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control.lua
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control.lua
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require 'utils.data_stages'
_LIFECYCLE = _STAGE.control -- Control stage
_DEBUG = false
_DUMP_ENV = false
local Event = require 'utils.event'
local Functions = require 'functions'
local ICW = require 'table'
local Public = {}
Public.reset = ICW.reset
Public.get_table = ICW.get
local function on_player_mined_entity(event)
local entity = event.entity
if not entity and not entity.valid then
return
end
Functions.kill_wagon(entity)
end
local function on_robot_mined_entity(event)
local entity = event.entity
if not entity and not entity.valid then
return
end
Functions.kill_wagon(entity)
end
local function on_built_entity(event)
local created_entity = event.created_entity
Functions.create_wagon(created_entity)
end
local function on_robot_built_entity(event)
local created_entity = event.created_entity
Functions.create_wagon(created_entity)
end
local function on_entity_died(event)
local entity = event.entity
if not entity and not entity.valid then
return
end
local wagon_types = ICW.get('wagon_types')
if not wagon_types[entity.type] then
return
end
local icw = ICW.get()
Functions.kill_wagon(icw, entity)
end
local function on_player_driving_changed_state(event)
local icw = ICW.get()
local player = game.players[event.player_index]
Functions.use_cargo_wagon_door_with_entity(icw, player, event.entity)
end
local function on_player_changed_surface(event)
local player = game.players[event.player_index]
Functions.kill_minimap(player)
Functions.kill_button(player)
end
local function on_gui_closed(event)
local entity = event.entity
if not entity then
return
end
if not entity.valid then
return
end
if not entity.unit_number then
return
end
local icw = ICW.get()
if not icw.wagons[entity.unit_number] then
return
end
Functions.kill_minimap(game.players[event.player_index])
end
local function on_gui_opened(event)
local entity = event.entity
if not entity then
return
end
if not entity.valid then
return
end
if not entity.unit_number then
return
end
local icw = ICW.get()
local wagon = icw.wagons[entity.unit_number]
if not wagon then
return
end
Functions.draw_minimap(
icw,
game.players[event.player_index],
wagon.surface,
{
wagon.area.left_top.x + (wagon.area.right_bottom.x - wagon.area.left_top.x) * 0.5,
wagon.area.left_top.y + (wagon.area.right_bottom.y - wagon.area.left_top.y) * 0.5
}
)
end
local function on_player_died(event)
Functions.kill_minimap(game.players[event.player_index])
end
local function on_train_created()
local icw = ICW.get()
Functions.request_reconstruction(icw)
end
local function on_gui_click(event)
local element = event.element
if not element or not element.valid then
return
end
local player = game.players[event.player_index]
local name = element.name
if name == 'icw_discard_button_name' then
if player.gui.left.icw_main_frame then
player.gui.left.icw_main_frame.destroy()
end
end
if name == 'icw_minimap_button' then
Functions.toggle_button(player)
end
local icw = ICW.get()
Functions.toggle_minimap(icw, event)
end
local function on_tick()
local tick = game.tick
if tick % 10 == 0 then
Functions.item_transfer()
end
if tick % 140 == 0 then
Functions.update_minimap()
end
end
local function on_init()
Public.reset()
end
local function on_gui_switch_state_changed(event)
local element = event.element
local player = game.players[event.player_index]
if not (player and player.valid) then
return
end
if not element.valid then
return
end
if element.name == 'icw_auto_switch' then
local icw = ICW.get()
Functions.toggle_auto(icw, player)
end
end
local function on_player_joined_game(event)
local players = ICW.get('players')
local player_data = players[event.player_index]
if not player_data then
return
end
local surface = game.surfaces[player_data.surface]
if surface and surface.valid then
return
end
local fallback_surface = game.surfaces[player_data.fallback_surface]
if not fallback_surface or not fallback_surface.valid then
return
end
local player = game.players[event.player_index]
local p = fallback_surface.find_non_colliding_position('character', player_data.fallback_position, 32, 0.5)
if p then
player.teleport(p, fallback_surface)
else
player.teleport(player.force.get_spawn_position(fallback_surface), fallback_surface)
end
end
local function on_player_left_game(event)
Functions.kill_minimap(game.players[event.player_index])
end
function Public.register_wagon(wagon_entity)
local icw = ICW.get()
return Functions.create_wagon(icw, wagon_entity)
end
Event.on_init(on_init)
Event.on_nth_tick(5, on_tick)
Event.add(defines.events.on_built_entity, on_built_entity)
Event.add(defines.events.on_player_driving_changed_state, on_player_driving_changed_state)
Event.add(defines.events.on_player_changed_surface, on_player_changed_surface)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_train_created, on_train_created)
Event.add(defines.events.on_player_died, on_player_died)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_gui_closed, on_gui_closed)
Event.add(defines.events.on_gui_opened, on_gui_opened)
Event.add(defines.events.on_gui_switch_state_changed, on_gui_switch_state_changed)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_left_game, on_player_left_game)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
Event.add(defines.events.on_robot_mined_entity, on_robot_mined_entity)
return Public