal_value(item--[[@as SignalFilter.0]],item.amount)
end
newframes[force.index] = frame
end
end
storage.researchframe = newframes
end
script.on_event({
defines.events.on_research_started,
defines.events.on_research_finished,
defines.events.on_research_moved,
defines.events.on_research_cancelled,
defines.events.on_research_reversed,
defines.events.on_force_created,
defines.events.on_forces_merging
}, function()
UpdateBonuses()
UpdateResearch()
for n,rcc in pairs(storage.researchcc) do
if not (rcc.entity.valid and write_control(rcc, storage.researchframe[rcc.entity.force.index])) then
storage.researchcc[n] = nil
end
end
for n,bcc in pairs(storage.bonuscc) do
if not (bcc.entity.valid and write_control(bcc, storage.bonusframe[bcc.entity.force.index])) then
storage.bonuscc[n] = nil
end
end
end)
---@type {[string]:fun(entity:LuaEntity)}
local onBuilt = {
["bonus-combinator"] = function(entity)
entity.operable = false
local bcc = {entity=entity}
storage.bonuscc[entity.unit_number] = bcc
write_control(bcc, storage.bonusframe[entity.force.index])
end,
["location-combinator"] = function(entity)
entity.operable=false
local lcc = {entity=entity}
write_control(lcc, {
signal_value({name="signal-X",type="virtual"},math.floor(entity.position.x)),
signal_value({name="signal-Y",type="virtual"},math.floor(entity.position.y)),
signal_value({name="signal-Z",type="virtual"},entity.surface.index),
})
end,
["research-combinator"] = function(entity)
entity.operable = false
local rcc = {entity=entity}
storage.researchcc[entity.unit_number] = rcc
write_control(rcc, storage.researchframe[entity.force.index])
end,
}
---@class (exact) UCControl
---@field entity LuaEntity
---@field control? LuaConstantCombinatorControlBehavior
local function on_init()
---@class (exact) UCStorage
---@field bonuscc {[integer]:UCControl} unit_number -> entity,control
---@field bonusframe {[integer]:LogisticFilter[]} forceid -> data
---@field researchcc {[integer]:UCControl} unit_number -> entity,control
---@field researchframe {[integer]:LogisticFilter[]} forceid -> data
storage = {
bonuscc = {},
bonusframe = {},
researchcc = {},
researchframe = {},
}
UpdateBonuses()
UpdateResearch()
-- index existing combinators (init and config changed to capture from deprecated mods as well)
-- and re-index the world
for _,surf in pairs(game.surfaces) do
for _,entity in pairs(surf.find_entities_filtered{name = {"bonus-combinator", "location-combinator", "research-combinator",}}) do
local handler = onBuilt[entity.name]
if handler then
handler(entity)
end
end
end
end
script.on_init(on_init)
script.on_configuration_changed(function(data)
if data.mod_changes and data.mod_changes["utility-combinators"] then
on_init()
end
end)
script.on_nth_tick(60, function()
UpdateResearch()
for n,rcc in pairs(storage.researchcc) do
if not (rcc.entity.valid and write_control(rcc, storage.researchframe[rcc.entity.force.index])) then
storage.researchcc[n] = nil
end
end
end)
script.on_event(defines.events.on_script_trigger_effect, function (event)
if event.effect_id == "utility-combinator-created" then
local entity = event.cause_entity
if entity then
local handler = onBuilt[entity.name]
if handler then
handler(entity)
end
end
end
end)