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control_class_teleporter.lua
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404 lines (348 loc) · 16.6 KB
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function warptorio.GetPlatformTechLevel(nm) local tc=warptorio.platform.techs[nm] if(not tc)then return false end
if(tc.level_range or tc.levels)then return research.level(tc.tech) else return research.has(tc.tech) end
end
function warptorio.GetPlatformTechAmount(nm) local tc=warptorio.platform.techs[nm] if(not tc)then return false end
local lv=warptorio.GetPlatformTechLevel(nm) or 0
if(tc.levels)then return tc.levels[lv] end
end
function warptorio.GetPlatformResearches() -- cache stuff
if(warptorio.PlatformResearches)then return warptorio.PlatformResearches end
warptorio.PlatformResearches={}
for vi,v in pairs(warptorio.platform.techs)do
v.key=v.key or vi
if(v.levels)then for k in pairs(v.levels)do warptorio.PlatformResearches[v.tech.."-"..k]=v end
elseif(v.level_range)then for i=v.level_range[1],v.level_range[2] do warptorio.PlatformResearches[v.tech.."-"..i]=v end
else warptorio.PlatformResearches[v.tech]=v
end
end
return warptorio.PlatformResearches
end
function warptorio.GetPlatformResearch(nm) return warptorio.GetPlatformResearches()[nm] end
warptorio.ResearchEffects={}
function warptorio.ResearchEffects.retile(floors)
for k,v in pairs(floors)do warptorio.ConstructFloor(v,true) end
end
function warptorio.ResearchEffects.rehazard(floors)
for k,v in pairs(floors)do warptorio.ConstructFloorHazard(v) end
end
function warptorio.ResearchEffects.unlock_teleporters(tpt) if(not istable(tpt))then tpt={tpt} end
for i,nm in pairs(tpt)do
local tpx=warptorio.platform.teleporters[nm]
local gps=global.Teleporters[nm]
if(not gps)then
--game.print("New teleporter: " .. tostring(nm))
gps=new(warptorio.TeleporterMeta,tpx)
end
gps:CheckTeleporterPairs(true)
end
end
function warptorio.ResearchEffects.unlock_rails(tpt) if(not istable(tpt))then tpt={tpt} end
for i,nm in pairs(tpt)do
local tpx=warptorio.platform.rails[nm]
local gps=global.Rails[nm]
if(not gps)then
--game.print("New Rails: " .. tostring(nm))
gps=new(warptorio.RailMeta,tpx)
end
gps:DoMakes()
end
end
function warptorio.ResearchEffects.harvesters(hvt)
for i,nm in pairs(hvt)do
local tpx=warptorio.platform.harvesters[nm]
local gps=global.Harvesters[nm]
if(not gps)then
gps=new(warptorio.HarvesterMeta,tpx)
end
gps:Upgrade()
end
end
function warptorio.ResearchEffects.upgrade_energy(tgt)
if(tgt==true)then
for k,v in pairs(global.Teleporters)do v:CheckTeleporterPairs(true) end
for k,v in pairs(global.Harvesters)do v:CheckTeleporterPairs(true) end
else
for k,v in pairs(tgt)do if(global.Teleporters[v])then global.Teleporters[v]:CheckTeleporterPairs(true) end end
end
end
function warptorio.ResearchEffects.upgrade_logistics(tgt)
if(tgt==true)then
for k,v in pairs(global.Teleporters)do v:CheckTeleporterPairs(true) end
for k,v in pairs(global.Harvesters)do v:CheckTeleporterPairs(true) end
for k,v in pairs(global.Rails)do v:DoMakes() end
else
for k,v in pairs(tgt)do if(global.Teleporters[v])then global.Teleporters[v]:CheckTeleporterPairs(true) end end
end
end
function warptorio.ResearchEffects.do_combinators()
for k,v in pairs(global.Harvesters)do v:CheckCombo(true) end
end
function warptorio.ResearchEffects.special(spt)
for k,v in pairs(spt)do warptorio.CheckPlatformSpecials(global.floor[v]) end
end
function warptorio.ResearchEffects.reactor(b,lv)
local m=global.floor.main players.playsound("warp_in",m.host)
for i=1,3,1 do for x,ply in pairs(game.players)do ply.print{"warptorio_lore."..lv .."_"..i} end end
if(lv<6)then global.warp_auto_time=global.warp_auto_time+60*10 end
if(lv>=8)then warptorio.ResetHUD() end
--warptorio.CheckPlatformSpecials(global.floor.main)
end
function warptorio.ResearchEffects.ability(tgt)
warptorio.ResetHUD()
end
function warptorio.ResearchEffects.unlock_homeworld()
warptorio.ResetHUD()
end
function warptorio.ResearchEffects.unlock_toolbar()
warptorio.ResetHUD()
end
function warptorio.DoResearchEffects(fx,lv)
for k,v in pairs(fx)do
if(warptorio.ResearchEffects[k])then warptorio.ResearchEffects[k](v,lv) end
end
end
function warptorio.ResearchFinished(ev)
local rs=ev.research
--game.print("researched_finished: " .. rs.name)
local u=warptorio.GetPlatformResearch(rs.name)
if(u)then
local lv=warptorio.GetPlatformTechLevel(u.key) or 0
--if(u.first_effect)then game.print("testing: " .. tostring(lv) .. " , " .. serpent.line(u)) end
if(u.first_effect and (u.levels and (u.levels[0] and lv==0 or lv==1) or (u.level_range and lv==u.level_range[1])) )then
warptorio.DoResearchEffects(u.first_effect,lv)
--game.print("first effect")
end
if(u.effect)then warptorio.DoResearchEffects(u.effect,lv) end
if(u.lv_effect)then local lvt=u.lv_effect[lv] if(lvt)then warptorio.DoResearchEffects(lvt,lv) end end
end
warptorio.ConstructHazards()
end
events.on_event(defines.events.on_research_finished,warptorio.ResearchFinished)
local platform=warptorio.platform
--[[ Warp Teleporters ]]--
local TELL={} TELL.__index=TELL warptorio.TeleporterMeta=TELL
function TELL.__init(self,tbl,bHarvester)
self.key=self.key or tbl.key
--self.maxloader=(tbl.logs and 1 or 0)+(tbl.dualloader and 1 or 0)+(tbl.triloader and 1 or 0)
--if(not tbl.prototype)then error(serpent.block(self)) end
self.offloader=(tbl.prototype and 1 or 0)
self.points=self.points or {{},{}}
self.chestcontents=self.chestcontents or {{},{}}
self.loaders=self.loaders or {{},{}}
self.pipes=self.pipes or {{},{}}
self.chests=self.chests or {{},{}}
if(not self.dir)then self.dir={{},{}} for i=1,6,1 do self.dir[1][i]="input" self.dir[2][i]="output" end end
self.loaderFilter=self.loaderFilter or {{},{}}
self.sprites=self.sprites or {{},{}}
self.sprite_arrows=self.sprite_arrows or {nil,nil}
if(not bHarvester)then global.Teleporters[self.key]=self end
end
function TELL:Data() return warptorio.platform.teleporters[self.key] end
function TELL:ValidA() return isvalid(self.points[1].ent) end
function TELL:ValidB() return isvalid(self.points[2].ent) end
function TELL:ConnectCircuit() local p=self.points
if(self:ValidA() and self:ValidB())then
p[1].ent.connect_neighbour({target_entity=p[2].ent,wire=defines.wire_type.red})
p[1].ent.connect_neighbour({target_entity=p[2].ent,wire=defines.wire_type.green})
end
end
function TELL:CheckTeleporterPairs(bSound) -- Call updates and stuff. Automatically deals with logistics, upgrades and cleaning as-needed with good accuracy
local tps=self:Data()
if(tps.pair)then for i,t in pairs(tps.pair)do local pi=self.points[i] self:MakePointTeleporter(tps,i,t,(t.gate and isvalid(pi.ent)) and pi.ent.position or nil) end end
local ca=cache.get_entity(self.points[1].ent)
local cb=cache.get_entity(self.points[2].ent)
if(ca and cb)then ca.teleport_dest=cb.host cb.teleport_dest=ca.host else if(ca)then ca.teleport_dest=nil end if(cb)then cb.teleport_dest=nil end end
if(tps.circuit)then self:ConnectCircuit() end
end
--[[ Teleporter Logistics & Spawning Stuff ]]--
function TELL:DestroyPointTeleporter(i,rd)
local e=self.points[i].ent if(isvalid(e))then self.points[i].energy=e.energy entity.destroy(e,rd) end
self:DestroyPointSprites(i)
end
function TELL:DestroyPointSprites(i)
if(self.sprites and self.sprites[i])then for k,v in pairs(self.sprites[i])do if(rendering.is_valid(v))then rendering.destroy(v) self.sprites[i][k]=nil end end end
if(self.sprite_arrows and self.sprite_arrows[i])then if(rendering.is_valid(self.sprite_arrows[i]))then rendering.destroy(self.sprite_arrows[i]) self.sprite_arrows[i]=nil end end
end
function TELL:CheckPointSprites(i)
local tps=self:Data() local t=tps.pair[i]
if(warptorio.setting("hide_sprites"))then self:DestroyPointSprites(i) else
if(t.sprites)then self:MakePointSprites(tps,i,t.sprites) end
if(t.sprite_arrow)then self:MakePointArrow(tps,i,t.sprite_arrow) end
end
end
function TELL:MakePointTeleporter(tps,i,t,pos)
local p=self.points[i]
local f=global.floor[t.floor].host
local epos
if(t.prototype)then
local vproto=t.prototype
if(tps.energy)then vproto=vproto.."-"..warptorio.GetPlatformTechLevel(tps.energy) end
local e=p.ent
if(isvalid(e))then
if(e.surface~=f)then self:DestroyPointTeleporter(i) self:DestroyPointLogistics(i)
elseif(e.name~=vproto)then epos=e.position self:DestroyPointTeleporter(i)
end
end
if(not isvalid(e))then
local vepos=epos or (pos or t.position)
if(not vepos)then return end
local vpos=((t.gate and not epos) and f.find_non_colliding_position(vproto,vepos,0,1,1) or vepos)
--error(serpent.line(vpos))
local varea
if(not t.gate)then varea=vector.square(vpos+vector(0.5,0.5),vector(2,2)) vector.clean(f,varea) end
e=entity.protect(entity.create(f,vproto,vpos),t.minable~=nil and t.minable or false,t.destructible~=nil and t.destructible or false)
if(not t.gate)then vector.cleanplayers(f,varea) end
p.ent=e
end
if(p.energy)then e.energy=e.energy+p.energy p.energy=nil end
if(t.sprites)then self:MakePointSprites(tps,i,t.sprites) end
if(t.sprite_arrow)then self:MakePointArrow(tps,i,t.sprite_arrow) end
end
if(epos or not t.gate)then self:CheckPointLogistics(i) end
local ce=cache.force_entity(p.ent,"Teleporters",self.key,"points",i)
end
warptorio.arrowSprite={sprite="utility/medium_gui_arrow",target_offset={0.75,-0.75},x_scale=0.4,y_scale=0.4}
function TELL:MakePointArrow(tps,i,arrow)
local spid=self.sprite_arrows[i]
if(spid and rendering.is_valid(spid))then return end
local tp=self.points[i].ent
local t=table.deepcopy(warptorio.arrowSprite)
t.surface=tp.surface
t.target=tp
t.only_in_alt_mode=true
t.render_layer="higher-object-above"
t.orientation=(arrow=="down" and 0.5 or 0)
self.sprite_arrows[i]=rendering.draw_sprite(t)
end
function TELL:MakePointSprites(tps,i,sprites)
for k,v in pairs(sprites)do
local spid=self.sprites[i][k]
if(not (spid and rendering.is_valid(spid)))then
local tp=self.points[i].ent
local t=table.deepcopy(v)
t.surface=tp.surface t.target=tp t.only_in_alt_mode=true t.render_layer="higher-object-under"
self.sprites[i][k]=rendering.draw_sprite(t)
end
end
end
function TELL:GetLoaderDirection() local tps=self:Data()
if(tps.dirsetting)then return warptorio.setting(tps.dirsetting) end
return (tps.staticdir and tps.staticdir or (tps.top and warptorio.setting("loader_top") or warptorio.setting("loader_bottom"))) or "up"
end
function TELL:DestroyPointLogistics(o)
if(self.chests)then for k,v in pairs(self.chests[o])do self.chestcontents[o][k]=v.get_inventory(defines.inventory.chest).get_contents() entity.destroy(v) self.chests[o][k]=nil end end
for k,v in pairs(self.loaders[o])do if(v and isvalid(v))then
self.loaderFilter[o][k]={} for i=1,v.filter_slot_count,1 do self.loaderFilter[o][k][i]=v.get_filter(i) end entity.destroy(v)
end self.loaders[o][k]=nil end
for k,v in pairs(self.pipes[o])do entity.destroy(v) self.pipes[o][k]=nil end
end
function TELL:RemakeChestPair(o,k) local e=self.chests[o][k] local ex=warptorio.GetChest(self.dir[o][k])
if(e and e.name~=ex)then
local v=entity.protect(entity.create(e.surface,ex,e.position),false,false) entity.copy.chest(e,v)
entity.destroy(e) self.chests[o][k]=v if(self.dir[o][k]=="input")then entity.ChestRequestMode(v) end
cache.get_raise_type("types",v.type,v,"Teleporters",self.key,"chests",o,k)
end
end
function TELL:SwapLoaderChests(id) self:RemakeChestPair(1,id) self:RemakeChestPair(2,id) end
function TELL:UpgradeChests() for i=1,6,1 do self:SwapLoaderChests(i) end end
function TELL:GetTeleporterSize() local d=self:Data() return warptorio.GetTeleporterSize(d.logs,d.dualloader,d.triloader) end
function TELL:GetLogisticsArea(o) return vector.square(o or self:Data().position,self:GetTeleporterSize()) end
function TELL:MakePointLoader(tps,i,id,ido,pos,f,belt,lddir,chesty,belty,vexdir)
local offld=tps.pair[i].prototype and 1 or 0
local v=self.loaders[i][id]
if(isvalid(v) and v.name~=belt)then v.destroy{raise_destroy=true} end
if(not isvalid(v))then
local vpos=vector(pos)+vector((offld+ido)*vexdir,belty)
local varea=vector.square(vpos+vector(0,0.5),vector(1,1))
vector.clean(f,varea)
v=entity.protect(entity.create(f,belt,vpos,lddir),false,false)
vector.cleanplayers(f,varea)
v.loader_type=self.dir[i][id]
self.loaders[i][id]=v
local inv=self.loaderFilter[i][id] if(inv)then for invx,invy in pairs(inv)do v.set_filter(invx,invy) end end
end
cache.force_entity(v,"Teleporters",self.key,"loaders",i,id)
local v=self.chests[i][id]
local chest=warptorio.GetChest(self.dir[i][id])
if(isvalid(v) and v.name~=chest)then self.chestcontents[i][id]=v.get_inventory(defines.inventory.chest).get_contents() v.destroy{raise_destroy=true} end
if(not isvalid(v))then
local vpos=vector(pos)+vector((offld+ido)*vexdir,chesty)
local varea=vector.square(vpos,vector(0.5,0.5))
vector.clean(f,varea)
v=entity.protect(entity.create(f,chest,vpos),false,false)
vector.cleanplayers(f,varea)
self.chests[i][id]=v
local inv=self.chestcontents[i][id]
if(inv)then local cv=v.get_inventory(defines.inventory.chest) for x,y in pairs(inv)do cv.insert{name=x,count=y} end self.chestcontents[i][id]=nil end
--if(v.type=="logistic-container")then entity.ChestRequestMode(r) end
end
cache.get_raise_type("types",v.type,v,"Teleporters",self.key,"chests",i,id)
end
function TELL:MakePointLoaders(tps,i,id,pos,f,belt,lddir,chesty,belty)
if(not tps.oneside or tps.oneside=="right")then self:MakePointLoader(tps,i,id,id,pos,f,belt,lddir,chesty,belty,1) end
if(not tps.oneside or tps.oneside=="left")then self:MakePointLoader(tps,i,id+3,id,pos,f,belt,lddir,chesty,belty,-1) end
end
function TELL:MakePointPipes(tps,i,id,pos,f,dist,vexdir,ido) -- TODO: Initial pipe dir & remember direction
local pipe="warptorio-logistics-pipe"
local v=self.pipes[i][id]
local vpos=vector(pos)+vector(dist*vexdir,2-ido)
local pipedir=(vexdir==1 and 2 or 6)
if(isvalid(v) and (v.surface~=f or v.position.x~=vpos.x or v.position.y~=vpos.y))then pipedir=v.direction entity.destroy(v) end
if(not isvalid(v))then
local varea=vector.square(vpos,vector(0.5,0.5))
vector.clean(f,varea)
v=entity.protect(entity.create(f,pipe,vpos,pipedir),false,false)
vector.cleanplayers(f,varea)
self.pipes[i][id]=v
end
cache.force_entity(v,"Teleporters",self.key,"pipes",i,id)
end
function TELL:CheckEmptyPipes()
local ppr={} for a,b in pairs(self.pipes)do for k,v in pairs(b)do if(isvalid(v) and table_size(v.neighbours[1])>=1)then ppr[k]=true end end end
for a,b in pairs(self.pipes)do for k,v in pairs(b)do if(isvalid(v) and not ppr[k])then v.clear_fluid_inside() end end end
end
function TELL:CheckPointLogistics(i,vxpos)
local tps=self:Data()
local t=tps.pair[i]
if(not tps.logs and not tps.dualloader and not tps.triloader)then return end
local belt=warptorio.GetBelt()
local pos=vxpos or t.position+vector(0.5,0.5)
if(t.gate and not vxpos)then if(not isvalid(self.points[i].ent))then return end pos=vector(self.points[i].ent.position) end
local f=global.floor[t.floor].host
local offld=tps.pair[i].prototype and 1 or 0
local lddir,chesty,belty
if(self:GetLoaderDirection()=="up")then lddir=defines.direction.north chesty=-1 belty=0 else lddir=defines.direction.south chesty=1 belty=-1 end
local ldl=0
local lvLogs=research.level("warptorio-logistics")
if(tps.logs and lvLogs>0)then ldl=ldl+1 end
if(tps.dualloader and research.has("warptorio-dualloader-1"))then ldl=ldl+1 end
if(tps.triloader and research.has("warptorio-triloader"))then ldl=ldl+1 end
local can=true
if(t.gate)then -- check if placement area is clear
local vsize=offld+ldl+(tps.dopipes and 1 or 0)
local varea=vector.square(pos,vector(vsize*2,3))
if(f.count_entities_filtered{area=varea,collision_mask={"object-layer"}} >1)then
f.create_entity{name="flying-text", position=pos, text="Logistics blocked - Needs more space", color={r=1,g=0.5,b=0.5}}
f.play_sound{path="utility/cannot_build",position=pos}
--game.print("Planet Teleporter Gate Logistics were blocked by nearby obstructions")
can=false
end
end
if(can and ldl>0)then for id=1,ldl,1 do
self:MakePointLoaders(tps,i,id,pos,f,belt,lddir,chesty,belty)
end end
if(can and tps.dopipes and lvLogs>0)then for id=1,math.min(lvLogs,3),1 do -- pipes first, it removes the old ones
if(not tps.oneside or tps.oneside=="right")then self:MakePointPipes(tps,i,id,pos,f,ldl+offld+1,1,id) end
if(not tps.oneside or tps.oneside=="left")then self:MakePointPipes(tps,i,id+3,pos,f,ldl+offld+1,-1,id) end
end end
end
--[[
function events.on_tick("logistics_teleporters",function(ev) for k,v in pairs(global.Teleporters)do v:TickLogistics() end end end)
function TELL:TickLogistics()
for k,v in pairs(self.chests[1])do if(isvalid(self.chests[2][k]))then
if(self.dir[1][k]=="input")then warptorio.BalanceLogistics(v,self.chests[2][k]) else warptorio.BalanceLogistics(self.chests[2][k],v) end
end end
for k,v in pairs(self.pipes[1])do if(isvalid(self.pipes[2][k]))then
warptorio.BalanceLogistics(v,self.pipes[2][k])
end end
end]]