mirror of
https://github.com/Refactorio/RedMew.git
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26e1c28dc0
* Init Factorio 2.0 update * add credits * fix test module * I know luackeck, I know * Fixes * Fix bad event.player_index handling * Hotfixes * Remove all filter inserters * Migrate removed items * Deprecating spidertron control and landfill features
100 lines
2.9 KiB
Lua
100 lines
2.9 KiB
Lua
-- Charge your armor equipment from nearby accumulators!
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-- made by Hanakocz
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-- modified by RedRafe
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-- source: https://github.com/ComfyFactory/ComfyFactorio/blob/develop/modules/charging_station.lua
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-- ======================================================= --
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local Color = require 'resources.color_presets'
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local Global = require 'utils.global'
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local this = {
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radius = 13
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}
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Global.register(this, function(tbl) this = tbl end)
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local Public = {}
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local function discharge_accumulators(surface, position, force, power_needs)
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local accumulators = surface.find_entities_filtered {
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type = 'accumulator',
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force = force,
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position = position,
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radius = this.radius,
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}
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local power_drained = 0
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power_needs = power_needs * 1
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for _, accu in pairs(accumulators) do
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if accu.valid then
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if accu.energy > 3000000 and power_needs > 0 then
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if power_needs >= 2000000 then
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power_drained = power_drained + 2000000
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accu.energy = accu.energy - 2000000
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power_needs = power_needs - 2000000
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else
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power_drained = power_drained + power_needs
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accu.energy = accu.energy - power_needs
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end
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elseif power_needs <= 0 then
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break
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end
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end
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end
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return power_drained / 1
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end
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function Public.recharge(player)
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if not player.character then
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player.print({'battery_charge.err_no_character'}, {color = Color.warning})
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return
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end
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local armor_inventory = player.get_inventory(defines.inventory.character_armor)
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if not armor_inventory.valid then
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player.print({'battery_charge.err_no_armor'}, {color = Color.warning})
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return
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end
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local armor = armor_inventory[1]
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if not armor.valid_for_read then
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player.print({'battery_charge.err_no_armor'}, {color = Color.warning})
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return
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end
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local grid = armor.grid
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if not grid or not grid.valid then
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player.print({'battery_charge.err_no_armor'}, {color = Color.warning})
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return
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end
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local entities = player.physical_surface.find_entities_filtered {
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type = 'accumulator',
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force = player.force,
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position = player.physical_position,
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radius = this.radius,
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}
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if not entities or not next(entities) then
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player.print({'battery_charge.err_no_accumulators'}, {color = Color.warning})
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return
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end
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local equip = grid.equipment
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for _, piece in pairs(equip) do
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if piece.valid and piece.generator_power == 0 then
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local energy_needs = piece.max_energy - piece.energy
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if energy_needs > 0 then
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local energy = discharge_accumulators(player.physical_surface, player.physical_position, player.force, energy_needs)
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if energy > 0 then
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if piece.energy + energy >= piece.max_energy then
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piece.energy = piece.max_energy
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else
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piece.energy = piece.energy + energy
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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 Public.radius(value)
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this.radius = value or 13
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end
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return Public
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