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https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2025-03-05 14:45:19 +02:00
555 lines
23 KiB
Lua
555 lines
23 KiB
Lua
-- shared_chests.lua
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-- Feb 2020
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-- Oarc's silly idea for a scripted item sharing solution.
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-- Indestructible starting chests for deposits and withdrawing
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-- Every second deposits get stored
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-- Every second withdrawing filters are filled based on # of players and availability.
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-- All shared.
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-- Global keeps a list of all shared chests, with the player owner name.
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-- Depositing can happen while players are offline
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-- Withdrawing won't happen if player is offline?? Not sure about this one.
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-- Globals:
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-- List of input chests
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-- List of output chests
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-- List of items currently stored
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-- List of requests by item, for each player.
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-- List of requests by item, totals.
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-- electric-energy-interface for sharing electricity?
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-- These items won't be sucked up since they can't be removed.
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EXCEPTION_LIST = {['loader'] = true,
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['fast-loader'] = true,
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['express-loader'] = true}
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-- Buffer size is the limit of joules/tick so multiply by 60 to get /sec.
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SHARED_ELEC_OUTPUT_BUFFER_SIZE = 1000000000 -- Default 10000000000
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SHARED_ELEC_INPUT_BUFFER_SIZE = 1000000000 -- 480000000
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DEFAULT_SHARED_ELEC_INPUT_LIMIT = 16666 -- 1MW
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SHARED_ENERGY_STARTING_VALUE = 0 -- 100GJ
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-- How often we are executing the electricity distribution.
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SHARED_ELEC_TICK_RATE = 60
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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_energy_stored = SHARED_ENERGY_STARTING_VALUE
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global.shared_energy_stored_history = {start=SHARED_ENERGY_STARTING_VALUE, after_input=SHARED_ENERGY_STARTING_VALUE, after_output=SHARED_ENERGY_STARTING_VALUE}
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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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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
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inputElec.energy = 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
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outputElec.energy = 0
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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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global.shared_energy_stored_history.start = global.shared_energy_stored
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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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-- Is input at least half full, then we can start to store energy.
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elseif (elecPair.input.energy > (SHARED_ELEC_INPUT_BUFFER_SIZE/2)) then
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local max_input_allowed = elecPair.input.energy - (SHARED_ELEC_INPUT_BUFFER_SIZE/2)
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elecPair.input.power_usage = math.min(max_input_allowed, global.shared_electricity_player_limits[elecPair.player])
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global.shared_energy_stored = global.shared_energy_stored + elecPair.input.power_usage
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-- Switch off contribution if not at least half full.
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else
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elecPair.input.power_usage = 0
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end
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end
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end
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global.shared_energy_stored_history.after_input = global.shared_energy_stored
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end
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-- If there is room to distribute energy, 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.output == nil) or (not elecPair.output.valid) or
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(elecPair.output == nil) or (not elecPair.output.valid) then
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global.shared_electricity_io[idx] = nil
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-- If it's not full, set production to fill (or as much as is allowed.)
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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/2) - elecPair.output.energy)
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elecPair.output.power_production = math.min(outBufferSpace, energyShareCap)
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global.shared_energy_stored = global.shared_energy_stored - math.min(outBufferSpace, energyShareCap)
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-- Switch off if we're more than half full.
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else
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elecPair.output.power_production = 0
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end
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end
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end
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-- Update combinators
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for idx,combi in pairs(global.shared_electricity_combi) do
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if (combi == nil) or (not combi.valid) then
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global.shared_electricity_combi[idx] = nil
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else
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combi.get_or_create_control_behavior().set_signal(1, {signal={type="virtual", name="signal-M"}, count=clampInt32(math.floor(global.shared_energy_stored/1000000))})
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end
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end
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global.shared_energy_stored_history.after_output = global.shared_energy_stored
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end
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-- This function spawns chests at the given location.
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function SharedChestsSpawnInput(player, pos)
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local inputChest = game.surfaces[GAME_SURFACE_NAME].create_entity{name="logistic-chest-storage", position={pos.x, pos.y}, force="neutral"}
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inputChest.destructible = false
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inputChest.minable = false
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if global.shared_chests == nil then
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global.shared_chests = {}
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end
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local chestInfoIn = {player=player.name,type="INPUT",entity=inputChest}
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table.insert(global.shared_chests, chestInfoIn)
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end
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function SharedChestsSpawnOutput(player, pos, enable_example)
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local outputChest = game.surfaces[GAME_SURFACE_NAME].create_entity{name="logistic-chest-requester", position={pos.x, pos.y}, force="neutral"}
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outputChest.destructible = false
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outputChest.minable = false
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if (enable_example) then
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outputChest.set_request_slot({name="raw-fish", count=1}, 1)
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end
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if global.shared_chests == nil then
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global.shared_chests = {}
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end
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local chestInfoOut = {player=player.name,type="OUTPUT",entity=outputChest}
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table.insert(global.shared_chests, chestInfoOut)
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end
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function SharedChestsSpawnCombinators(player, posCtrl, posStatus, posPole)
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local combiCtrl = game.surfaces[GAME_SURFACE_NAME].create_entity{name="constant-combinator", position=posCtrl, force="neutral"}
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combiCtrl.destructible = false
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combiCtrl.minable = false
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-- Fish as an example.
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combiCtrl.get_or_create_control_behavior().set_signal(1, {signal={type="item", name="raw-fish"}, count=1})
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local combiStat = game.surfaces[GAME_SURFACE_NAME].create_entity{name="constant-combinator", position=posStatus, force="neutral"}
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combiStat.destructible = false
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combiStat.minable = false
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combiStat.operable = false
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-- local pole = game.surfaces[GAME_SURFACE_NAME].create_entity{name="small-electric-pole", position=posPole, force="neutral"}
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-- pole.destructible = false
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-- pole.minable = false
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-- Wire up dat pole
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-- pole.connect_neighbour({wire=defines.wire_type.red,
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-- target_entity=combiStat})
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if global.shared_chests_combinators == nil then
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global.shared_chests_combinators = {}
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end
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local combiPair = {player=player.name,ctrl=combiCtrl,status=combiStat}
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table.insert(global.shared_chests_combinators, combiPair)
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end
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function SharedChestsUpdateCombinators()
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if global.shared_chests_combinators == nil then
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global.shared_chests_combinators = {}
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end
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for idx,combiPair in pairs(global.shared_chests_combinators) do
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-- Check if combinators still exist
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if (combiPair.ctrl == nil) or (combiPair.status == nil) or
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(not combiPair.ctrl.valid) or (not combiPair.status.valid) then
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global.shared_chests_combinators[idx] = nil
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else
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local combiCtrlBehav = combiPair.ctrl.get_or_create_control_behavior()
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local ctrlSignals = {}
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-- Get signals on the ctrl combi:
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for i=1,combiCtrlBehav.signals_count do
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local sig = combiCtrlBehav.get_signal(i)
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if ((sig ~= nil) and (sig.signal ~= nil) and (sig.signal.type == "item")) then
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table.insert(ctrlSignals, sig.signal.name)
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end
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end
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local combiStatBehav = combiPair.status.get_or_create_control_behavior()
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-- Set signals on the status combi:
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for i=1,combiCtrlBehav.signals_count do
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if (ctrlSignals[i] ~= nil) then
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local availAmnt = global.shared_items[ctrlSignals[i]]
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if availAmnt == nil then availAmnt = 0 end
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combiStatBehav.set_signal(i, {signal={type="item", name=ctrlSignals[i]}, count=clampInt32(availAmnt)})
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else
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combiStatBehav.set_signal(i, nil)
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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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-- Pull all items in the deposit chests
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function SharedChestsDepositAll()
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if global.shared_items == nil then
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global.shared_items = {}
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end
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for idx,chestInfo in pairs(global.shared_chests) do
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local chestEntity = chestInfo.entity
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-- Delete any chest that is no longer valid.
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if ((chestEntity == nil) or (not chestEntity.valid)) then
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global.shared_chests[idx] = nil
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-- Take inputs and store.
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elseif (chestInfo.type == "INPUT") then
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local chestInv = chestEntity.get_inventory(defines.inventory.chest)
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if not chestInv.is_empty() then
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local contents = chestInv.get_contents()
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for itemName,count in pairs(contents) do
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if (EXCEPTION_LIST[itemName] == nil) then
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if (global.shared_items[itemName] == nil) then
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global.shared_items[itemName] = count
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else
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global.shared_items[itemName] = global.shared_items[itemName] + count
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end
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chestInv.remove({name=itemName, count=count})
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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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end
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-- Tally up requests by item.
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function SharedChestsTallyRequests()
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-- Clear existing requests. Also serves as an init
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global.shared_requests = {}
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global.shared_requests_totals = {}
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-- For each output chest.
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for _,chestInfo in pairs(global.shared_chests) do
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local chestEntity = chestInfo.entity
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-- Delete any chest that is no longer valid.
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if ((chestEntity == nil) or (not chestEntity.valid)) then
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global.shared_chests[idx] = nil
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elseif (chestInfo.type == "OUTPUT") then
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-- For each request slot
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for i = 1, chestEntity.request_slot_count, 1 do
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local req = chestEntity.get_request_slot(i)
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-- If there is a request, add the request count to our request table.
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if (req ~= nil) then
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if global.shared_requests[req.name] == nil then
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global.shared_requests[req.name] = {}
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end
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if global.shared_requests[req.name][chestInfo.player] == nil then
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global.shared_requests[req.name][chestInfo.player] = 0
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end
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if global.shared_requests_totals[req.name] == nil then
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global.shared_requests_totals[req.name] = 0
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end
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-- Calculate actual request to fill remainder
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local existingAmount = chestEntity.get_inventory(defines.inventory.chest).get_item_count(req.name)
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local requestAmount = math.max(req.count-existingAmount, 0)
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-- Add the request counts
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global.shared_requests[req.name][chestInfo.player] = global.shared_requests[req.name][chestInfo.player] + requestAmount
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global.shared_requests_totals[req.name] = global.shared_requests_totals[req.name] + requestAmount
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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 demand is more than supply, limit each player's total item request to shared amount
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for reqName,reqTally in pairs(global.shared_requests) do
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local cap = 0
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local mustCap = false
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-- No shared items means nothing to supply.
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if (global.shared_items[reqName] == nil) or (global.shared_items[reqName] == 0) then
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mustCap = true
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cap = 0
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-- Otherwise, limit by dividing by players.
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elseif (global.shared_requests_totals[reqName] > global.shared_items[reqName]) then
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mustCap = true
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cap = math.floor(global.shared_items[reqName] / TableLength(global.shared_requests[reqName]))
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-- In the case where we are rounding down to 0, let's bump the minimum distribution to 1.
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if (cap == 0) then
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cap = 1
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end
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end
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-- Limit each request to the cap.
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if mustCap then
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for player,reqCount in pairs(global.shared_requests[reqName]) do
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if (reqCount > cap) then
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global.shared_requests[reqName][player] = 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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-- Distribute requests based on demand
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function SharedChestsDistributeRequests()
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-- For each output chest.
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for idx,chestInfo in pairs(global.shared_chests) do
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if (chestInfo.type == "OUTPUT") then
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local chestEntity = chestInfo.entity
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-- Delete any chest that is no longer valid.
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if ((chestEntity == nil) or (not chestEntity.valid)) then
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global.shared_chests[idx] = nil
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-- For each request slot
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else
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for i = 1, chestEntity.request_slot_count, 1 do
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local req = chestEntity.get_request_slot(i)
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-- If there is a request, distribute items
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if (req ~= nil) then
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-- Make sure requests have been created.
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-- Make sure shared items exist.
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if (global.shared_requests_totals[req.name] ~= nil) and
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(global.shared_items[req.name] ~= nil) and
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(global.shared_requests[req.name][chestInfo.player] ~= nil) then
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if (global.shared_requests[req.name][chestInfo.player] > 0)and (global.shared_items[req.name] > 0) then
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-- How much is already in the chest?
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local existingAmount = chestEntity.get_inventory(defines.inventory.chest).get_item_count(req.name)
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-- How much is required to fill the remainder request?
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local requestAmount = math.max(req.count-existingAmount, 0)
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-- How much is allowed based on the player's current request amount?
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local allowedAmount = math.min(requestAmount, global.shared_requests[req.name][chestInfo.player])
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if (allowedAmount > 0) then
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local chestInv = chestEntity.get_inventory(defines.inventory.chest)
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if chestInv.can_insert({name=req.name}) then
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local amnt = chestInv.insert({name=req.name, count=math.min(allowedAmount, global.shared_items[req.name])})
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global.shared_items[req.name] = global.shared_items[req.name] - amnt
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global.shared_requests[req.name][chestInfo.player] = global.shared_requests[req.name][chestInfo.player] - amnt
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global.shared_requests_totals[req.name] = global.shared_requests_totals[req.name] - amnt
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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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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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function SharedChestsOnTick()
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-- Every tick we share power
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SharedEnergyStoreInputOnTick()
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SharedEnergyDistributeOutputOnTick()
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-- Every second, we check the input chests and deposit stuff.
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if ((game.tick % (60)) == 37) then
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SharedChestsDepositAll()
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end
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-- Every second, we check the output chests for requests
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if ((game.tick % (60)) == 38) then
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SharedChestsTallyRequests()
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end
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-- Every second, we distribute to the output chests.
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if ((game.tick % (60)) == 39) then
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SharedChestsDistributeRequests()
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end
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-- Every second, we update our combinator status info.
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if ((game.tick % (60)) == 40) then
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SharedChestsUpdateCombinators()
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end
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end
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function CreateSharedItemsGuiTab(tab_container, player)
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local scrollFrame = tab_container.add{type="scroll-pane",
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name="sharedItems-panel",
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direction = "vertical"}
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ApplyStyle(scrollFrame, my_shared_item_list_fixed_width_style)
|
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scrollFrame.horizontal_scroll_policy = "never"
|
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|
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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.\nThe special accumulators share energy. The top one acts as an input, the bottom is the output.", my_longer_label_style)
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|
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AddSpacerLine(scrollFrame)
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|
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-- MW charging/discharging rate. (delta change * sample rate per second)
|
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local energy_change_add = (global.shared_energy_stored_history.after_input - global.shared_energy_stored_history.start)*60/1000000
|
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local energy_change_sub = (global.shared_energy_stored_history.after_input - global.shared_energy_stored_history.after_output)*60/1000000
|
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local energy_add_str = string.format("+%.3fMW", energy_change_add)
|
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local energy_sub_str = string.format("-%.3fMW", energy_change_sub)
|
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local rate_color = "green"
|
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if (energy_change_add <= energy_change_sub) then
|
|
rate_color = "red"
|
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elseif (energy_change_add < (energy_change_sub+10)) then
|
|
rate_color = "orange"
|
|
end
|
|
|
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AddLabel(scrollFrame, "elec_avail_info", "[color=acid]Current electricity available: " .. string.format("%.3f", global.shared_energy_stored/1000000) .. "MJ[/color] [color=" .. rate_color .. "](" .. energy_add_str .. " " .. energy_sub_str ..")[/color]", my_longer_label_style)
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|
|
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if ((global.shared_electricity_player_limits ~= nil) and
|
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(global.shared_electricity_player_limits[player.name] ~= nil)) then
|
|
|
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local limit_mw_nice = string.format("%.3fMW", (global.shared_electricity_player_limits[player.name]*60 / 1000000))
|
|
|
|
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!\nThis is in Joules/tick so you it is multiplied by 60 to get Watts.",
|
|
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)
|
|
|
|
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)
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|
|
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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
|
|
if (tonumber(event.element.text) > (SHARED_ELEC_INPUT_BUFFER_SIZE/2)) then
|
|
event.element.text = SHARED_ELEC_INPUT_BUFFER_SIZE/2
|
|
end
|
|
|
|
global.shared_electricity_player_limits[player.name] = tonumber(event.element.text)
|
|
event.element.text = global.shared_electricity_player_limits[player.name]
|
|
|
|
local limit_mw_nice = string.format("%.3fMW", (global.shared_electricity_player_limits[player.name]*60 / 1000000))
|
|
event.element.parent.elec_limit_info.caption = "Limit sharing amount (".. limit_mw_nice .."): "
|
|
|
|
end
|
|
end |