mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
689 lines
21 KiB
Lua
689 lines
21 KiB
Lua
-- Assorted quality of life improvements that are restricted in scope. Similar to redmew_commands but event-based rather than command-based.
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-- Dependencies
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local Token = require 'utils.token'
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local Event = require 'utils.event'
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local Utils = require 'utils.core'
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local Global = require 'utils.global'
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local table = require 'utils.table'
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local Task = require 'utils.task'
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local Rank = require 'features.rank_system'
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local Gui = require 'utils.gui'
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local config = global.config.redmew_qol
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-- Localized functions
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local random = math.random
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-- Local vars
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local Public = {}
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-- Global registers
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local enabled = {random_train_color = nil, restrict_chest = nil, change_backer_name = nil, set_alt_on_create = nil}
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Global.register({enabled = enabled}, function(tbl)
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enabled = tbl.enabled
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end)
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-- Local functions
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--- When placed, locomotives will get a random color
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local random_train_color = Token.register(function(event)
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local entity = event.created_entity
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if entity and entity.valid and entity.name == 'locomotive' then
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entity.color = Utils.random_RGB()
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end
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end)
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--- If a newly placed entity is a provider or non-logi chest, set it to only have 1 slot available.
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-- If placed from a bp and the bp has restrictions on the chest, it takes priority.
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local restrict_chest = Token.register(function(event)
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local entity = event.created_entity
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if entity and entity.valid and (entity.name == 'logistic-chest-passive-provider' or entity.type == 'container') then
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local chest_inventory = entity.get_inventory(defines.inventory.chest)
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if #chest_inventory + 1 == chest_inventory.getbar() then
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chest_inventory.setbar(2)
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end
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end
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end)
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--- Selects a name from the entity backer name, game.players, and regulars
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local function pick_name()
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-- Create a weight table comprised of the backer name, a player's name, and a regular's name
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local random_player = game.get_player(random(#game.players))
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if not random_player then
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return
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end
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local regulars = Rank.get_player_table()
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local reg
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if table.size(regulars) == 0 then
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reg = nil
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else
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reg = {table.get_random_dictionary_entry(regulars, true), 1}
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end
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local name_table = {{false, 8}, {random_player.name, 1}, reg}
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return table.get_random_weighted(name_table)
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end
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--- Changes the backer name on an entity that supports having a backer name.
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local change_backer_name = Token.register(function(event)
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local entity = event.created_entity
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if entity and entity.valid and entity.backer_name then
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entity.backer_name = pick_name() or entity.backer_name
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end
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end)
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--- Changes the backer name on an entity that supports having a backer name.
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local set_alt_on_create = Token.register(function(event)
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local player = game.get_player(event.player_index)
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if not player then
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return
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end
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player.game_view_settings.show_entity_info = true
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end)
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local loaders_technology_map = {
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['logistics'] = 'loader',
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['logistics-2'] = 'fast-loader',
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['logistics-3'] = 'express-loader'
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}
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--- After init, checks if any of the loader techs have been researched
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-- and enables loaders if appropriate.
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local loader_check_token = Token.register(function()
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for _, force in pairs(game.forces) do
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for key, recipe in pairs(loaders_technology_map) do
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if force.technologies[key].researched then
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force.recipes[recipe].enabled = true
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end
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end
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end
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end)
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--- Sets construction robots that are not part of a roboport to unminabe
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-- if the player selecting them are not the owner of them.
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local function preserve_bot(event)
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local player = game.get_player(event.player_index)
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local entity = player.selected
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if entity == nil or not entity.valid then
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return
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end
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if entity.name ~= 'construction-robot' then
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return
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end
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local logistic_network = entity.logistic_network
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if logistic_network == nil or not logistic_network.valid then
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-- prevents an orphan bot from being unremovable
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entity.minable = true
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return
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end
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-- All valid logistic networks should have at least one cell
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local cell = logistic_network.cells[1]
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local owner = cell.owner
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-- checks if construction-robot is part of a mobile logistic network
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if owner.name ~= 'character' then
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entity.minable = true
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return
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end
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-- checks if construction-robot is owned by the player that has selected it
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if owner.player.name == player.name then
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entity.minable = true
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return
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end
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entity.minable = false
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end
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-- Event registers
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local function register_random_train_color()
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if enabled.random_train_color then
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return false -- already registered
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end
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enabled.random_train_color = true
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Event.add_removable(defines.events.on_built_entity, random_train_color)
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return true
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end
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local function register_restrict_chest()
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if enabled.restrict_chest then
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return false -- already registered
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end
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enabled.restrict_chest = true
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Event.add_removable(defines.events.on_built_entity, restrict_chest)
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Event.add_removable(defines.events.on_robot_built_entity, restrict_chest)
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return true
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end
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local function register_change_backer_name()
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if enabled.change_backer_name then
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return false -- already registered
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end
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enabled.change_backer_name = true
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Event.add_removable(defines.events.on_built_entity, change_backer_name)
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Event.add_removable(defines.events.on_robot_built_entity, change_backer_name)
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return true
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end
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local function register_set_alt_on_create()
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if enabled.set_alt_on_create then
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return false -- already registered
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end
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enabled.set_alt_on_create = true
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Event.add_removable(defines.events.on_player_created, set_alt_on_create)
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return true
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end
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local function on_init()
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-- Set player force's ghost_time_to_live to an hour. Giving the players ghosts before the research of robots is a nice QOL improvement.
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if config.ghosts_before_research then
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Public.set_ghost_ttl()
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end
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if config.loaders then
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Task.set_timeout_in_ticks(1, loader_check_token, nil)
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end
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end
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Event.on_init(on_init)
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-- Public functions
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--- Sets a ghost_time_to_live as a quality of life feature: now ghosts
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-- are created on death of entities before robot research
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-- @param force_name string with name of force
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-- @param time number of ticks for ghosts to live
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function Public.set_ghost_ttl(force_name, time)
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force_name = force_name or 'player'
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time = time or (30 * 60 * 60)
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game.forces[force_name].ghost_time_to_live = time
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end
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--- Sets random_train_color on or off.
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-- @param enable <boolean> true to toggle on, false for off
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-- @return <boolean> Success/failure of command
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function Public.set_random_train_color(enable)
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if enable then
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return register_random_train_color()
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end
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Event.remove_removable(defines.events.on_built_entity, random_train_color)
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enabled.random_train_color = false
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return true
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end
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--- Return status of restrict_chest
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function Public.get_random_train_color()
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return enabled.random_train_color or false
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end
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--- Sets restrict_chest on or off.
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-- @param enable <boolean> true to toggle on, false for off
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-- @return <boolean> Success/failure of command
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function Public.set_restrict_chest(enable)
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if enable then
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return register_restrict_chest()
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else
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Event.remove_removable(defines.events.on_built_entity, restrict_chest)
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Event.remove_removable(defines.events.on_robot_built_entity, restrict_chest)
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enabled.restrict_chest = false
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return true
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end
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end
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--- Return status of restrict_chest
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function Public.get_restrict_chest()
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return enabled.restrict_chest or false
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end
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--- Sets backer_name on or off.
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-- @param enable <boolean> true to toggle on, false for off
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-- @return <boolean> Success/failure of command
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function Public.set_backer_name(enable)
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if enable then
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return register_change_backer_name()
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else
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Event.remove_removable(defines.events.on_built_entity, change_backer_name)
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Event.remove_removable(defines.events.on_robot_built_entity, change_backer_name)
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enabled.change_backer_name = false
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return true
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end
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end
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--- Return status of backer_name
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function Public.get_backer_name()
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return enabled.change_backer_name or false
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end
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--- Sets set_alt_on_create on or off.
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-- @param enable <boolean> true to toggle on, false for off
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-- @return <boolean> Success/failure of command
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function Public.set_set_alt_on_create(enable)
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if enable then
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return register_set_alt_on_create()
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else
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Event.remove_removable(defines.events.on_player_created, set_alt_on_create)
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enabled.set_alt_on_create = false
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return true
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end
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end
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--- Return status of set_alt_on_create
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function Public.set_alt_on_create()
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return enabled.set_alt_on_create or false
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end
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-- Initial event setup
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if config.random_train_color then
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register_random_train_color()
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end
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if config.restrict_chest then
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register_restrict_chest()
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end
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if config.backer_name then
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register_change_backer_name()
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end
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if config.set_alt_on_create then
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register_set_alt_on_create()
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end
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if config.save_bots then
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Event.add(defines.events.on_selected_entity_changed, preserve_bot)
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end
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if config.research_queue then
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Event.on_init(function()
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game.forces.player.research_queue_enabled = true
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end)
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end
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local loader_crafter_frame_for_player_name = Gui.uid_name()
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local loader_crafter_frame_for_assembly_machine_name = Gui.uid_name()
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local player_craft_loader_1 = Gui.uid_name()
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local player_craft_loader_2 = Gui.uid_name()
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local player_craft_loader_3 = Gui.uid_name()
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local machine_craft_loader_1 = Gui.uid_name()
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local machine_craft_loader_2 = Gui.uid_name()
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local machine_craft_loader_3 = Gui.uid_name()
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local open_gui_token = Token.register(function(data)
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local player = data.player
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local entity = data.entity
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player.opened = entity
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end)
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local close_gui_token = Token.register(function(data)
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local player = data.player
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player.opened = nil
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end)
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local function any_loader_enabled(recipes)
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return recipes['loader'].enabled or recipes['fast-loader'].enabled or recipes['express-loader'].enabled
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end
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local function draw_loader_frame_for_player(parent, player)
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local frame = parent[loader_crafter_frame_for_player_name]
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local recipes = player.force.recipes
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if not any_loader_enabled(recipes) then
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if frame and frame.valid then
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Gui.destroy(frame)
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end
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return
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end
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if frame and frame.valid then
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Gui.clear(frame)
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else
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local anchor = {gui = defines.relative_gui_type.controller_gui, position = defines.relative_gui_position.right}
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frame = parent.add {
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type = 'frame',
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name = loader_crafter_frame_for_player_name,
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anchor = anchor,
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direction = 'vertical'
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}
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end
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if recipes['loader'].enabled then
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local button = frame.add {
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type = 'choose-elem-button',
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name = player_craft_loader_1,
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elem_type = 'recipe',
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recipe = 'loader'
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}
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button.locked = true
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end
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if recipes['fast-loader'].enabled then
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local button = frame.add {
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type = 'choose-elem-button',
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name = player_craft_loader_2,
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elem_type = 'recipe',
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recipe = 'fast-loader'
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}
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button.locked = true
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end
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if recipes['express-loader'].enabled then
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local button = frame.add {
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type = 'choose-elem-button',
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name = player_craft_loader_3,
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elem_type = 'recipe',
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recipe = 'express-loader'
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}
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button.locked = true
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end
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end
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local function draw_loader_frame_for_assembly_machine(parent, entity, player)
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local frame = parent[loader_crafter_frame_for_assembly_machine_name]
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local recipes = player.force.recipes
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if not any_loader_enabled(recipes) then
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if frame and frame.valid then
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Gui.destroy(frame)
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end
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return
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end
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if frame and frame.valid then
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Gui.clear(frame)
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else
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local anchor = {
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gui = defines.relative_gui_type.assembling_machine_select_recipe_gui,
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position = defines.relative_gui_position.right
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}
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frame = parent.add {
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type = 'frame',
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name = loader_crafter_frame_for_assembly_machine_name,
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anchor = anchor,
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direction = 'vertical'
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}
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end
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if recipes['loader'].enabled then
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local button = frame.add {
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type = 'choose-elem-button',
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name = machine_craft_loader_1,
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elem_type = 'recipe',
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recipe = 'loader'
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}
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button.locked = true
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Gui.set_data(button, entity)
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end
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if recipes['fast-loader'].enabled then
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local button = frame.add {
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type = 'choose-elem-button',
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name = machine_craft_loader_2,
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elem_type = 'recipe',
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recipe = 'fast-loader'
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}
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button.locked = true
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Gui.set_data(button, entity)
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end
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if recipes['express-loader'].enabled then
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local button = frame.add {
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type = 'choose-elem-button',
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name = machine_craft_loader_3,
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elem_type = 'recipe',
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recipe = 'express-loader'
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}
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button.locked = true
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Gui.set_data(button, entity)
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end
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end
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local function player_craft_loaders(event, loader_name)
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local player = event.player
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if not player.force.recipes[loader_name].enabled then
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return
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end
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local button = event.button -- int
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local shift = event.shift -- bool
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local count
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if button == defines.mouse_button_type.left then
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if shift then
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count = 4294967295 -- uint highest value. Factorio crafts as many as able
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else
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count = 1
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end
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elseif button == defines.mouse_button_type.right then
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count = 5
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else
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return
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end
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player.begin_crafting {count = count, recipe = loader_name}
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end
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Gui.on_click(player_craft_loader_1, function(event)
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player_craft_loaders(event, "loader")
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end)
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Gui.on_click(player_craft_loader_2, function(event)
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player_craft_loaders(event, "fast-loader")
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end)
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Gui.on_click(player_craft_loader_3, function(event)
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player_craft_loaders(event, "express-loader")
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end)
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local function set_assembly_machine_recipe(event, loader_name)
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if not event.player.force.recipes[loader_name].enabled then
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return
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end
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local entity = Gui.get_data(event.element)
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entity.set_recipe(loader_name)
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Task.set_timeout_in_ticks(1, close_gui_token, {player = event.player})
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Task.set_timeout_in_ticks(2, open_gui_token, {player = event.player, entity = entity})
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end
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Gui.on_click(machine_craft_loader_1, function(event)
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set_assembly_machine_recipe(event, 'loader')
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end)
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Gui.on_click(machine_craft_loader_2, function(event)
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set_assembly_machine_recipe(event, 'fast-loader')
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end)
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Gui.on_click(machine_craft_loader_3, function(event)
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set_assembly_machine_recipe(event, 'express-loader')
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end)
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if config.loaders then
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Event.add(defines.events.on_research_finished, function(event)
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local research = event.research
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local recipe = loaders_technology_map[research.name]
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if not recipe then
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return
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end
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research.force.recipes[recipe].enabled = true
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for _, player in pairs(game.players) do
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if player.opened_gui_type == defines.gui_type.controller then
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local panel = player.gui.relative
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draw_loader_frame_for_player(panel, player)
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end
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end
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end)
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Event.add(defines.events.on_gui_opened, function(event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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local panel = player.gui.relative
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local entity = event.entity
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if entity and entity.valid and entity.type == 'assembling-machine' then
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draw_loader_frame_for_assembly_machine(panel, entity, player)
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elseif event.gui_type == defines.gui_type.controller then
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draw_loader_frame_for_player(panel, player)
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end
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end)
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Event.add(defines.events.on_gui_closed, function(event)
|
|
local player = game.get_player(event.player_index)
|
|
if not player or not player.valid then
|
|
return
|
|
end
|
|
|
|
local relative = player.gui.relative
|
|
local panel = relative[loader_crafter_frame_for_assembly_machine_name]
|
|
if panel and panel.valid then
|
|
Gui.remove_data_recursively(panel)
|
|
end
|
|
end)
|
|
|
|
local direction_to_offset_back = {
|
|
[0] = {x = 0, y = 1.5},
|
|
[2] = {x = -1.5, y = 0},
|
|
[4] = {x = 0, y = -1.5},
|
|
[6] = {x = 1.5, y = 0}
|
|
}
|
|
|
|
local direction_to_offset_front = {
|
|
[0] = {x = 0, y = -1.5},
|
|
[2] = {x = 1.5, y = 0},
|
|
[4] = {x = 0, y = 1.5},
|
|
[6] = {x = -1.5, y = 0}
|
|
}
|
|
|
|
local loaders = {['loader'] = true, ['fast-loader'] = true, ['express-loader'] = true}
|
|
|
|
local container_types = {'container', 'logistic-container', 'assembling-machine', 'furnace'}
|
|
|
|
local function is_valid_unconnected_loader(entity)
|
|
if not entity or not entity.valid then
|
|
return false
|
|
end
|
|
|
|
if not loaders[entity.name] then
|
|
return false
|
|
end
|
|
|
|
if entity.loader_container then
|
|
-- loader is already connected.
|
|
return false
|
|
end
|
|
|
|
return true
|
|
end
|
|
|
|
local function replace_loader(entity, input_type)
|
|
local get_filter = entity.get_filter
|
|
local filters = {}
|
|
local filter_count = entity.filter_slot_count
|
|
for i = 1, filter_count do
|
|
filters[i] = get_filter(i)
|
|
end
|
|
|
|
local name = entity.name
|
|
local position = entity.position
|
|
local direction = entity.direction
|
|
local force = entity.force
|
|
local surface = entity.surface
|
|
local last_user = entity.last_user
|
|
|
|
entity.destroy({raise_destroy = true})
|
|
|
|
local new_entity = surface.create_entity {
|
|
name = name,
|
|
position = position,
|
|
direction = direction,
|
|
type = input_type,
|
|
force = force,
|
|
player = last_user
|
|
}
|
|
|
|
if not new_entity then
|
|
return
|
|
end
|
|
|
|
local set_filter = new_entity.set_filter
|
|
for i = 1, filter_count do
|
|
set_filter(i, filters[i])
|
|
end
|
|
|
|
script.raise_script_built({entity = new_entity})
|
|
end
|
|
|
|
local function loader_rotate(entity)
|
|
if not is_valid_unconnected_loader(entity) then
|
|
return
|
|
end
|
|
|
|
local direction = entity.direction
|
|
local offset = direction_to_offset_back[direction]
|
|
|
|
local pos = entity.position
|
|
local target_pos = {pos.x + offset.x, pos.y + offset.y}
|
|
|
|
local surface = entity.surface
|
|
local target = surface.find_entities_filtered({position = target_pos, type = container_types})[1]
|
|
if target then
|
|
replace_loader(entity, 'output')
|
|
return
|
|
end
|
|
|
|
offset = direction_to_offset_front[direction]
|
|
target_pos = {pos.x + offset.x, pos.y + offset.y}
|
|
|
|
target = surface.find_entities_filtered({position = target_pos, type = container_types})[1]
|
|
if target then
|
|
replace_loader(entity, 'input')
|
|
end
|
|
end
|
|
|
|
local function loader_built(entity)
|
|
if not is_valid_unconnected_loader(entity) then
|
|
return
|
|
end
|
|
|
|
local direction = entity.direction
|
|
local offset = direction_to_offset_back[direction]
|
|
|
|
local pos = entity.position
|
|
local target_pos = {pos.x + offset.x, pos.y + offset.y}
|
|
|
|
local surface = entity.surface
|
|
local target = surface.find_entities_filtered({position = target_pos, type = container_types})[1]
|
|
if target then
|
|
-- loader is already connected. When the loader is first built it isn't connected yet,
|
|
-- so we look for a container that it will connect to.
|
|
return
|
|
end
|
|
|
|
offset = direction_to_offset_front[direction]
|
|
target_pos = {pos.x + offset.x, pos.y + offset.y}
|
|
|
|
target = surface.find_entities_filtered({position = target_pos, type = container_types})[1]
|
|
if target then
|
|
replace_loader(entity, 'input')
|
|
end
|
|
end
|
|
|
|
Event.add(defines.events.on_player_rotated_entity, function(event)
|
|
loader_rotate(event.entity)
|
|
end)
|
|
|
|
Event.add(defines.events.on_built_entity, function(event)
|
|
loader_built(event.created_entity)
|
|
end)
|
|
|
|
Event.add(defines.events.on_robot_built_entity, function(event)
|
|
loader_built(event.created_entity)
|
|
end)
|
|
end
|
|
|
|
return Public
|