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

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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)