mirror of
https://github.com/Xevion/project-cybersyn.git
synced 2025-12-10 18:08:13 -06:00
Modify GUI tick rate to 10s from 1s and refactor some of the stations code with improvements from inventory
This commit is contained in:
@@ -92,36 +92,29 @@ function util.slot_table_build_from_station(station)
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local item = v.signal
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local item = v.signal
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local count = v.count
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local count = v.count
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local name = item.name
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local name = item.name
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local sprite
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local sprite = util.build_sprite_path(name)
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local color
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if sprite ~= nil then
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if count > 0 then
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local color
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color = "green"
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if count > 0 then
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else
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color = "green"
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color = "red"
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end
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if item.type then
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sprite = item.type .. "/" .. name
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else
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if name then
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sprite = string.gsub(name, ",", "/")
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else
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else
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--idunno?
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color = "red"
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end
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if game.is_valid_sprite_path(sprite) then
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children[#children + 1] = {
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type = "sprite-button",
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enabled = false,
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style = "ltnm_small_slot_button_" .. color,
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sprite = sprite,
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tooltip = {
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"",
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"[img=" .. sprite .. "]",
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{ "item-name." .. name },
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"\n"..format.number(count),
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},
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number = count
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}
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end
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end
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end
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if game.is_valid_sprite_path(sprite) then
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children[#children + 1] = {
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type = "sprite-button",
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enabled = false,
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style = "ltnm_small_slot_button_" .. color,
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sprite = sprite,
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tooltip = {
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"",
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"[img=" .. sprite .. "]",
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{ "item-name." .. name },
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"\n"..format.number(count),
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},
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number = count
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}
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end
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end
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end
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end
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end
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end
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@@ -132,33 +125,32 @@ function util.slot_table_build_from_deliveries(station)
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---@type GuiElemDef[]
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---@type GuiElemDef[]
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local children = {}
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local children = {}
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local deliveries = station.deliveries
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local deliveries = station.deliveries
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local sprite = ""
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for item, count in pairs(deliveries) do
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for item, count in pairs(deliveries) do
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local color
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if count > 0 then
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local sprite = util.build_sprite_path(item)
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color = "green"
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if sprite ~= nil then
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else
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local color
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color = "blue"
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if count > 0 then
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end
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color = "green"
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if game.is_valid_sprite_path("item/" .. item) then
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else
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sprite = "item/" .. item
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color = "blue"
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elseif game.is_valid_sprite_path("fluid/" .. item) then
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end
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sprite = "fluid/" .. item
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if game.is_valid_sprite_path(sprite) then
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end
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children[#children + 1] = {
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if game.is_valid_sprite_path(sprite) then
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type = "sprite-button",
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children[#children + 1] = {
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enabled = false,
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type = "sprite-button",
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style = "ltnm_small_slot_button_" .. color,
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enabled = false,
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sprite = sprite,
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style = "ltnm_small_slot_button_" .. color,
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tooltip = {
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sprite = sprite,
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"",
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tooltip = {
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"[img=" .. sprite .. "]",
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"",
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{ item },
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"[img=" .. sprite .. "]",
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"\n"..format.number(count),
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{ item },
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},
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"\n"..format.number(count),
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number = count
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},
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}
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number = count
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end
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}
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end
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end
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end
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end
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return children
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return children
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@@ -180,7 +172,6 @@ function util.slot_table_build_from_control_signals(station)
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if item.type ~= "virtual" then
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if item.type ~= "virtual" then
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goto continue
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goto continue
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else
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else
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-- don't know how to get the sprite path for signals like cybersyn-priority, so this fizzles
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sprite = "virtual-signal" .. "/" .. name
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sprite = "virtual-signal" .. "/" .. name
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end
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end
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if game.is_valid_sprite_path(sprite) then
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if game.is_valid_sprite_path(sprite) then
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@@ -903,7 +903,7 @@ local function main()
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end
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end
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local MANAGER_ENABLED = true
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local MANAGER_ENABLED = true --convert to mod setting?
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script.on_init(function()
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script.on_init(function()
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local setting = settings.global["cybersyn-invert-sign"]
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local setting = settings.global["cybersyn-invert-sign"]
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@@ -933,7 +933,7 @@ local function main()
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script.on_event(defines.events.on_player_removed, manager.on_player_removed)
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script.on_event(defines.events.on_player_removed, manager.on_player_removed)
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script.on_event(defines.events.on_player_created, manager.on_player_created)
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script.on_event(defines.events.on_player_created, manager.on_player_created)
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script.on_event(defines.events.on_lua_shortcut, manager.on_lua_shortcut)
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script.on_event(defines.events.on_lua_shortcut, manager.on_lua_shortcut)
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script.on_nth_tick(60, function()
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script.on_nth_tick(600, function() --TODO: tick value needs to be converted to mod setting
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manager.tick(global)
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manager.tick(global)
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end)
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end)
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end
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end
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