Files
project-cybersyn/cybersyn/scripts/main.lua
2022-10-16 18:48:11 -04:00

566 lines
17 KiB
Lua

--By Mami
local function set_station_output_empty(station)
--change circuit outputs
station.entity_out.get_control_behavior().parameters = nil
end
local function on_failed_delivery(map_data, train)
--NOTE: must change train status to STATUS_D or remove it from tracked trains after this call
local is_p_delivery_made = train.status ~= STATUS_D_TO_P and train.status ~= STATUS_P
if not is_p_delivery_made then
local station = map_data.stations[train.p_station_id]
for i, item in ipairs(train.manifest) do
station.deliveries[item.name] = station.deliveries[item.name] + item.count
if station.deliveries[item.name] == 0 then
station.deliveries[item.name] = nil
end
end
station.deliveries_total = station.deliveries_total - 1
if train.status == STATUS_P then
set_station_output_empty(station)
end
end
local is_r_delivery_made = train.status == STATUS_R_TO_D
if not is_r_delivery_made then
local station = map_data.stations[train.r_station_id]
for i, item in ipairs(train.manifest) do
station.deliveries[item.name] = station.deliveries[item.name] - item.count
if station.deliveries[item.name] == 0 then
station.deliveries[item.name] = nil
end
end
station.deliveries_total = station.deliveries_total - 1
if train.status == STATUS_R then
set_station_output_empty(station)
end
end
train.r_station_id = 0
train.p_station_id = 0
train.manifest = nil
end
local function remove_train(map_data, train, train_id)
map_data.trains[train_id] = nil
map_data.trains_available[train_id] = nil
local layout_id = train.layout_id
local count = map_data.layout_train_count[layout_id]
if count <= 1 then
map_data.layout_train_count[layout_id] = nil
map_data.layouts[layout_id] = nil
for station_id, station in pairs(map_data.stations) do
station.accepted_layouts[layout_id] = nil
end
else
map_data.layout_train_count[layout_id] = count - 1
end
end
local function on_station_built(map_data, stop)
local pos_x = stop.position.x
local pos_y = stop.position.y
local in_pos
local out_pos
local direction
local search_area
if stop.direction == 0 then
direction = 0
in_pos = {pos_x, pos_y - 1}
out_pos = {pos_x - 1, pos_y - 1}
search_area = {
{pos_x + DELTA - 1, pos_y + DELTA - 1},
{pos_x - DELTA + 1, pos_y - DELTA}
}
elseif stop.direction == 2 then
direction = 2
in_pos = {pos_x, pos_y}
out_pos = {pos_x, pos_y - 1}
search_area = {
{pos_x + DELTA, pos_y + DELTA - 1},
{pos_x - DELTA + 1, pos_y - DELTA + 1}
}
elseif stop.direction == 4 then
direction = 4
in_pos = {pos_x - 1, pos_y}
out_pos = {pos_x, pos_y}
search_area = {
{pos_x + DELTA - 1, pos_y + DELTA},
{pos_x - DELTA + 1, pos_y - DELTA + 1}
}
elseif stop.direction == 6 then
direction = 6
in_pos = {pos_x - 1, pos_y - 1}
out_pos = {pos_x - 1, pos_y}
search_area = {
{pos_x + DELTA - 1, pos_y + DELTA - 1},
{pos_x - DELTA, pos_y - DELTA + 1}
}
else
assert(false, "cybersyn: invalid direction of train stop")
end
local entity_in = nil
local entity_out = nil
local entities = stop.surface.find_entities(search_area)
for _, cur_entity in pairs (entities) do
if cur_entity.valid then
if cur_entity.name == "entity-ghost" then
if cur_entity.ghost_name == STATION_IN_NAME then
_, entity_in = cur_entity.silent_revive()
elseif cur_entity.ghost_name == STATION_OUT_NAME then
_, entity_out = cur_entity.silent_revive()
end
elseif cur_entity.name == STATION_IN_NAME then
entity_in = cur_entity
elseif cur_entity.name == STATION_OUT_NAME then
entity_out = cur_entity
end
end
end
if entity_in == nil then
entity_in = stop.surface.create_entity({
name = STATION_IN_NAME,
position = in_pos,
force = stop.force
})
end
entity_in.operable = false
entity_in.minable = false
entity_in.destructible = false
if entity_out == nil then
entity_out = stop.surface.create_entity({
name = STATION_OUT_NAME,
position = out_pos,
direction = direction,
force = stop.force
})
end
entity_out.operable = false
entity_out.minable = false
entity_out.destructible = false
local station = {
entity = stop,
entity_in = entity_in,
entity_out = entity_out,
deliveries_total = 0,
last_delivery_tick = 0,
priority = 0,
r_threshold = 0,
p_threshold = 0,
locked_slots = 0,
deliveries = {},
accepted_layouts = {}
}
map_data.stations[stop.unit_number] = station
end
local function on_station_broken(map_data, stop)
--search for trains coming to the destroyed station
local station_id = stop.unit_number
local station = map_data.stations[station_id]
if station.deliveries_total > 0 then
for train_id, train in pairs(map_data.trains) do
local is_r = train.p_station_id == station_id
if is_p or is_r then
local is_p_delivery_made = train.status ~= STATUS_D_TO_P and train.status ~= STATUS_P
local is_r_delivery_made = train.status == STATUS_R_TO_D
if (is_r and not is_r_delivery_made) or (is_p and not is_p_delivery_made) then
--train is attempting delivery to a stop that was destroyed, stop it
on_failed_delivery(map_data, train)
train.entity.schedule = nil
remove_train(map_data, train, train_id)
--TODO: mark train as lost in the alerts system
end
end
end
end
if station.entity_in.valid then station.entity_in.destroy() end
if station.entity_out.valid then station.entity_out.destroy() end
map_data.stations[station_id] = nil
end
local function on_station_rename(map_data, stop)
--search for trains coming to the renamed station
local station_id = stop.unit_number
local station = map_data.stations[station_id]
if station.deliveries_total > 0 then
for train_id, train in pairs(map_data.trains) do
local is_p = train.r_station_id == station_id
local is_r = train.p_station_id == station_id
if is_p or is_r then
local is_p_delivery_made = train.status ~= STATUS_D_TO_P and train.status ~= STATUS_P
local is_r_delivery_made = train.status == STATUS_R_TO_D
if (is_r and not is_r_delivery_made) or (is_p and not is_p_delivery_made) then
--train is attempting delivery to a stop that was renamed
local p_station = map_data.stations[train.p_station_id]
local r_station = map_data.stations[train.r_station_id]
local schedule = create_manifest_schedule(train.depot_name, p_station.entity, r_station.entity, train.manifest)
schedule.current = train.entity.schedule.current
train.entity.schedule = schedule
end
end
end
end
end
local function find_and_add_all_stations(map_data)
for _, surface in pairs(game.surfaces) do
local stops = surface.find_entities_filtered({type="train-stop"})
if stops then
for k, stop in pairs(stops) do
if stop.name == BUFFER_STATION_NAME then
local station = map_data.stations[stop.unit_number]
if not station then
on_station_built(map_data, stop)
end
end
end
end
end
end
local function update_train_layout(map_data, train)
local carriages = train.entity.carriages
local layout = ""
local i = 1
local item_slot_capacity = 0
local fluid_capacity = 0
for _, carriage in pairs(carriages) do
if carriage.type == "cargo-wagon" then
layout = layout.."C"
local inv = carriage.get_inventory(defines.inventory.cargo_wagon)
item_slot_capacity = item_slot_capacity + #inv
elseif carriage.type == "fluid-wagon" then
layout = layout.."F"
fluid_capacity = fluid_capacity + carriage.prototype.fluid_capacity
else
layout = layout.."?"
end
i = i + 1
end
local layout_id = 0
for id, cur_layout in pairs(map_data.layouts) do
if layout == cur_layout then
layout_id = id
break
end
end
if layout_id == 0 then
--define new layout
layout_id = map_data.layout_top_id
map_data.layout_top_id = map_data.layout_top_id + 1
map_data.layouts[layout_id] = layout
map_data.layout_train_count[layout_id] = 1
--for station_id, station in pairs(map_data.stations) do
-- if #layout >= #station.train_layout then
-- local is_approved = true
-- for i, v in ipairs(station.train_layout) do
-- local c = string.sub(layout, i, i)
-- if v == "C" then
-- if c ~= "C" and c ~= "?" then
-- is_approved = false
-- break
-- end
-- elseif v == "F" then
-- if c ~= "F" then
-- is_approved = false
-- break
-- end
-- end
-- end
-- for i = #station.train_layout, #layout do
-- local c = string.sub(layout, i, i)
-- if c ~= "?" then
-- is_approved = false
-- break
-- end
-- end
-- if is_approved then
-- station.accepted_layouts[layout_id] = true
-- end
-- end
--end
else
map_data.layout_train_count[layout_id] = map_data.layout_train_count[layout_id] + 1
end
train.layout_id = layout_id
train.item_slot_capacity = item_slot_capacity
train.fluid_capacity = fluid_capacity
end
local function on_train_arrives_depot(map_data, train_entity)
local train = map_data.trains[train_entity.id]
if train then
if train.manifest then
if train.status == STATUS_R_TO_D then
--succeeded delivery
train.p_station_id = 0
train.r_station_id = 0
train.manifest = nil
train.depot_name = train_entity.station.backer_name
train.status = STATUS_D
train.entity.schedule = create_depot_schedule(train.depot_name)
map_data.trains_available[train_entity.id] = true
else
on_failed_delivery(map_data, train)
local contents = train.entity.get_contents()
if next(contents) == nil then
train.depot_name = train_entity.station.backer_name
train.status = STATUS_D
train.entity.schedule = create_depot_schedule(train.depot_name)
map_data.trains_available[train_entity.id] = true
else--train still has cargo
train.entity.schedule = nil
remove_train(map_data, train, train_entity.id)
--TODO: mark train as lost in the alerts system
end
end
end
else
train = {
depot_name = train_entity.station.backer_name,
status = STATUS_D,
entity = train_entity,
layout_id = 0,
item_slot_capacity = 0,
fluid_capacity = 0,
p_station_id = 0,
r_station_id = 0,
manifest = nil,
}
update_train_layout(global, train)
map_data.trains[train_entity.id] = train
map_data.trains_available[train_entity.id] = true
local schedule = create_depot_schedule(train.depot_name)
train_entity.schedule = schedule
end
end
local function on_train_arrives_buffer(map_data, station_id, train)
if train.manifest then
if train.status == STATUS_D_TO_P then
if train.p_station_id == station_id then
train.status = STATUS_P
--change circuit outputs
local station = map_data.stations[station_id]
local signals = {}
for i, item in ipairs(train.manifest) do
signals[i] = {index = i, signal = {type = item.type, name = item.name}, count = item.count}
end
station.entity_out.get_control_behavior().parameters = signals
end
elseif train.status == STATUS_P_TO_R then
if train.r_station_id == station_id then
train.status = STATUS_R
--change circuit outputs
local station = map_data.stations[station_id]
local signals = {}
for i, item in ipairs(train.manifest) do
signals[i] = {index = i, signal = {type = item.type, name = item.name}, count = -1}
end
station.entity_out.get_control_behavior().parameters = signals
end
else
on_failed_delivery(map_data, train)
remove_train(map_data, train, train.entity.id)
train.entity.schedule = nil
end
else
--train is lost somehow, probably from player intervention
remove_train(map_data, train, train.entity.id)
end
end
local function on_train_leaves_station(map_data, train)
if train.manifest then
if train.status == STATUS_P then
train.status = STATUS_P_TO_R
local station = map_data.stations[train.p_station_id]
for i, item in ipairs(train.manifest) do
station.deliveries[item.name] = station.deliveries[item.name] + item.count
if station.deliveries[item.name] == 0 then
station.deliveries[item.name] = nil
end
end
station.deliveries_total = station.deliveries_total - 1
set_station_output_empty(station)
elseif train.status == STATUS_R then
train.status = STATUS_R_TO_D
local station = map_data.stations[train.r_station_id]
for i, item in ipairs(train.manifest) do
station.deliveries[item.name] = station.deliveries[item.name] - item.count
if station.deliveries[item.name] == 0 then
station.deliveries[item.name] = nil
end
end
station.deliveries_total = station.deliveries_total - 1
set_station_output_empty(station)
end
end
end
local function on_train_broken(map_data, train)
if train.manifest then
on_failed_delivery(map_data, train)
remove_train(map_data, train, train.entity.id)
if train.entity.valid then
train.entity.schedule = nil
end
end
end
local function on_train_modified(map_data, pre_train_id, train_entity)
local train = map_data.trains[pre_train_id]
if train then
if train.manifest then
on_failed_delivery(map_data, train)
end
remove_train(map_data, train, pre_train_id)
if train.entity.valid then
train.entity.schedule = nil
end
end
end
local function on_tick(event)
tick(global, mod_settings)
global.total_ticks = global.total_ticks + 1
end
local function on_built(event)
local entity = event.entity or event.created_entity or event.destination
if not entity or not entity.valid then return end
if entity.name == BUFFER_STATION_NAME then
on_station_built(global, entity)
elseif entity.type == "inserter" then
elseif entity.type == "pump" then
if entity.pump_rail_target then
end
end
end
local function on_broken(event)
local entity = event.entity
if not entity or not entity.valid then return end
if entity.train then
local train = global.trains[entity.train.id]
if train then
on_train_broken(global, train)
end
elseif entity.name == BUFFER_STATION_NAME then
on_station_broken(global, entity)
elseif entity.type == "inserter" then
elseif entity.type == "pump" then
end
end
local function on_train_changed(event)
local train_e = event.train
local train = global.trains[train_e.id]
if train_e.state == defines.train_state.wait_station and train_e.station ~= nil then
if train_e.station.name == DEPOT_STATION_NAME then
on_train_arrives_depot(global, train_e)
elseif train_e.station.name == BUFFER_STATION_NAME then
if train then
on_train_arrives_buffer(global, train_e.station.unit_number, train)
end
end
elseif event.old_state == defines.train_state.wait_station then
if train then
on_train_leaves_station(global, train)
end
end
end
local function on_train_built(event)
local train_e = event.train
if event.old_train_id_1 then
on_train_modified(global, event.old_train_id_1, train_e)
end
if event.old_train_id_2 then
on_train_modified(global, event.old_train_id_2, train_e)
end
end
local function on_surface_removed(event)
local surface = game.surfaces[event.surface_index]
if surface then
local train_stops = surface.find_entities_filtered({type = "train-stop"})
for _, entity in pairs(train_stops) do
if entity.name == BUFFER_STATION_NAME then
on_station_broken(global, entity)
end
end
end
end
local function on_rename(event)
if event.entity.name == BUFFER_STATION_NAME then
on_station_rename(global, event.entity)
end
end
local filter_built = {
{filter = "type", type = "train-stop"},
{filter = "type", type = "inserter"},
{filter = "type", type = "pump"},
}
local filter_broken = {
{filter = "type", type = "train-stop"},
{filter = "type", type = "inserter"},
{filter = "type", type = "pump"},
{filter = "rolling-stock"},
}
local function register_events()
--NOTE: I have no idea if this correctly registers all events once in all situations
script.on_event(defines.events.on_built_entity, on_built, filter_built)
script.on_event(defines.events.on_robot_built_entity, on_built, filter_built)
script.on_event({defines.events.script_raised_built, defines.events.script_raised_revive, defines.events.on_entity_cloned}, on_built)
script.on_event(defines.events.on_pre_player_mined_item, on_broken, filter_broken)
script.on_event(defines.events.on_robot_pre_mined, on_broken, filter_broken)
script.on_event(defines.events.on_entity_died, on_broken, filter_broken)
script.on_event(defines.events.script_raised_destroy, on_broken)
script.on_event({defines.events.on_pre_surface_deleted, defines.events.on_pre_surface_cleared}, on_surface_removed)
local nth_tick = math.ceil(60/mod_settings.tps);
script.on_nth_tick(nil)
script.on_nth_tick(nth_tick, on_tick)
script.on_event(defines.events.on_train_created, on_train_built)
script.on_event(defines.events.on_train_changed_state, on_train_changed)
script.on_event(defines.events.on_entity_renamed, on_rename)
end
script.on_load(function()
register_events()
end)
script.on_init(function()
--TODO: we are not checking changed cargo capacities
find_and_add_all_stations(global)
register_events()
end)
script.on_configuration_changed(function(data)
--TODO: we are not checking changed cargo capacities
find_and_add_all_stations(global)
register_events()
end)