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Factorio-Better-Air-Filtering/better-air-filtering/control.lua

445 lines
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Lua

-- #################
-- # Constants #
-- #################
local INTERVAL = 30
-- #################
-- # Utilities #
-- #################
function starts_with(str, start)
return str:sub(1, #start) == start
end
local function sign(x)
return x / math.abs(x)
end
local function positionToChunk(position)
return { x = math.floor(position.x / 32), y = math.floor(position.y / 32) }
end
function movePollution(surface, chunkFrom, chunkTo, amount)
amount = math.min(amount, surface.get_pollution(chunkToPosition(chunkFrom)))
surface.pollute(chunkToPosition(chunkFrom), -amount)
surface.pollute(chunkToPosition(chunkTo), amount)
return amount
end
function getBasePurificationRate(entity)
-- Depends mostly on recipe (optimal recipe used per machine). Should be multiplied by crafting speed to achieve actual max purification rate
if entity.name == "air-filter-machine-1" then
return 2 * INTERVAL / 60 -- max pollution cleaning per second among mk1 recipes
elseif entity.name == "air-filter-machine-2" or entity.name == "air-filter-machine-3" then
return 6 * INTERVAL / 60 -- max pollution cleaning for mk2 and mk3 recipes (liquid)
else
return 0
end
end
function energyCraftingModifier(entity)
-- Approximation to speed modifier for machine running out of power
if entity.electric_buffer_size then
return entity.energy / entity.electric_buffer_size
else
return 1
end
end
function getSuctionRate(entity)
if not entity.is_crafting() and getSpaceForPollution(entity) == 0 then
return 0
else
return getBasePurificationRate(entity) * entity.crafting_speed * energyCraftingModifier(entity)
end
end
function getAbsorptionRate(entity)
return math.min(getSpaceForPollution(entity), getSuctionRate(entity))
end
function getSpaceForPollution(entity)
if #entity.fluidbox < 1 then
return 0
end
local capacity = entity.fluidbox.get_capacity(1)
local pollutionFluid = entity.fluidbox[1]
local pollution = 0
if pollutionFluid then
pollution = pollutionFluid.amount
end
return capacity - pollution
end
local function inRadius(filter, radius)
if filter.name == "air-filter-machine-1" then
return radius <= 0
elseif filter.name == "air-filter-machine-2" then
return radius <= 2
elseif filter.name == "air-filter-machine-3" then
return radius <= 3
else
return false
end
end
local function manhattan(x, y)
-- Manhattan distance from origin to xy.
return math.abs(x) + math.abs(y)
end
-- #####################
-- # Update script #
-- #####################
function absorbPollution(event)
-- game.print("insertPollution")
for _, c in pairs(global.air_filtered_chunks) do
absorbChunk(c)
end
end
function absorbChunk(chunk)
if chunk:get_pollution() == 0 then
return
end
local totalAbsorptionRate = chunk:getTotalAbsorptionRate()
-- game.print("totalAbsorptionRate: " .. totalAbsorptionRate)
-- game.print("filter count: " .. #chunk.filters)
if totalAbsorptionRate == 0 then
return
end
local toAbsorb = math.min(chunk:get_pollution() , totalAbsorptionRate)
-- game.print("To absorb: " .. toAbsorb)
local totalInsertedAmount = 0.0
for _, filter in pairs(chunk.filters) do
local toInsert = (getAbsorptionRate(filter) / totalAbsorptionRate) * toAbsorb
if toInsert > 0 then
local insertedAmount = filter.insert_fluid({ name = "pollution", amount = toInsert })
totalInsertedAmount = totalInsertedAmount + insertedAmount
end
end
-- game.print("Total inserted: " .. totalInsertedAmount)
assert(math.abs(toAbsorb - totalInsertedAmount) < 0.01, "Error with inserting pollution in air filter machine. Different amounts absorbed/inserted: " .. toAbsorb .. " absorbed and " .. totalInsertedAmount .. " inserted.")
chunk:pollute(-totalInsertedAmount)
end
local function suctionUpdateChunk(chunkTo, dx, dy)
-- local totalSuction = chunkTo:getTotalSuctionRate(manhattan(dx, dy))
-- if totalSuction == 0 then
-- return
-- end
-- game.print("suction: " .. totalSuction)
-- local chunkFrom = getFilteredChunk(chunkTo.surface, chunkTo.x + dx, chunkTo.y + dy)
end
local function generateSuctionFunction(dx, dy)
local function suctionUpdate(event)
-- game.print("suck pollution " .. dx .. ", " .. dy)
for _, chunkTo in pairs(global.air_filtered_chunks) do
suctionUpdateChunk(chunkTo, dx, dy)
end
end
return suctionUpdate
end
local function generateRadiusCoordinates(radius)
local coords = {}
for signR = -1, 1, 2 do
for signX = -1, 1, 2 do
for dx = -radius, radius do
if not (sign(signX * dx) == signR) then
if not (dx == 0 and signR == -1) and not (math.abs(dx) == 3 and signR == -1) then
local dy = (signR * radius) + (signX * dx)
table.insert(coords, {dx=dx, dy=dy})
end
end
end
end
end
return coords
end
local function generateRadiusSuctionFunctions(radius)
local functions = {}
for _, offset in pairs(generateRadiusCoordinates(radius)) do
local f = generateSuctionFunction(offset.dx, offset.dy)
table.insert(functions, f)
end
return functions
end
local function generateFunctions()
local functions = {}
-- Debug statement
-- table.insert(functions, init)
table.insert(functions, absorbPollution)
for radius = 1, 4 do
for _, f in pairs(generateRadiusSuctionFunctions(radius)) do
table.insert(functions, f)
end
end
return functions
end
local function spreadOverTicks(functions, interval)
local tickMap = {}
local funcs = {}
for index, f in pairs(functions) do
-- amount of functions to be inserted in this tick update to fit them all in the remaining interval
local functionsPerTick = math.ceil((#functions - index) / (interval - #tickMap - 1))
table.insert(funcs, f)
if #funcs >= functionsPerTick then
table.insert(tickMap, funcs)
funcs = {}
end
end
if #funcs > 0 then
table.insert(tickMap, funcs)
funcs = {}
end
local function onTick(event)
local step = (event.tick % interval) + 1
-- game.print("Step: " .. step)
local funcs = tickMap[step]
if funcs ~= nil then
for _, f in pairs(funcs) do
f(event)
end
end
end
return onTick
end
-- #####################
-- # FilteredChunk #
-- #####################
--local function FilteredChunk(surface, x, y)
-- local self = {
-- surface = surface,
-- x = x,
-- y = y,
-- filters = {},
-- }
--
---- self.getTotalSuctionRate = getTotalSuctionRate
---- self.getTotalAbsorptionRate = getTotalAbsorptionRate
---- self.get_pollution = get_pollution
---- self.pollute = pollute
---- self.toPosition = toPosition
---- self.addFilter = addFilter
---- self.removeFilter = removeFilter
-- return self
--end
local FilteredChunk = {
surface = nil,
x = 0,
y = 0,
filters = {},
}
function FilteredChunk:equal(other)
return self.surface.name == other.surface.name and self.x == other.x and self.y == other.y
end
function FilteredChunk:addToMap()
game.print("Adding chunk to map")
local chunkListX = global.air_filtered_chunks_map[self.surface.name] or {}
local chunkListY = chunkListX[self.x] or {}
assert(chunkListY[y] == nil, "Chunklist entry should not exist yet.")
chunkListY[self.y] = self
chunkListX[self.x] = chunkListY
global.air_filtered_chunks_map[self.surface.name] = chunkListX
table.insert(global.air_filtered_chunks, self)
end
function FilteredChunk:removeFromMap()
game.print("Removing chunk from map")
table.remove(global.air_filtered_chunks_map[self.surface.name][self.x], self.y)
for i, c in pairs(global.air_filtered_chunks) do
if self:equal(c) then
table.remove(global.air_filtered_chunks, i)
game.print("Removing chunk from list")
break
end
end
end
function FilteredChunk:getTotalAbsorptionRate()
local totalAbsorptionRate = 0.0
for _, filter in pairs(self.filters) do
local absorptionRate = getAbsorptionRate(filter)
totalAbsorptionRate = totalAbsorptionRate + absorptionRate
end
return totalAbsorptionRate
end
function FilteredChunk:getTotalSuctionRate(distance)
local totalSuctionRate = 0.0
for _, filter in pairs(self.filters) do
if inRadius(filter, distance) then
local suctionRate = getSuctionRate(filter)
totalSuctionRate = totalSuctionRate + suctionRate
end
end
return totalSuctionRate
end
function FilteredChunk:get_pollution()
return self.surface.get_pollution(self:toPosition())
end
function FilteredChunk:pollute(amount)
self.surface.pollute(self:toPosition(), amount)
end
function FilteredChunk:toPosition()
return { x = self.x * 32, y = self.y * 32 }
end
function FilteredChunk:addFilter(filter)
table.insert(self.filters, filter)
if #self.filters == 1 then
self:addToMap()
end
end
function FilteredChunk:removeFilter(filter)
for i, f in pairs(self.filters) do
if f.unit_number == filter.unit_number then
table.remove(self.filters, i)
break
end
end
if #self.filters == 0 then
self:removeFromMap()
end
end
function FilteredChunk:new (o)
o = o or {}
setmetatable(o, self)
self.__index = self
return o
end
function createFilteredChunk(surface, x, y)
local chunk = FilteredChunk:new(nil)
chunk.surface = surface
chunk.x = x
chunk.y = y
chunk.filters = {} -- this statement, though it appears to have no effect, has a large impact on the saving of global state.
return chunk
end
function getFilteredChunk(surface, x, y)
local chunkListX = global.air_filtered_chunks_map[surface.name]
if chunkListX ~= nil then
local chunkListY = chunkListX[x]
if chunkListY ~= nil then
local chunk = chunkListY[y]
if chunk ~= nil then
return chunk
end
end
end
return createFilteredChunk(surface, x, y)
end
-- #################
-- # callbacks #
-- #################
function isAirFilterMachine(entity)
return starts_with(entity.name, "air-filter-machine-")
end
function OnEntityCreated(event)
if isAirFilterMachine(event.created_entity) then
local chunkPos = positionToChunk(event.created_entity.position)
local chunk = getFilteredChunk(event.created_entity.surface, chunkPos.x, chunkPos.y)
chunk:addFilter(event.created_entity)
end
end
function OnEntityRemoved(event)
if isAirFilterMachine(event.entity) then
local chunkPos = positionToChunk(event.entity.position)
local chunk = getFilteredChunk(event.entity.surface, chunkPos.x, chunkPos.y)
chunk:removeFilter(event.entity)
end
end
script.on_event({ defines.events.on_built_entity, defines.events.on_robot_built_entity }, OnEntityCreated)
script.on_event({ defines.events.on_pre_player_mined_item, defines.events.on_robot_pre_mined, defines.events.on_entity_died }, OnEntityRemoved)
function refreshMetatables()
for i, chunk in pairs(global.air_filtered_chunks) do
FilteredChunk:new(chunk) -- reset metatable
end
end
function init()
game.print("Init")
-- gather all filters on every surface
global.air_filtered_chunks_map = {}
global.air_filtered_chunks = {}
for _, surface in pairs(game.surfaces) do
local filters = surface.find_entities_filtered {
name = { "air-filter-machine-1", "air-filter-machine-2", "air-filter-machine-3" }
}
for _, filter in pairs(filters) do
local chunkPos = positionToChunk(filter.position)
local chunk = getFilteredChunk(surface, chunkPos.x, chunkPos.y)
chunk:addFilter(filter)
end
end
end
script.on_init(init)
script.on_configuration_changed(init)
script.on_load(function()
refreshMetatables()
local functions = generateFunctions()
local onTick = spreadOverTicks(functions, INTERVAL)
script.on_event(defines.events.on_tick, onTick)
end)