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implemented partially wagon_combs
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@@ -1,6 +1,18 @@
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--By Mami
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local area = require("__flib__.area")
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local function iterr(a, i)
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i = i - 1
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if i > 0 then
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return i, a[i]
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end
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end
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local function irpairs(a)
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return iterr, a, #a + 1
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end
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---@param map_data MapData
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---@param train Train
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---@param train_id uint
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@@ -73,6 +85,178 @@ function update_train_layout(map_data, train)
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train.fluid_capacity = fluid_capacity
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end
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---@param stop LuaEntity
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---@param train LuaTrain
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local function get_train_direction(stop, train)
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local back_rail = train.back_rail
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local stop_rail = stop.connected_rail
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if back_rail and stop_rail and back_rail.unit_number == stop_rail.unit_number then
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return true
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end
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return false
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end
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---@param map_data MapData
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---@param station Station
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---@param train Train
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function set_p_wagon_combs(map_data, station, train)
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if not station.wagon_combs or not next(station.wagon_combs) then return end
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local carriages = train.entity.carriages
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local manifest = train.manifest
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local is_reversed = get_train_direction(station.entity_stop, train.entity)
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local item_i = 1
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local item = manifest[item_i]
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local item_count = item.count
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local fluid_i = 1
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local fluid = manifest[fluid_i]
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local fluid_count = fluid.count
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local ivpairs = is_reversed and irpairs or ipairs
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for carriage_i, carriage in ivpairs(carriages) do
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---@type LuaEntity?
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local comb = station.wagon_combs[carriage_i]
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if comb and not comb.valid then
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comb = nil
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station.wagon_combs[carriage_i] = nil
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if next(station.wagon_combs) == nil then
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station.wagon_combs = nil
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break
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end
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end
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if carriage.type == "cargo-wagon" and item_i <= #manifest then
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local signals = {}
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local inv = carriage.get_inventory(defines.inventory.cargo_wagon)
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local item_slots_capacity = #inv - station.locked_slots
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while item_slots_capacity > 0 do
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local do_inc = false
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if item.type == "item" then
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local stack_size = game.item_prototypes[item.name].stack_size
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local item_slots = math.ceil(item_count/stack_size)
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local i = #signals + 1
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if item_slots > item_slots_capacity then
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if comb then
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signals[i] = {index = i, signal = {type = item.type, name = item.name}, count = item_slots_capacity*stack_size}
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end
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item_slots_capacity = 0
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item_count = item_count - item_slots_capacity*stack_size
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else
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if comb then
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signals[i] = {index = i, signal = {type = item.type, name = item.name}, count = item_count}
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end
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item_slots_capacity = item_slots_capacity - item_slots
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do_inc = true
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end
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else
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do_inc = true
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end
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if do_inc then
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item_i = item_i + 1
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if item_i <= #manifest then
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item = manifest[item_i]
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item_count = item.count
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else
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break
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end
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end
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end
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if comb then
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set_combinator_output(map_data, comb, signals)
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end
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elseif carriage.type == "fluid-wagon" and fluid_i <= #manifest then
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local fluid_capacity = carriage.prototype.fluid_capacity
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local signals = {}
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while fluid_capacity > 0 do
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local do_inc = false
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if fluid.type == "fluid" then
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local i = #signals + 1
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if fluid_count > fluid_capacity then
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if comb then
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signals[i] = {index = i, signal = {type = fluid.type, name = fluid.name}, count = fluid_capacity}
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end
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fluid_capacity = 0
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fluid_count = fluid_count - fluid_capacity
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else
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if comb then
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signals[i] = {index = i, signal = {type = fluid.type, name = fluid.name}, count = item_count}
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end
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fluid_capacity = fluid_capacity - fluid_count
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do_inc = true
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end
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else
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do_inc = true
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end
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if do_inc then
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fluid_i = fluid_i + 1
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if fluid_i <= #manifest then
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fluid = manifest[fluid_i]
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fluid_count = fluid.count
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else
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break
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end
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end
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end
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if comb then
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set_combinator_output(map_data, comb, signals)
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end
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end
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end
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end
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---@param map_data MapData
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---@param station Station
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---@param train Train
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function set_r_wagon_combs(map_data, station, train)
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if not station.wagon_combs or not next(station.wagon_combs) then return end
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local carriages = train.entity.carriages
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local is_reversed = get_train_direction(station.entity_stop, train.entity)
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local ivpairs = is_reversed and irpairs or ipairs
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for carriage_i, carriage in ivpairs(carriages) do
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---@type LuaEntity?
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local comb = station.wagon_combs[carriage_i]
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if comb and not comb.valid then
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comb = nil
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station.wagon_combs[carriage_i] = nil
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if next(station.wagon_combs) == nil then
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station.wagon_combs = nil
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break
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end
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end
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if comb and carriage.type == "cargo-wagon" then
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local signals = {}
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local inv = carriage.get_inventory(defines.inventory.cargo_wagon)
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for stack_i, stack in ipairs(inv) do
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if stack.valid_for_read then
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local i = #signals + 1
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--TODO: does this work or do we need to aggregate signals?
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signals[i] = {index = i, signal = {type = stack.type, name = stack.name}, count = stack.count}
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end
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end
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set_combinator_output(map_data, comb, signals)
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elseif comb and carriage.type == "fluid-wagon" then
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local signals = {}
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local inv = carriage.get_fluid_contents()
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for fluid_name, count in pairs(inv) do
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local i = #signals + 1
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signals[i] = {index = i, signal = {type = "fluid", name = fluid_name}, count = math.floor(count)}
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end
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set_combinator_output(map_data, comb, signals)
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end
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end
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end
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---@param map_data MapData
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---@param station Station
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---@param forbidden_entity LuaEntity?
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