mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2024-12-12 10:13:58 +02:00
Added shared electricity, tweaks to center spawn and added render text for joining player. Sorted shared item list by alphabet.
This commit is contained in:
parent
7621330e88
commit
7960dd3b57
@ -146,7 +146,7 @@ script.on_event(defines.events.on_chunk_generated, function(event)
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SeparateSpawnsGenerateChunk(event)
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CreateHoldingPen(event.surface, event.area, global.ocfg.spawn_config.resource_rand_pos_settings.radius)
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CreateHoldingPen(event.surface, event.area)
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end)
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@ -419,4 +419,5 @@ end)
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----------------------------------------
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script.on_event(defines.events.on_gui_text_changed, function(event)
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NotepadOnGuiTextChange(event)
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end)
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SharedElectricityPlayerGuiValueChange(event)
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end)
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@ -1093,7 +1093,8 @@ function CreateWall(surface, pos)
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end
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end
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function CreateHoldingPen(surface, chunkArea, radiusTiles)
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function CreateHoldingPen(surface, chunkArea)
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local radiusTiles = global.ocfg.spawn_config.gen_settings.land_area_tiles-10
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if (((chunkArea.left_top.x >= -(radiusTiles+2*CHUNK_SIZE)) and (chunkArea.left_top.x <= (radiusTiles+2*CHUNK_SIZE))) and
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((chunkArea.left_top.y >= -(radiusTiles+2*CHUNK_SIZE)) and (chunkArea.left_top.y <= (radiusTiles+2*CHUNK_SIZE)))) then
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@ -1103,9 +1104,9 @@ function CreateHoldingPen(surface, chunkArea, radiusTiles)
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RemoveInArea(surface, chunkArea, "resource")
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RemoveInArea(surface, chunkArea, "cliff")
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CreateCropCircle(surface, {x=0,y=0}, chunkArea, global.ocfg.spawn_config.gen_settings.land_area_tiles, "landfill")
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CreateMoat(surface, {x=0,y=0}, chunkArea, global.ocfg.spawn_config.gen_settings.land_area_tiles, "water", false)
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CreateMoat(surface, {x=0,y=0}, chunkArea, global.ocfg.spawn_config.gen_settings.land_area_tiles+10, "out-of-map", false)
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CreateCropCircle(surface, {x=0,y=0}, chunkArea, radiusTiles, "landfill")
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CreateMoat(surface, {x=0,y=0}, chunkArea, radiusTiles, "water", false)
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CreateMoat(surface, {x=0,y=0}, chunkArea, radiusTiles+10, "out-of-map", false)
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end
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end
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@ -585,6 +585,38 @@ function DelayedSpawnOnTick()
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end
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function DisplayWelcomeGroundTextAtSpawn(player, pos)
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-- Render some welcoming text...
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local tcolor = {0.9, 0.7, 0.3, 0.8}
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local ttl = 2000
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local rid1 = rendering.draw_text{text="Welcome",
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surface=game.surfaces[GAME_SURFACE_NAME],
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target={x=pos.x-21, y=pos.y-15},
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color=tcolor,
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scale=20,
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font="scenario-message-dialog",
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time_to_live=ttl,
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players={player},
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draw_on_ground=true,
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orientation=0,
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-- alignment=center,
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scale_with_zoom=false,
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only_in_alt_mode=false}
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local rid2 = rendering.draw_text{text="Home",
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surface=game.surfaces[GAME_SURFACE_NAME],
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target={x=pos.x-14, y=pos.y-5},
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color=tcolor,
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scale=20,
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font="scenario-message-dialog",
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time_to_live=ttl,
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players={player},
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draw_on_ground=true,
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orientation=0,
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-- alignment=center,
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scale_with_zoom=false,
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only_in_alt_mode=false}
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end
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function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
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@ -616,34 +648,7 @@ function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
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GivePlayerStarterItems(player)
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-- Render some welcoming text...
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local tcolor = {0.9, 0.7, 0.3, 0.8}
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local ttl = 2000
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local rid1 = rendering.draw_text{text="Welcome",
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surface=game.surfaces[GAME_SURFACE_NAME],
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target={x=delayedSpawn.pos.x-21, y=delayedSpawn.pos.y-15},
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color=tcolor,
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scale=20,
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font="scenario-message-dialog",
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time_to_live=ttl,
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players={player},
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draw_on_ground=true,
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orientation=0,
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-- alignment=center,
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scale_with_zoom=false,
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only_in_alt_mode=false}
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local rid2 = rendering.draw_text{text="Home",
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surface=game.surfaces[GAME_SURFACE_NAME],
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target={x=delayedSpawn.pos.x-14, y=delayedSpawn.pos.y-5},
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color=tcolor,
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scale=20,
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font="scenario-message-dialog",
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time_to_live=ttl,
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players={player},
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draw_on_ground=true,
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orientation=0,
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-- alignment=center,
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scale_with_zoom=false,
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only_in_alt_mode=false}
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DisplayWelcomeGroundTextAtSpawn(player, delayedSpawn.pos)
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if (global.oarc_renders_fadeout == nil) then
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global.oarc_renders_fadeout = {}
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@ -661,21 +666,57 @@ function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
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local x_dist = global.ocfg.spawn_config.resource_rand_pos_settings.radius
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if global.ocfg.enable_chest_sharing then
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SharedChestsSpawnCombinators(player,
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{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y-2}, -- Ctrl
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{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y}, -- Status
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{x=delayedSpawn.pos.x+x_dist-1, y=delayedSpawn.pos.y}) -- Pole
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rendering.draw_text{text="Place items in to share.",
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-- Shared electricity IO pair of scripted electric-energy-interfaces
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SharedEnergySpawnIOPair(player,
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{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y-15},
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{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+15})
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rendering.draw_text{text="Attach to power generation to share.",
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surface=game.surfaces[GAME_SURFACE_NAME],
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target={x=delayedSpawn.pos.x+x_dist-5, y=delayedSpawn.pos.y-12.5},
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color={0.7,0.7,0.1,0.7},
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scale=2,
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target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-18},
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color={0.6,0.6,0.6,0.8},
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scale=1,
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font="scenario-message-dialog",
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players={player},
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draw_on_ground=true,
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scale_with_zoom=false,
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only_in_alt_mode=false}
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rendering.draw_text{text="Attach to electric grid to draw power.",
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surface=game.surfaces[GAME_SURFACE_NAME],
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target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+16},
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color={0.6,0.6,0.6,0.8},
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scale=1,
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font="scenario-message-dialog",
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players={player},
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draw_on_ground=true,
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scale_with_zoom=false,
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only_in_alt_mode=false}
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-- Input Chests
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for i=-11,-6 do
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SharedChestsSpawnInput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i})
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end
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-- Tile arrows to help indicate
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CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-9}, "RIGHT")
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CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y-9}, "LEFT")
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--Helpful ground text
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rendering.draw_text{text="Place items in to share.",
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surface=game.surfaces[GAME_SURFACE_NAME],
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target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-12},
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color={0.7,0.7,0.1,0.7},
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scale=1,
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font="scenario-message-dialog",
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players={player},
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draw_on_ground=true,
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scale_with_zoom=false,
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only_in_alt_mode=false}
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-- Combinators for monitoring items in the network.
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SharedChestsSpawnCombinators(player,
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{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y-2}, -- Ctrl
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{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y}, -- Status
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{x=delayedSpawn.pos.x+x_dist-1, y=delayedSpawn.pos.y}) -- Pole
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-- Helpful ground text
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rendering.draw_text{text="Set signals here to monitor item counts.",
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surface=game.surfaces[GAME_SURFACE_NAME],
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target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-3},
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@ -696,36 +737,29 @@ function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
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draw_on_ground=true,
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scale_with_zoom=false,
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only_in_alt_mode=false}
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-- Output Chests
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for i=4,9 do
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SharedChestsSpawnOutput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i})
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end
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-- Tile arrows to help indicate
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CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+6}, "LEFT")
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CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y+6}, "RIGHT")
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--Helpful ground text
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rendering.draw_text{text="Set filters to request items.",
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surface=game.surfaces[GAME_SURFACE_NAME],
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target={x=delayedSpawn.pos.x+x_dist-6, y=delayedSpawn.pos.y+9.5},
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target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+10},
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color={0.5,0.5,0.8,0.8},
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scale=2,
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scale=1,
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font="scenario-message-dialog",
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players={player},
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draw_on_ground=true,
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scale_with_zoom=false,
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only_in_alt_mode=false}
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for i=-11,-6 do
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SharedChestsSpawnInput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i})
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end
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CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-9}, "RIGHT")
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CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y-9}, "LEFT")
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for i=4,9 do
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SharedChestsSpawnOutput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i})
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end
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CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+6}, "LEFT")
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CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y+6}, "RIGHT")
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-- Cutscene?
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player.set_controller{type=defines.controllers.cutscene,waypoints={{position={x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y},transition_time=200,time_to_wait=300,zoom=1.8},{target=player.character,transition_time=100,time_to_wait=60,zoom=0.8}}, final_transition_time=60}
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-- Cutscene to force the player to witness my brilliance
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player.set_controller{type=defines.controllers.cutscene,waypoints={{position={x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y},transition_time=200,time_to_wait=300,zoom=1.2},{target=player.character,transition_time=100,time_to_wait=60,zoom=0.8}}, final_transition_time=60}
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end
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end
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@ -757,6 +757,9 @@ function SpawnCtrlGuiClick(event)
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table.insert(global.sharedSpawns[player.name].players, joiningPlayer.name)
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joiningPlayer.force = game.players[player.name].force
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-- Render some welcoming text...
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DisplayWelcomeGroundTextAtSpawn(joiningPlayer, global.sharedSpawns[player.name].position)
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-- Unlock spawn control gui tab
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SetOarcGuiTabEnabled(joiningPlayer, OARC_SPAWN_CTRL_GUI_NAME, true)
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else
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@ -26,12 +26,134 @@ EXCEPTION_LIST = {['loader'] = true,
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['fast-loader'] = true,
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['express-loader'] = true}
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-- 480MJ per second = 480MW max output in theory...
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SHARED_ELEC_OUTPUT_BUFFER_SIZE = 480000000 -- Default 10000000000
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SHARED_ELEC_INPUT_BUFFER_SIZE = 480000000
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DEFAULT_SHARED_ELEC_INPUT_LIMIT = 100000 -- 100kW?
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-- How often we are executing the electricity distribution.
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SHARED_ELEC_TICK_RATE = 15
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function SharedChestInitItems()
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global.shared_chests = {}
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global.shared_requests = {}
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global.shared_requests_totals = {}
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global.shared_electricity_io = {}
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global.shared_electricity_combi = {}
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global.shared_electricity_player_limits = {}
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global.shared_electricity_combi = {}
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global.shared_chests_combinators = {}
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global.shared_items = {}
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global.shared_items['red-wire'] = 10000
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global.shared_items['green-wire'] = 10000
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global.shared_items['raw-fish'] = 10000
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global.shared_items['raw-fish'] = 10000
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global.shared_energy_stored = 1000000000
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end
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function SharedEnergySpawnIOPair(player, posIn, posOut)
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local inputElec = game.surfaces[GAME_SURFACE_NAME].create_entity{name="electric-energy-interface", position=posIn, force="neutral"}
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inputElec.destructible = false
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inputElec.minable = false
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inputElec.operable = false
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local outputElec = game.surfaces[GAME_SURFACE_NAME].create_entity{name="electric-energy-interface", position=posOut, force="neutral"}
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outputElec.destructible = false
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outputElec.minable = false
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outputElec.operable = false
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local outputElecCombi = game.surfaces[GAME_SURFACE_NAME].create_entity{name="constant-combinator", position={x=posOut.x+1, y=posOut.y}, force="neutral"}
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outputElecCombi.destructible = false
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outputElecCombi.minable = false
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outputElecCombi.operable = false
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table.insert(global.shared_electricity_combi, outputElecCombi)
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-- This buffer size doesn't really matter since we empty it every second.
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inputElec.electric_buffer_size = SHARED_ELEC_INPUT_BUFFER_SIZE
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inputElec.power_production = 0 -- We disable this and never use it!
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inputElec.power_usage = 0 -- We disable this and never use it!
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inputElec.energy = 0 -- We make sure this is initialized to 0
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-- This buffer size matters because the local circuit may charge it up if there is surplus.
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-- So the limit here is something reasonable...
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outputElec.electric_buffer_size = SHARED_ELEC_OUTPUT_BUFFER_SIZE
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outputElec.power_production = 0 -- We disable this and never use it!
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outputElec.power_usage = 0 -- We disable this and never use it!
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outputElec.energy = SHARED_ELEC_OUTPUT_BUFFER_SIZE -- Start it full so we don't drain on new spawn.
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if global.shared_electricity_io == nil then
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global.shared_electricity_io = {}
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end
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global.shared_electricity_player_limits[player.name] = DEFAULT_SHARED_ELEC_INPUT_LIMIT
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table.insert(global.shared_electricity_io, {player=player.name, input=inputElec, output=outputElec})
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end
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function SharedEnergyStoreInputOnTick()
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if global.shared_electricity_io ~= nil then
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for idx,elecPair in pairs(global.shared_electricity_io) do
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if (elecPair.input == nil) or (not elecPair.input.valid) or
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(elecPair.input == nil) or (not elecPair.input.valid) then
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global.shared_electricity_io[idx] = nil
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else
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-- Div 4 because on tick runs every 1/4 of a second (15/60)
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local transfer_cap = global.shared_electricity_player_limits[elecPair.player] / (60/SHARED_ELEC_TICK_RATE)
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if (elecPair.input.energy <= transfer_cap) or (transfer_cap == 0) then
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global.shared_energy_stored = global.shared_energy_stored + elecPair.input.energy
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elecPair.input.energy = 0
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else
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global.shared_energy_stored = global.shared_energy_stored + transfer_cap
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elecPair.input.energy = elecPair.input.energy - transfer_cap
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end
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end
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end
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end
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end
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-- If energy < 50% in the output cap, we take shared amount split by players.
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function SharedEnergyDistributeOutputOnTick()
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if (global.shared_electricity_io ~= nil) and (global.shared_energy_stored > 0) then
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-- Share limit is total amount stored divided by outputs
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local energyShareCap = math.floor(global.shared_energy_stored / (#global.shared_electricity_io))
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-- Iterate through and fill up outputs if they are under 50%
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for idx,elecPair in pairs(global.shared_electricity_io) do
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if (elecPair.input == nil) or (not elecPair.input.valid) or
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(elecPair.input == nil) or (not elecPair.input.valid) then
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global.shared_electricity_io[idx] = nil
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elseif (elecPair.output.energy < SHARED_ELEC_OUTPUT_BUFFER_SIZE/2) then
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local outBufferSpace = (SHARED_ELEC_OUTPUT_BUFFER_SIZE - elecPair.output.energy)
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-- If we have enough in the bank to fill it up, fill it up.
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if (outBufferSpace <= energyShareCap) then
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elecPair.output.energy = SHARED_ELEC_OUTPUT_BUFFER_SIZE
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global.shared_energy_stored = global.shared_energy_stored - outBufferSpace
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-- Else cap it based on number of outputs.
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else
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elecPair.output.energy = elecPair.output.energy + energyShareCap
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global.shared_energy_stored = global.shared_energy_stored - energyShareCap
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end
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end
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end
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end
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||||
-- Update combinators
|
||||
for idx,combi in pairs(global.shared_electricity_combi) do
|
||||
if (combi == nil) or (not combi.valid) then
|
||||
global.shared_electricity_combi[idx] = nil
|
||||
else
|
||||
combi.get_or_create_control_behavior().set_signal(1, {signal={type="virtual", name="signal-E"}, count=global.shared_energy_stored})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- This function spawns chests at the given location.
|
||||
@ -189,9 +311,14 @@ function SharedChestsTallyRequests()
|
||||
|
||||
-- For each output chest.
|
||||
for _,chestInfo in pairs(global.shared_chests) do
|
||||
if (chestInfo.type == "OUTPUT") then
|
||||
|
||||
local chestEntity = chestInfo.entity
|
||||
local chestEntity = chestInfo.entity
|
||||
|
||||
-- Delete any chest that is no longer valid.
|
||||
if ((chestEntity == nil) or (not chestEntity.valid)) then
|
||||
global.shared_chests[idx] = nil
|
||||
|
||||
elseif (chestInfo.type == "OUTPUT") then
|
||||
|
||||
-- For each request slot
|
||||
for i = 1, chestEntity.request_slot_count, 1 do
|
||||
@ -314,8 +441,14 @@ end
|
||||
|
||||
function SharedChestsOnTick()
|
||||
|
||||
if global.shared_chests == nil then
|
||||
global.shared_chests = {}
|
||||
-- Every 1/4 sec, we store input energy
|
||||
if ((game.tick % (SHARED_ELEC_TICK_RATE)) == 1) then
|
||||
SharedEnergyStoreInputOnTick()
|
||||
end
|
||||
|
||||
-- Every 1/4 sec, we distribute output energy
|
||||
if ((game.tick % (SHARED_ELEC_TICK_RATE)) == 2) then
|
||||
SharedEnergyDistributeOutputOnTick()
|
||||
end
|
||||
|
||||
-- Every second, we check the input chests and deposit stuff.
|
||||
@ -323,20 +456,21 @@ function SharedChestsOnTick()
|
||||
SharedChestsDepositAll()
|
||||
end
|
||||
|
||||
-- Every second + tick, we check the output chests for requests
|
||||
-- Every second, we check the output chests for requests
|
||||
if ((game.tick % (60)) == 38) then
|
||||
SharedChestsTallyRequests()
|
||||
end
|
||||
|
||||
-- Every second + 2 ticks, we distribute to the output chests.
|
||||
-- Every second, we distribute to the output chests.
|
||||
if ((game.tick % (60)) == 39) then
|
||||
SharedChestsDistributeRequests()
|
||||
end
|
||||
|
||||
-- Every second + 3 ticks, we update our combinator status info.
|
||||
-- Every second, we update our combinator status info.
|
||||
if ((game.tick % (60)) == 40) then
|
||||
SharedChestsUpdateCombinators()
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@ -349,13 +483,63 @@ function CreateSharedItemsGuiTab(tab_container, player)
|
||||
|
||||
AddLabel(scrollFrame, "share_items_info", "Place items into the [color=yellow]yellow storage chests to share[/color].\nRequest items from the [color=blue]blue requestor chests to pull out items[/color].\nTo refresh this view, click the tab again.\nShared items are accessible by [color=red]EVERYONE and all teams[/color].\nThe combinator pair allows you to 'set' item types to watch for. Set items in the top one, and connect the bottom one to a circuit network to view the current available inventory. Items with 0 amount do not generate any signal.", my_longer_label_style)
|
||||
|
||||
AddSpacerLine(scrollFrame)
|
||||
AddLabel(scrollFrame, "elec_avail_info", "[color=acid]Current electricity available: " .. string.format("%.3f", global.shared_energy_stored/1000000) .. "MJ[/color]", my_longer_label_style)
|
||||
|
||||
if ((global.shared_electricity_player_limits ~= nil) and
|
||||
(global.shared_electricity_player_limits[player.name] ~= nil)) then
|
||||
|
||||
local limit_mw_nice = "Unlimited!"
|
||||
if (global.shared_electricity_player_limits[player.name] ~= 0) then
|
||||
local limit_in_mw = global.shared_electricity_player_limits[player.name] / 1000000
|
||||
limit_mw_nice = string.format("%.3fMW", limit_in_mw)
|
||||
end
|
||||
|
||||
AddLabel(scrollFrame, "elec_limit_info", "Limit sharing amount (".. limit_mw_nice .."): ", my_longer_label_style)
|
||||
scrollFrame.add{type="textfield",
|
||||
tooltip="Limit how much energy you are sharing with others!",
|
||||
name="energy_share_limit_input",
|
||||
numeric=true,
|
||||
allow_negative=false,
|
||||
text=global.shared_electricity_player_limits[player.name]}
|
||||
end
|
||||
|
||||
AddSpacerLine(scrollFrame)
|
||||
AddLabel(scrollFrame, "share_items_title_msg", "Shared Items:", my_label_header_style)
|
||||
|
||||
for itemName,itemCount in pairs(global.shared_items) do
|
||||
if (itemCount > 0) then
|
||||
local caption_str = itemName..": "..itemCount
|
||||
local sorted_items = {}
|
||||
for k in pairs(global.shared_items) do table.insert(sorted_items, k) end
|
||||
table.sort(sorted_items)
|
||||
|
||||
for idx,itemName in pairs(sorted_items) do
|
||||
if (global.shared_items[itemName] > 0) then
|
||||
local caption_str = itemName..": "..global.shared_items[itemName]
|
||||
AddLabel(scrollFrame, itemName.."_itemlist", caption_str, my_player_list_style)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function SharedElectricityPlayerGuiValueChange(event)
|
||||
|
||||
if (event.element.name ~= "energy_share_limit_input") then return end
|
||||
|
||||
local player = game.players[event.player_index]
|
||||
|
||||
if (player ~= nil) and (global.shared_electricity_player_limits ~= nil) then
|
||||
if (event.element.text == "") then
|
||||
event.element.text = 0
|
||||
end
|
||||
global.shared_electricity_player_limits[player.name] = tonumber(event.element.text)
|
||||
event.element.text = global.shared_electricity_player_limits[player.name]
|
||||
|
||||
if (global.shared_electricity_player_limits[player.name] == 0) then
|
||||
event.element.parent.elec_limit_info.caption = "Limit sharing amount (Unlimited!): "
|
||||
else
|
||||
local limit_in_mw = global.shared_electricity_player_limits[player.name] / 1000000
|
||||
local limit_mw_nice = string.format("%.3fMW", limit_in_mw)
|
||||
event.element.parent.elec_limit_info.caption = "Limit sharing amount (".. limit_mw_nice .."): "
|
||||
end
|
||||
|
||||
end
|
||||
end
|
Loading…
Reference in New Issue
Block a user