-- Import section -- MultiBlock = require("data.datasource.multi-block") -- SingleBlock = require("data.datasource.single-block") -- EnergyProvider = require("data.datasource.energy-provider") Colors = require("graphics.colors") Unicode = require("unicode") Graphics = require("graphics.graphics") DoubleBuffer = require("graphics.doubleBuffering") -- local cleanroomAddresses = require("config.addresses.cleanroom") -- local multiBlockAddresses = require("config.addresses.multi-blocks") -- local energyBufferAddresses = require("config.addresses.energy-buffers") -- local protectCleanroomRecipes = require("domain.cleanroom.protect-recipes-usecase") -- local getMultiblockStatuses = require("domain.multiblock.get-multiblock-status-usecase") -- local getEnergyStatus = require("domain.energy.get-energy-status-usecase") -- local listMiners = require("domain.miner.list-miners-usecase") -- local getMinersStatuses = require("domain.miner.get-miner-status-usecase") -- local GPU = Component.gpu -- --[[ local cleanroomMachines = {} for name, address in pairs(cleanroomAddresses) do table.insert(cleanroomMachines, SingleBlock:new(address, name)) end local multiblocks = {} for name, address in pairs(multiBlockAddresses) do table.insert(multiblocks, MultiBlock:new(address, name)) end local batteryBuffers = {} for name, address in pairs(energyBufferAddresses) do table.insert(batteryBuffers, EnergyProvider:new(address, name)) end local multiblocksStatuses = {} for i = 1, 100 do print(i) protectCleanroomRecipes(multiblocks[1], cleanroomMachines) multiblocksStatuses = getMultiblockStatuses(multiblocks) -- local energyStatus = getEnergyStatus(batteryBuffers[1]) local minersList = listMiners() local minersStatuses = getMinersStatuses(minersList) os.sleep(0) i = i + 1 end for multiblockName, status in pairs(multiblocksStatuses) do print( multiblockName .. ":", "\n problems: " .. status.problems, "\n efficiency: " .. status.efficiencyPercentage, "\n probably uses: " .. status.probablyUses ) end require("api.sound.zelda-secret")() --]] local states = { {state = "ON", color = Colors.workingColor}, {state = "IDLE", color = Colors.idleColor}, {state = "OFF", color = Colors.offColor}, {state = "BROKEN", color = Colors.errorColor} } local fakeNames = { "Cleanroom", "Electric Blast Furnace", "Miner", "Vacuum Freezer", "Multi Smelter", "Sifter", "Large Chemical Reactor", "Distillery", "Oil Cracking Unit", "Implosion Compressor" } local function fakeComponent() return { name = fakeNames[math.random(10)] .. " " .. math.random(3), state = states[math.random(4)], progress = 0, maxProgress = math.random(500), idleTime = 0 } end local components = {} for i = 1, 9 do table.insert(components, fakeComponent()) end table.insert( components, { name = "Power", state = states[1], progress = math.random(16000000), maxProgress = 16000000, idleTime = 0, scale = 2 } ) local baseWidth = 40 local baseHeight = 10 local function drawTitle(title) local x = baseWidth local y = 0 local scale = 3 local width = baseWidth * scale local height = baseHeight DoubleBuffer.drawRectangle( x + 1, y + 1, width - 1, height - 1, Colors.machineBackground, Colors.machineBackground, "█" ) DoubleBuffer.drawFrame(x + 1, y + 1, width - 1, height - 1, Colors.labelColor) DoubleBuffer.drawLine(x + 3, y + 6, x + width - 3, y + 6, Colors.machineBackground, Colors.textColor, "─") DoubleBuffer.drawText(x + (width - Unicode.len(title)) / 2, y + 5, Colors.mainColor, title) end local function drawProgress(x, y, width, height, progress, maxProgress, color) progress = math.floor(progress * (width + height - 2) / (maxProgress ~= 0 and maxProgress or 1)) local lengths = { first = progress > 5 and 5 or progress, second = progress > height - 2 + 5 and height - 2 or progress - (5), third = progress > width - 7 + height - 2 + 5 and width - 7 or progress - (height - 2 + 5) } DoubleBuffer.drawSemiPixelRectangle(x + 6 - lengths.first, y + 1, lengths.first, 1, color) DoubleBuffer.drawSemiPixelRectangle(x + 1, y + 2, 1, lengths.second, color) DoubleBuffer.drawSemiPixelRectangle(x + 1, y + height, lengths.third, 1, color) DoubleBuffer.drawSemiPixelRectangle(x + width - 4, y + height, lengths.first, 1, color) DoubleBuffer.drawSemiPixelRectangle(x + width, y + height - lengths.second, 1, lengths.second, color) DoubleBuffer.drawSemiPixelRectangle(x + 1 + width - lengths.third, y + 1, lengths.third, 1, color) end local function drawWidget(index, component) local globalWidth = baseWidth local scale = component.scale or 1 local x = globalWidth + globalWidth * ((index - 1) % 3) local width = globalWidth * scale local height = baseHeight local y = height * math.ceil((index) / 3) DoubleBuffer.drawRectangle( x + 1, y + 1, width - 1, height - 1, Colors.machineBackground, Colors.machineBackground, "█" ) drawProgress(x, 2 * y, width - 1, 2 * (height - 1), 1, 1, Colors.progressBackground) drawProgress(x, 2 * y, width - 1, 2 * (height - 1), component.progress, component.maxProgress, Colors.barColor) DoubleBuffer.drawLine(x + 3, y + 5, x + width - 3, y + 5, Colors.machineBackground, Colors.textColor, "─") DoubleBuffer.drawText(x + 3, y + 3, Colors.labelColor, component.name) DoubleBuffer.drawText(x + 3, y + 7, component.state.color, component.state.state) if component.state == states[4] then drawProgress(x, 2 * y, width - 1, 2 * (height - 1), 1, 1, Colors.errorColor) else if component.middleInfo then DoubleBuffer.drawText( x + 3 + 3 + Unicode.len("IDLE"), y + height - 3, Colors.textColor, component.middleInfo ) end DoubleBuffer.drawText( x + width - Unicode.len(component.progress .. "/" .. component.maxProgress) - 3, y + height - 3, Colors.accentA, component.progress .. "/" .. component.maxProgress ) end end drawTitle("Overview") while true do for index, component in ipairs(components) do local breakComponent = math.random(10000) > 9999 if breakComponent then component.state = states[4] end if component.state == states[1] then component.progress = component.progress + 1 if component.progress >= component.maxProgress then component.progress = 0 component.state = states[2] component.maxProgress = 0 component.idleTime = 0 end elseif component.state == states[2] then component.idleTime = component.idleTime + 1 if component.idleTime > math.random(1000) then component.state = states[1] component.maxProgress = math.random(500) end end drawWidget(index, component) end DoubleBuffer.drawChanges() os.sleep(0) end --[[ Page = require("api.gui.page") Notifications = {} local components = {} local function getComponents() local multiBlockAddresses = require("config.addresses.multi-blocks") local energyBufferAddresses = require("config.addresses.energy-buffers") local multiblocks = {} for name, address in pairs(multiBlockAddresses) do table.insert(multiblocks, MultiBlock:new(address, name)) end local batteryBuffers = {} for name, address in pairs(energyBufferAddresses) do table.insert(batteryBuffers, EnergyProvider:new(address, name)) end return {table.unpack(multiblocks), batteryBuffers} end local function setup() components = getComponents() Page.overview.setup() end local function loop() while true do for index, component in ipairs(components) do local updated, notification = component:update() if updated then Page:draw(component, index) end if notification then table.insert(Notifications, 1, {notification, os.time()}) end end Page:render() end end setup() loop() --]]