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control.lua
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3105 lines (2524 loc) · 105 KB
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-- debug_status = 2
debug_mod_name = "BlackMarket"
debug_file = debug_mod_name .. "-debug.txt"
prices_file = debug_mod_name .. "-prices.csv"
specials_file = debug_mod_name .. "-specials.txt"
require("utils")
require("config")
require("mod-gui")
local trader_type = { item=1, fluid=2, energy=3, "item", "fluid", "energy" }
local energy_name = "market-energy" -- name of fake energy item
local trader_signals =
{
auto_all = {type="virtual",name="signal-market-auto-all"},
auto_sell = {type="virtual",name="signal-market-auto-sell"},
auto_buy = {type="virtual",name="signal-market-auto-buy"},
}
if debug_status == 2 then debug_print2 = debug_active else debug_print2 = function() end end
--------------------------------------------------------------------------------------
function format_money( n )
if n == nil then return( "0u" ) end
local neg, mega
if n > 1e12 then
n = math.floor(n/1e6)
mega = true
else
mega = false
end
if n < 0 then
n = -n
neg = true
else
neg = false
end
local s = tostring(math.floor(n+0.5))
local s2 = ""
local l = string.len(s)
local i = l+1
while i > 4 do
i = i-3
s2 = thousands_separator .. string.sub(s,i,i+2) .. s2
end
if i > 1 then
s2 = string.sub(s,1,i-1) .. s2
end
if mega then
s2 = s2 .. "Mu"
else
s2 = s2 .. "u"
end
if neg then
return( "-" .. s2 )
else
return( s2 )
end
end
--------------------------------------------------------------------------------------
function format_evolution( evol )
if evol == nil or evol == 0 then
return("=")
elseif evol > 0 then
return("+")
else
return("-")
end
end
--------------------------------------------------------------------------------------
local function clean_gui(gui)
for _, guiname in pairs( gui.children_names ) do
gui[guiname].destroy()
end
end
--------------------------------------------------------------------------------------
local function build_bar( player )
local gui_parent = mod_gui.get_button_flow(player)
local gui1 = gui_parent.flw_blkmkt
if gui1 == nil then
local player_mem = global.player_mem[player.index]
-- debug_print("create gui player" .. player.name)
gui1 = gui_parent.add({type = "flow", name = "flw_blkmkt", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
gui1.add({type = "sprite-button", name = "but_blkmkt_main", sprite = "sprite_main_blkmkt", style = "sprite_main_blkmkt_style"})
player_mem.but_blkmkt_credits = gui1.add({type = "button", name = "but_blkmkt_credits", caption = format_money(0), style = "button_blkmkt_credits_style"})
end
end
--------------------------------------------------------------------------------------
local function update_bar( player )
local player_mem = global.player_mem[player.index]
if player_mem.cursor_name == nil or global.prices_computed then
local force_mem = global.force_mem[player.force.name]
player_mem.but_blkmkt_credits.caption = format_money(force_mem.credits)
else
local price = global.prices[player_mem.cursor_name]
if price == nil then
player_mem.but_blkmkt_credits.caption = "=NONE"
else
player_mem.but_blkmkt_credits.caption = "~" .. format_money(price.current) .. " " .. format_evolution(price.evolution)
-- debug_print("~:",price.current)
end
end
end
--------------------------------------------------------------------------------------
local function update_bars( force )
for _, player in pairs(force.players) do
if player.connected then
update_bar(player)
end
end
end
--------------------------------------------------------------------------------------
local function build_menu_gen( player, player_mem, open_or_close )
local gui_parent = mod_gui.get_frame_flow(player)
if open_or_close == nil then
open_or_close = (gui_parent.frm_blkmkt_gen == nil)
end
if gui_parent.frm_blkmkt_gen then
gui_parent.frm_blkmkt_gen.destroy()
end
if open_or_close and not global.prices_computed then
local gui1, gui2, gui3
gui1 = gui_parent.add({type = "frame", name = "frm_blkmkt_gen", caption = {"blkmkt-gui-blkmkt"}, style = "frame_blkmkt_style"})
gui1 = gui1.add({type = "flow", name = "flw_blkmkt_gen", direction = "vertical", style = "vertical_flow_blkmkt_style"})
gui2 = gui1.add({type = "flow", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-gen-prices"}, style = "label_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_show_prices", caption = {"blkmkt-gui-gen-show-prices"},
tooltip = {"blkmkt-gui-gen-show-prices-tt"}, style = "button_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_export_prices", caption = {"blkmkt-gui-gen-export-prices"},
tooltip = {"blkmkt-gui-gen-export-prices-tt"}, style = "button_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_rescan_prices", caption = {"blkmkt-gui-gen-rescan-prices"},
tooltip = {"blkmkt-gui-gen-rescan-prices-tt"}, style = "button_blkmkt_style"})
gui2 = gui1.add({type = "flow", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
player_mem.chk_blkmkt_gen_pause = gui2.add({type = "checkbox", name = "chk_blkmkt_gen_pause", caption = {"blkmkt-gui-gen-pause"}, state = false,
tooltip = {"blkmkt-gui-gen-pause-tt"}, style = "checkbox_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_auto_all", caption = {"blkmkt-gui-gen-auto-all"},
tooltip = {"blkmkt-gui-gen-auto-all-tt"}, style = "button_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_auto_none", caption = {"blkmkt-gui-gen-auto-none"},
tooltip = {"blkmkt-gui-gen-auto-none-tt"}, style = "button_blkmkt_style"})
gui2 = gui1.add({type = "flow", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_sell_now", caption = {"blkmkt-gui-gen-sell-now"},
tooltip = {"blkmkt-gui-gen-sell-now-tt",global.tax_rates[0]}, style = "button_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_buy_now", caption = {"blkmkt-gui-gen-buy-now"},
tooltip = {"blkmkt-gui-gen-buy-now-tt",global.tax_rates[0]}, style = "button_blkmkt_style"})
gui2 = gui1.add({type = "flow", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_period_down", caption = "<", style = "button_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_period_up", caption = ">", style = "button_blkmkt_style"})
player_mem.lbl_blkmkt_gen_period = gui2.add({type = "label", name = "lbl_blkmkt_gen_period", caption = {"blkmkt-gui-gen-period", 0,0},
tooltip = {"blkmkt-gui-gen-period-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_gen_period_set", caption = {"blkmkt-gui-gen-period-set"},
tooltip = {"blkmkt-gui-gen-period-set-tt"}, style = "button_blkmkt_style"})
gui2 = gui1.add({type = "table", column_count = 2, style = "table_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-gen-credits"},
tooltip = {"blkmkt-gui-gen-credits-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_gen_credits = gui2.add({type = "label", name = "lbl_blkmkt_gen_credits",
tooltip = {"blkmkt-gui-gen-credits-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-gen-sales"},
tooltip = {"blkmkt-gui-gen-sales-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_gen_sales = gui2.add({type = "label", name = "lbl_blkmkt_gen_sales",
tooltip = {"blkmkt-gui-gen-sales-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-gen-sales-taxes"},
tooltip = {"blkmkt-gui-gen-sales-taxes-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_gen_sales_taxes = gui2.add({type = "label", name = "lbl_blkmkt_gen_sales_taxes",
tooltip = {"blkmkt-gui-gen-sales-taxes-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-gen-purchases"},
tooltip = {"blkmkt-gui-gen-purchases-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_gen_purchases = gui2.add({type = "label", name = "lbl_blkmkt_gen_purchases",
tooltip = {"blkmkt-gui-gen-purchases-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-gen-purchases-taxes"},
tooltip = {"blkmkt-gui-gen-purchases-taxes-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_gen_purchases_taxes = gui2.add({type = "label", name = "lbl_blkmkt_gen_purchases_taxes",
tooltip = {"blkmkt-gui-gen-purchases-taxes-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-gen-average-taxes"},
tooltip = {"blkmkt-gui-gen-average-taxes-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_gen_tax_rate = gui2.add({type = "label", name = "lbl_blkmkt_gen_tax_rate",
tooltip = {"blkmkt-gui-gen-average-taxes-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-gen-credits-lastday"},
tooltip = {"blkmkt-gui-gen-credits-lastday-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_gen_credits_lastday = gui2.add({type = "label", name = "lbl_blkmkt_gen_credits_lastday",
tooltip = {"blkmkt-gui-gen-credits-lastday-tt"}, style = "label_blkmkt_style"})
gui1.add({type = "label", caption = {"blkmkt-gui-gen-transactions"},
tooltip = {"blkmkt-gui-gen-transactions-tt"}, style = "label_blkmkt_style"})
gui2 = gui1.add({type = "flow", name = "flw_blkmkt_gen_trans", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
gui2 = gui2.add({type = "scroll-pane", name = "scr_blkmkt_gen_trans", vertical_scroll_policy = "auto"})
gui2.style.maximal_height = 150
player_mem.scr_blkmkt_gen_trans = gui2
gui1.add({type = "button", name = "but_blkmkt_gen_close", caption = {"blkmkt-gui-close"}, style = "button_blkmkt_style"})
end
end
--------------------------------------------------------------------------------------
local function update_menu_gen( player, player_mem )
local gui_parent = mod_gui.get_frame_flow(player)
if gui_parent.frm_blkmkt_gen == nil or global.prices_computed then
return
end
local force_mem = global.force_mem[player.force.name]
player_mem.chk_blkmkt_gen_pause.state = force_mem.pause
player_mem.lbl_blkmkt_gen_period.caption = {"blkmkt-gui-gen-period", force_mem.period,global.tax_rates[force_mem.period]}
player_mem.lbl_blkmkt_gen_credits.caption = format_money(force_mem.credits)
player_mem.lbl_blkmkt_gen_sales.caption = format_money(force_mem.sales)
player_mem.lbl_blkmkt_gen_sales_taxes.caption = format_money(force_mem.sales_taxes)
player_mem.lbl_blkmkt_gen_purchases.caption = format_money(force_mem.purchases)
player_mem.lbl_blkmkt_gen_purchases_taxes.caption = format_money(force_mem.purchases_taxes)
player_mem.lbl_blkmkt_gen_tax_rate.caption = force_mem.tax_rate .. "%"
player_mem.lbl_blkmkt_gen_credits_lastday.caption = format_money(force_mem.credits_lastday) .. string.format(" (%+2.2f%%)", force_mem.var_lastday)
clean_gui(player_mem.scr_blkmkt_gen_trans)
local gui2 = player_mem.scr_blkmkt_gen_trans.add({type = "table", name = "tab_blkmkt_gen_trans", column_count = 2, style = "table_blkmkt_style"})
gui2.add({type = "label", caption = "name", style = "label_blkmkt_style"})
gui2.add({type = "label", caption = "count", style = "label_blkmkt_style"})
for name, transaction in pairs(force_mem.transactions) do
-- debug_print(n, " ", name)
if transaction.type == "item" then
gui2.add({type = "sprite-button", sprite = "item/" .. name, style = "sprite_obj_blkmkt_style"})
elseif transaction.type == "fluid" then
gui2.add({type = "sprite-button", sprite = "fluid/" .. name, style = "sprite_obj_blkmkt_style"})
else
gui2.add({type = "sprite-button", sprite = "sprite_energy_blkmkt", style = "sprite_obj_blkmkt_style"})
end
gui2.add({type = "label", caption = math.floor(transaction.count), style = "label_blkmkt_style"})
end
end
--------------------------------------------------------------------------------------
local function build_menu_trader( player, player_mem, open_or_close )
local gui_parent = mod_gui.get_frame_flow(player)
if open_or_close == nil then
open_or_close = (gui_parent.frm_blkmkt_trader == nil)
end
if gui_parent.frm_blkmkt_trader then
gui_parent.frm_blkmkt_trader.destroy()
player_mem.frm_blkmkt_trader = nil
end
if open_or_close and not global.prices_computed then
local trader = player_mem.opened_trader
local gui1, gui2, gui3
gui1 = gui_parent.add({type = "frame", name = "frm_blkmkt_trader", style = "frame_blkmkt_style"})
player_mem.frm_blkmkt_trader = gui1
gui1 = gui1.add({type = "flow", name = "flw_blkmkt_trader", direction = "vertical", style = "vertical_flow_blkmkt_style"})
gui2 = gui1.add({type = "flow", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
player_mem.chk_blkmkt_trader_auto = gui2.add({type = "checkbox", name = "chk_blkmkt_trader_auto", caption = {"blkmkt-gui-trader-auto"}, state = false,
tooltip = {"blkmkt-gui-trader-auto-tt"}, style = "checkbox_blkmkt_style"})
if trader.sell_or_buy then
gui2.add({type = "button", name = "but_blkmkt_trader_now", caption = {"blkmkt-gui-trader-sell-now"},
tooltip = {"blkmkt-gui-trader-sell-now-tt",global.tax_rates[0]}, style = "button_blkmkt_style"})
else
gui2.add({type = "button", name = "but_blkmkt_trader_now", caption = {"blkmkt-gui-trader-buy-now"},
tooltip = {"blkmkt-gui-trader-buy-now-tt",global.tax_rates[0]}, style = "button_blkmkt_style"})
end
-- if trader.sell_or_buy and trader.type == trader_type.energy then
-- player_mem.chk_blkmkt_trader_daylight = gui2.add({type = "checkbox", name = "chk_blkmkt_trader_daylight", caption = {"blkmkt-gui-trader-daylight"}, state = false,
-- tooltip = {"blkmkt-gui-trader-daylight-tt"}, style = "checkbox_blkmkt_style"})
-- end
gui2 = gui1.add({type = "flow", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_trader_period_down", caption = "<", style = "button_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_trader_period_up", caption = ">", style = "button_blkmkt_style"})
player_mem.lbl_blkmkt_trader_period = gui2.add({type = "label", name = "lbl_blkmkt_trader_period", caption = {"blkmkt-gui-trader-period", 0,0},
tooltip = {"blkmkt-gui-trader-period-tt"}, style = "label_blkmkt_style"})
gui2 = gui1.add({type = "table", column_count = 2, style = "table_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-trader-money-tot"},
tooltip = {"blkmkt-gui-trader-money-tot-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_trader_money_tot = gui2.add({type = "label", name = "lbl_blkmkt_trader_money_tot",
tooltip = {"blkmkt-gui-trader-money-tot-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-trader-taxes-tot"},
tooltip = {"blkmkt-gui-trader-taxes-tot-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_trader_taxes_tot = gui2.add({type = "label", name = "lbl_blkmkt_trader_taxes_tot",
tooltip = {"blkmkt-gui-trader-taxes-tot-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-trader-money-period"},
tooltip = {"blkmkt-gui-trader-money-period-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_trader_money_period = gui2.add({type = "label", name = "lbl_blkmkt_trader_money_period",
tooltip = {"blkmkt-gui-trader-money-period-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_trader_reset", caption = {"blkmkt-gui-trader-reset"}, style = "button_blkmkt_style"})
player_mem.lbl_blkmkt_trader_dhour = gui2.add({type = "label", name = "lbl_blkmkt_trader_dhour",
tooltip = {"blkmkt-gui-trader-hours-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-trader-money"},
tooltip = {"blkmkt-gui-trader-money-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_trader_money = gui2.add({type = "label", name = "lbl_blkmkt_trader_money",
tooltip = {"blkmkt-gui-trader-money-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-trader-taxes"},
tooltip = {"blkmkt-gui-trader-taxes-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_trader_taxes = gui2.add({type = "label", name = "lbl_blkmkt_trader_taxes",
tooltip = {"blkmkt-gui-trader-taxes-tt"}, style = "label_blkmkt_style"})
gui2.add({type = "label", caption = {"blkmkt-gui-trader-money-average"},
tooltip = {"blkmkt-gui-trader-money-average-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_trader_money_average = gui2.add({type = "label", name = "lbl_blkmkt_trader_money_average",
tooltip = {"blkmkt-gui-trader-money-average-tt"}, style = "label_blkmkt_style"})
player_mem.but_blkmkt_trader_evaluate = gui2.add({type = "button", name = "but_blkmkt_trader_evaluate", caption = {"blkmkt-gui-trader-evaluate"},
tooltip = {"blkmkt-gui-trader-evaluate-tt"}, style = "button_blkmkt_style"})
player_mem.lbl_blkmkt_trader_evaluation = gui2.add({type = "label", name = "lbl_blkmkt_trader_evaluation",
tooltip = {"blkmkt-gui-trader-evaluation-tt"}, style = "label_blkmkt_style"})
-- gui2.add({type = "label", caption = {"blkmkt-gui-trader-price"},
-- tooltip = {"blkmkt-gui-trader-price-tt"}, style = "label_blkmkt_style"})
-- player_mem.lbl_blkmkt_trader_price = gui2.add({type = "label", name = "lbl_blkmkt_trader_price",
-- tooltip = {"blkmkt-gui-trader-price-tt"}, style = "label_blkmkt_style"})
if trader.sell_or_buy then
gui2.add({type = "label", caption = {"blkmkt-gui-trader-sold"},
tooltip = {"blkmkt-gui-trader-sold-tt"}, style = "label_blkmkt_style"})
gui3 = gui2.add({type = "flow", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
player_mem.but_blkmkt_trader_sold = gui3.add({type = "sprite-button", name = "but_blkmkt_trader_sold",
tooltip = {"blkmkt-gui-trader-sold-tt"}, style = "sprite_obj_blkmkt_style"})
player_mem.lbl_blkmkt_trader_sold = gui3.add({type = "label", name = "lbl_blkmkt_trader_sold",
tooltip = {"blkmkt-gui-trader-price-tt"}, style = "label_blkmkt_style"})
else
if trader.type == trader_type.item then
-- gui2 = gui1.add({type = "flow", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_trader_new", caption = {"blkmkt-gui-trader-new"}, style = "button_blkmkt_style"})
gui2.add({type = "button", name = "but_blkmkt_trader_wipe", caption = {"blkmkt-gui-trader-wipe"}, style = "button_blkmkt_style"})
end
gui2.add({type = "label", caption = {"blkmkt-gui-trader-orders"},
tooltip = {"blkmkt-gui-trader-orders-tt"}, style = "label_blkmkt_style"})
player_mem.lbl_blkmkt_trader_orders = gui2.add({type = "label", name = "lbl_blkmkt_trader_orders",
tooltip = {"blkmkt-gui-trader-orders-tt"}, style = "label_blkmkt_style"})
gui2 = gui1.add({type = "flow", name = "flw_blkmkt_trader_orders", direction = "horizontal", style = "horizontal_flow_blkmkt_style"})
gui2 = gui2.add({type = "scroll-pane", name = "scr_blkmkt_trader_orders", vertical_scroll_policy = "auto"})
gui2.style.maximal_height = 150
player_mem.scr_blkmkt_trader_orders = gui2
end
end
end
--------------------------------------------------------------------------------------
local function update_menu_trader( player, player_mem, update_orders )
local gui_parent = mod_gui.get_frame_flow(player)
if gui_parent.frm_blkmkt_trader == nil or global.prices_computed then
return
end
if player_mem == nil then
player_mem = global.player_mem[player.index]
end
local trader = player_mem.opened_trader
if trader.sell_or_buy then
player_mem.frm_blkmkt_trader.caption = {"blkmkt-gui-trader-sell"}
else
player_mem.frm_blkmkt_trader.caption = {"blkmkt-gui-trader-buy"}
end
player_mem.chk_blkmkt_trader_auto.state = trader.auto
-- if trader.sell_or_buy and trader.type == trader_type.energy then
-- player_mem.chk_blkmkt_trader_daylight.state = trader.daylight
-- end
player_mem.lbl_blkmkt_trader_period.caption = {"blkmkt-gui-trader-period", trader.period,global.tax_rates[trader.period]}
player_mem.lbl_blkmkt_trader_money_tot.caption = format_money(trader.money_tot)
player_mem.lbl_blkmkt_trader_taxes_tot.caption = format_money(trader.taxes_tot) .. " (" .. trader.tax_rate_tot .. "%)"
player_mem.lbl_blkmkt_trader_money_period.caption = format_money(trader.money_period)
player_mem.lbl_blkmkt_trader_dhour.caption = {"blkmkt-gui-trader-hours", trader.period*math.floor(trader.dhour/trader.period)}
player_mem.lbl_blkmkt_trader_money.caption = format_money(trader.money)
player_mem.lbl_blkmkt_trader_taxes.caption = format_money(trader.taxes) .. " (" .. trader.tax_rate .. "%)"
player_mem.lbl_blkmkt_trader_money_average.caption = {"blkmkt-gui-trader-perday", format_money(trader.money_average)}
player_mem.lbl_blkmkt_trader_evaluation.caption = format_money(trader.evaluation)
-- if trader.price then
-- player_mem.lbl_blkmkt_trader_price.caption = format_money(trader.price.current) .. " " .. format_evolution(trader.price.evolution)
-- else
-- player_mem.lbl_blkmkt_trader_price.caption = "-"
-- end
if trader.sell_or_buy then
local sold_name = trader.sold_name
if sold_name then
if trader.type == trader_type.item then
player_mem.but_blkmkt_trader_sold.sprite = "item/" .. sold_name
player_mem.but_blkmkt_trader_sold.tooltip = game.item_prototypes[sold_name].localised_name
elseif trader.type == trader_type.fluid then
player_mem.but_blkmkt_trader_sold.sprite = "fluid/" .. sold_name
player_mem.but_blkmkt_trader_sold.tooltip = game.fluid_prototypes[sold_name].localised_name
else
player_mem.but_blkmkt_trader_sold.sprite = "sprite_energy_blkmkt"
player_mem.but_blkmkt_trader_sold.tooltip = {"blkmkt-gui-energy"}
end
local price = global.prices[sold_name]
if price then
player_mem.lbl_blkmkt_trader_sold.caption = " " .. format_money(price.current) .. " " .. format_evolution(price.evolution)
else
player_mem.lbl_blkmkt_trader_sold.caption = " -"
end
else
player_mem.but_blkmkt_trader_sold.sprite = ""
player_mem.lbl_blkmkt_trader_sold.caption = " -"
end
else
player_mem.lbl_blkmkt_trader_orders.caption = format_money(trader.orders_tot)
if update_orders then
clean_gui(player_mem.scr_blkmkt_trader_orders)
local gui2 = player_mem.scr_blkmkt_trader_orders.add({type = "table", name = "tab_blkmkt_trader_orders", column_count = 4, style = "table_blkmkt_style"})
gui2.add({type = "label"})
gui2.add({type = "label", caption = "name", style = "label_blkmkt_style"})
gui2.add({type = "label", caption = "count", style = "label_blkmkt_style"})
gui2.add({type = "label", caption = "price", style = "label_blkmkt_style"})
function add_order(n,prefix,name,count,del_but)
local price = global.prices[name]
local current, evol
if price then
current = price.current
evol = price.evolution
else
current = 0
evol = 0
end
if del_but then
gui2.add({type = "button", name = "but_blkmkt_ord_" .. string.format("%3d",n) .. name, caption = "X", style = "button_blkmkt_style"})
else
gui2.add({type = "label", style = "label_blkmkt_style"})
end
if prefix == nil then
gui2.add({type = "sprite-button", name = "but_blkmkt_ori_" .. string.format("%3d",n) .. name, sprite = "sprite_energy_blkmkt", style = "sprite_obj_blkmkt_style"})
else
gui2.add({type = "sprite-button", name = "but_blkmkt_ori_" .. string.format("%3d",n) .. name, sprite = prefix .. name, style = "sprite_obj_blkmkt_style"})
end
gui2.add({type = "textfield", name = "but_blkmkt_orc_" .. string.format("%3d",n) .. name, text = count, style = "textfield_blkmkt_style"})
gui2.add({type = "label", caption = format_money(current) .. " " .. format_evolution(evol), style = "label_blkmkt_style"})
end
if trader.type == trader_type.item then
for n, order in pairs(trader.orders) do
if n > 99 then break end
add_order(n,"item/",order.name,order.count,true)
end
elseif trader.type == trader_type.fluid then
local order = trader.orders[1]
if order then
add_order(1,"fluid/",order.name,order.count,false)
end
elseif trader.type == trader_type.energy then
local order = trader.orders[1]
if order then
add_order(1,nil,energy_name,order.count,false)
end
end
end
end
end
--------------------------------------------------------------------------------------
local function build_menu_objects( player, open_or_close, ask_sel )
local gui_parent = mod_gui.get_frame_flow(player)
if open_or_close == nil then
open_or_close = (gui_parent.frm_blkmkt_itml == nil)
end
if gui_parent.frm_blkmkt_itml then
gui_parent.frm_blkmkt_itml.destroy()
end
if open_or_close and not global.prices_computed then
local player_mem = global.player_mem[player.index]
local gui1, gui2, gui3
gui1 = mod_gui.get_frame_flow(player).add({type = "frame", name = "frm_blkmkt_itml", caption = {"blkmkt-gui-objects-list"}, style = "frame_blkmkt_style"})
gui1 = gui1.add({type = "flow", name = "flw_blkmkt_itml", direction = "vertical", style = "vertical_flow_blkmkt_style"})
-- gui1.style.minimal_height = 500
gui1.style.minimal_width = 380
gui2 = gui1.add({type = "scroll-pane", name = "scr_blkmkt_itml", vertical_scroll_policy = "auto"}) -- , style = "scroll_pane_blkmkt_style"
gui2.style.maximal_height = 250
player_mem.scr_blkmkt_recl = gui2
gui3 = gui2.add({type = "table", name = "tab_blkmkt_itml1", column_count = 6, style = "table_blkmkt_style"})
local n = 0
-- debug_print("group sel ", player_mem.group_sel_name)
for name, group in pairs(global.groups) do
if ask_sel == nil or ((ask_sel == "item" and group.item) or (ask_sel == "fluid" and group.fluid)) then
if player_mem.group_sel_name == nil then
player_mem.group_sel_name = name
end
gui3.add({type = "sprite-button", name = "but_blkmkt_ilg_" .. string.format("%3d",n) .. name, sprite = "item-group/" .. name, tooltip = name, style = "sprite_group_blkmkt_style"})
n=n+1
end
end
gui3 = gui2.add({type = "scroll-pane", name = "tab_blkmkt_scrl2", vertical_scroll_policy = "auto"})
gui3.style.maximal_height = 200
gui3 = gui3.add({type = "table", name = "tab_blkmkt_itml2", column_count = 10, style = "table_blkmkt_style"})
local group = global.groups[player_mem.group_sel_name].group
n = 0
if ask_sel == nil or ask_sel == "item" then
for name, object in pairs(game.item_prototypes) do
if object.group == group and not object.has_flag("hidden") and n <= 999 then
local price = global.prices[name]
if price then
gui3.add({type = "sprite-button", name = "but_blkmkt_ili_" .. string.format("%3d",n) .. name, sprite = "item/" .. name,
tooltip = {"blkmkt-gui-tt-object-price",object.localised_name,format_money(price.current),format_evolution(price.evolution)}, style = "sprite_obj_blkmkt_style"})
n=n+1
end
end
end
end
if ask_sel == nil or ask_sel == "fluid" then
for name, object in pairs(game.fluid_prototypes) do
-- debug_print("build_menu_objects ", name, " ", object.group.name, " ", object.subgroup.name )
if object.group == group and n <= 999 then
local price = global.prices[name]
if price then
gui3.add({type = "sprite-button", name = "but_blkmkt_ili_" .. string.format("%3d",n) .. name, sprite = "fluid/" .. name,
tooltip = {"blkmkt-gui-tt-object-price",object.localised_name,format_money(price.current),format_evolution(price.evolution)}, style = "sprite_obj_blkmkt_style"})
n=n+1
end
end
end
end
gui1.add({type = "button", name = "but_blkmkt_itml_refresh", caption = {"blkmkt-gui-refresh"}, style = "button_blkmkt_style"})
if ask_sel then
gui1.add({type = "button", name = "but_blkmkt_itml_cancel", caption = {"blkmkt-gui-cancel"}, style = "button_blkmkt_style"})
else
gui1.add({type = "button", name = "but_blkmkt_itml_close", caption = {"blkmkt-gui-close"}, style = "button_blkmkt_style"})
end
end
end
--------------------------------------------------------------------------------------
local function update_gui(player,update_orders)
if player.connected then
local player_mem = global.player_mem[player.index]
update_bar(player)
update_menu_gen(player,player_mem)
update_menu_trader(player,player_mem,update_orders)
local gui_parent = mod_gui.get_frame_flow(player)
if gui_parent.frm_blkmkt_itml then
build_menu_objects(player,true,player_mem.ask_sel)
end
end
end
--------------------------------------------------------------------------------------
local function update_guis_force(force,update_orders)
for _, player in pairs(force.players) do
update_gui(player,update_orders)
end
end
--------------------------------------------------------------------------------------
local function update_guis(update_orders)
for _, player in pairs(game.players) do
update_gui(player,update_orders)
end
end
--------------------------------------------------------------------------------------
local function close_guis()
for _, player in pairs(game.players) do
if player.connected then
local player_mem = global.player_mem[player.index]
build_menu_gen(player,player_mem,false)
build_menu_trader(player,player_mem,false)
build_menu_objects(player,false)
end
end
end
--------------------------------------------------------------------------------------
local function init_tax_rates()
global.tax_rates = {}
for _, period in ipairs(periods) do
if period == 0 then
global.tax_rates[period] = tax_immediate -- tax for immediate action
else
global.tax_rates[period] = math.floor(0.5+tax_start * ((24/period) ^ tax_growth))
end
end
for period,tax in pairs(global.tax_rates) do
debug_print( "tax ", period, "h = ", tax, "%" )
end
end
--------------------------------------------------------------------------------------
local function update_tech_cost(tech)
local cost = 0
cost = cost + #tech.research_unit_ingredients * tech.research_unit_count * tech_ingr_cost
cost = cost + tech.research_unit_energy * energy_cost
global.techs_costs[tech.name] = cost
for _, effect in pairs(tech.effects) do
if effect.type == "unlock-recipe" then
global.recipes_tech[effect.recipe] = tech.name
end
end
end
--------------------------------------------------------------------------------------
local function update_techs_costs()
global.techs_costs = {}
global.recipes_tech = {}
for name, tech in pairs(game.forces.player.technologies) do
update_tech_cost(tech)
end
end
--------------------------------------------------------------------------------------
local function list_techs_costs()
debug_print("--------------------------------------------------------------------------------------")
debug_print("list_techs_costs")
for name, cost in pairs(global.techs_costs) do
debug_print("tech ", name, " = ", cost)
end
end
--------------------------------------------------------------------------------------
local function update_objects_prices_start()
if global.prices_computed then return end
global.prices_computed = true
-- debug_print("--------------------------------------------------------------------------------------")
-- debug_print("update_objects_prices_start")
-- debug_print("RAZ")
debug_print2("--------------------------------------------------------------------------------------")
debug_print2( "PRICES PASS 0" )
global.old_prices = global.prices or {} -- to memorize old prices, and restore dynamics later
global.prices = {}
global.orig_resources = {}
global.new_resources = {}
global.free_products = {}
global.unknowns = {}
global.recipes_used = {}
global.recipes_parsed = {}
local ingredients_to_parse = {}
local orig_resources = {}
local specials = {}
local free_products = {}
local regular_products = {}
local recipes = game.forces.player.recipes
-- energy
global.prices[energy_name] = {overall=energy_price, tech=0, ingrs=0, energy=0}
-- vanilla resources
for name, price in pairs(vanilla_resources_prices) do
global.prices[name] = {overall=price, tech=0, ingrs=0, energy=0}
orig_resources[name] = true
ingredients_to_parse[name] = true
end
-- special objects
for name, price in pairs(special_prices) do
global.prices[name] = {overall=price, tech=0, ingrs=0, energy=0}
specials[name] = true
ingredients_to_parse[name] = true
end
-- additional resources
for name, ent in pairs(game.entity_prototypes) do
if ent.type == "resource" then
local min_prop = ent.mineable_properties
-- if min_prop.minable then
-- debug_print( name )
if min_prop.minable and min_prop.products then
for _, prod in pairs(min_prop.products) do
if global.prices[prod.name] == nil then
global.prices[prod.name] = {overall=resource_price, tech=0, ingrs=0, energy=0}
ingredients_to_parse[prod.name] = true
orig_resources[prod.name] = true
end
end
end
end
end
-- mark item "free" (recipe with no ingredients) or "regularly" produced or consumed
-- the rest will be items with no recipe at all
for name_recipe, recipe in pairs(recipes) do
if not( -- avoid recipes that create normal objects from box/barrels/recycling/dark matter/etc...
-- false
string.sub(name_recipe,1,3) == "rf-" -- reverse factory mod
or string.sub(name_recipe,1,5) == "repl-" -- dark matter mod
or string.sub(name_recipe,1,11) == "dry411srev-" -- z recycle mod
or string.sub(name_recipe,1,6) == "unbox-" -- boxing mod
or string.sub(name_recipe,1,6) == "empty-" -- omnibarrel mod (but also "empty-canister" from bob, that is included in the special_prices...)
-- or string.sub(name_recipe,1,4) == "box-" -- boxing mod
-- or string.sub(name_recipe,1,6) == "boxed-" -- boxing mod
-- or string.sub(name_recipe,1,5) == "fill-" -- omnibarrel mod
) then
if recipe.ingredients == nil or #recipe.ingredients == 0 then
for _, prod in pairs(recipe.products) do
if global.prices[prod.name] == nil and not regular_products[prod.name] then
free_products[prod.name] = true -- mark free product
end
end
else
for _, prod in pairs(recipe.products) do
if global.prices[prod.name] == nil then
regular_products[prod.name] = true -- mark regular not-free product
free_products[prod.name] = nil -- unmark free in case new regular recipe
end
end
end
end
end
-- mark potential undeclared new resources (that are ingredients but never produced)
local new_resources = {}
for _, recipe in pairs(recipes) do
if recipe.ingredients ~= nil then
for _, ingr in pairs(recipe.ingredients) do
if global.prices[ingr.name] == nil and regular_products[ingr.name] == nil and free_products[ingr.name] == nil then
new_resources[ingr.name] = true -- mark as possible resource
ingredients_to_parse[ingr.name] = true
end
end
end
end
-- give price to free/new resources/unknown
debug_print2("--------------------------------------------------------------------------------------")
debug_print2( "set free/newres/unknown")
for name, object in pairs(game.item_prototypes) do
if global.prices[name] == nil then
if new_resources[name] == true then
debug_print2( "set ", name, " resource_price_new")
global.prices[name] = {overall=resource_price_new, tech=0, ingrs=0, energy=0}
ingredients_to_parse[name] = true
elseif free_products[name] == true then
debug_print2( "set ", name, " free_price")
global.prices[name] = {overall=free_price, tech=0, ingrs=0, energy=0}
ingredients_to_parse[name] = true
end
end
end
for name, object in pairs(game.fluid_prototypes) do
if global.prices[name] == nil then
if new_resources[name] == true then
debug_print2( "set ", name, " resource_price_new")
global.prices[name] = {overall=resource_price_new, tech=0, ingrs=0, energy=0}
ingredients_to_parse[name] = true
elseif free_products[name] == true then
debug_print2( "set ", name, " free_price")
global.prices[name] = {overall=free_price, tech=0, ingrs=0, energy=0}
ingredients_to_parse[name] = true
end
end
end
regular_products = nil
global.orig_resources = orig_resources
global.specials = specials
global.new_resources = new_resources
global.free_products = free_products
global.prices_loop = 0
global.ingredients_to_parse = ingredients_to_parse
end
--------------------------------------------------------------------------------------
local function update_products_recipe(recipe)
local new_ingrs = {}
local overall_price = 0
local tech_price = 0
local ingrs_price = 0
-- compute energy cost
local energy_price = recipe.energy * energy_cost
-- compute tech amortization
local tech_name = global.recipes_tech[recipe.name]
if tech_name then
local tech_cost = global.techs_costs[tech_name]
if tech_cost then
tech_price = tech_cost * tech_amortization
end
end
-- compute ingredients costs
for _, ingr in pairs(recipe.ingredients) do
local price_ingr = global.prices[ingr.name]
if price_ingr == nil then
return(nil)
end
ingrs_price = ingrs_price + ingr.amount * price_ingr.overall
end
-- count products
local nb_prods_tot = 0
for _, prod in pairs(recipe.products) do
if prod.amount then
nb_prods_tot = nb_prods_tot + prod.amount
elseif prod.amount_min and prod.amount_max and prod.probability then
nb_prods_tot = nb_prods_tot + (prod.amount_min + prod.amount_max) /2 * prod.probability
else
debug_print2( " NO amount : ", recipe.name, " ", prod.name )
end
end
-- display costs on products
overall_price = (tech_price + ingrs_price + energy_price) * (1+commercial_margin)
debug_print2(" OK nb prods = ", #recipe.products)
for _, prod in pairs(recipe.products) do
local price = global.prices[prod.name]
if price == nil and (prod.amount or (prod.amount_min and prod.amount_max and prod.probability)) then
if nb_prods_tot == 0 then
price = unknown_price -- sometimes, probability can be 0, leading to nb_prods_tot=0 !
global.prices[prod.name] = {
overall = price,
tech = 0,
ingrs = 0,
energy = 0
}
else
price = math.floor(overall_price / nb_prods_tot+0.5)
global.prices[prod.name] = {
overall = price, -- we want the price for 1 object !
tech = math.floor(tech_price / nb_prods_tot+0.5),
ingrs = math.floor(ingrs_price / nb_prods_tot+0.5),
energy = math.floor(energy_price / nb_prods_tot+0.5)
}
end
debug_print2(" PR price ", prod.name, " = ", price)
global.recipes_used[prod.name] = recipe.name
new_ingrs[prod.name] = true -- mark this product as a new potential ingredient of further recipes
else
debug_print2(" -- exist ", prod.name, " = ", price.overall)
end
end
global.recipes_parsed[recipe.name] = true
return(new_ingrs)
end
--------------------------------------------------------------------------------------
local function update_objects_prices_loop()
local new_price = true
local ingredients_to_parse2 = {}
new_price = false
global.prices_loop = global.prices_loop + 1
debug_print2("--------------------------------------------------------------------------------------")
debug_print2( "PRICES PASS ", global.prices_loop )
local recipes = game.forces.player.recipes
if true then
-- try to solve direct recipes (1 product with the recipe of the same name)
for name_item, item in pairs(game.item_prototypes) do
local recipe = recipes[name_item]
if global.recipes_parsed[name_item] == nil and recipe ~= nil then
debug_print2( "item ", name_item, " -> recipe ", name_item )
ingredients_to_parse3 = update_products_recipe(recipe)
if ingredients_to_parse3 == nil then
-- ingredient still not solved, rescan in next pass
ingredients_to_parse2[name_item] = true
else
-- ingredient solved, recipe products became new ingredients for next pass
new_price = true
for name_ingr, _ in pairs(ingredients_to_parse3) do
ingredients_to_parse2[name_ingr] = true
end
end
end
end
end
for name_recipe, recipe in pairs(recipes) do
if global.recipes_parsed[name_recipe] == nil
-- if not recipe.hidden and global.recipes_parsed[name_recipe] == nil
-- and not(
-- string.sub(name_recipe,1,3) == "rf-" -- reverse factory mod
-- or string.sub(name_recipe,1,5) == "repl-" -- dark matter mod
-- or string.sub(name_recipe,1,11) == "dry411srev-" -- z recycle mod
-- or string.sub(name_recipe,1,4) == "box-" -- boxing mod
-- or string.sub(name_recipe,1,6) == "unbox-" -- boxing mod
-- or string.sub(name_recipe,1,6) == "boxed-" -- boxing mod
-- or string.sub(name_recipe,1,5) == "fill-" -- omnibarrel mod
-- or string.sub(name_recipe,1,6) == "empty-" -- omnibarrel mod
-- )
then
for _, ingr in pairs(recipe.ingredients) do
if global.ingredients_to_parse[ingr.name] == true then
debug_print2( "ingr ", ingr.name, " -> recipe ", name_recipe )
ingredients_to_parse3 = update_products_recipe(recipe)
if ingredients_to_parse3 == nil then
-- ingredient still not solved, rescan in next pass
ingredients_to_parse2[ingr.name] = true
else
-- ingredient solved, recipe products became new ingredients for next pass
new_price = true
for name_ingr, _ in pairs(ingredients_to_parse3) do
ingredients_to_parse2[name_ingr] = true
end
end
end
end
end
end
global.ingredients_to_parse = ingredients_to_parse2
return(new_price)
end
--------------------------------------------------------------------------------------
local function update_objects_prices_end()
debug_print2("--------------------------------------------------------------------------------------")
debug_print2( "PRICES PASS final" )
debug_print( "nb loops = ", global.prices_loop)
-- mark left unpriced potential ingredients as unknown
-- no ! (ingredients left in this list are priced but they lead to recipes with ever-missing ingredients...