-
Notifications
You must be signed in to change notification settings - Fork 0
/
functions.lua
1095 lines (981 loc) · 34.6 KB
/
functions.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
local Public = {}
local ICW = require 'table'
local Task = require 'utils.task'
local Token = require 'utils.token'
local reconstruct_all_trains =
Token.register(
function(data)
local icw = data.icw
Public.reconstruct_all_trains(icw)
end
)
local function get_tile_name()
local main_tile_name = 'black-refined-concrete'
return main_tile_name
end
local function shuffle_table(t, rng)
local rand = rng or math.random
local iterations = #t
if iterations == 0 then
error('Not a sequential table')
return
end
local j
for i = iterations, 2, -1 do
j = rand(i)
t[i], t[j] = t[j], t[i]
end
end
function Public.request_reconstruction(icw)
Task.set_timeout_in_ticks(60, reconstruct_all_trains, {icw = icw})
end
local function validate_entity(entity)
if not entity then
return false
end
if not entity.valid then
return false
end
return true
end
local function delete_empty_surfaces(icw)
for k, surface in pairs(icw.surfaces) do
if not icw.trains[tonumber(surface.name)] then
game.delete_surface(surface)
icw.surfaces[k] = nil
end
end
end
local function kick_players_from_surface(wagon)
if not validate_entity(wagon.surface) then
return print('Surface was not valid.')
end
if not wagon.entity or not wagon.entity.valid then
local main_surface = wagon.surface
if validate_entity(main_surface) then
for _, e in pairs(wagon.surface.find_entities_filtered({area = wagon.area})) do
if validate_entity(e) and e.name == 'character' and e.player then
e.player.teleport(
main_surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(main_surface), 3, 0, 5),
main_surface
)
end
end
end
return print('Wagon entity was not valid.')
end
for _, e in pairs(wagon.surface.find_entities_filtered({area = wagon.area})) do
if validate_entity(e) and e.name == 'character' and e.player then
local p = wagon.entity.surface.find_non_colliding_position('character', wagon.entity.position, 128, 0.5)
if p then
e.player.teleport(p, wagon.entity.surface)
else
e.player.teleport(wagon.entity.position, wagon.entity.surface)
end
end
end
end
local function kick_players_out_of_vehicles(wagon)
for _, player in pairs(game.connected_players) do
local character = player.character
if character and character.valid and character.driving then
if wagon.surface == player.surface then
character.driving = false
end
end
end
end
local function teleport_char(position, destination_area, wagon)
for _, e in pairs(wagon.surface.find_entities_filtered({name = 'character', area = wagon.area})) do
local player = e.player
if player then
position[player.index] = {
player.position.x,
player.position.y + (destination_area.left_top.y - wagon.area.left_top.y)
}
player.teleport({0, 0}, game.surfaces.nauvis)
end
end
end
local function connect_power_pole(entity, wagon_area_left_top_y)
local surface = entity.surface
local max_wire_distance = entity.prototype.max_wire_distance
local area = {
{entity.position.x - max_wire_distance, entity.position.y - max_wire_distance},
{entity.position.x + max_wire_distance, entity.position.y - 1}
}
for _, pole in pairs(surface.find_entities_filtered({area = area, name = entity.name})) do
if pole.position.y < wagon_area_left_top_y then
entity.connect_neighbour(pole)
return
end
end
end
local function equal_fluid(source_tank, target_tank)
if not source_tank.valid then
return
end
if not target_tank.valid then
return
end
local source_fluid = source_tank.fluidbox[1]
if not source_fluid then
return
end
local target_fluid = target_tank.fluidbox[1]
local source_fluid_amount = source_fluid.amount
local amount
if target_fluid then
amount = source_fluid_amount - ((target_fluid.amount + source_fluid_amount) * 0.5)
else
amount = source_fluid.amount * 0.5
end
if amount <= 0 then
return
end
local inserted_amount = target_tank.insert_fluid({name = source_fluid.name, amount = amount, temperature = source_fluid.temperature})
if inserted_amount > 0 then
source_tank.remove_fluid({name = source_fluid.name, amount = inserted_amount})
end
end
local function divide_fluid(wagon, storage_tank)
if not validate_entity(wagon.entity) then
return
end
local fluid_wagon = wagon.entity
equal_fluid(fluid_wagon, storage_tank)
equal_fluid(storage_tank, fluid_wagon)
end
local function input_filtered(wagon_inventory, chest, chest_inventory, free_slots)
local request_stacks = {}
local prototypes = game.item_prototypes
for slot_index = 1, 30, 1 do
local stack = chest.get_request_slot(slot_index)
if stack then
request_stacks[stack.name] = 10 * prototypes[stack.name].stack_size
end
end
if wagon_inventory.supports_bar() then
for i = 1, wagon_inventory.get_bar() - 1, 1 do
if free_slots <= 0 then
return
end
local stack = wagon_inventory[i]
if stack.valid_for_read then
local request_stack = request_stacks[stack.name]
if request_stack and request_stack > chest_inventory.get_item_count(stack.name) then
chest_inventory.insert(stack)
stack.clear()
free_slots = free_slots - 1
end
end
end
end
end
local function input_cargo(wagon, chest)
if not chest.request_from_buffers then
goto continue
end
local wagon_entity = wagon.entity
if not validate_entity(wagon_entity) then
wagon.transfer_entities = nil
goto continue
end
local wagon_inventory = wagon_entity.get_inventory(defines.inventory.cargo_wagon)
if wagon_inventory.is_empty() then
goto continue
end
local chest_inventory = chest.get_inventory(defines.inventory.chest)
local free_slots = 0
if chest_inventory.supports_bar() then
for i = 1, chest_inventory.get_bar() - 1, 1 do
if not chest_inventory[i].valid_for_read then
free_slots = free_slots + 1
end
end
end
if chest.get_request_slot(1) then
input_filtered(wagon_inventory, chest, chest_inventory, free_slots)
goto continue
end
if wagon_inventory.supports_bar() then
for i = 1, wagon_inventory.get_bar() - 1, 1 do
if free_slots <= 0 then
goto continue
end
if wagon_inventory[i].valid_for_read then
chest_inventory.insert(wagon_inventory[i])
wagon_inventory[i].clear()
free_slots = free_slots - 1
end
end
end
::continue::
end
local function output_cargo(wagon, passive_chest)
if not validate_entity(wagon.entity) then
goto continue
end
if not passive_chest.valid then
goto continue
end
local chest1 = passive_chest.get_inventory(defines.inventory.chest)
local chest2 = wagon.entity.get_inventory(defines.inventory.cargo_wagon)
for i = 1, #chest1 do
local t = chest1[i]
if t and t.valid then
local c = chest2.insert(t)
if (c > 0) then
chest1[i].count = chest1[i].count - c
end
end
end
::continue::
end
local transfer_functions = {
['storage-tank'] = divide_fluid,
['logistic-chest-requester'] = input_cargo,
['logistic-chest-passive-provider'] = output_cargo
}
local function get_wagon_for_entity(icw, entity)
if not validate_entity(entity) then
return
end
local train = icw.trains[tonumber(entity.surface.name)]
if not train then
return
end
local position = entity.position
for k, unit_number in pairs(train.wagons) do
local wagon = icw.wagons[unit_number]
if wagon then
local left_top = wagon.area.left_top
local right_bottom = wagon.area.right_bottom
if position.x >= left_top.x and position.y >= left_top.y and position.x <= right_bottom.x and position.y <= right_bottom.y then
return wagon
end
end
end
return false
end
local function kill_wagon_doors(icw, wagon)
if not validate_entity(wagon.entity) then
return
end
for k, e in pairs(wagon.doors) do
if e and e.valid then
icw.doors[e.unit_number] = nil
e.destroy()
wagon.doors[k] = nil
end
end
end
local function construct_wagon_doors(icw, wagon)
local area = wagon.area
local surface = wagon.surface
local main_tile_name = get_tile_name()
for _, x in pairs({area.left_top.x - 1.5, area.right_bottom.x + 1.5}) do
local p = {x = x, y = area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
if p.x < 0 then
surface.set_tiles({{name = main_tile_name, position = {x = p.x + 0.5, y = p.y}}}, true)
else
surface.set_tiles({{name = main_tile_name, position = {x = p.x - 1, y = p.y}}}, true)
end
local e =
surface.create_entity(
{
name = 'car',
position = {x, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)},
force = 'neutral',
create_build_effect_smoke = false
}
)
e.destructible = false
e.minable = false
e.operable = false
e.get_inventory(defines.inventory.fuel).insert({name = 'coal', count = 1})
icw.doors[e.unit_number] = wagon.entity.unit_number
wagon.doors[#wagon.doors + 1] = e
end
end
local function get_player_data(icw, player)
local player_data = icw.players[player.index]
if icw.players[player.index] then
return player_data
end
local fallback = 1
icw.players[player.index] = {
surface = 1,
fallback_surface = tonumber(fallback),
zoom = 0.30,
auto = true,
map_size = 360
}
return icw.players[player.index]
end
function Public.toggle_button(player)
local element = player.gui.left.icw_main_frame
if element then
return element.destroy()
end
local icw = ICW.get()
if player.character and player.character.valid then
local wagon = get_wagon_for_entity(icw, player.character)
if wagon then
Public.draw_minimap(icw, player, wagon.entity.surface, wagon.entity.position)
end
end
end
function Public.add_button(player)
local element = player.gui.top.icw_minimap_button
if element then
element.destroy()
end
local b =
player.gui.top.add(
{
type = 'sprite-button',
name = 'icw_minimap_button',
sprite = 'utility/map',
tooltip = 'Shows minimap of outside!'
}
)
b.style.minimal_height = 38
b.style.maximal_height = 38
end
function Public.kill_button(player)
local element = player.gui.top.icw_minimap_button
if element then
element.destroy()
end
end
function Public.kill_minimap(player)
local element = player.gui.left.icw_main_frame
if element then
element.destroy()
end
end
function Public.is_minimap_valid(player, surface)
if validate_entity(player) then
if player.surface ~= surface then
Public.kill_minimap(player)
end
end
end
function Public.kill_wagon(entity)
if not validate_entity(entity) then
return
end
local icw = ICW.get()
local wagon_types = ICW.get('wagon_types')
if not wagon_types[entity.type] then
return
end
local wagon = icw.wagons[entity.unit_number]
if not wagon then
return
end
local surface = wagon.surface
kick_players_from_surface(wagon)
kick_players_out_of_vehicles(wagon)
kill_wagon_doors(icw, wagon)
for _, tile in pairs(surface.find_tiles_filtered({area = wagon.area})) do
surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
end
for _, x in pairs({wagon.area.left_top.x - 1.5, wagon.area.right_bottom.x + 1.5}) do
local p = {x = x, y = wagon.area.left_top.y + ((wagon.area.right_bottom.y - wagon.area.left_top.y) * 0.5)}
surface.set_tiles({{name = 'out-of-map', position = {x = p.x + 0.5, y = p.y}}}, true)
surface.set_tiles({{name = 'out-of-map', position = {x = p.x - 1, y = p.y}}}, true)
end
wagon.entity.force.chart(surface, wagon.area)
icw.wagons[entity.unit_number] = nil
Public.request_reconstruction(icw)
end
function Public.create_room_surface(icw, unit_number)
if game.surfaces[tostring(unit_number)] then
return game.surfaces[tostring(unit_number)]
end
local map_gen_settings = {
['width'] = 2,
['height'] = 2,
['water'] = 0,
['starting_area'] = 1,
['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
['default_enable_all_autoplace_controls'] = true,
['autoplace_settings'] = {
['entity'] = {treat_missing_as_default = false},
['tile'] = {treat_missing_as_default = true},
['decorative'] = {treat_missing_as_default = false}
}
}
local surface = game.create_surface(tostring(unit_number), map_gen_settings)
surface.freeze_daytime = true
surface.daytime = 0.1
surface.request_to_generate_chunks({16, 16}, 1)
surface.force_generate_chunk_requests()
for _, tile in pairs(surface.find_tiles_filtered({area = {{-2, -2}, {2, 2}}})) do
surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
end
icw.surfaces[#icw.surfaces + 1] = surface
return surface
end
function Public.create_wagon_room(icw, wagon)
local surface = wagon.surface
local area = wagon.area
local main_tile_name = get_tile_name()
local tiles = {}
for x = -3, 2, 1 do
tiles[#tiles + 1] = {name = 'hazard-concrete-right', position = {x, area.left_top.y}}
tiles[#tiles + 1] = {name = 'hazard-concrete-right', position = {x, area.right_bottom.y - 1}}
end
for x = area.left_top.x, area.right_bottom.x - 1, 1 do
for y = area.left_top.y + 2, area.right_bottom.y - 3, 1 do
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
end
end
for x = -3, 2, 1 do
for y = 1, 3, 1 do
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
end
for y = area.right_bottom.y - 4, area.right_bottom.y - 2, 1 do
tiles[#tiles + 1] = {name = main_tile_name, position = {x, y}}
end
end
local fishes = {}
if wagon.entity.type == 'locomotive' then
for x = -3, 2, 1 do
for y = 10, 12, 1 do
tiles[#tiles + 1] = {name = 'water', position = {x, y}}
fishes[#fishes + 1] = {name = 'fish', position = {x, y}}
end
end
end
surface.set_tiles(tiles, true)
for _, fish in pairs(fishes) do
surface.create_entity(fish)
end
construct_wagon_doors(icw, wagon)
local mgs = surface.map_gen_settings
mgs.width = area.right_bottom.x * 2
mgs.height = area.right_bottom.y * 2
surface.map_gen_settings = mgs
if wagon.entity.type == 'fluid-wagon' then
local height = area.right_bottom.y - area.left_top.y
local positions = {
{area.right_bottom.x, area.left_top.y + height * 0.25},
{area.right_bottom.x, area.left_top.y + height * 0.75},
{area.left_top.x - 1, area.left_top.y + height * 0.25},
{area.left_top.x - 1, area.left_top.y + height * 0.75}
}
shuffle_table(positions)
local e =
surface.create_entity(
{
name = 'storage-tank',
position = positions[1],
force = 'neutral',
create_build_effect_smoke = false
}
)
e.destructible = false
e.minable = false
wagon.transfer_entities = {e}
return
end
if wagon.entity.type == 'cargo-wagon' then
local multiple_chests = ICW.get('multiple_chests')
local wagon_areas = ICW.get('wagon_areas')
local cargo_wagon = wagon_areas['cargo-wagon']
local position1 = {cargo_wagon.left_top.x + 4, cargo_wagon.left_top.y + 1}
local position2 = {cargo_wagon.right_bottom.x - 5, cargo_wagon.left_top.y + 1}
local position3 = {cargo_wagon.left_top.x + 4, cargo_wagon.right_bottom.y - 2}
local position4 = {cargo_wagon.right_bottom.x - 5, cargo_wagon.right_bottom.y - 2}
if multiple_chests then
local left_1 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = position1,
force = 'neutral',
create_build_effect_smoke = false
}
)
left_1.destructible = false
left_1.minable = false
local left_2 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = {position1[1] - 1, position1[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
left_2.destructible = false
left_2.minable = false
local left_3 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = {position1[1] - 2, position1[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
left_3.destructible = false
left_3.minable = false
local right_1 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = position2,
force = 'neutral',
create_build_effect_smoke = false
}
)
right_1.destructible = false
right_1.minable = false
local right_2 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = {position2[1] + 1, position2[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
right_2.destructible = false
right_2.minable = false
local right_3 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = {position2[1] + 2, position2[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
right_3.destructible = false
right_3.minable = false
local bottom_left_1 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = position3,
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_left_1.destructible = false
bottom_left_1.minable = false
local bottom_left_2 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = {position3[1] - 1, position3[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_left_2.destructible = false
bottom_left_2.minable = false
local bottom_left_3 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = {position3[1] - 2, position3[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_left_3.destructible = false
bottom_left_3.minable = false
local bottom_right_1 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = position4,
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_right_1.destructible = false
bottom_right_1.minable = false
local bottom_right_2 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = {position4[1] + 1, position4[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_right_2.destructible = false
bottom_right_2.minable = false
local bottom_right_3 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = {position4[1] + 2, position4[2]},
force = 'neutral',
create_build_effect_smoke = false
}
)
bottom_right_3.destructible = false
bottom_right_3.minable = false
wagon.transfer_entities = {left_1, right_1}
wagon.transfer_entities = {left_2, right_2}
wagon.transfer_entities = {left_3, right_3}
wagon.transfer_entities = {bottom_left_1, bottom_right_1}
wagon.transfer_entities = {bottom_left_2, bottom_right_2}
wagon.transfer_entities = {bottom_left_3, bottom_right_3}
else
local e1 =
surface.create_entity(
{
name = 'logistic-chest-requester',
position = position1,
force = 'neutral',
create_build_effect_smoke = false
}
)
e1.destructible = false
e1.minable = false
local e2 =
surface.create_entity(
{
name = 'logistic-chest-passive-provider',
position = position2,
force = 'neutral',
create_build_effect_smoke = false
}
)
e2.destructible = false
e2.minable = false
wagon.transfer_entities = {e1, e2}
end
end
end
function Public.create_wagon(created_entity, delay_surface)
if not validate_entity(created_entity) then
return
end
local wagon_types = ICW.get('wagon_types')
local wagon_areas = ICW.get('wagon_areas')
local icw = ICW.get()
if not created_entity.unit_number then
return
end
if icw.trains[tonumber(created_entity.surface.name)] or icw.wagons[tonumber(created_entity.surface.name)] then
return
end
if not wagon_types[created_entity.type] then
return
end
local wagon_area = wagon_areas[created_entity.type]
icw.wagons[created_entity.unit_number] = {
entity = created_entity,
area = {
left_top = {x = wagon_area.left_top.x, y = wagon_area.left_top.y},
right_bottom = {x = wagon_area.right_bottom.x, y = wagon_area.right_bottom.y}
},
doors = {}
}
local wagon = icw.wagons[created_entity.unit_number]
if not delay_surface then
wagon.surface = Public.create_room_surface(icw, created_entity.unit_number)
Public.create_wagon_room(icw, icw.wagons[created_entity.unit_number])
end
Public.request_reconstruction(icw)
return wagon
end
function Public.use_cargo_wagon_door_with_entity(icw, player, door)
local player_data = get_player_data(icw, player)
if player_data.state then
player_data.state = player_data.state - 1
if player_data.state == 0 then
player_data.state = nil
end
return
end
if not door then
return
end
if not door.valid then
return
end
local doors = icw.doors
local wagons = icw.wagons
local wagon = false
if doors[door.unit_number] then
wagon = wagons[doors[door.unit_number]]
end
if wagons[door.unit_number] then
wagon = wagons[door.unit_number]
end
if not wagon then
return
end
if not wagon.entity or not wagon.entity.valid then
return
end
player_data.fallback_surface = wagon.entity.surface.index
player_data.fallback_position = {wagon.entity.position.x, wagon.entity.position.y}
if wagon.entity.surface.name ~= player.surface.name then
local surface = wagon.entity.surface
if not (surface and surface.valid) then
return
end
local x_vector = (door.position.x / math.abs(door.position.x)) * 2
local position = {wagon.entity.position.x + x_vector, wagon.entity.position.y}
local surface_position = surface.find_non_colliding_position('character', position, 128, 0.5)
if not position then
return
end
if not surface_position then
surface.request_to_generate_chunks({-20, 22}, 1)
if player.character and player.character.valid and player.character.driving then
if wagon.surface == player.surface then
player.character.driving = false
end
end
return
end
if wagon.entity.type == 'locomotive' then
player.teleport(surface_position, surface)
player_data.state = 2
player.driving = true
Public.kill_minimap(player)
else
player.teleport(surface_position, surface)
Public.kill_minimap(player)
end
player_data.surface = surface.index
else
local surface = wagon.surface
if not (surface and surface.valid) then
return
end
local area = wagon.area
local x_vector = door.position.x - player.position.x
local position
if x_vector > 0 then
position = {area.left_top.x + 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
else
position = {area.right_bottom.x - 0.5, area.left_top.y + ((area.right_bottom.y - area.left_top.y) * 0.5)}
end
local p = surface.find_non_colliding_position('character', position, 128, 0.5)
if p then
player.teleport(p, surface)
else
player.teleport(position, surface)
end
player_data.surface = surface.index
end
end
local function move_room_to_train(icw, train, wagon)
if not wagon then
return
end
train.wagons[#train.wagons + 1] = wagon.entity.unit_number
local destination_area = {
left_top = {x = wagon.area.left_top.x, y = train.top_y},
right_bottom = {
x = wagon.area.right_bottom.x,
y = train.top_y + (wagon.area.right_bottom.y - wagon.area.left_top.y)
}
}
train.top_y = destination_area.right_bottom.y
if
destination_area.left_top.x == wagon.area.left_top.x and destination_area.left_top.y == wagon.area.left_top.y and
wagon.surface.name == train.surface.name
then
return
end
kick_players_from_surface(wagon)
kick_players_out_of_vehicles(wagon)
local player_positions = {}
teleport_char(player_positions, destination_area, wagon)
kill_wagon_doors(icw, wagon)
wagon.surface.clone_area(
{
source_area = wagon.area,
destination_area = destination_area,
destination_surface = train.surface,
clone_tiles = true,
clone_entities = true,
clear_destination_entities = true,
expand_map = true
}
)
for player_index, position in pairs(player_positions) do
local player = game.players[player_index]
player.teleport(position, train.surface)
end
for _, tile in pairs(wagon.surface.find_tiles_filtered({area = wagon.area})) do
wagon.surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
end
wagon.entity.force.chart(wagon.surface, wagon.area)
wagon.surface = train.surface
wagon.area = destination_area
wagon.transfer_entities = {}
construct_wagon_doors(icw, wagon)
local left_top_y = wagon.area.left_top.y
for _, e in pairs(wagon.surface.find_entities_filtered({type = 'electric-pole', area = wagon.area})) do
connect_power_pole(e, left_top_y)
end
for _, e in pairs(wagon.surface.find_entities_filtered({area = wagon.area, force = 'neutral'})) do
if transfer_functions[e.name] then
wagon.transfer_entities[#wagon.transfer_entities + 1] = e
end
end
end
function Public.construct_train(icw, carriages)
local unit_number = carriages[1].unit_number
if icw.trains[unit_number] then
return
end
local train = {surface = Public.create_room_surface(icw, unit_number), wagons = {}, top_y = 0}
icw.trains[unit_number] = train
for k, carriage in pairs(carriages) do
move_room_to_train(icw, train, icw.wagons[carriage.unit_number])
end
end
function Public.reconstruct_all_trains(icw)
icw.trains = {}
for unit_number, wagon in pairs(icw.wagons) do
if not validate_entity(wagon.entity) then
icw.wagons[unit_number] = nil
Public.request_reconstruction(icw)
return
end
if not wagon.surface then
wagon.surface = Public.create_room_surface(icw, unit_number)
Public.create_wagon_room(icw, wagon)
end
local carriages = wagon.entity.train.carriages
Public.construct_train(icw, carriages)
end
delete_empty_surfaces(icw)
end
function Public.item_transfer()
local icw = ICW.get()
local wagon
icw.current_wagon_index, wagon = next(icw.wagons, icw.current_wagon_index)
if not wagon then
return
end
if validate_entity(wagon.entity) and wagon.transfer_entities then
for k, e in pairs(wagon.transfer_entities) do
if validate_entity(e) then
transfer_functions[e.name](wagon, e)
end
end
end
end
function Public.toggle_auto(icw, player)
local player_data = get_player_data(icw, player)
local switch = player.gui.left.icw_main_frame['icw_auto_switch']
if switch.switch_state == 'left' then
player_data.auto = true
elseif switch.switch_state == 'right' then
player_data.auto = false
end
end
function Public.draw_minimap(icw, player, surface, position)
if not (surface and surface.valid) then
return
end
local player_data = get_player_data(icw, player)
local frame = player.gui.left.icw_main_frame
if not frame then