314 lines
8.3 KiB
Lua
314 lines
8.3 KiB
Lua
local Entity = require("__stdlib__/stdlib/entity/entity")
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local Direction = require("__stdlib__/stdlib/area/direction")
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local Position = require("__stdlib__/stdlib/area/position")
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local Area = require("__stdlib__/stdlib/area/area")
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local H = require("scripts.helpers")
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local C = require("common.constants")
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-- local settings = require("scripts.settings")
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local M = {}
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---@class DispatcherTrainStopData
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---@field entity LuaEntity
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---@field input LuaEntity
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---Gets the data attached to a dispatcher
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---@param entity LuaEntity
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---@return DispatcherTrainStopData|nil
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---@nodiscard
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local function get_dispatcher_data(entity)
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if not global.tws_dispatchers then
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return nil
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end
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return global.tws_dispatchers[entity.unit_number]
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end
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---Attaches some data to a dispatcher
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---@param entity LuaEntity
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---@param value DispatcherTrainStopData|nil
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local function set_dispatcher_data(entity, value)
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if not global.tws_dispatchers then
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global.tws_dispatchers = {}
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end
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global.tws_dispatchers[entity.unit_number] = value
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end
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-- {{{ CreateStop
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---Runs when a stop gets created
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---@param entity LuaEntity
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local function CreateStop(entity)
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if get_dispatcher_data(entity) then
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-- TODO: better logs
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game.print("Duplicate unit number, wtf")
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return
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end
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local stop_offset = C.stop_offsets[entity.name]
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local offset_adjustment = (not stop_offset) and stop_offset
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or Direction.to_vector(Direction.next(entity.direction), stop_offset)
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-- local offset_adjustment = 0
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---@type MapPosition
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local input_position = Position(entity.position)
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+ offset_adjustment
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-- Moves the center we rotate around to the
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-- center of the top-left block,
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-- Position(0.5, 0.5) +
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-- then rotates counterclockwise once,
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-- and go 0.5 more in that direction
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-- Direction.to_vector(
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-- Direction.next(entity.direction, true), 0.5)
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+ Direction.to_vector(entity.direction, 0.5)
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local search_area = Area.shrink(Area.new({ input_position }), 0.001)
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local input
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-- {{{ Handle blueprint ghosts and existing IO entities preserving circuit connections
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local ghosts = entity.surface.find_entities(search_area)
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for _, ghost in pairs(ghosts) do
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if ghost.valid then
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if ghost.name == "entity-ghost" then
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if ghost.ghost_name == C.input_item_name then
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_, input = ghost.revive()
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end
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-- something has built I/O already (e.g.) Creative Mode Instant Blueprint
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elseif ghost.name == C.input_item_name then
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input = ghost
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end
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end
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end
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-- }}}
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if input == nil then -- create new
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input = entity.surface.create_entity({
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name = C.input_item_name,
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position = input_position,
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force = entity.force,
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})
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end
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if input == nil then
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-- TODO: logging
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game.print("Something went wrong")
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return
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end
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input.operable = false -- disable gui
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input.minable = false
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input.destructible = false -- don't bother checking if alive
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---@type DispatcherTrainStopData
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local stop_data = { entity = entity, input = input }
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set_dispatcher_data(entity, stop_data)
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end
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-- }}}
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-- {{{ OnEntityCreated
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local function OnEntityCreated(event)
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local entity = event.created_entity or event.entity or event.destination
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if not entity or not entity.valid then
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return
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end
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if entity.name == C.item_name then
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CreateStop(entity)
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end
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end
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-- }}}
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-- {{{ RemoveStop
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---Runs once a train stop has been removed.
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---@param entity LuaEntity
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---@param create_ghosts boolean
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function RemoveStop(entity, create_ghosts)
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local stop = get_dispatcher_data(entity)
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-- {{{ Destroy io entities
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if stop then
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---@type LuaEntity
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local input = stop.input
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if input and input.valid then
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if create_ghosts then
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input.destructable = true
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input.die()
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else
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input.destroy()
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end
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end
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end
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-- }}}
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-- Delete entity data
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set_dispatcher_data(entity, nil)
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end
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-- }}}
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-- {{{ OnEntityRemoved
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---Runs when any kind of entity has been removed.
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---@param event EventData.on_entity_died|EventData.script_raised_destroy|EventData.on_robot_pre_mined|EventData.on_pre_player_mined_item
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---@param create_ghosts any
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function OnEntityRemoved(event, create_ghosts)
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local entity = event.entity
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if not entity or not entity.valid then
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return
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end
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if entity.name == C.item_name then
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RemoveStop(entity, create_ghosts)
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end
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end
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-- }}}
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-- {{{ Remove entity data when surfaces get removed.
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---@param event EventData.on_pre_surface_deleted|EventData.on_pre_surface_cleared
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function OnSurfaceRemoved(event)
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-- stop references
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local surfaceID = event.surface_index
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local surface = game.surfaces[surfaceID]
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if surface then
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local train_stops = surface.find_entities_filtered({ type = "train-stop" })
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for _, entity in pairs(train_stops) do
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if entity.name == C.item_name then
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RemoveStop(entity, false)
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end
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end
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end
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end
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-- }}}
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-- {{{ UpdateSchedule
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---Runs every tick to update train schedules
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---@param stop DispatcherTrainStopData
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function UpdateSchedule(stop)
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local control = stop.input.get_or_create_control_behavior()
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if not control or not control.valid then
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return
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end
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local signals = {
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action_create = { type = "virtual", name = "signal-C" },
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action_jump = { type = "virtual", name = "signal-J" },
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target_after = { type = "virtual", name = "signal-A" },
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target_before = { type = "virtual", name = "signal-B" },
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template_past = { type = "virtual", name = "signal-P" },
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template_future = { type = "virtual", name = "signal-F" },
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option_infinite = { type = "virtual", name = "signal-O" },
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option_extend = { type = "virtual", name = "signal-E" },
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}
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local create = H.get_signal_count(control, signals.action_create)
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local jump = H.get_signal_count(control, signals.action_jump)
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local train = stop.entity.get_stopped_train()
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if not train or not train.valid then
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return
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end
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local schedule = train.schedule
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if not schedule then
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return
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end
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schedule = H.copy(schedule)
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if create > 0 then
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local target_after = H.get_signal_count(control, signals.target_after)
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local target_before = H.get_signal_count(control, signals.target_before)
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local target_index = schedule.current + target_after - target_before
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local template_future = H.get_signal_count(control, signals.template_future)
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local template_past = H.get_signal_count(control, signals.template_past)
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local template_index = schedule.current + template_future - template_past
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local template = H.get_cycled(schedule.records, template_index)
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local copy = H.copy(template)
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local is_temporary = 0 == H.get_signal_count(control, signals.option_infinite)
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copy.temporary = is_temporary
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local extend = H.get_signal_count(control, signals.option_extend)
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if extend > 0 and copy.station then
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copy.station = copy.station .. " " .. tostring(extend)
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end
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H.list_insert(schedule.records, target_index, copy)
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train.schedule = schedule
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end
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if jump > 0 and #schedule.records > 0 then
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schedule.current = (schedule.current + jump - 1) % #schedule.records + 1
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train.schedule = schedule
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end
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end
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-- }}}
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-- {{{ OnTick
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function OnTick()
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for _, v in pairs(global.tws_dispatchers or {}) do
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UpdateSchedule(v)
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end
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end
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-- }}}
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function M.setup()
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local filters_on_built = { { filter = "type", type = "train-stop" } }
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local filters_on_mined = { { filter = "type", type = "train-stop" } }
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-- {{{ On create events
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local on_create_events = {
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defines.events.on_built_entity,
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defines.events.on_robot_built_entity,
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defines.events.script_raised_built,
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defines.events.script_raised_revive,
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defines.events.on_entity_cloned,
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}
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for _, event in pairs(on_create_events) do
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script.on_event(event, OnEntityCreated, filters_on_built)
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end
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-- }}}
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-- {{{ On remove events
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local on_remove_events = {
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defines.events.on_pre_player_mined_item,
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defines.events.on_robot_pre_mined,
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defines.events.script_raised_destroy,
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}
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for _, event in pairs(on_remove_events) do
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script.on_event(event, OnEntityRemoved, filters_on_mined)
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end
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script.on_event(defines.events.on_entity_died, function(event)
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OnEntityRemoved(event, true)
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end, filters_on_mined)
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-- }}}
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-- {{{ On surface removed
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script.on_event({
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defines.events.on_pre_surface_deleted,
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defines.events.on_pre_surface_cleared,
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}, OnSurfaceRemoved)
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-- }}}
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script.on_event(defines.events.on_tick, OnTick)
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end
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return M
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