diff --git a/worlds/factorio/data/mod_template/control.lua b/worlds/factorio/data/mod_template/control.lua index 43833575..b08608a6 100644 --- a/worlds/factorio/data/mod_template/control.lua +++ b/worlds/factorio/data/mod_template/control.lua @@ -105,8 +105,8 @@ function on_player_changed_position(event) end local target_direction = exit_table[outbound_direction] - local target_position = {(CHUNK_OFFSET[target_direction][1] + last_x_chunk) * 32 + 16, - (CHUNK_OFFSET[target_direction][2] + last_y_chunk) * 32 + 16} + local target_position = {(CHUNK_OFFSET[target_direction][1] + last_x_chunk) * 32 + 16, + (CHUNK_OFFSET[target_direction][2] + last_y_chunk) * 32 + 16} target_position = character.surface.find_non_colliding_position(character.prototype.name, target_position, 32, 0.5) if target_position ~= nil then @@ -134,40 +134,96 @@ end script.on_event(defines.events.on_player_changed_position, on_player_changed_position) {% endif %} - +function count_energy_bridges() + local count = 0 + for i, bridge in pairs(storage.energy_link_bridges) do + if validate_energy_link_bridge(i, bridge) then + count = count + 1 + (bridge.quality.level * 0.3) + end + end + return count +end +function get_energy_increment(bridge) + return ENERGY_INCREMENT + (ENERGY_INCREMENT * 0.3 * bridge.quality.level) +end function on_check_energy_link(event) --- assuming 1 MJ increment and 5MJ battery: --- first 2 MJ request fill, last 2 MJ push energy, middle 1 MJ does nothing if event.tick % 60 == 30 then - local surface = game.get_surface(1) local force = "player" - local bridges = surface.find_entities_filtered({name="ap-energy-bridge", force=force}) - local bridgecount = table_size(bridges) + local bridges = storage.energy_link_bridges + local bridgecount = count_energy_bridges() storage.forcedata[force].energy_bridges = bridgecount if storage.forcedata[force].energy == nil then storage.forcedata[force].energy = 0 end if storage.forcedata[force].energy < ENERGY_INCREMENT * bridgecount * 5 then - for i, bridge in ipairs(bridges) do - if bridge.energy > ENERGY_INCREMENT*3 then - storage.forcedata[force].energy = storage.forcedata[force].energy + (ENERGY_INCREMENT * ENERGY_LINK_EFFICIENCY) - bridge.energy = bridge.energy - ENERGY_INCREMENT + for i, bridge in pairs(bridges) do + if validate_energy_link_bridge(i, bridge) then + energy_increment = get_energy_increment(bridge) + if bridge.energy > energy_increment*3 then + storage.forcedata[force].energy = storage.forcedata[force].energy + (energy_increment * ENERGY_LINK_EFFICIENCY) + bridge.energy = bridge.energy - energy_increment + end end end end - for i, bridge in ipairs(bridges) do - if storage.forcedata[force].energy < ENERGY_INCREMENT then - break - end - if bridge.energy < ENERGY_INCREMENT*2 and storage.forcedata[force].energy > ENERGY_INCREMENT then - storage.forcedata[force].energy = storage.forcedata[force].energy - ENERGY_INCREMENT - bridge.energy = bridge.energy + ENERGY_INCREMENT + for i, bridge in pairs(bridges) do + if validate_energy_link_bridge(i, bridge) then + energy_increment = get_energy_increment(bridge) + if storage.forcedata[force].energy < energy_increment and bridge.quality.level == 0 then + break + end + if bridge.energy < energy_increment*2 and storage.forcedata[force].energy > energy_increment then + storage.forcedata[force].energy = storage.forcedata[force].energy - energy_increment + bridge.energy = bridge.energy + energy_increment + end end end end end +function string_starts_with(str, start) + return str:sub(1, #start) == start +end +function validate_energy_link_bridge(unit_number, entity) + if not entity then + if storage.energy_link_bridges[unit_number] == nil then return false end + storage.energy_link_bridges[unit_number] = nil + return false + end + if not entity.valid then + if storage.energy_link_bridges[unit_number] == nil then return false end + storage.energy_link_bridges[unit_number] = nil + return false + end + return true +end +function on_energy_bridge_constructed(entity) + if entity and entity.valid then + if string_starts_with(entity.prototype.name, "ap-energy-bridge") then + storage.energy_link_bridges[entity.unit_number] = entity + end + end +end +function on_energy_bridge_removed(entity) + if string_starts_with(entity.prototype.name, "ap-energy-bridge") then + if storage.energy_link_bridges[entity.unit_number] == nil then return end + storage.energy_link_bridges[entity.unit_number] = nil + end +end if (ENERGY_INCREMENT) then script.on_event(defines.events.on_tick, on_check_energy_link) + + script.on_event({defines.events.on_built_entity}, function(event) on_energy_bridge_constructed(event.entity) end) + script.on_event({defines.events.on_robot_built_entity}, function(event) on_energy_bridge_constructed(event.entity) end) + script.on_event({defines.events.on_entity_cloned}, function(event) on_energy_bridge_constructed(event.destination) end) + + script.on_event({defines.events.script_raised_revive}, function(event) on_energy_bridge_constructed(event.entity) end) + script.on_event({defines.events.script_raised_built}, function(event) on_energy_bridge_constructed(event.entity) end) + + script.on_event({defines.events.on_entity_died}, function(event) on_energy_bridge_removed(event.entity) end) + script.on_event({defines.events.on_player_mined_entity}, function(event) on_energy_bridge_removed(event.entity) end) + script.on_event({defines.events.on_robot_mined_entity}, function(event) on_energy_bridge_removed(event.entity) end) end {% if not imported_blueprints -%} @@ -410,6 +466,7 @@ script.on_init(function() {% if not imported_blueprints %}set_permissions(){% endif %} storage.forcedata = {} storage.playerdata = {} + storage.energy_link_bridges = {} -- Fire dummy events for all currently existing forces. local e = {} for name, _ in pairs(game.forces) do