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Copy pathcontrol.lua
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231 lines (200 loc) · 7.62 KB
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local math2d = require("__core__.lualib.math2d")
function round(num)
if num >= 0 then
return math.floor(num + 0.5)
else
return math.ceil(num - 0.5)
end
end
function math2d.position.round(vector)
vector = math2d.position.ensure_xy(vector)
return {x = round(vector.x), y = round(vector.y)}
end
function math2d.position.is_zero(vector)
vector = math2d.position.ensure_xy(vector)
return vector.x == 0 and vector.y == 0
end
local function get_vector(entity)
--- @type LuaConstantCombinatorControlBehavior
local control_behavior = entity.get_or_create_control_behavior()
if not control_behavior then return end
local vector = {x = 0, y = 0}
if not control_behavior.get_signal(1).signal then
control_behavior.set_signal(1, {signal = {type = "virtual", name = "signal-X"}, count = 0})
else
vector.x = control_behavior.get_signal(1).count
end
if not control_behavior.get_signal(2).signal then
control_behavior.set_signal(2, {signal = {type = "virtual", name = "signal-Y"}, count = 0})
else
vector.y = control_behavior.get_signal(2).count
end
return vector
end
local function set_vector(entity, vector)
vector = math2d.position.ensure_xy(vector)
--- @type LuaConstantCombinatorControlBehavior
local control_behavior = entity.get_or_create_control_behavior()
if not control_behavior then return end
local signal_1 = control_behavior.get_signal(1)
if not signal_1 then
signal_1 = {signal = {type = "virtual", name = "signal-X"}, count = vector.x}
else
signal_1.count = vector.x
end
local signal_2 = control_behavior.get_signal(2)
if not signal_2 then
signal_2 = {signal = {type = "virtual", name = "signal-Y"}, count = vector.y}
else
signal_2.count = vector.y
end
control_behavior.set_signal(1, signal_1)
control_behavior.set_signal(2, signal_2)
end
local function delete_sprite(entity)
if not entity then return end
if entity.name ~= "vector-constant-combinator" then return end
if global.entity_sprites[entity.unit_number] then
for _, id in pairs(global.entity_sprites[entity.unit_number]) do
rendering.destroy(id)
end
end
global.entity_sprites[entity.unit_number] = nil
end
local function get_time_to_live(player)
local time_to_live = tonumber(settings.get_player_settings(player.index)["vector-time-to-live"].value)
if time_to_live == 0 then
return
elseif time_to_live == -1 then
time_to_live = nil
else
time_to_live = time_to_live * 60
end
return time_to_live
end
local function draw_vector(entity)
delete_sprite(entity)
local player = game.get_player(entity.last_user.index)
if not player then return end
local vector = get_vector(entity)
if math2d.position.is_zero(vector) then return end
local arrow_head = math2d.position.add(entity.position, vector)
local new_ids = {}
local line = {
color = {r = 0.5, g = 0, b = 1},
width = 2,
gap_length = 0,
dash_length = 0,
players = {player},
surface = entity.surface,
time_to_live = get_time_to_live(player)
}
line.from = entity.position
line.to = arrow_head
table.insert(new_ids, rendering.draw_line(line))
--- Draw arrow head
local normalized_vector = math2d.position.get_normalised(vector)
local arrow_head_1 = math2d.position.rotate_vector(normalized_vector, 135)
local arrow_head_2 = math2d.position.rotate_vector(normalized_vector, -135)
line.from = arrow_head
line.to = math2d.position.add(arrow_head, arrow_head_1)
table.insert(new_ids, rendering.draw_line(line))
line.to = math2d.position.add(arrow_head, arrow_head_2)
table.insert(new_ids, rendering.draw_line(line))
global.entity_sprites[entity.unit_number] = new_ids
end
script.on_init(
function()
if not global.constant_vector_combinators then
--- @type table<integer, LuaEntity>
global.opened_entity = {}
--- @type table<integer, integer[]>
global.entity_sprites = {}
end
end)
local function on_built_entity(e)
local entity = e.created_entity
if not entity then return end
if not (entity.name == "vector-constant-combinator") then return end
--- @type LuaConstantCombinatorControlBehavior
local control_behavior = entity.get_or_create_control_behavior()
if not control_behavior then return end
draw_vector(entity)
end
script.on_event(defines.events.on_built_entity, on_built_entity)
script.on_event(defines.events.on_robot_built_entity, on_built_entity)
local function on_entity_destroyed(e)
local entity = e.entity
if not entity then return end
if not (entity.name == "vector-constant-combinator") then return end
delete_sprite(entity)
end
script.on_event(defines.events.on_entity_died, on_entity_destroyed)
script.on_event(defines.events.on_player_mined_item, on_entity_destroyed)
script.on_event(defines.events.on_robot_mined_entity, on_entity_destroyed)
script.on_event(defines.events.on_entity_settings_pasted,
function (e)
local destination = e.destination
if not destination then return end
if not (destination.name == "vector-constant-combinator") then return end
draw_vector(destination)
end)
script.on_event(defines.events.on_player_rotated_entity,
function (e)
local entity = e.entity
if not entity then return end
if not (entity.name == "vector-constant-combinator") then return end
local vector = get_vector(entity)
if not vector then return end
local direction_of_rotation = (e.previous_direction - entity.direction)%8
if direction_of_rotation == 0 then
return
elseif direction_of_rotation == 4 then
vector = {x = -vector.x, y = -vector.y}
elseif direction_of_rotation == 6 then
vector = {x = -vector.y, y = vector.x}
elseif direction_of_rotation == 2 then
vector = {x = vector.y, y = -vector.x}
else
assert(false, "Invalid direction of rotation")
end
set_vector(entity, vector)
draw_vector(entity)
end)
script.on_event(defines.events.on_gui_opened,
function (e)
local entity = e.entity
if not entity then return end
if not (entity.name == "vector-constant-combinator") then return end
local player = game.get_player(e.player_index)
if not player then return end
global.opened_entity[e.player_index] = entity
end)
script.on_event(defines.events.on_gui_closed,
function (e)
local entity = e.entity
if not entity then return end
if not (entity.name == "vector-constant-combinator") then return end
local player = game.get_player(e.player_index)
if not player then return end
global.opened_entity[e.player_index] = nil
end)
script.on_event(defines.events.on_console_chat,
function (e)
local player = game.get_player(e.player_index)
if not player then return end
if not global.opened_entity[e.player_index] then return end
local entity = global.opened_entity[e.player_index]
local position_0 = entity.position
local message = e.message
local x, y = string.match(message, "%[gps=(%-?%d+%.?%d*),(%-?%d+%.?%d*)%]")
if (not x) or (not y) then return end
x = tonumber(x)
y = tonumber(y)
local position_1 = {x = x, y = y}
local vector = math2d.position.subtract(position_1, position_0)
vector = math2d.position.round(vector)
position_1 = math2d.position.add(position_0, vector)
set_vector(entity, vector)
draw_vector(entity)
end)