Added Reserach Stats, still have to add power and research avg
This commit is contained in:
10
control.lua
10
control.lua
@@ -4,7 +4,6 @@ require("pollution-stats")
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require("research-stats")
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require("power-stats")
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require("logistic-network-stats")
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require("storage")
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tickInterval = tonumber(settings.global["factorio-prometheus-exporter-tick-interval"].value) or 300
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udpAddress = tonumber(settings.startup["factorio-prometheus-exporter-udp-address"].value) or 52555
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@@ -16,6 +15,9 @@ script.on_init(function ()
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storage.electricGrids = {}
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storage.researchedTechnologies = {}
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storage.playerDeathCount = {}
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storage.totalLabCount = 0
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storage.totalResearchSpeed = 0
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storage.totalReseachProductivity = 0
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end)
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script.on_load(function ()
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@@ -26,6 +28,7 @@ end)
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-- Register the handler for the player movement event
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script.on_event(defines.events.on_player_died, function(event)
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local player = game.get_player(event.player_index)
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@@ -69,14 +72,15 @@ function SendAll(event)
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isInitialized = true
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if (event.tick % math.floor(tickInterval/4) ~= 0) then return end
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if (event.tick % math.floor(tickInterval/6) ~= 0) then return end
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sendIndex = (sendIndex % 5) + 1
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sendIndex = (sendIndex % 6) + 1
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if sendIndex == 1 then SendProductionStats() end
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if sendIndex == 2 then SendPollutionStats() end
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if sendIndex == 3 then SendKillStats() end
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if sendIndex == 4 then SendFluidProductionStats() end
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if sendIndex == 5 then SendBuildStats() end
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if sendIndex == 6 then SendResearchStats() end
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if(event.tick % tickInterval*2 == 0) then SendGameStats(event) end
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end
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@@ -0,0 +1,63 @@
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storage.totalLabCount = 0
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local labBaseSpeed = 1
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local biolabBaseSpeed = 2
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function GetEstimatedResearchTime()
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-- Base time in seconds for research
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local playerForce = game.forces["player"]
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local currentResearch = playerForce.current_research
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if not currentResearch then
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return
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end
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local researchName = currentResearch.name.."-"..currentResearch.level
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local researchTotalCost = currentResearch.research_unit_count * (currentResearch.research_unit_energy/60)
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local totalSpeed = storage.totalResearchSpeed
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local remainingPercentage = 1-playerForce.research_progress
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local remainingUnits = remainingPercentage*researchTotalCost
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local estimatedSeconds = remainingUnits/totalSpeed
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local returnSpeed = "---research-speed---\n"..totalSpeed.."\n"
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local returnTime = "---research-time---\n"..estimatedSeconds.."\n"
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local returnNameID = "---research-info---\n"..researchName.."\n"
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return returnSpeed..returnTime..returnNameID
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end
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function UpdateLabInfos()
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local totalLabs = 0
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local totalSpeed = 0
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local totalProd = 0
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for _, surface in pairs(game.surfaces) do
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local labs = surface.find_entities_filtered{type="lab"}
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totalLabs = totalLabs + #labs
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for _, lab in pairs(labs) do
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if lab.valid then
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if lab.status == defines.entity_status.working then
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local labBase
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if lab.name == "biolab" then
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labBase = biolabBaseSpeed
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else
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labBase = labBaseSpeed
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end
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local labSpeed = (labBase + (labBase * game.forces["player"].laboratory_speed_modifier)) * lab.effects.speed
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totalSpeed = totalSpeed + (labSpeed* (1+lab.effects.productivity))
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--local labSpeed = labBaseSpeed * lab.effects.speed
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end
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end
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end
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end
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storage.totalLabCount = totalLabs
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storage.totalResearchSpeed = totalSpeed
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storage.totalReseachProductivity = totalProd
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end
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function SendResearchStats()
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UpdateLabInfos()
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local researchTimeInfo = GetEstimatedResearchTime()
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if researchTimeInfo then
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helpers.send_udp(udpAddress, researchTimeInfo, serverIndex)
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end
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end
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@@ -1,2 +0,0 @@
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storage.playerDeathCount = {}
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storage.researchedTech = {}
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