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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:
Oarcinae 2020-02-07 01:15:38 -05:00
parent 7621330e88
commit 7960dd3b57
5 changed files with 298 additions and 75 deletions

View File

@ -146,7 +146,7 @@ script.on_event(defines.events.on_chunk_generated, function(event)
SeparateSpawnsGenerateChunk(event) SeparateSpawnsGenerateChunk(event)
CreateHoldingPen(event.surface, event.area, global.ocfg.spawn_config.resource_rand_pos_settings.radius) CreateHoldingPen(event.surface, event.area)
end) end)
@ -419,4 +419,5 @@ end)
---------------------------------------- ----------------------------------------
script.on_event(defines.events.on_gui_text_changed, function(event) script.on_event(defines.events.on_gui_text_changed, function(event)
NotepadOnGuiTextChange(event) NotepadOnGuiTextChange(event)
SharedElectricityPlayerGuiValueChange(event)
end) end)

View File

@ -1093,7 +1093,8 @@ function CreateWall(surface, pos)
end end
end end
function CreateHoldingPen(surface, chunkArea, radiusTiles) function CreateHoldingPen(surface, chunkArea)
local radiusTiles = global.ocfg.spawn_config.gen_settings.land_area_tiles-10
if (((chunkArea.left_top.x >= -(radiusTiles+2*CHUNK_SIZE)) and (chunkArea.left_top.x <= (radiusTiles+2*CHUNK_SIZE))) and if (((chunkArea.left_top.x >= -(radiusTiles+2*CHUNK_SIZE)) and (chunkArea.left_top.x <= (radiusTiles+2*CHUNK_SIZE))) and
((chunkArea.left_top.y >= -(radiusTiles+2*CHUNK_SIZE)) and (chunkArea.left_top.y <= (radiusTiles+2*CHUNK_SIZE)))) then ((chunkArea.left_top.y >= -(radiusTiles+2*CHUNK_SIZE)) and (chunkArea.left_top.y <= (radiusTiles+2*CHUNK_SIZE)))) then
@ -1103,9 +1104,9 @@ function CreateHoldingPen(surface, chunkArea, radiusTiles)
RemoveInArea(surface, chunkArea, "resource") RemoveInArea(surface, chunkArea, "resource")
RemoveInArea(surface, chunkArea, "cliff") RemoveInArea(surface, chunkArea, "cliff")
CreateCropCircle(surface, {x=0,y=0}, chunkArea, global.ocfg.spawn_config.gen_settings.land_area_tiles, "landfill") CreateCropCircle(surface, {x=0,y=0}, chunkArea, radiusTiles, "landfill")
CreateMoat(surface, {x=0,y=0}, chunkArea, global.ocfg.spawn_config.gen_settings.land_area_tiles, "water", false) CreateMoat(surface, {x=0,y=0}, chunkArea, radiusTiles, "water", false)
CreateMoat(surface, {x=0,y=0}, chunkArea, global.ocfg.spawn_config.gen_settings.land_area_tiles+10, "out-of-map", false) CreateMoat(surface, {x=0,y=0}, chunkArea, radiusTiles+10, "out-of-map", false)
end end
end end

View File

@ -585,6 +585,38 @@ function DelayedSpawnOnTick()
end end
function DisplayWelcomeGroundTextAtSpawn(player, pos)
-- Render some welcoming text...
local tcolor = {0.9, 0.7, 0.3, 0.8}
local ttl = 2000
local rid1 = rendering.draw_text{text="Welcome",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=pos.x-21, y=pos.y-15},
color=tcolor,
scale=20,
font="scenario-message-dialog",
time_to_live=ttl,
players={player},
draw_on_ground=true,
orientation=0,
-- alignment=center,
scale_with_zoom=false,
only_in_alt_mode=false}
local rid2 = rendering.draw_text{text="Home",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=pos.x-14, y=pos.y-5},
color=tcolor,
scale=20,
font="scenario-message-dialog",
time_to_live=ttl,
players={player},
draw_on_ground=true,
orientation=0,
-- alignment=center,
scale_with_zoom=false,
only_in_alt_mode=false}
end
function SendPlayerToNewSpawnAndCreateIt(delayedSpawn) function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
@ -616,34 +648,7 @@ function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
GivePlayerStarterItems(player) GivePlayerStarterItems(player)
-- Render some welcoming text... -- Render some welcoming text...
local tcolor = {0.9, 0.7, 0.3, 0.8} DisplayWelcomeGroundTextAtSpawn(player, delayedSpawn.pos)
local ttl = 2000
local rid1 = rendering.draw_text{text="Welcome",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x-21, y=delayedSpawn.pos.y-15},
color=tcolor,
scale=20,
font="scenario-message-dialog",
time_to_live=ttl,
players={player},
draw_on_ground=true,
orientation=0,
-- alignment=center,
scale_with_zoom=false,
only_in_alt_mode=false}
local rid2 = rendering.draw_text{text="Home",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x-14, y=delayedSpawn.pos.y-5},
color=tcolor,
scale=20,
font="scenario-message-dialog",
time_to_live=ttl,
players={player},
draw_on_ground=true,
orientation=0,
-- alignment=center,
scale_with_zoom=false,
only_in_alt_mode=false}
if (global.oarc_renders_fadeout == nil) then if (global.oarc_renders_fadeout == nil) then
global.oarc_renders_fadeout = {} global.oarc_renders_fadeout = {}
@ -661,21 +666,57 @@ function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
local x_dist = global.ocfg.spawn_config.resource_rand_pos_settings.radius local x_dist = global.ocfg.spawn_config.resource_rand_pos_settings.radius
if global.ocfg.enable_chest_sharing then if global.ocfg.enable_chest_sharing then
SharedChestsSpawnCombinators(player, -- Shared electricity IO pair of scripted electric-energy-interfaces
{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y-2}, -- Ctrl SharedEnergySpawnIOPair(player,
{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y}, -- Status {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y-15},
{x=delayedSpawn.pos.x+x_dist-1, y=delayedSpawn.pos.y}) -- Pole {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+15})
rendering.draw_text{text="Attach to power generation to share.",
rendering.draw_text{text="Place items in to share.",
surface=game.surfaces[GAME_SURFACE_NAME], surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-5, y=delayedSpawn.pos.y-12.5}, target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-18},
color={0.7,0.7,0.1,0.7}, color={0.6,0.6,0.6,0.8},
scale=2, scale=1,
font="scenario-message-dialog", font="scenario-message-dialog",
players={player}, players={player},
draw_on_ground=true, draw_on_ground=true,
scale_with_zoom=false, scale_with_zoom=false,
only_in_alt_mode=false} only_in_alt_mode=false}
rendering.draw_text{text="Attach to electric grid to draw power.",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+16},
color={0.6,0.6,0.6,0.8},
scale=1,
font="scenario-message-dialog",
players={player},
draw_on_ground=true,
scale_with_zoom=false,
only_in_alt_mode=false}
-- Input Chests
for i=-11,-6 do
SharedChestsSpawnInput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i})
end
-- Tile arrows to help indicate
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-9}, "RIGHT")
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y-9}, "LEFT")
--Helpful ground text
rendering.draw_text{text="Place items in to share.",
surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-12},
color={0.7,0.7,0.1,0.7},
scale=1,
font="scenario-message-dialog",
players={player},
draw_on_ground=true,
scale_with_zoom=false,
only_in_alt_mode=false}
-- Combinators for monitoring items in the network.
SharedChestsSpawnCombinators(player,
{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y-2}, -- Ctrl
{x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y}, -- Status
{x=delayedSpawn.pos.x+x_dist-1, y=delayedSpawn.pos.y}) -- Pole
-- Helpful ground text
rendering.draw_text{text="Set signals here to monitor item counts.", rendering.draw_text{text="Set signals here to monitor item counts.",
surface=game.surfaces[GAME_SURFACE_NAME], surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-3}, target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-3},
@ -696,36 +737,29 @@ function SendPlayerToNewSpawnAndCreateIt(delayedSpawn)
draw_on_ground=true, draw_on_ground=true,
scale_with_zoom=false, scale_with_zoom=false,
only_in_alt_mode=false} only_in_alt_mode=false}
-- Output Chests
for i=4,9 do
SharedChestsSpawnOutput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i})
end
-- Tile arrows to help indicate
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+6}, "LEFT")
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y+6}, "RIGHT")
--Helpful ground text
rendering.draw_text{text="Set filters to request items.", rendering.draw_text{text="Set filters to request items.",
surface=game.surfaces[GAME_SURFACE_NAME], surface=game.surfaces[GAME_SURFACE_NAME],
target={x=delayedSpawn.pos.x+x_dist-6, y=delayedSpawn.pos.y+9.5}, target={x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+10},
color={0.5,0.5,0.8,0.8}, color={0.5,0.5,0.8,0.8},
scale=2, scale=1,
font="scenario-message-dialog", font="scenario-message-dialog",
players={player}, players={player},
draw_on_ground=true, draw_on_ground=true,
scale_with_zoom=false, scale_with_zoom=false,
only_in_alt_mode=false} only_in_alt_mode=false}
for i=-11,-6 do -- Cutscene to force the player to witness my brilliance
SharedChestsSpawnInput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i}) 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}
end
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y-9}, "RIGHT")
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y-9}, "LEFT")
for i=4,9 do
SharedChestsSpawnOutput(player, {x=delayedSpawn.pos.x+x_dist, y=delayedSpawn.pos.y+i})
end
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist-4, y=delayedSpawn.pos.y+6}, "LEFT")
CreateTileArrow(game.surfaces[GAME_SURFACE_NAME], {x=delayedSpawn.pos.x+x_dist+1, y=delayedSpawn.pos.y+6}, "RIGHT")
-- Cutscene?
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}
end end
end end

View File

@ -757,6 +757,9 @@ function SpawnCtrlGuiClick(event)
table.insert(global.sharedSpawns[player.name].players, joiningPlayer.name) table.insert(global.sharedSpawns[player.name].players, joiningPlayer.name)
joiningPlayer.force = game.players[player.name].force joiningPlayer.force = game.players[player.name].force
-- Render some welcoming text...
DisplayWelcomeGroundTextAtSpawn(joiningPlayer, global.sharedSpawns[player.name].position)
-- Unlock spawn control gui tab -- Unlock spawn control gui tab
SetOarcGuiTabEnabled(joiningPlayer, OARC_SPAWN_CTRL_GUI_NAME, true) SetOarcGuiTabEnabled(joiningPlayer, OARC_SPAWN_CTRL_GUI_NAME, true)
else else

View File

@ -26,12 +26,134 @@ EXCEPTION_LIST = {['loader'] = true,
['fast-loader'] = true, ['fast-loader'] = true,
['express-loader'] = true} ['express-loader'] = true}
-- 480MJ per second = 480MW max output in theory...
SHARED_ELEC_OUTPUT_BUFFER_SIZE = 480000000 -- Default 10000000000
SHARED_ELEC_INPUT_BUFFER_SIZE = 480000000
DEFAULT_SHARED_ELEC_INPUT_LIMIT = 100000 -- 100kW?
-- How often we are executing the electricity distribution.
SHARED_ELEC_TICK_RATE = 15
function SharedChestInitItems() function SharedChestInitItems()
global.shared_chests = {}
global.shared_requests = {}
global.shared_requests_totals = {}
global.shared_electricity_io = {}
global.shared_electricity_combi = {}
global.shared_electricity_player_limits = {}
global.shared_electricity_combi = {}
global.shared_chests_combinators = {}
global.shared_items = {} global.shared_items = {}
global.shared_items['red-wire'] = 10000 global.shared_items['red-wire'] = 10000
global.shared_items['green-wire'] = 10000 global.shared_items['green-wire'] = 10000
global.shared_items['raw-fish'] = 10000 global.shared_items['raw-fish'] = 10000
global.shared_energy_stored = 1000000000
end
function SharedEnergySpawnIOPair(player, posIn, posOut)
local inputElec = game.surfaces[GAME_SURFACE_NAME].create_entity{name="electric-energy-interface", position=posIn, force="neutral"}
inputElec.destructible = false
inputElec.minable = false
inputElec.operable = false
local outputElec = game.surfaces[GAME_SURFACE_NAME].create_entity{name="electric-energy-interface", position=posOut, force="neutral"}
outputElec.destructible = false
outputElec.minable = false
outputElec.operable = false
local outputElecCombi = game.surfaces[GAME_SURFACE_NAME].create_entity{name="constant-combinator", position={x=posOut.x+1, y=posOut.y}, force="neutral"}
outputElecCombi.destructible = false
outputElecCombi.minable = false
outputElecCombi.operable = false
table.insert(global.shared_electricity_combi, outputElecCombi)
-- This buffer size doesn't really matter since we empty it every second.
inputElec.electric_buffer_size = SHARED_ELEC_INPUT_BUFFER_SIZE
inputElec.power_production = 0 -- We disable this and never use it!
inputElec.power_usage = 0 -- We disable this and never use it!
inputElec.energy = 0 -- We make sure this is initialized to 0
-- This buffer size matters because the local circuit may charge it up if there is surplus.
-- So the limit here is something reasonable...
outputElec.electric_buffer_size = SHARED_ELEC_OUTPUT_BUFFER_SIZE
outputElec.power_production = 0 -- We disable this and never use it!
outputElec.power_usage = 0 -- We disable this and never use it!
outputElec.energy = SHARED_ELEC_OUTPUT_BUFFER_SIZE -- Start it full so we don't drain on new spawn.
if global.shared_electricity_io == nil then
global.shared_electricity_io = {}
end
global.shared_electricity_player_limits[player.name] = DEFAULT_SHARED_ELEC_INPUT_LIMIT
table.insert(global.shared_electricity_io, {player=player.name, input=inputElec, output=outputElec})
end
function SharedEnergyStoreInputOnTick()
if global.shared_electricity_io ~= nil then
for idx,elecPair in pairs(global.shared_electricity_io) do
if (elecPair.input == nil) or (not elecPair.input.valid) or
(elecPair.input == nil) or (not elecPair.input.valid) then
global.shared_electricity_io[idx] = nil
else
-- Div 4 because on tick runs every 1/4 of a second (15/60)
local transfer_cap = global.shared_electricity_player_limits[elecPair.player] / (60/SHARED_ELEC_TICK_RATE)
if (elecPair.input.energy <= transfer_cap) or (transfer_cap == 0) then
global.shared_energy_stored = global.shared_energy_stored + elecPair.input.energy
elecPair.input.energy = 0
else
global.shared_energy_stored = global.shared_energy_stored + transfer_cap
elecPair.input.energy = elecPair.input.energy - transfer_cap
end
end
end
end
end
-- If energy < 50% in the output cap, we take shared amount split by players.
function SharedEnergyDistributeOutputOnTick()
if (global.shared_electricity_io ~= nil) and (global.shared_energy_stored > 0) then
-- Share limit is total amount stored divided by outputs
local energyShareCap = math.floor(global.shared_energy_stored / (#global.shared_electricity_io))
-- Iterate through and fill up outputs if they are under 50%
for idx,elecPair in pairs(global.shared_electricity_io) do
if (elecPair.input == nil) or (not elecPair.input.valid) or
(elecPair.input == nil) or (not elecPair.input.valid) then
global.shared_electricity_io[idx] = nil
elseif (elecPair.output.energy < SHARED_ELEC_OUTPUT_BUFFER_SIZE/2) then
local outBufferSpace = (SHARED_ELEC_OUTPUT_BUFFER_SIZE - elecPair.output.energy)
-- If we have enough in the bank to fill it up, fill it up.
if (outBufferSpace <= energyShareCap) then
elecPair.output.energy = SHARED_ELEC_OUTPUT_BUFFER_SIZE
global.shared_energy_stored = global.shared_energy_stored - outBufferSpace
-- Else cap it based on number of outputs.
else
elecPair.output.energy = elecPair.output.energy + energyShareCap
global.shared_energy_stored = global.shared_energy_stored - energyShareCap
end
end
end
end
-- 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 end
-- This function spawns chests at the given location. -- This function spawns chests at the given location.
@ -189,9 +311,14 @@ function SharedChestsTallyRequests()
-- For each output chest. -- For each output chest.
for _,chestInfo in pairs(global.shared_chests) do 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 each request slot
for i = 1, chestEntity.request_slot_count, 1 do for i = 1, chestEntity.request_slot_count, 1 do
@ -314,8 +441,14 @@ end
function SharedChestsOnTick() function SharedChestsOnTick()
if global.shared_chests == nil then -- Every 1/4 sec, we store input energy
global.shared_chests = {} 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 end
-- Every second, we check the input chests and deposit stuff. -- Every second, we check the input chests and deposit stuff.
@ -323,20 +456,21 @@ function SharedChestsOnTick()
SharedChestsDepositAll() SharedChestsDepositAll()
end 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 if ((game.tick % (60)) == 38) then
SharedChestsTallyRequests() SharedChestsTallyRequests()
end 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 if ((game.tick % (60)) == 39) then
SharedChestsDistributeRequests() SharedChestsDistributeRequests()
end 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 if ((game.tick % (60)) == 40) then
SharedChestsUpdateCombinators() SharedChestsUpdateCombinators()
end end
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) 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) AddLabel(scrollFrame, "share_items_title_msg", "Shared Items:", my_label_header_style)
for itemName,itemCount in pairs(global.shared_items) do local sorted_items = {}
if (itemCount > 0) then for k in pairs(global.shared_items) do table.insert(sorted_items, k) end
local caption_str = itemName..": "..itemCount 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) AddLabel(scrollFrame, itemName.."_itemlist", caption_str, my_player_list_style)
end end
end 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