Aleksei-bird 7c9c708c92 Первый фикс
Пачки некоторых позиций увеличены
2024-03-01 20:54:33 +03:00

1122 lines
32 KiB
Lua

local common = require("layouts.common")
local base = require("layouts.base")
local grid_mt = require("grid_mt")
local pole_grid_mt = require("pole_grid_mt")
local mpp_util = require("mpp_util")
local builder = require("builder")
local render_util = require("render_util")
local coord_convert, coord_revert = mpp_util.coord_convert, mpp_util.coord_revert
local internal_revert, internal_convert = mpp_util.internal_revert, mpp_util.internal_convert
local miner_direction, opposite = mpp_util.miner_direction, mpp_util.opposite
local floor, ceil = math.floor, math.ceil
local min, max = math.min, math.max
local EAST, NORTH, SOUTH, WEST = mpp_util.directions()
---@class SimpleLayout : Layout
local layout = table.deepcopy(base)
---@class SimpleState : State
---@field debug_dump boolean
---@field saved_attempts PlacementAttempt[]
---@field first_pass any
---@field attempts PlacementCoords[]
---@field attempt_index number
---@field best_attempt PlacementAttempt
---@field best_attempt_score number Heuristic value
---@field best_attempt_index number
---@field resourcs LuaEntity[]
---@field resource_tiles GridTile
---@field longest_belt number For pole alignment information
---@field pole_step number
---@field miner_lane_count number Miner lane count
---@field miner_max_column number Miner column span
---@field grid Grid
---@field belts BeltSpecification[]
---@field belt_count number For info printout
---@field miner_lanes table<number, MinerPlacement[]>
---@field place_pipes boolean
---@field pipe_layout_specification PlacementSpecification[]
---@field builder_miners GhostSpecification[]
---@field builder_pipes GhostSpecification[]
---@field builder_belts GhostSpecification[]
---@field builder_power_poles PowerPoleGhostSpecification[]
---@field builder_lamps GhostSpecification[]
layout.name = "simple"
layout.translation = {"mpp.settings_layout_choice_simple"}
layout.restrictions.miner_near_radius = {1, 10e3}
layout.restrictions.miner_far_radius = {1, 10e3}
layout.restrictions.pole_omittable = true
layout.restrictions.pole_width = {1, 1}
layout.restrictions.pole_length = {5, 10e3}
layout.restrictions.pole_supply_area = {2.5, 10e3}
layout.restrictions.lamp_available = true
layout.restrictions.coverage_tuning = true
layout.restrictions.module_available = true
layout.restrictions.pipe_available = true
layout.restrictions.placement_info_available = true
layout.restrictions.lane_filling_info_available = true
--[[-----------------------------------
Basic rundown:
* Create a virtual grid from resources
* Or restore from a previous state
* Run calculations on grid tiles to
* _brute_ force several miner layouts on the grid and find the best one
* Mark the area around for deconstruction
* Place the entity ghosts and mark built-on tiles
* Place landfill
--]]-----------------------------------
--- Called from script.on_load
--- ONLY FOR SETMETATABLE USE
---@param self SimpleLayout
---@param state SimpleState
function layout:on_load(state)
if state.grid then
setmetatable(state.grid, grid_mt)
end
end
-- Validate the selection
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:validate(state)
local c = state.coords
-- if (state.direction_choice == "west" or state.direction_choice == "east") then
-- if c.h < 7 then
-- return nil, {"mpp.msg_miner_err_1_w", 7}
-- end
-- else
-- if c.w < 7 then
-- return nil, {"mpp.msg_miner_err_1_h", 7}
-- end
-- end
return base.validate(self, state)
end
---@param self SimpleLayout
---@param state SimpleState
function layout:start(state)
return "deconstruct_previous_ghosts"
end
---@param self SimpleLayout
---@param state SimpleState
function layout:deconstruct_previous_ghosts(state)
local next_step = "initialize_grid"
if state._previous_state == nil or state._previous_state._collected_ghosts == nil then
return next_step
end
local force, player = state.player.force, state.player
for _, ghost in pairs(state._previous_state._collected_ghosts) do
if ghost.valid then
ghost.order_deconstruction(force, player)
end
end
return next_step
end
---@param self SimpleLayout
---@param state SimpleState
function layout:initialize_grid(state)
local miner = state.miner
local c = state.coords
local th, tw = c.h, c.w
if state.direction_choice == "south" or state.direction_choice == "north" then
th, tw = tw, th
end
c.th, c.tw = th, tw
local y1, y2 = -miner.full_size, th + miner.full_size+1
local x1, x2 = -miner.full_size, tw + miner.full_size+1
c.extent_x1, c.extent_y1, c.extent_x2, c.extent_y2 = x1, y1, x2, y2
--[[ debug rendering - bounds
state._render_objects[#state._render_objects+1] = rendering.draw_rectangle{
surface=state.surface,
left_top={state.coords.ix1, state.coords.iy1},
right_bottom={state.coords.ix1 + c.tw, state.coords.iy1 + c.th},
filled=false, width=4, color={0, 0, 1, 1},
players={state.player},
}
state._render_objects[#state._render_objects+1] = rendering.draw_rectangle{
surface=state.surface,
left_top={state.coords.ix1-miner.full_size-1, state.coords.iy1-miner.full_size-1},
right_bottom={state.coords.ix1+state.coords.tw+miner.full_size+1, state.coords.iy1+state.coords.th+miner.full_size+1},
filled=false, width=4, color={0, 0.5, 1, 1},
players={state.player},
}
--]]
local grid = {}
grid.miner = miner
for y = y1, y2 do
local row = {}
grid[y] = row
for x = x1, x2 do
--local tx1, ty1 = conv(c.x1, c.y1, c.tw, c.th)
row[x] = {
neighbor_count = 0,
far_neighbor_count = 0,
x = x, y = y,
gx = c.x1 + x, gy = c.y1 + y,
consumed = false,
built_on = false,
}
end
end
state.grid = setmetatable(grid, grid_mt)
return "process_grid"
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:process_grid(state)
local grid = state.grid
local c = state.coords
local conv = coord_convert[state.direction_choice]
local gx, gy = state.coords.gx, state.coords.gy
local resources = state.resources
state.resource_tiles = state.resource_tiles or {}
local resource_tiles = state.resource_tiles
local price = state.miner.full_size ^ 2
local budget, cost = 12000, 0
local i = state.resource_iter or 1
while i <= #resources and cost < budget do
local ent = resources[i]
local x, y = ent.position.x - gx, ent.position.y - gy
local tx, ty = conv(x, y, c.w, c.h)
local tile = grid:get_tile(tx, ty)
tile.amount = ent.amount
grid:convolve(tx, ty)
resource_tiles[#resource_tiles+1] = tile
cost = cost + price
i = i + 1
end
state.resource_iter = i
--[[ debug visualisation - resource and coord
for _, ent in ipairs(resource_tiles) do
state._render_objects[#state._render_objects+1] = rendering.draw_circle{
surface = state.surface,
filled = false,
color = {0.3, 0.3, 1},
width = 1,
target = {c.gx + ent.x, c.gy + ent.y},
radius = 0.5,
}
state._render_objects[#state._render_objects+1] = rendering.draw_text{
text=string.format("%i,%i", ent.x, ent.y),
surface = state.surface,
color={1,1,1},
target={c.gx + ent.x, c.gy + ent.y},
alignment = "center",
}
end --]]
if state.resource_iter >= #state.resources then
return "prepare_layout_attempts"
end
return true
end
---@class MinerPlacement
---@field tile GridTile
---@field center GridTile
---@field line number lane index
---@field stagger number Super compact layout stagger index
---@field column number column index
---@field ent BlueprintEntity|nil
---@field unconsumed number Unconsumed resource count for postponed miners
---@field direction string
---@class PlacementCoords
---@field sx number x shift
---@field sy number y shift
---@class PlacementAttempt
---@field sx number x shift
---@field sy number y shift
---@field miners MinerPlacement[]
---@field miner_count number
---@field postponed MinerPlacement[]
---@field heuristic_score number
---@field neighbor_sum number
---@field lane_layout LaneInfo
---@field far_neighbor_sum number
---@field unconsumed_count number
---@field simple_density number
---@field real_density number
---@field leech_sum number
---@field postponed_count number
---@field empty_space number
---@class LaneInfo
---@field y number
---@field row_index number
function layout:_get_miner_placement_heuristic(state)
if state.coverage_choice then
return common.overfill_miner_placement(state.miner)
else
return common.simple_miner_placement(state.miner)
end
end
function layout:_get_layout_heuristic(state)
if state.coverage_choice then
return common.overfill_layout_heuristic
else
return common.simple_layout_heuristic
end
end
---@param state SimpleState
---@return PlacementAttempt
function layout:_placement_attempt(state, shift_x, shift_y)
local c = state.coords
local grid = state.grid
local size, near, far, fullsize = state.miner.size, state.miner.near, state.miner.far, state.miner.full_size
local miners, postponed = {}, {}
local neighbor_sum = 0
local far_neighbor_sum = 0
local simple_density = 0
local real_density = 0
local leech_sum = 0
local empty_space = 0
local lane_layout = {}
local heuristic = self:_get_miner_placement_heuristic(state)
local row_index = 1
for y = 1 + shift_y, state.coords.th + near, size + 1 do
local column_index = 1
lane_layout[#lane_layout+1] = {y = y+near, row_index = row_index}
for x = 1 + shift_x, state.coords.tw + near, size do
local tile = grid:get_tile(x, y)
local center = grid:get_tile(x+near, y+near) --[[@as GridTile]]
local miner = {
tile = tile,
line = row_index,
center = center,
column=column_index,
}
if center.far_neighbor_count > 0 and heuristic(center) then
miners[#miners+1] = miner
neighbor_sum = neighbor_sum + center.neighbor_count
far_neighbor_sum = far_neighbor_sum + center.far_neighbor_count
empty_space = empty_space + (size^2) - center.neighbor_count
simple_density = simple_density + center.neighbor_count / (size ^ 2)
real_density = real_density + center.far_neighbor_count / (fullsize ^ 2)
leech_sum = leech_sum + max(0, center.far_neighbor_count - center.neighbor_count)
elseif center.far_neighbor_count > 0 then
postponed[#postponed+1] = miner
end
column_index = column_index + 1
end
row_index = row_index + 1
end
local result = {
sx=shift_x, sy=shift_y,
miners=miners,
miner_count=#miners,
lane_layout=lane_layout,
postponed=postponed,
neighbor_sum=neighbor_sum,
far_neighbor_sum=far_neighbor_sum,
leech_sum=leech_sum,
simple_density=simple_density,
real_density=real_density,
empty_space=empty_space,
unconsumed_count=0,
postponed_count=0,
}
common.process_postponed(state, result, miners, postponed)
return result
end
---@param self SimpleLayout
---@param state SimpleState
function layout:prepare_layout_attempts(state)
local m = state.miner
--local init_pos_x, init_pos_y = -m.near, -m.near
local init_pos_x, init_pos_y = -m.near, -m.near
local attempts = {{init_pos_x, init_pos_y}}
state.attempts = attempts
state.best_attempt_index = 1
state.attempt_index = 1 -- first attempt is used up
--local ext_behind, ext_forward = -m.far, m.far - m.near
local ext_behind, ext_forward = -m.far, m.far - m.near
--for sy = ext_behind, ext_forward do
-- for sx = ext_behind, ext_forward do
for sy = ext_forward, ext_behind, -1 do
for sx = ext_forward, ext_behind, -1 do
if not (sx == init_pos_x and sy == init_pos_y) then
attempts[#attempts+1] = {sx, sy}
end
end
end
return "init_layout_attempt"
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:init_layout_attempt(state)
local attempt = state.attempts[state.attempt_index]
state.best_attempt = self:_placement_attempt(state, attempt[1], attempt[2])
state.best_attempt_score = self:_get_layout_heuristic(state)(state.best_attempt)
if state.debug_dump then
state.best_attempt.heuristic_score = state.best_attempt_score
state.saved_attempts = {}
state.saved_attempts[#state.saved_attempts+1] = state.best_attempt
end
state.attempt_index = state.attempt_index + 1
return "layout_attempt"
end
---Bruteforce the best solution
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:layout_attempt(state)
local attempt_state = state.attempts[state.attempt_index]
---@type PlacementAttempt
local current_attempt = self:_placement_attempt(state, attempt_state[1], attempt_state[2])
local current_attempt_score = self:_get_layout_heuristic(state)(current_attempt)
if state.debug_dump then
current_attempt.heuristic_score = current_attempt_score
state.saved_attempts[#state.saved_attempts+1] = current_attempt
end
if current_attempt.unconsumed_count == 0 and current_attempt_score < state.best_attempt_score then
state.best_attempt_index = state.attempt_index
state.best_attempt = current_attempt
state.best_attempt_score = current_attempt_score
end
if state.attempt_index >= #state.attempts then
return "prepare_miner_layout"
end
state.attempt_index = state.attempt_index + 1
return true
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:prepare_miner_layout(state)
local c = state.coords
local g = state.grid
---@type GhostSpecification[]
local builder_miners = {}
state.builder_miners = builder_miners
---@type table<number, MinerPlacement[]>
local miner_lanes = {}
local miner_lane_count = 0 -- highest index of a lane, because using # won't do the job if a lane is missing
local miner_max_column = 0
state.miner_lanes = miner_lanes
for _, miner in ipairs(state.best_attempt.miners) do
local center = miner.center
g:build_miner(center.x, center.y)
-- local can_place = surface.can_place_entity{
-- name=state.miner.name,
-- force = state.player.force,
-- position={center.gx, center.gy},
-- direction = defines.direction.north,
-- build_check_type =
-- }
--[[ debug visualisation - miner placement
local off = state.miner.size / 2
rendering.draw_rectangle{
surface = state.surface,
filled = false,
color = miner.postponed and {1, 0, 0} or {0, 1, 0},
width = 3,
--target = {c.x1 + x, c.y1 + y},
left_top = {c.gx+x-off, c.gy + y - off},
right_bottom = {c.gx+x+off, c.gy + y + off},
}
--]]
local index = miner.line
miner_lane_count = max(miner_lane_count, index)
if not miner_lanes[index] then miner_lanes[index] = {} end
local line = miner_lanes[index]
line[#line+1] = miner
miner_max_column = max(miner_max_column, miner.column)
-- used for deconstruction, not ghost placement
builder_miners[#builder_miners+1] = {
thing="miner",
grid_x = miner.center.x,
grid_y = miner.center.y,
padding_pre = state.miner.near,
padding_post = state.miner.near,
}
end
state.miner_lane_count = miner_lane_count
state.miner_max_column = miner_max_column
for _, lane in pairs(miner_lanes) do
table.sort(lane, function(a, b) return a.center.x < b.center.x end)
end
return "prepare_pipe_layout"
end
---@class PlacementSpecification
---@field x number
---@field w number
---@field y number
---@field h number
---@field structure string
---@field entity string
---@field radius number
---@field skip_up boolean
---@field skip_down boolean
--- Process gaps between miners in "miner space" and translate them to grid specification
---@param self SimpleLayout
---@param state SimpleState
---@return PlacementSpecification[]
function layout:_get_pipe_layout_specification(state)
local pipe_layout = {}
local m = state.miner
local attempt = state.best_attempt
for _, pre_lane in ipairs(state.miner_lanes) do
if not pre_lane[1] then goto continue_lanes end
local y = pre_lane[1].center.y
local sx = state.best_attempt.sx
local lane = table.mapkey(pre_lane, function(t) return t.column end) -- make array with intentional gaps between miners
-- Calculate a list of run-length gaps
-- start and length are in miner count
local gaps = {}
local current_start, current_length = nil, 0
for i = 1, state.miner_max_column do
local miner = lane[i]
if miner and current_start then
gaps[#gaps+1] = {start=current_start, length=current_length}
current_start, current_length = nil, 0
elseif not miner and not current_start then
current_start, current_length = i, 1
else
current_length = current_length + 1
end
end
for i, gap in ipairs(gaps) do
local start, length = gap.start, gap.length
local gap_length = m.size * length
local gap_start = sx + (start-1) * m.size + 1
pipe_layout[#pipe_layout+1] = {
structure="horizontal",
x = gap_start,
w = gap_length-1,
y = y,
}
end
::continue_lanes::
end
for i = 1, state.miner_lane_count do
local lane = attempt.lane_layout[i]
pipe_layout[#pipe_layout+1] = {
structure="cap_vertical",
x=attempt.sx,
y=lane.y,
skip_up=i == 1,
skip_down=i == state.miner_lane_count,
}
end
return pipe_layout
end
function layout:prepare_pipe_layout(state)
local builder_pipes = {}
state.builder_pipes = builder_pipes
local next_step = "prepare_belt_layout"
if state.pipe_choice == "none"
or (not state.requires_fluid and not state.force_pipe_placement_choice)
then
state.place_pipes = false
return next_step
end
state.place_pipes = true
state.pipe_layout_specification = self:_get_pipe_layout_specification(state)
local function que_entity(t) builder_pipes[#builder_pipes+1] = t end
local pipe = state.pipe_choice
local ground_pipe, ground_proto = mpp_util.find_underground_pipe(pipe)
---@cast ground_pipe string
local step, span
if ground_proto then
step = ground_proto.max_underground_distance
span = step + 1
end
local function horizontal_underground(x, y, w)
que_entity{name=ground_pipe, thing="pipe", grid_x=x, grid_y=y, direction=WEST}
que_entity{name=ground_pipe, thing="pipe", grid_x=x+w, grid_y=y, direction=EAST}
end
local function horizontal_filled(x1, y, w)
for x = x1, x1+w do
que_entity{name=pipe, thing="pipe", grid_x=x, grid_y=y}
end
end
local function vertical_filled(x, y1, h)
for y = y1, y1 + h do
que_entity{name=pipe, thing="pipe", grid_x=x, grid_y=y}
end
end
local function cap_vertical(x, y, skip_up, skip_down)
que_entity{name=pipe, thing="pipe", grid_x=x, grid_y=y}
if not ground_pipe then return end
if not skip_up then
que_entity{name=ground_pipe, thing="pipe", grid_x=x, grid_y=y-1, direction=SOUTH}
end
if not skip_down then
que_entity{name=ground_pipe, thing="pipe", grid_x=x, grid_y=y+1, direction=NORTH}
end
end
for i, p in ipairs(state.pipe_layout_specification) do
local structure = p.structure
local x1, w, y1, h = p.x, p.w, p.y, p.h
if structure == "horizontal" then
if not ground_pipe then
horizontal_filled(x1, y1, w)
goto continue_pipe
end
local quotient, remainder = math.divmod(w, span)
for j = 1, quotient do
local x = x1 + (j-1)*span
horizontal_underground(x, y1, step)
end
local x = x1 + quotient * span
if remainder >= 2 then
horizontal_underground(x, y1, remainder)
else
horizontal_filled(x, y1, remainder)
end
elseif structure == "vertical" then
vertical_filled(x, y1, h)
elseif structure == "cap_vertical" then
cap_vertical(x1, y1, p.skip_up, p.skip_down)
end
::continue_pipe::
end
return next_step
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:prepare_belt_layout(state)
local m = state.miner
local attempt = state.best_attempt
---@type table<number, MinerPlacement[]>
local miner_lanes = state.miner_lanes
local miner_lane_count = state.miner_lane_count -- highest index of a lane, because using # won't do the job if a lane is missing
local miner_max_column = state.miner_max_column
---@param lane MinerPlacement[]
local function get_lane_length(lane) if lane and lane[#lane] then return lane[#lane].center.x end return 0 end
local pipe_adjust = state.place_pipes and -1 or 0
local belts = {}
state.belts = belts
state.belt_count = 0
local longest_belt = 0
for i = 1, miner_lane_count, 2 do
local lane1 = miner_lanes[i]
local lane2 = miner_lanes[i+1]
local y = attempt.sy + (m.size + 1) * i
local belt = {x1=attempt.sx + 1 + pipe_adjust, x2=attempt.sx + 1, y=y, built=false, lane1=lane1, lane2=lane2}
belts[#belts+1] = belt
if lane1 or lane2 then
state.belt_count = state.belt_count + 1
local x1 = belt.x1
local x2 = max(get_lane_length(lane1), get_lane_length(lane2)) + m.near
longest_belt = max(longest_belt, x2 - x1 + 1)
belt.x2, belt.built = x2, true
end
end
state.longest_belt = longest_belt
local builder_belts = {}
state.builder_belts = builder_belts
for _, belt in ipairs(belts) do
if not belt.built then goto continue end
local x1, x2, y = belt.x1, belt.x2, belt.y
for x = x1, x2 do
builder_belts[#builder_belts+1] = {
name=state.belt_choice,
thing="belt",
grid_x=x,
grid_y=y,
direction=defines.direction.west,
}
end
::continue::
end
return "prepare_pole_layout"
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:prepare_pole_layout(state)
local c = state.coords
local m = state.miner
local g = state.grid
local attempt = state.best_attempt
local pole_proto = game.entity_prototypes[state.pole_choice] or {supply_area_distance=3, max_wire_distance=9}
local supply_area, wire_reach = 3, 9
if pole_proto then
supply_area, wire_reach = floor(pole_proto.supply_area_distance), pole_proto.max_wire_distance
end
--TODO: figure out double lane coverage with insane supply areas
local function get_covered_miners(ix, iy)
--for sy = -supply_radius, supply_radius do
for sy = -supply_area, supply_area, 1 do
for sx = -supply_area, supply_area, 1 do
local tile = g:get_tile(ix+sx, iy+sy)
if tile and tile.built_on == "miner" then
return true
end
end
end
return false
end
-----@type PowerPoleGrid
--local power_poles_grid = setmetatable({}, pole_grid_mt)
local builder_power_poles = {}
state.builder_power_poles = builder_power_poles
local coverage = mpp_util.calculate_pole_coverage(state, state.miner_max_column, state.miner_lane_count)
-- rendering.draw_circle{
-- surface = state.surface,
-- player = state.player,
-- filled = true,
-- color = {1, 1, 1},
-- radius = 0.5,
-- target = mpp_revert(c.gx, c.gy, DIR, attempt.sx, attempt.sy, c.tw, c.th),
-- }
local pole_lanes = {}
local iy = 1
for y = attempt.sy + coverage.lane_start, c.th + m.size, coverage.lane_step do
local ix, pole_lane = 1, {}
pole_lanes[#pole_lanes+1] = pole_lane
for x = 1 + attempt.sx + coverage.pole_start, attempt.sx + coverage.full_miner_width + 1, coverage.pole_step do
local built = get_covered_miners(x, y)
---@type GridPole
local pole = {x=x, y=y, ix=ix, iy=iy, built=built}
--power_poles_grid:set_pole(ix, iy, pole)
--builder_power_poles[#builder_power_poles+1] = pole
pole_lane[ix] = pole
ix = ix + 1
end
local backtrack_built = false
for pole_i = #pole_lane, 1, -1 do
---@type GridPole
local backtrack_pole = pole_lane[pole_i]
if backtrack_built or backtrack_pole.built then
backtrack_built = true
backtrack_pole.built = true
builder_power_poles[#builder_power_poles+1] = {
name=state.pole_choice,
thing="pole",
grid_x = backtrack_pole.x,
grid_y = backtrack_pole.y,
}
end
end
iy = iy + 1
end
return "prepare_lamp_layout"
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:prepare_lamp_layout(state)
local next_step = "expensive_deconstruct"
if state.lamp_choice ~= true then return next_step end
local lamps = {}
state.builder_lamps = lamps
local sx, sy = -1, 0
if state.pole_choice == "none" then sx = 0 end
for _, pole in ipairs(state.builder_power_poles) do
---@cast pole PowerPoleGhostSpecification
local x, y = pole.grid_x, pole.grid_y
if not pole.no_light then
lamps[#lamps+1] = {
name="small-lamp",
thing="lamp",
grid_x=x+sx,
grid_y=y+sy,
}
end
end
return next_step
end
---@param self SimpleLayout
---@param state SimpleState
function layout:_get_deconstruction_objects(state)
return {
state.builder_miners,
state.builder_pipes,
state.builder_belts,
state.builder_power_poles,
state.builder_lamps,
}
end
---@param self SimpleLayout
---@param state SimpleState
function layout:expensive_deconstruct(state)
local c, DIR = state.coords, state.direction_choice
local player, surface = state.player, state.surface
local deconstructor = global.script_inventory[state.deconstruction_choice and 2 or 1]
for _, t in pairs(self:_get_deconstruction_objects(state)) do
for _, object in ipairs(t) do
---@cast object GhostSpecification
local cx, cy = object.grid_x, object.grid_y
local pad_left, pad_right = object.padding_pre, object.padding_post
local tpos1, tpos2 = { cx, cy }, { cx, cy }
if pad_left ~= nil and pad_right ~= nil then
pad_left, pad_right = pad_left or 0, pad_right or 0
tpos1[1], tpos1[2] = cx - pad_left, cy - pad_left
tpos2[1], tpos2[2] = cx + pad_right, cy + pad_right
end
pos1 = mpp_util.revert(c.gx, c.gy, DIR, tpos1[1], tpos1[2], c.tw, c.th)
pos2 = mpp_util.revert(c.gx, c.gy, DIR, tpos2[1], tpos2[2], c.tw, c.th)
-- ugh
pos1[1], pos2[1] = min(pos1[1], pos2[1]), max(pos1[1], pos2[1])
pos1[2], pos2[2] = min(pos1[2], pos2[2]), max(pos1[2], pos2[2])
surface.deconstruct_area{
force=player.force,
player=player.index,
area={
left_top={pos1[1]-.5,pos1[2]-.5},
right_bottom={pos2[1]+.5,pos2[2]+.5},
},
item=deconstructor,
}
--[[ debug rendering - deconstruction areas
rendering.draw_rectangle{
surface=state.surface,
players={state.player},
filled=false,
width=3,
color={1, 0, 0},
left_top={pos1[1]-.4,pos1[2]-.4},
right_bottom={pos2[1]+.4,pos2[2]+.4},
} --]]
end
end
return "placement_miners"
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:placement_miners(state)
local create_entity = builder.create_entity_builder(state)
local module_inv_size = state.miner.module_inventory_size --[[@as uint]]
local grid = state.grid
for i, miner in ipairs(state.best_attempt.miners) do
local direction = "south"
local flip_lane = miner.line % 2 ~= 1
if flip_lane then direction = opposite[direction] end
local x, y = miner.center.x, miner.center.y
grid:build_miner(x, y)
local ghost = create_entity{
name = state.miner_choice,
thing="miner",
grid_x = x,
grid_y = y,
direction = defines.direction[direction],
}
if state.module_choice ~= "none" then
ghost.item_requests = {[state.module_choice] = module_inv_size}
end
end
return "placement_pipes"
end
--- Pipe placement deals in tile grid space with spectifications from previous step
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:placement_pipes(state)
local create_entity = builder.create_entity_builder(state)
if state.builder_pipes then
for _, belt in ipairs(state.builder_pipes) do
create_entity(belt)
end
end
return "placement_belts"
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:placement_belts(state)
local create_entity = builder.create_entity_builder(state)
for _, belt in ipairs(state.builder_belts) do
create_entity(belt)
end
return "placement_poles"
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:placement_poles(state)
local next_step = "placement_lamps"
if state.pole_choice == "none" then return next_step end
local create_entity = builder.create_entity_builder(state)
for _, pole in ipairs(state.builder_power_poles) do
local ghost = create_entity(pole)
--ghost.disconnect_neighbour()
--pole.ghost = ghost
end
return next_step
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:placement_lamps(state)
local next_step = "placement_landfill"
if not layout.restrictions.lamp_available or not state.lamp_choice then return next_step end
if not state.builder_lamps then return next_step end
local create_entity = builder.create_entity_builder(state)
for _, lamp in ipairs(state.builder_lamps) do
create_entity(lamp)
end
return next_step
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:placement_landfill(state)
local c = state.coords
local m = state.miner
local grid = state.grid
local surface = state.surface
if state.landfill_choice then
return "finish"
end
local conv = coord_convert[state.direction_choice]
local gx, gy = state.coords.ix1 - 1, state.coords.iy1 - 1
local fill_tiles, landfill
local area = {left_top={c.x1-m.full_size-1, c.y1-m.full_size-1}, right_bottom={c.x2+m.full_size+1, c.y2+m.full_size+1}}
if state.is_space then
fill_tiles = surface.find_tiles_filtered{area=area, name="se-space"}
landfill = state.space_landfill_choice
else
fill_tiles = surface.find_tiles_filtered{area=area, collision_mask="water-tile"}
landfill = "landfill"
end
local collected_ghosts = state._collected_ghosts
for _, fill in ipairs(fill_tiles) do
local tx, ty = fill.position.x, fill.position.y
local x, y = conv(tx-gx, ty-gy, c.w, c.h)
local tile = grid:get_tile(x, y)
if tile and tile.built_on then
local tile_ghost = surface.create_entity{
raise_built=true,
name="tile-ghost",
player=state.player,
force=state.player.force,
position=fill.position --[[@as MapPosition]],
inner_name=landfill,
}
if tile_ghost then
collected_ghosts[#collected_ghosts+1] = tile_ghost
end
--[[ debug rendering - landfill placement
rendering.draw_circle{
surface=state.surface,
players={state.player},
filled = true,
color={0, .3, 0},
radius=0.3,
target={tx+.5, ty+.5},
}
--]]
end
end
return "finish"
end
---@param self SimpleLayout
---@param state SimpleState
function layout:_display_lane_filling(state)
if not state.display_lane_filling_choice or not state.belts then return end
local drill_speed = game.entity_prototypes[state.miner_choice].mining_speed
local belt_speed = game.entity_prototypes[state.belt_choice].belt_speed * 60 * 4
local dominant_resource = state.resource_counts[1].name
local resource_hardness = game.entity_prototypes[dominant_resource].mineable_properties.mining_time or 1
local drill_productivity, module_speed = 1 + state.player.force.mining_drill_productivity_bonus, 1
if state.module_choice ~= "none" then
local mod = game.item_prototypes[state.module_choice]
module_speed = module_speed + (mod.module_effects.speed and mod.module_effects.speed.bonus or 0) * state.miner.module_inventory_size
drill_productivity = drill_productivity + (mod.module_effects.productivity and mod.module_effects.productivity.bonus or 0) * state.miner.module_inventory_size
end
local multiplier = drill_speed / resource_hardness * module_speed * drill_productivity
local throughput1, throughput2 = 0, 0
--local ore_hardness = game.entity_prototypes[state.found_resources
for i, belt in pairs(state.belts) do
local function lane_capacity(lane) if lane then return #lane * multiplier end return 0 end
local speed1, speed2 = lane_capacity(belt.lane1), lane_capacity(belt.lane2)
throughput1 = throughput1 + math.min(1, speed1 / belt_speed)
throughput2 = throughput2 + math.min(1, speed2 / belt_speed)
render_util.draw_belt_lane(state, belt)
render_util.draw_belt_stats(state, belt, belt_speed, speed1, speed2)
end
if #state.belts > 1 then
local x = min(state.belts[1].x1, state.belts[2].x1)
local y = (state.belts[1].y + state.belts[#state.belts].y) / 2
render_util.draw_belt_total(state, x, y, throughput1, throughput2)
end
--local lanes = math.ceil(math.max(throughput1, throughput2))
--state.player.print("Enough to fill "..lanes.." belts after balancing")
end
---@param self SimpleLayout
---@param state SimpleState
---@return CallbackState
function layout:finish(state)
if state.print_placement_info_choice and state.player.valid then
state.player.print({"mpp.msg_print_info_miner_placement", state.best_attempt.miner_count, state.belt_count, #state.resources})
end
self:_display_lane_filling(state)
if mpp_util.get_dump_state(state.player.index) then
common.save_state_to_file(state, "json")
end
return false
end
return layout