local math = math local INF = math.huge local function icpairs(a, start_i) if #a == 0 then return nil end start_i = start_i%#a + 1 local i = start_i - 1 local flag = true return function() i = i%#a + 1 if i ~= start_i or flag then flag = false local v = a[i] if v then return i, v end end end end --[[ station: { deliveries_total: int train_limit: int priority: int last_delivery_tick: int r_threshold: int >= 0 p_threshold: int >= 0 train_layout: [ [ { [car_type]: true|nil } ] ] accepted_layouts: { [layout_id]: true|nil } } train: { layout_id: int depot_id: int item_slot_capacity: int fluid_capacity: int } available_trains: [{ layout_id: int capacity: int }] ]] local function create_loading_order(station_name, manifest) local condition = {} for _, item in ipairs(manifest) do local cond_type if item.type == "fluid" then cond_type = "fluid_count" else cond_type = "item_count" end condition[#condition + 1] = { type = cond_type, compare_type = "and", condition = {comparator = "≥", first_signal = {type = item.type, name = item.name}, constant = item.count} } end return {station = station_name, wait_conditions = condition} end local create_unloading_order_condition = {type = "empty", compare_type = "and"} local function create_unloading_order(station_name, manifest) return {station = station_name, wait_conditions = create_unloading_order_condition} end local create_inactivity_order_condition = {type = "inactivity", compare_type = "and", ticks = 3} local function create_inactivity_order(station_name) return {station = station_name, wait_conditions = create_inactivity_order_condition} end local create_direct_to_station_order_condition = {{type = "time", compare_type = "and", ticks = 0}} local function create_direct_to_station_order(rail, rail_direction) return {wait_conditions = create_direct_to_station_order_condition, rail = rail, rail_direction = rail_direction, temporary = false} end local function get_signals(stations, station_id) return {} end local function get_station_dist(stations, id0, id1) return INF end local function get_valid_train(stations, r_station_id, p_station_id, available_trains, item_type) --NOTE: this code is the critical section for run-time optimization local r_station = stations[r_station_id] local p_station = stations[p_station_id] local p_to_r_dist = get_station_dist(stations, p_station_id, r_station_id) if p_to_r_dist == INF then return nil, p_to_r_dist end local best_train = nil local best_dist = INF local is_fluid = item_type == "fluid" for k, train in pairs(available_trains.all) do --check cargo capabilities --check layout validity for both stations if ((is_fluid and train.fluid_capacity > 0) or (not is_fluid and train.item_slot_capacity > 0)) and r_station.accepted_layouts[train.layout_id] and p_station.accepted_layouts[train.layout_id] then --check if exists valid path --check if path is shortest so we prioritize locality local d_to_p_dist = get_station_dist(stations, train.depot_id, p_station_id) local dist = d_to_p_dist + p_to_r_dist if dist < best_dist then best_dist = dist best_train = train end end end return best_train, best_dist end local function send_train_between(stations, r_station_id, p_station_id, train, primary_item_name, economy) local r_station = stations[r_station_id] local p_station = stations[p_station_id] local requests = {} local manifest = {} local r_signals = get_signals(r_station_id) for k, v in pairs(r_signals) do local item_name = v.signal.name local item_count = v.count local item_type = v.signal.type if item_name and item_type and item_type ~= "virtual" then local effective_item_count = item_count + r_station.delivery_amount[item_name] if -effective_item_count >= r_station.r_threshold then requests[item_name] = -effective_item_count end end end local p_signals = get_signals(r_station_id) for k, v in pairs(p_signals) do local item_name = v.signal.name local item_count = v.count local item_type = v.signal.type if item_name and item_type and item_type ~= "virtual" and item_name ~= primary_item_name then local effective_item_count = item_count + p_station.delivery_amount[item_name] if effective_item_count >= p_station.p_threshold then local r = requests[item_name] if r then local item = {name = item_name, count = math.min(r, effective_item_count), type = item_type} if item_name == primary_item_name then manifest[#manifest + 1] = manifest[1] manifest[1] = item else manifest[#manifest + 1] = item end end end end end --local total_slots_left = 0 --local total_liquid_left = 0 local i = 1 while i <= #manifest do local item = manifest[i] local keep_item = false if item.type == "fluid" then if total_liquid_left > 0 then if item.count > total_liquid_left then item.count = total_liquid_left end total_liquid_left = 0--no liquid merging keep_item = true end elseif total_slots_left > 0 then local stack_size = game.item_prototypes[item.name].stack_size local slots = math.ceil(item.count/stack_size) if slots > total_slots_left then item.count = total_slots_left*stack_size end total_slots_left = total_slots_left - slots keep_item = true end if keep_item then i = i + 1 else manifest[i] = manifest[#manifest] manifest[#manifest] = nil end end r_station.last_delivery_tick = economy.ticks_total p_station.last_delivery_tick = economy.ticks_total r_station.deliveries_total = r_station.deliveries_total + 1 p_station.deliveries_total = p_station.deliveries_total + 1 for _, item in ipairs(manifest) do assert(item.count > 0, "main.lua error, transfer amount was not positive") r_station.delivery_amount[item.name] = r_station.delivery_amount[item.name] + item.count p_station.delivery_amount[item.name] = p_station.delivery_amount[item.name] - item.count local r_stations = economy.r_stations_all[item.name] local p_stations = economy.p_stations_all[item.name] for i, id in ipairs(r_stations) do if id == r_station_id then table.remove(r_stations, i) break end end for i, id in ipairs(p_stations) do if id == p_station_id then table.remove(p_stations, i) break end end end end function tick(stations, available_trains, ticks_total) local economy = { r_stations_all = {}, p_stations_all = {}, all_items = {}, ticks_total = ticks_total, } local r_stations_all = economy.r_stations_all local p_stations_all = economy.p_stations_all local all_items = economy.all_items for station_id, station in pairs(stations) do if station.deliveries_total < station.train_limit then station.r_threshold = 0 station.p_threshold = 0 station.priority = 0 local signals = get_signals(station_id) for k, v in pairs(signals) do local item_name = v.signal.name local item_count = v.count local item_type = v.signal.type if item_name and item_type then if item_type == "virtual" then if item_name == SIGNAL_PRIORITY then station.priority = item_count elseif item_name == REQUEST_THRESHOLD then station.r_threshold = math.abs(item_count) elseif item_name == PROVIDE_THRESHOLD then station.p_threshold = math.abs(item_count) end signals[k] = nil end else signals[k] = nil end end for k, v in pairs(signals) do local item_name = v.signal.name local item_count = v.count local effective_item_count = item_count + station.delivery_amount[item_name] if -effective_item_count >= station.r_threshold then if r_stations_all[item_name] == nil then r_stations_all[item_name] = {} p_stations_all[item_name] = {} all_items[#all_items + 1] = item_name end table.insert(r_stations_all[item_name], station_id) elseif effective_item_count >= station.p_threshold then if r_stations_all[item_name] == nil then r_stations_all[item_name] = {} p_stations_all[item_name] = {} all_items[#all_items + 1] = item_name end table.insert(p_stations_all[item_name], station_id) end end end end local failed_because_missing_trains_total = 0 --we do not dispatch more than one train per station per tick --psuedo-randomize what item (and what station) to check first so if trains available is low they choose orders psuedo-randomly for _, item_name in icpairs(all_items, ticks_total) do local r_stations = r_stations_all[item_name] local p_stations = p_stations_all[item_name] --NOTE: this is an approximation algorithm for solving the assignment problem (bipartite graph weighted matching), the true solution would be to implement the simplex algorithm (and run it twice to compare the locality solution to the round-robin solution) but I strongly believe most factorio players would prefer run-time efficiency over perfect train routing logic if #r_stations > 0 and #p_stations > 0 then if #r_stations <= #p_stations then --probably backpressure, prioritize locality repeat local i = ticks_total%#r_stations + 1 local r_station_id = table.remove(r_stations, i) local best = 0 local best_train = nil local best_dist = INF local highest_prior = -INF local could_have_been_serviced = false for j, p_station_id in ipairs(p_stations) do local train, d = get_valid_train(stations, r_station_id, p_station_id, available_trains) local prior = stations[p_station_id].priority if prior > highest_prior or (prior == highest_prior and d < best_dist) then if train then best = j best_dist = d best_train = train highest_prior = prior elseif d < INF then could_have_been_serviced = true end end end if best > 0 then send_train_between(stations, r_station_id, p_stations[best], best_train, item_name, economy) elseif could_have_been_serviced then failed_because_missing_trains_total = failed_because_missing_trains_total + 1 end until #r_stations == 0 else --prioritize round robin repeat local j = ticks_total%#p_stations + 1 local p_station_id = table.remove(p_stations, j) local best = 0 local best_train = nil local lowest_tick = INF local highest_prior = -INF local could_have_been_serviced = false for i, r_station_id in ipairs(r_stations) do local r_station = stations[r_station_id] local prior = r_station.priority if prior > highest_prior or (prior == highest_prior and r_station.last_delivery_tick < lowest_tick) then local train, d = get_valid_train(stations, r_station_id, p_station_id, available_trains) if train then best = i best_train = train lowest_tick = r_station.last_delivery_tick highest_prior = prior elseif d < INF then could_have_been_serviced = true end end end if best > 0 then send_train_between(stations, r_stations[best], p_station_id, best_train, item_name, economy) elseif could_have_been_serviced then failed_because_missing_trains_total = failed_because_missing_trains_total + 1 end until #p_stations == 0 end end end end