local shared = require 'shared' local compactify = shared.compactify local update_power_usage = shared.update_power_usage local function format_energy(energy) return string.format('%.2f', energy * 60 / 1000000) .. 'MW' end local function update_gui(gui, fresh_gui) local unit_data = global.units[gui.tags.unit_number] if not unit_data then gui.destroy() return end local content_flow = gui.content_frame.content_flow local entity = unit_data.entity local powersource = unit_data.powersource if not entity.valid or not powersource.valid then return end local count = unit_data.count local inventory = unit_data.inventory local deconstructed = entity.to_be_deconstructed() local inventory_count = 0 if unit_data.item then inventory_count = inventory.get_item_count(unit_data.item) if fresh_gui or not deconstructed then content_flow.storage_flow.content_sprite.sprite = 'item/' .. unit_data.item content_flow.storage_flow.current_storage.caption = { '', {'', '[font=default-semibold][color=255,230,192]', game.item_prototypes[unit_data.item].localised_name}, {'', ':[/color][/font] ', compactify(count + inventory_count)} } end end local visible = not not unit_data.item content_flow.storage_flow.visible = visible content_flow.storage_seperator.visible = visible content_flow.io_flow.visible = visible content_flow.no_input_item.visible = not visible content_flow.electric_flow.electricity.value = powersource.energy / powersource.electric_buffer_size content_flow.electric_flow.consumption.caption = format_energy(powersource.energy) .. '/' .. format_energy(powersource.electric_buffer_size) if unit_data.item then update_power_usage(unit_data, count + inventory_count) end local status, img if entity.to_be_deconstructed() then status = {'entity-status.marked-for-deconstruction'} img = 'utility/status_not_working' content_flow.electric_flow.consumption.caption = '' elseif powersource.energy == 0 then status = {'entity-status.no-power'} img = 'utility/status_not_working' elseif not unit_data.item then for name, _ in pairs(inventory.get_contents()) do if not shared.check_for_basic_item(name) then status = {'entity-status.cannot-store', game.item_prototypes[name].localised_name} img = 'utility/status_not_working' content_flow.electric_flow.consumption.caption = '' goto cannot_store end end status = {'entity-status.no-input-item'} img = 'utility/status_not_working' ::cannot_store:: elseif powersource.energy < powersource.electric_buffer_size * 0.9 then status = {'entity-status.low-power'} img = 'utility/status_yellow' else status = {'entity-status.working'} img = 'utility/status_working' end content_flow.status_flow.status_text.caption = status content_flow.status_flow.status_sprite.sprite = img end script.on_nth_tick(2, function(event) for _, player in pairs(game.connected_players) do if player.opened_gui_type == defines.gui_type.item then local gui = player.gui.relative.memory_unit_gui if gui then update_gui(gui) end end end end) script.on_event(defines.events.on_player_changed_surface, function(event) local player = game.get_player(event.player_index) if player.opened_gui_type == defines.gui_type.item then local gui = player.gui.relative.memory_unit_gui if gui then gui.destroy() end end end) script.on_event(defines.events.on_gui_opened, function(event) if event.gui_type ~= defines.gui_type.entity or not event.entity or event.entity.name ~= 'memory-unit' then return end local player = game.get_player(event.player_index) local entity = event.entity shared.open_inventory(player) local main_frame = player.gui.relative.add{ type = 'frame', name = 'memory_unit_gui', caption = {'entity-name.memory-unit'}, direction = 'vertical', anchor = { gui = defines.relative_gui_type.item_with_inventory_gui, position = defines.relative_gui_position.right } } main_frame.style.width = 448 main_frame.tags = {unit_number = entity.unit_number} local content_frame = main_frame.add{type = 'frame', name = 'content_frame', direction = 'vertical', style = 'inside_shallow_frame_with_padding'} local content_flow = content_frame.add{type = 'flow', name = 'content_flow', direction = 'vertical'} content_flow.style.vertical_spacing = 8 content_flow.style.margin = {-4, 0, -4, 0} content_flow.style.vertical_align = 'center' local electric_flow = content_flow.add{type = 'flow', name = 'electric_flow', direction = 'horizontal'} electric_flow.style.vertical_align = 'center' electric_flow.style.horizontal_align = 'right' electric_flow.style.width = 400 electric_flow.style.bottom_margin = -32 electric_flow.add{type = 'label', name = 'consumption'}.style.right_margin = 4 electric_flow.add{type = 'progressbar', name = 'electricity', style = 'electric_satisfaction_progressbar'}.style.width = 150 local status_flow = content_flow.add{type = 'flow', name = 'status_flow', direction = 'horizontal'} status_flow.style.vertical_align = 'center' status_flow.style.top_margin = 4 local status_sprite = status_flow.add{type = 'sprite', name = 'status_sprite'} status_sprite.resize_to_sprite = false status_sprite.style.size = {16, 16} local status_text = status_flow.add{type = 'label', name = 'status_text'} local entity_preview = content_flow.add{type = 'entity-preview', name = 'entity_preview', style = 'mu_entity_preview'} entity_preview.entity = entity entity_preview.visible = true entity_preview.style.height = 155 local storage_flow = content_flow.add{type = 'flow', name = 'storage_flow', direction = 'horizontal'} storage_flow.style.vertical_align = 'center' local content_sprite = storage_flow.add{type = 'sprite', name = 'content_sprite'} content_sprite.resize_to_sprite = false content_sprite.style.size = {32, 32} storage_flow.add{type = 'label', name = 'current_storage'} content_flow.add{type = 'line', name = 'storage_seperator'} local io_flow = content_flow.add{type = 'flow', name = 'io_flow', direction = 'horizontal'} storage_flow.style.vertical_align = 'center' local bulk_insert = io_flow.add{type = 'sprite-button', name = 'bulk_insert', style = 'inventory_slot', sprite = 'bulk-insert', tooltip = {'mod-gui.bulk-insert'}} bulk_insert.tags = {unit_number = entity.unit_number} local bulk_extract = io_flow.add{type = 'sprite-button', name = 'bulk_extract', style = 'inventory_slot', sprite = 'bulk-extract', tooltip = {'mod-gui.bulk-extract'}} bulk_extract.tags = {unit_number = entity.unit_number} local no_input_item = content_flow.add{type = 'sprite-button', name = 'no_input_item', style = 'inventory_slot', tooltip = {'mod-gui.no-input-item'}} no_input_item.tags = {unit_number = entity.unit_number} update_gui(main_frame, true) end) script.on_event(defines.events.on_gui_closed, function(event) local player = game.get_player(event.player_index) if event.gui_type == defines.gui_type.item then local gui = player.gui.relative.memory_unit_gui if gui then gui.destroy() end end end) local function bulk_io(event, element) local player = game.get_player(event.player_index) local inventory = player.get_main_inventory() local unit_data = global.units[element.tags.unit_number] local item = unit_data.item if not item then return end local count = (event.button == defines.mouse_button_type.right) and unit_data.stack_size * #inventory or unit_data.stack_size if element.name == 'bulk_insert' then -- insert local amount_removed = inventory.remove{name = item, count = count} unit_data.count = unit_data.count + amount_removed elseif element.name == 'bulk_extract' then -- extract local unit_inventory = unit_data.inventory local inventory_count = unit_inventory.get_item_count(item) if inventory_count + unit_data.count < count then -- not enough items are in storage count = inventory_count + unit_data.count end if count == 0 then return end local amount_inserted = inventory.insert{name = item, count = count} unit_data.count = unit_data.count - amount_inserted if unit_data.count < 0 then unit_inventory.remove{name = item, count = -unit_data.count} unit_data.count = 0 end end update_unit(unit_data, element.tags.unit_number, true) end local function prime_unit(event, element) local player = game.get_player(event.player_index) local stack = player.cursor_stack if not stack.valid_for_read or not shared.check_for_basic_item(stack.name) then return end local unit_data = global.units[element.tags.unit_number] unit_data.count = stack.count unit_data.item = stack.name unit_data.stack_size = stack.prototype.stack_size unit_data.comfortable = unit_data.stack_size * #unit_data.inventory / 2 set_filter(unit_data) stack.clear() update_unit(unit_data, element.tags.unit_number, true) update_gui(player.gui.relative.memory_unit_gui) end script.on_event(defines.events.on_gui_click, function(event) local element = event.element if not element.tags or not element.tags.unit_number then return end if element.name == 'bulk_insert' or element.name == 'bulk_extract' then bulk_io(event, element) elseif element.name == 'no_input_item' then prime_unit(event, element) end end)