{% from "macros.lua" import dict_to_lua %} -- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template require "lib" require "util" FREE_SAMPLES = {{ free_samples }} SLOT_NAME = "{{ slot_name }}" SEED_NAME = "{{ seed_name }}" FREE_SAMPLE_BLACKLIST = {{ dict_to_lua(free_sample_blacklist) }} {% if not imported_blueprints -%} function set_permissions() local group = game.permissions.get_group("Default") group.set_allows_action(defines.input_action.open_blueprint_library_gui, false) group.set_allows_action(defines.input_action.import_blueprint, false) group.set_allows_action(defines.input_action.import_blueprint_string, false) group.set_allows_action(defines.input_action.import_blueprints_filtered, false) end {%- endif %} -- Initialize force data, either from it being created or already being part of the game when the mod was added. function on_force_created(event) --event.force appears to be LuaForce.name, not LuaForce game.forces[event.force].research_queue_enabled = true local data = {} data['earned_samples'] = {{ dict_to_lua(starting_items) }} data["victory"] = 0 global.forcedata[event.force] = data end script.on_event(defines.events.on_force_created, on_force_created) -- Destroy force data. This doesn't appear to be currently possible with the Factorio API, but here for completeness. function on_force_destroyed(event) global.forcedata[event.force.name] = nil end -- Initialize player data, either from them joining the game or them already being part of the game when the mod was -- added.` function on_player_created(event) local player = game.players[event.player_index] -- FIXME: This (probably) fires before any other mod has a chance to change the player's force -- For now, they will (probably) always be on the 'player' force when this event fires. local data = {} data['pending_samples'] = table.deepcopy(global.forcedata[player.force.name]['earned_samples']) global.playerdata[player.index] = data update_player(player.index) -- Attempt to send pending free samples, if relevant. end script.on_event(defines.events.on_player_created, on_player_created) function on_player_removed(event) global.playerdata[event.player_index] = nil end script.on_event(defines.events.on_player_removed, on_player_removed) function on_rocket_launched(event) global.forcedata[event.rocket.force.name]['victory'] = 1 dumpInfo(event.rocket.force) end script.on_event(defines.events.on_rocket_launched, on_rocket_launched) -- Updates a player, attempting to send them any pending samples (if relevant) function update_player(index) local player = game.players[index] if not player or not player.valid then -- Do nothing if we reference an invalid player somehow return end local character = player.character or player.cutscene_character if not character or not character.valid then return end local data = global.playerdata[index] local samples = data['pending_samples'] local sent --player.print(serpent.block(data['pending_samples'])) local stack = {} for name, count in pairs(samples) do stack.name = name stack.count = count if character.can_insert(stack) then sent = character.insert(stack) else sent = 0 end if sent > 0 then player.print("Received " .. sent .. "x [item=" .. name .. "]") data.suppress_full_inventory_message = false end if sent ~= count then -- Couldn't full send. if not data.suppress_full_inventory_message then player.print("Additional items will be sent when inventory space is available.", {r=1, g=1, b=0.25}) end data.suppress_full_inventory_message = true -- Avoid spamming them with repeated full inventory messages. samples[name] = count - sent -- Buffer the remaining items break -- Stop trying to send other things else samples[name] = nil -- Remove from the list end end end -- Update players upon them connecting, since updates while they're offline are suppressed. script.on_event(defines.events.on_player_joined_game, function(event) update_player(event.player_index) end) function update_player_event(event) update_player(event.player_index) end script.on_event(defines.events.on_player_main_inventory_changed, update_player_event) function add_samples(force, name, count) local function add_to_table(t) t[name] = (t[name] or 0) + count end -- Add to global table of earned samples for future new players add_to_table(global.forcedata[force.name]['earned_samples']) -- Add to existing players for _, player in pairs(force.players) do add_to_table(global.playerdata[player.index]['pending_samples']) update_player(player.index) end end script.on_init(function() {% if not imported_blueprints %}set_permissions(){% endif %} global.forcedata = {} global.playerdata = {} -- Fire dummy events for all currently existing forces. local e = {} for name, _ in pairs(game.forces) do e.force = name on_force_created(e) end e.force = nil -- Fire dummy events for all currently existing players. for index, _ in pairs(game.players) do e.player_index = index on_player_created(e) end end) -- for testing -- script.on_event(defines.events.on_tick, function(event) -- if event.tick%3600 == 300 then -- dumpInfo(game.forces["player"]) -- end -- end) -- hook into researches done script.on_event(defines.events.on_research_finished, function(event) local technology = event.research if technology.researched and string.find(technology.name, "ap%-") == 1 then dumpInfo(technology.force) --is sendable else if FREE_SAMPLES == 0 then return -- Nothing else to do end if not technology.effects then return -- No technology effects, so nothing to do. end for _, effect in pairs(technology.effects) do if effect.type == "unlock-recipe" then local recipe = game.recipe_prototypes[effect.recipe] for _, result in pairs(recipe.products) do if result.type == "item" and result.amount then local name = result.name if FREE_SAMPLE_BLACKLIST[name] ~= 1 then local count if FREE_SAMPLES == 1 then count = result.amount else count = get_any_stack_size(result.name) if FREE_SAMPLES == 2 then count = math.ceil(count / 2) end end add_samples(technology.force, name, count) end end end end end end end) function dumpInfo(force) local research_done = {} local data_collection = { ["research_done"] = research_done, ["victory"] = chain_lookup(global, "forcedata", force.name, "victory"), ["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME } for tech_name, tech in pairs(force.technologies) do if tech.researched and string.find(tech_name, "ap%-") == 1 then research_done[tech_name] = tech.researched end end game.write_file("ap_bridge.json", game.table_to_json(data_collection), false, 0) log("Archipelago Bridge File written for game tick ".. game.tick .. ".") -- game.write_file("research_done.json", game.table_to_json(data_collection), false, 0) -- game.print("Sent progress to Archipelago.") end function chain_lookup(table, ...) for _, k in ipairs{...} do table = table[k] if not table then return nil end end return table end -- add / commands commands.add_command("ap-sync", "Run manual Research Sync with Archipelago.", function(call) if call.player_index == nil then dumpInfo(game.forces.player) else dumpInfo(game.players[call.player_index].force) end game.print("Wrote bridge file.") end) commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call) local force = game.forces["player"] chunks = {} for substring in call.parameter:gmatch("%S+") do -- split on " " table.insert(chunks, substring) end local tech_name = chunks[1] local source = chunks[2] or "Archipelago" local tech = force.technologies[tech_name] if tech ~= nil then if tech.researched ~= true then game.print({"", "Received [technology=" .. tech.name .. "] from ", source}) game.play_sound({path="utility/research_completed"}) tech.researched = true end else game.print("Unknown Technology " .. tech_name) end end)