if not bobmods then bobmods = {} end if not bobmods.logistics then bobmods.logistics = {} end if not bobmods.logistics.inserters then bobmods.logistics.inserters = {} end if not bobmods.math then bobmods.math = {} end function bobmods.math.mod(number, div) if number < 0 then local newnumber = 0 - number local mod = newnumber % div return 0 - mod else return number % div end end function bobmods.math.floor(number) local num if number < 0 then num = number - 0.1 else num = number + 0.1 end return math.floor (num - bobmods.math.mod(num, 1)) end function bobmods.math.round(number) local num if number < 0 then num = number - 0.5 else num = number + 0.5 end return math.floor (num - bobmods.math.mod(num, 1)) end function bobmods.math.offset(number) local num = bobmods.math.mod(number, 1) if num < 0 then if num > -0.5 then return num else return num + 1 end else if num < 0.5 then return num else return num - 1 end end end bobmods.logistics.long_technology = "long-inserters-1" bobmods.logistics.near_technology = "near-inserters" bobmods.logistics.more_technology = "more-inserters-1" bobmods.logistics.long2_technology = "long-inserters-2" bobmods.logistics.more2_technology = "more-inserters-2" bobmods.logistics.offset = 0.19 bobmods.logistics.inserters.range1 = { pickup = { {x = 0, y = -1}, {x = 1, y = 0}, {x = 0, y = 1}, {x = -1, y = 0} }, drop = { {x = 0, y = 1}, {x = -1, y = 0}, {x = 0, y = -1}, {x = 1, y = 0} } } bobmods.logistics.inserters.range2 = { pickup = { {x = 0, y = -2}, {x = 2, y = 0}, {x = 0, y = 2}, {x = -2, y = 0} }, drop = { {x = 0, y = 2}, {x = -2, y = 0}, {x = 0, y = -2}, {x = 2, y = 0} }, } bobmods.logistics.inserters.offset_positions = { near = { {x = 0, y = -bobmods.logistics.offset}, {x = bobmods.logistics.offset, y = 0}, {x = 0, y = bobmods.logistics.offset}, {x = -bobmods.logistics.offset, y = 0} }, far = { {x = 0, y = bobmods.logistics.offset}, {x = -bobmods.logistics.offset, y = 0}, {x = 0, y = -bobmods.logistics.offset}, {x = bobmods.logistics.offset, y = 0} } } function bobmods.logistics.normalise_tile_offset(tile_offset) local new_offset = {x = 0, y = 0} if tile_offset.x > 0 then new_offset.x = bobmods.logistics.offset end if tile_offset.x < 0 then new_offset.x = -bobmods.logistics.offset end if tile_offset.y > 0 then new_offset.y = bobmods.logistics.offset end if tile_offset.y < 0 then new_offset.y = -bobmods.logistics.offset end return new_offset end function bobmods.logistics.set_range(position_in, range) local position = {x = 0, y = 0} if position_in.x > 0.1 then position.x = range elseif position_in.x < -0.1 then position.x = -range else position.x = 0 end if position_in.y > 0.1 then position.y = range elseif position_in.y < -0.1 then position.y = -range else position.y = 0 end return position end function bobmods.logistics.create_global_table(player_index) if not global then global = {} end if not global.bobmods then global.bobmods = {} end if not global.bobmods.logistics then global.bobmods.logistics = {} end if not global.bobmods.logistics[player_index] then global.bobmods.logistics[player_index] = {} end if not global.bobmods.logistics[player_index].enabled then global.bobmods.logistics[player_index].enabled = false end if not global.bobmods.logistics[player_index].long_in then global.bobmods.logistics[player_index].long_in = false end if not global.bobmods.logistics[player_index].long_out then global.bobmods.logistics[player_index].long_out = false end if not global.bobmods.logistics[player_index].near then global.bobmods.logistics[player_index].near = false end if not global.bobmods.logistics[player_index].show then global.bobmods.logistics[player_index].show = false end if not global.bobmods.logistics[player_index].enabled2 then global.bobmods.logistics[player_index].enabled2 = false end if not global.bobmods.logistics[player_index].pickup then global.bobmods.logistics[player_index].pickup = 18 end if not global.bobmods.logistics[player_index].drop then global.bobmods.logistics[player_index].drop = 8 end if not global.bobmods.logistics[player_index].offset then global.bobmods.logistics[player_index].offset = 2 end end function bobmods.logistics.player_setup(player_index) bobmods.logistics.create_global_table(player_index) bobmods.logistics.create_gui_button(player_index) end function tech_unlocked(force, tech) if force.technologies[tech] then return force.technologies[tech].researched end end function bobmods.logistics.create_gui_button(player_index) local player = game.players[player_index] -- remove legacy GUI if player.gui.top.bob_logistics_inserter_gui then player.gui.top.bob_logistics_inserter_gui.destroy() end if player.gui.top.bob_logistics_inserter_button then player.gui.top.bob_logistics_inserter_button.destroy() end player.gui.top.add({type = "checkbox", name = "bob_logistics_inserter_button", state = global.bobmods.logistics[player_index].show, style = "bob-logistics-inserter-button"}) end function bobmods.logistics.create_gui(player_index) local player = game.players[player_index] local long_unlocked = tech_unlocked(game.players[player_index].force, bobmods.logistics.long_technology) local more_unlocked = tech_unlocked(game.players[player_index].force, bobmods.logistics.more_technology) local near_unlocked = tech_unlocked(game.players[player_index].force, bobmods.logistics.near_technology) if player.gui.left.bob_logistics_inserter_gui then player.gui.left.bob_logistics_inserter_gui.destroy() end local gui = player.gui.left.add({type = "frame", name = "bob_logistics_inserter_gui", direction = "vertical"}) gui.add({type = "table", name = "table", colspan = 1, style = "bob-table"}) if long_unlocked or near_unlocked then gui.table.add({type = "checkbox", name = "bob_logistics_inserter_enabled", state = global.bobmods.logistics[player_index].enabled, style = "bob-logistics-checkbox", caption = {"gui.bob-logistics-enabled"}}) end if global.bobmods.logistics[player_index].enabled then if long_unlocked then if more_unlocked then gui.table.add({type = "checkbox", name = "bob_logistics_inserter_long_in", state = global.bobmods.logistics[player_index].long_in, style = "bob-logistics-checkbox", caption = {"gui.bob-logistics-pickup"}}) gui.table.add({type = "checkbox", name = "bob_logistics_inserter_long_out", state = global.bobmods.logistics[player_index].long_out, style = "bob-logistics-checkbox", caption = {"gui.bob-logistics-drop"}}) else gui.table.add({type = "checkbox", name = "bob_logistics_inserter_long_in", state = global.bobmods.logistics[player_index].long_in, style = "bob-logistics-checkbox", caption = {"gui.bob-logistics-long"}}) end end if near_unlocked then gui.table.add({type = "checkbox", name = "bob_logistics_inserter_near", state = global.bobmods.logistics[player_index].near, style = "bob-logistics-checkbox", caption = {"gui.bob-logistics-near"}}) end end if remote.interfaces.bobinserters then gui.table.add({type = "checkbox", name = "bob_logistics_inserter_enabled2", state = global.bobmods.logistics[player_index].enabled2, style = "bob-logistics-checkbox", caption = {"gui.bob-logistics-enabled2"}}) if global.bobmods.logistics[player_index].enabled2 then remote.call("bobinserters", "draw_gui", {player_index = player_index, gui = gui, name = "bob_logistics", pickup = global.bobmods.logistics[player_index].pickup, drop = global.bobmods.logistics[player_index].drop, offset = global.bobmods.logistics[player_index].offset}) end end end function bobmods.logistics.show_gui_options(player_index) local player = game.players[player_index] if player.gui.left.bob_logistics_inserter_gui then player.gui.left.bob_logistics_inserter_gui.destroy() end if global.bobmods.logistics[player_index].show then bobmods.logistics.create_gui(player_index) end end function bobmods.logistics.set_positions(entity, player_index) local enabled = global.bobmods.logistics[player_index].enabled if enabled then local force = game.players[player_index].force local direction = (entity.direction / 2) + 1 local long_unlocked = tech_unlocked(force, bobmods.logistics.long_technology) local more_unlocked = tech_unlocked(force, bobmods.logistics.more_technology) local near_unlocked = tech_unlocked(force, bobmods.logistics.near_technology) local long_in = global.bobmods.logistics[player_index].long_in local long_out = global.bobmods.logistics[player_index].long_out local near = global.bobmods.logistics[player_index].near local pickup_position = {x = entity.pickup_position.x - entity.position.x, y = entity.pickup_position.y - entity.position.y} local drop_full_position = {x = entity.drop_position.x - entity.position.x, y = entity.drop_position.y - entity.position.y} local drop_position = {x = bobmods.math.round(drop_full_position.x), y = bobmods.math.round(drop_full_position.y)} local drop_offset = bobmods.logistics.normalise_tile_offset({x = bobmods.math.offset(drop_full_position.x), y = bobmods.math.offset(drop_full_position.y)}) if long_unlocked then if more_unlocked then if long_in then pickup_position = bobmods.logistics.set_range(pickup_position, 2) else pickup_position = bobmods.logistics.set_range(pickup_position, 1) end if long_out then drop_position = bobmods.logistics.set_range(drop_position, 2) else drop_position = bobmods.logistics.set_range(drop_position, 1) end else if long_in then pickup_position = bobmods.logistics.set_range(pickup_position, 2) drop_position = bobmods.logistics.set_range(drop_position, 2) else pickup_position = bobmods.logistics.set_range(pickup_position, 1) drop_position = bobmods.logistics.set_range(drop_position, 1) end end end if near_unlocked then if near then drop_offset = bobmods.logistics.set_range(drop_position, -bobmods.logistics.offset) else drop_offset = bobmods.logistics.set_range(drop_position, bobmods.logistics.offset) end end entity.drop_position = {entity.position.x + drop_position.x + drop_offset.x, entity.position.y + drop_position.y + drop_offset.y} entity.pickup_position = {entity.position.x + pickup_position.x, entity.position.y + pickup_position.y} end if global.bobmods.logistics[player_index].enabled2 and remote.interfaces.bobinserters then local pickup_position = remote.call("bobinserters", "get_position", {position = global.bobmods.logistics[player_index].pickup}) local drop_position = remote.call("bobinserters", "get_position", {position = global.bobmods.logistics[player_index].drop}) local drop_offset = remote.call("bobinserters", "get_offset", {position = global.bobmods.logistics[player_index].offset}) local direction = (entity.direction / 2) + 1 if direction == 3 then -- 3 is up, because inserters are backwards. entity.drop_position = {entity.position.x + drop_position.x + drop_offset.x, entity.position.y + drop_position.y + drop_offset.y} entity.pickup_position = {entity.position.x + pickup_position.x, entity.position.y + pickup_position.y} elseif direction == 4 then entity.drop_position = {entity.position.x - drop_position.y - drop_offset.y, entity.position.y + drop_position.x + drop_offset.x} entity.pickup_position = {entity.position.x - pickup_position.y, entity.position.y + pickup_position.x} elseif direction == 1 then entity.drop_position = {entity.position.x - drop_position.x - drop_offset.x, entity.position.y - drop_position.y - drop_offset.y} entity.pickup_position = {entity.position.x - pickup_position.x, entity.position.y - pickup_position.y} elseif direction == 2 then entity.drop_position = {entity.position.x + drop_position.y + drop_offset.y, entity.position.y - drop_position.x - drop_offset.x} entity.pickup_position = {entity.position.x + pickup_position.y, entity.position.y - pickup_position.x} end end end script.on_configuration_changed(function(event) for i, player in pairs(game.players) do bobmods.logistics.player_setup(player.index) end end) script.on_init(function(event) for i, player in pairs(game.players) do bobmods.logistics.player_setup(player.index) end end) script.on_event(defines.events.on_player_created, function(event) bobmods.logistics.player_setup(event.player_index) end) script.on_event(defines.events.on_player_joined_game, function(event) bobmods.logistics.player_setup(event.player_index) end) script.on_event(defines.events.on_gui_checked_state_changed, function(event) if event.element.name == "bob_logistics_inserter_button" then global.bobmods.logistics[event.player_index].show = event.element.state bobmods.logistics.show_gui_options(event.player_index) elseif event.element.name == "bob_logistics_inserter_enabled" then global.bobmods.logistics[event.player_index].enabled = event.element.state if event.element.state then global.bobmods.logistics[event.player_index].enabled2 = false end bobmods.logistics.create_gui(event.player_index) elseif event.element.name == "bob_logistics_inserter_long_in" then global.bobmods.logistics[event.player_index].long_in = event.element.state elseif event.element.name == "bob_logistics_inserter_long_out" then global.bobmods.logistics[event.player_index].long_out = event.element.state elseif event.element.name == "bob_logistics_inserter_near" then global.bobmods.logistics[event.player_index].near = event.element.state elseif event.element.name == "bob_logistics_inserter_enabled2" then global.bobmods.logistics[event.player_index].enabled2 = event.element.state if event.element.state then global.bobmods.logistics[event.player_index].enabled = false end bobmods.logistics.create_gui(event.player_index) elseif remote.interfaces.bobinserters and string.sub(event.element.name, 1, 6) == "button" then if event.element.parent.name == "bob_logistics_pickup" then --[[ for i=1,49 do if event.element.name == "button" .. i then remote.call("bobinserters", "draw_button_position_check", {gui = event.element.parent, position = i}) global.bobmods.logistics[event.player_index].pickup = i end end ]]-- -- i = tonumber(string.sub(event.element.name, string.find(event.element.name, "%d+"))) -- local i = tonumber(string.match(event.element.name, "%d+$")) local i = string.gsub(event.element.name, "button", "") + 0 remote.call("bobinserters", "draw_button_position_check", {gui = event.element.parent, position = i}) global.bobmods.logistics[event.player_index].pickup = i elseif event.element.parent.name == "bob_logistics_drop" then local i = string.gsub(event.element.name, "button", "") + 0 remote.call("bobinserters", "draw_button_position_check", {gui = event.element.parent, position = i}) global.bobmods.logistics[event.player_index].drop = i elseif event.element.parent.name == "bob_logistics_offset" then local i = string.gsub(event.element.name, "button", "") + 0 remote.call("bobinserters", "draw_button_offset_check", {gui = event.element.parent, position = i}) global.bobmods.logistics[event.player_index].offset = i end end end) script.on_event(defines.events.on_research_finished, function(event) if event.research.name == bobmods.logistics.long_technology or event.research.name == bobmods.logistics.near_technology or event.research.name == bobmods.logistics.more_technology or event.research.name == bobmods.logistics.long2_technology or event.research.name == bobmods.logistics.more2_technology then for i, player in pairs(event.research.force.players) do bobmods.logistics.show_gui_options(player.index) end end end) script.on_event(defines.events.on_built_entity, function(event) local player = game.players[event.player_index] local entity = event.created_entity if entity.type == "inserter" or (entity.type == "entity-ghost" and entity.ghost_type == "inserter" and not (player.cursor_stack and (player.cursor_stack.type == "blueprint" or player.cursor_stack.type == "blueprint-book"))) then bobmods.logistics.set_positions(entity, event.player_index) end end)