feat: implement billboard monitor support and remove legacy code
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@@ -26,6 +26,8 @@ D.mon = nil
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D.monName = nil
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D.smelterMon = nil
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D.smelterMonName = nil
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D.billboardMon = nil
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D.billboardMonName = nil
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-- Opus UI devices and pages
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local mainDevice = nil
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@@ -160,6 +162,29 @@ function D.setupSmelterMonitor()
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return true
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end
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function D.setupBillboardMonitor()
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if not cfg.BILLBOARD_MONITOR_SIDE or cfg.BILLBOARD_MONITOR_SIDE == "" then
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return false
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end
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local mon = peripheral.wrap(cfg.BILLBOARD_MONITOR_SIDE)
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if mon and mon.setTextScale then
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D.billboardMon = mon
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D.billboardMonName = cfg.BILLBOARD_MONITOR_SIDE
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D.billboardMon.setTextScale(0.5)
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return true
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end
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-- Fallback: try to find a monitor with that name on the network
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for _, name in ipairs(peripheral.getNames()) do
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if name == cfg.BILLBOARD_MONITOR_SIDE and peripheral.getType(name) == "monitor" then
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D.billboardMon = peripheral.wrap(name)
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D.billboardMonName = name
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D.billboardMon.setTextScale(0.5)
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return true
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end
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end
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return false
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end
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-------------------------------------------------
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-- Build main dashboard page
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-------------------------------------------------
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@@ -1416,6 +1441,321 @@ function D.handleSmelterTouch(x, y)
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end
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end
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-------------------------------------------------
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-- Billboard rendering (raw monitor API, no Opus UI)
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-- Read-only goals display: storage bar, top items
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-- chart, stock alerts, activity indicators.
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-------------------------------------------------
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local BB = {} -- billboard color theme
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BB.bg = colors.black
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BB.headerBg = colors.blue
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BB.headerFg = colors.white
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BB.border = colors.gray
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BB.label = colors.lightGray
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BB.value = colors.white
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BB.barFull = colors.lime
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BB.barEmpty = colors.gray
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BB.barWarn = colors.yellow
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BB.barCrit = colors.red
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BB.alertOk = colors.lime
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BB.alertLow = colors.red
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BB.alertWarn = colors.orange
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BB.activityOn = colors.lime
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BB.activityOff = colors.gray
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BB.graphBar = colors.cyan
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BB.graphBarAlt = colors.lightBlue
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BB.sectionHead = colors.yellow
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local function bbFormatNumber(n)
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if n >= 1000000 then
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return string.format("%.1fM", n / 1000000)
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elseif n >= 10000 then
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return string.format("%.1fK", n / 1000)
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elseif n >= 1000 then
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return string.format("%d,%03d", math.floor(n / 1000), n % 1000)
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end
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return tostring(n)
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end
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local function bbPadRight(s, w)
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if #s >= w then return s:sub(1, w) end
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return s .. string.rep(" ", w - #s)
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end
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local function bbPadLeft(s, w)
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if #s >= w then return s:sub(1, w) end
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return string.rep(" ", w - #s) .. s
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end
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-- Billboard drawing primitives (operate on D.billboardMon)
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local bbW, bbH = 0, 0
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local function bbSetColors(fg, bg)
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D.billboardMon.setTextColor(fg)
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D.billboardMon.setBackgroundColor(bg)
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end
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local function bbClearLine(y, bg)
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D.billboardMon.setCursorPos(1, y)
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D.billboardMon.setBackgroundColor(bg or BB.bg)
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D.billboardMon.write(string.rep(" ", bbW))
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end
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local function bbWriteCentered(y, text, fg, bg)
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bbClearLine(y, bg or BB.bg)
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bbSetColors(fg or BB.value, bg or BB.bg)
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D.billboardMon.setCursorPos(math.floor((bbW - #text) / 2) + 1, y)
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D.billboardMon.write(text)
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end
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local function bbWriteAt(x, y, text, fg, bg)
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bbSetColors(fg or BB.value, bg or BB.bg)
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D.billboardMon.setCursorPos(x, y)
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D.billboardMon.write(text)
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end
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local function bbHLine(y, char, fg, bg)
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bbClearLine(y, bg or BB.bg)
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bbSetColors(fg or BB.border, bg or BB.bg)
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D.billboardMon.setCursorPos(1, y)
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D.billboardMon.write(string.rep(char or "-", bbW))
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end
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local function bbDrawBar(x, y, width, filled, fgColor, bgColor)
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local fillW = math.floor(filled * width + 0.5)
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if fillW > width then fillW = width end
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if fillW < 0 then fillW = 0 end
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D.billboardMon.setCursorPos(x, y)
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D.billboardMon.setBackgroundColor(fgColor or BB.barFull)
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D.billboardMon.write(string.rep(" ", fillW))
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D.billboardMon.setBackgroundColor(bgColor or BB.barEmpty)
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D.billboardMon.write(string.rep(" ", width - fillW))
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D.billboardMon.setBackgroundColor(BB.bg)
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end
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-- Billboard section: header
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local function bbDrawHeader(y)
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bbClearLine(y, BB.headerBg)
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bbSetColors(BB.headerFg, BB.headerBg)
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local title = " INVENTORY GOALS BILLBOARD "
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D.billboardMon.setCursorPos(math.floor((bbW - #title) / 2) + 1, y)
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D.billboardMon.write(title)
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return y + 1
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end
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-- Billboard section: storage capacity
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local function bbDrawStorage(y)
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bbHLine(y)
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y = y + 1
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bbWriteAt(2, y, "> STORAGE", BB.sectionHead)
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y = y + 1
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local ratio = cache.usedRatio or 0
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local pct = math.floor(ratio * 100 + 0.5)
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local barColor = BB.barFull
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if ratio > 0.9 then barColor = BB.barCrit
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elseif ratio > 0.75 then barColor = BB.barWarn end
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local barW = bbW - 10
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if barW < 10 then barW = 10 end
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bbWriteAt(2, y, bbPadLeft(pct .. "%", 4), barColor)
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bbDrawBar(7, y, barW, ratio, barColor, BB.barEmpty)
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y = y + 1
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local stats = string.format(
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"Slots: %s/%s | Items: %s | Chests: %d",
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bbFormatNumber(cache.usedSlots),
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bbFormatNumber(cache.totalSlots),
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bbFormatNumber(cache.grandTotal),
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cache.chestCount
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)
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bbWriteAt(2, y, stats, BB.label)
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y = y + 1
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return y
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end
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-- Billboard section: top items bar chart
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local function bbDrawItems(y, maxRows)
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bbHLine(y)
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y = y + 1
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bbWriteAt(2, y, "> TOP ITEMS", BB.sectionHead)
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y = y + 1
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state.ensureItemList()
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local items = cache.itemList
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if not items or #items == 0 then
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bbWriteAt(2, y, "No items in storage", BB.label)
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return y + 1
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end
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local sorted = {}
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for i, item in ipairs(items) do sorted[i] = item end
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table.sort(sorted, function(a, b) return a.total > b.total end)
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local count = math.min(#sorted, maxRows, cfg.BILLBOARD_TOP_ITEMS or 20)
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if count < 1 then count = 1 end
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local maxVal = sorted[1].total
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if maxVal < 1 then maxVal = 1 end
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local numW = 8
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local nameW = math.floor(bbW * 0.35)
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if nameW < 12 then nameW = 12 end
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if nameW > 25 then nameW = 25 end
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local barW = bbW - nameW - numW - 5
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if barW < 5 then barW = 5 end
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for i = 1, count do
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local item = sorted[i]
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local name = shortName(item.name)
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local num = bbFormatNumber(item.total)
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local frac = item.total / maxVal
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bbClearLine(y)
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bbWriteAt(1, y, bbPadLeft(tostring(i), 2), BB.border)
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bbWriteAt(4, y, bbPadRight(name, nameW), BB.value)
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local barColor = (i % 2 == 0) and BB.graphBarAlt or BB.graphBar
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local barStart = 4 + nameW + 1
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bbDrawBar(barStart, y, barW, frac, barColor, BB.barEmpty)
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bbWriteAt(barStart + barW + 1, y, bbPadLeft(num, numW), BB.value)
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y = y + 1
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end
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return y
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end
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-- Billboard section: stock alerts
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local function bbDrawAlerts(y, maxRows)
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bbHLine(y)
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y = y + 1
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bbWriteAt(2, y, "> STOCK ALERTS", BB.sectionHead)
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y = y + 1
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local alerts = state.activeAlerts
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if not alerts or #alerts == 0 then
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bbWriteAt(2, y, "* All stocks OK", BB.alertOk)
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return y + 1
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end
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local colW = math.floor(bbW / 2)
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local twoCol = (bbW >= 40)
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local row = 0
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for i, alert in ipairs(alerts) do
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if row >= maxRows then
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bbWriteAt(2, y, string.format(" ... +%d more", #alerts - i + 1), BB.alertWarn)
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y = y + 1
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break
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end
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local label = alert.label or shortName(alert.name or "?")
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local current = alert.current or 0
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local minVal = alert.min or 0
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local ratio = minVal > 0 and (current / minVal) or 1
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local icon, color
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if ratio < 0.5 then
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icon, color = "!", BB.alertLow
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else
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icon, color = "!", BB.alertWarn
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end
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local text = string.format("%s %s: %s/%s", icon, label, bbFormatNumber(current), bbFormatNumber(minVal))
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if twoCol then
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local col = ((i - 1) % 2 == 0) and 2 or (colW + 1)
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if col == 2 then bbClearLine(y) end
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bbWriteAt(col, y, bbPadRight(text, colW - 1), color)
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if (i - 1) % 2 == 1 or i == #alerts then
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y = y + 1
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row = row + 1
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end
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else
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bbClearLine(y)
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bbWriteAt(2, y, text, color)
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y = y + 1
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row = row + 1
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end
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end
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return y
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end
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-- Billboard section: activity footer
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local function bbDrawActivity(y)
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bbHLine(y)
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y = y + 1
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bbClearLine(y)
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bbWriteAt(2, y, "ACTIVITY:", BB.sectionHead)
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local labels = {
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{ key = "sorting", label = "SORT" },
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{ key = "scanning", label = "SCAN" },
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{ key = "smelting", label = "SMELT" },
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{ key = "dispensing", label = "DISPENSE" },
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{ key = "defragging", label = "DEFRAG" },
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{ key = "composting", label = "COMPOST" },
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{ key = "crafting", label = "CRAFT" },
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{ key = "autocrafting", label = "AUTOCRAFT" },
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{ key = "discarding", label = "DISCARD" },
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}
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local x = 12
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local anyActive = false
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for _, entry in ipairs(labels) do
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if activity[entry.key] then
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anyActive = true
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if x + #entry.label + 2 > bbW then
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y = y + 1
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bbClearLine(y)
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x = 3
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end
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bbWriteAt(x, y, entry.label, BB.activityOn)
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x = x + #entry.label + 2
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end
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end
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if not anyActive then
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bbWriteAt(12, y, "IDLE", BB.activityOff)
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end
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return y + 1
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end
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-- Main billboard draw entry point
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function D.drawBillboard()
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if not D.billboardMon then return end
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bbW, bbH = D.billboardMon.getSize()
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D.billboardMon.setBackgroundColor(BB.bg)
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D.billboardMon.clear()
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local y = 1
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y = bbDrawHeader(y)
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y = bbDrawStorage(y)
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-- Allocate vertical space: alerts ~3-8 lines, footer ~2 lines
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local alertLines = state.activeAlerts and #state.activeAlerts or 0
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local alertSectionH = math.max(3, math.min(6, math.ceil(alertLines / 2) + 2))
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local footerH = 2
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local itemRows = bbH - y - alertSectionH - footerH
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if itemRows < 3 then itemRows = 3 end
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y = bbDrawItems(y, itemRows)
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local alertMaxRows = bbH - y - footerH
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if alertMaxRows < 2 then alertMaxRows = 2 end
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y = bbDrawAlerts(y, alertMaxRows)
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-- Fill gap before footer
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local footerY = bbH - 1
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while y < footerY do
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bbClearLine(y)
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y = y + 1
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end
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bbDrawActivity(footerY)
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end
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return D
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end
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