Archipelago/worlds/factorio/data/mod_template/control.lua

858 lines
33 KiB
Lua

{% 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) }}
TRAP_EVO_FACTOR = {{ evolution_trap_increase }} / 100
MAX_SCIENCE_PACK = {{ max_science_pack }}
GOAL = {{ goal }}
ARCHIPELAGO_DEATH_LINK_SETTING = "archipelago-death-link-{{ slot_player }}-{{ seed_name }}"
ENERGY_INCREMENT = {{ energy_link * 10000000 }}
ENERGY_LINK_EFFICIENCY = 0.75
if settings.global[ARCHIPELAGO_DEATH_LINK_SETTING].value then
DEATH_LINK = 1
else
DEATH_LINK = 0
end
CURRENTLY_DEATH_LOCK = 0
{% if chunk_shuffle %}
LAST_POSITIONS = {}
GENERATOR = nil
NORTH = 1
EAST = 2
SOUTH = 3
WEST = 4
ER_COLOR = {1, 1, 1, 0.2}
ER_SEED = {{ random.randint(4294967295, 2*4294967295)}}
CURRENTLY_MOVING = false
ER_FRAMES = {}
CHUNK_OFFSET = {
[NORTH] = {0, 1},
[EAST] = {1, 0},
[SOUTH] = {0, -1},
[WEST] = {-1, 0}
}
function on_player_changed_position(event)
if CURRENTLY_MOVING == true then
return
end
local player_id = event.player_index
local player = game.get_player(player_id)
local character = player.character -- can be nil, such as spectators
if character == nil then
return
end
local last_position = LAST_POSITIONS[player_id]
if last_position == nil then
LAST_POSITIONS[player_id] = character.position
return
end
last_x_chunk = math.floor(last_position.x / 32)
current_x_chunk = math.floor(character.position.x / 32)
last_y_chunk = math.floor(last_position.y / 32)
current_y_chunk = math.floor(character.position.y / 32)
if (ER_FRAMES[player_id] ~= nil and rendering.is_valid(ER_FRAMES[player_id])) then
rendering.destroy(ER_FRAMES[player_id])
end
ER_FRAMES[player_id] = rendering.draw_rectangle{
color=ER_COLOR, width=1, filled=false, left_top = {current_x_chunk*32, current_y_chunk*32},
right_bottom={current_x_chunk*32+32, current_y_chunk*32+32}, players={player}, time_to_live=60,
draw_on_ground= true, only_in_alt_mode = true, surface=character.surface}
if current_x_chunk == last_x_chunk and current_y_chunk == last_y_chunk then -- nothing needs doing
return
end
if ((last_position.x - character.position.x) ^ 2 + (last_position.y - character.position.y) ^ 2) > 4000 then
-- distance too high, death or other teleport took place
LAST_POSITIONS[player_id] = character.position
return
end
-- we'll need a deterministic random state
if GENERATOR == nil or not GENERATOR.valid then
GENERATOR = game.create_random_generator()
end
-- sufficiently random pattern
GENERATOR.re_seed((ER_SEED + (last_x_chunk * 1730000000) + (last_y_chunk * 97000)) % 4294967295)
-- we now need all 4 exit directions deterministically shuffled to the 4 outgoing directions.
local exit_table = {
[1] = 1,
[2] = 2,
[3] = 3,
[4] = 4
}
exit_table = fisher_yates_shuffle(exit_table)
if current_x_chunk > last_x_chunk then -- going right/east
outbound_direction = EAST
elseif current_x_chunk < last_x_chunk then -- going left/west
outbound_direction = WEST
end
if current_y_chunk > last_y_chunk then -- going down/south
outbound_direction = SOUTH
elseif current_y_chunk < last_y_chunk then -- going up/north
outbound_direction = NORTH
end
local target_direction = exit_table[outbound_direction]
local target_position = {(CHUNK_OFFSET[target_direction][1] + last_x_chunk) * 32 + 16,
(CHUNK_OFFSET[target_direction][2] + last_y_chunk) * 32 + 16}
target_position = character.surface.find_non_colliding_position(character.prototype.name,
target_position, 32, 0.5)
if target_position ~= nil then
rendering.draw_circle{color = ER_COLOR, radius = 1, filled = true,
target = {character.position.x, character.position.y}, surface = character.surface,
time_to_live = 300, draw_on_ground = true}
rendering.draw_line{color = ER_COLOR, width = 3, gap_length = 0.5, dash_length = 0.5,
from = {character.position.x, character.position.y}, to = target_position,
surface = character.surface,
time_to_live = 300, draw_on_ground = true}
CURRENTLY_MOVING = true -- prevent recursive event
character.teleport(target_position)
CURRENTLY_MOVING = false
end
LAST_POSITIONS[player_id] = character.position
end
function fisher_yates_shuffle(tbl)
for i = #tbl, 2, -1 do
local j = GENERATOR(i)
tbl[i], tbl[j] = tbl[j], tbl[i]
end
return tbl
end
script.on_event(defines.events.on_player_changed_position, on_player_changed_position)
{% endif %}
function count_energy_bridges()
local count = 0
for i, bridge in pairs(storage.energy_link_bridges) do
if validate_energy_link_bridge(i, bridge) then
count = count + 1 + (bridge.quality.level * 0.3)
end
end
return count
end
function get_energy_increment(bridge)
return ENERGY_INCREMENT + (ENERGY_INCREMENT * 0.3 * bridge.quality.level)
end
function on_check_energy_link(event)
--- assuming 1 MJ increment and 5MJ battery:
--- first 2 MJ request fill, last 2 MJ push energy, middle 1 MJ does nothing
if event.tick % 60 == 30 then
local force = "player"
local bridges = storage.energy_link_bridges
local bridgecount = count_energy_bridges()
storage.forcedata[force].energy_bridges = bridgecount
if storage.forcedata[force].energy == nil then
storage.forcedata[force].energy = 0
end
if storage.forcedata[force].energy < ENERGY_INCREMENT * bridgecount * 5 then
for i, bridge in pairs(bridges) do
if validate_energy_link_bridge(i, bridge) then
energy_increment = get_energy_increment(bridge)
if bridge.energy > energy_increment*3 then
storage.forcedata[force].energy = storage.forcedata[force].energy + (energy_increment * ENERGY_LINK_EFFICIENCY)
bridge.energy = bridge.energy - energy_increment
end
end
end
end
for i, bridge in pairs(bridges) do
if validate_energy_link_bridge(i, bridge) then
energy_increment = get_energy_increment(bridge)
if storage.forcedata[force].energy < energy_increment and bridge.quality.level == 0 then
break
end
if bridge.energy < energy_increment*2 and storage.forcedata[force].energy > energy_increment then
storage.forcedata[force].energy = storage.forcedata[force].energy - energy_increment
bridge.energy = bridge.energy + energy_increment
end
end
end
end
end
function string_starts_with(str, start)
return str:sub(1, #start) == start
end
function validate_energy_link_bridge(unit_number, entity)
if not entity then
if storage.energy_link_bridges[unit_number] == nil then return false end
storage.energy_link_bridges[unit_number] = nil
return false
end
if not entity.valid then
if storage.energy_link_bridges[unit_number] == nil then return false end
storage.energy_link_bridges[unit_number] = nil
return false
end
return true
end
function on_energy_bridge_constructed(entity)
if entity and entity.valid then
if string_starts_with(entity.prototype.name, "ap-energy-bridge") then
storage.energy_link_bridges[entity.unit_number] = entity
end
end
end
function on_energy_bridge_removed(entity)
if string_starts_with(entity.prototype.name, "ap-energy-bridge") then
if storage.energy_link_bridges[entity.unit_number] == nil then return end
storage.energy_link_bridges[entity.unit_number] = nil
end
end
if (ENERGY_INCREMENT) then
script.on_event(defines.events.on_tick, on_check_energy_link)
script.on_event({defines.events.on_built_entity}, function(event) on_energy_bridge_constructed(event.entity) end)
script.on_event({defines.events.on_robot_built_entity}, function(event) on_energy_bridge_constructed(event.entity) end)
script.on_event({defines.events.on_entity_cloned}, function(event) on_energy_bridge_constructed(event.destination) end)
script.on_event({defines.events.script_raised_revive}, function(event) on_energy_bridge_constructed(event.entity) end)
script.on_event({defines.events.script_raised_built}, function(event) on_energy_bridge_constructed(event.entity) end)
script.on_event({defines.events.on_entity_died}, function(event) on_energy_bridge_removed(event.entity) end)
script.on_event({defines.events.on_player_mined_entity}, function(event) on_energy_bridge_removed(event.entity) end)
script.on_event({defines.events.on_robot_mined_entity}, function(event) on_energy_bridge_removed(event.entity) end)
end
{% 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 %}
function check_spawn_silo(force)
if force.players and #force.players > 0 and force.get_entity_count("rocket-silo") < 1 then
local surface = game.get_surface(1)
local spawn_position = force.get_spawn_position(surface)
spawn_entity(surface, force, "rocket-silo", spawn_position.x, spawn_position.y, 80, true, true)
spawn_entity(surface, force, "cargo-landing-pad", spawn_position.x, spawn_position.y, 80, true, true)
end
end
function check_despawn_silo(force)
if not force.players or #force.players < 1 then
if force.get_entity_count("rocket-silo") > 0 then
local surface = game.get_surface(1)
local spawn_position = force.get_spawn_position(surface)
local x1 = spawn_position.x - 41
local x2 = spawn_position.x + 41
local y1 = spawn_position.y - 41
local y2 = spawn_position.y + 41
local silos = surface.find_entities_filtered{area = { {x1, y1}, {x2, y2} },
name = "rocket-silo",
force = force}
for i, silo in ipairs(silos) do
silo.destructible = true
silo.destroy()
end
end
if force.get_entity_count("cargo-landing-pad") > 0 then
local surface = game.get_surface(1)
local spawn_position = force.get_spawn_position(surface)
local x1 = spawn_position.x - 41
local x2 = spawn_position.x + 41
local y1 = spawn_position.y - 41
local y2 = spawn_position.y + 41
local pads = surface.find_entities_filtered{area = { {x1, y1}, {x2, y2} },
name = "cargo-landing-pad",
force = force}
for i, pad in ipairs(pads) do
pad.destructible = true
pad.destroy()
end
end
end
end
-- 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)
local force = event.force
if type(event.force) == "string" then -- should be of type LuaForce
force = game.forces[force]
end
local data = {}
data['earned_samples'] = {{ dict_to_lua(starting_items) }}
data["victory"] = 0
data["death_link_tick"] = 0
data["energy"] = 0
data["energy_bridges"] = 0
storage.forcedata[event.force] = data
{%- if silo == 2 %}
check_spawn_silo(force)
{%- endif %}
{%- for tech_name in removed_technologies %}
force.technologies["{{ tech_name }}"].researched = true
{%- endfor %}
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)
{%- if silo == 2 %}
check_despawn_silo(event.force)
{%- endif %}
storage.forcedata[event.force.name] = nil
end
function on_runtime_mod_setting_changed(event)
local force
if event.player_index == nil then
force = game.forces.player
else
force = game.players[event.player_index].force
end
if event.setting == ARCHIPELAGO_DEATH_LINK_SETTING then
if settings.global[ARCHIPELAGO_DEATH_LINK_SETTING].value then
DEATH_LINK = 1
else
DEATH_LINK = 0
end
if force ~= nil then
dumpInfo(force)
end
end
end
script.on_event(defines.events.on_runtime_mod_setting_changed, on_runtime_mod_setting_changed)
-- 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(storage.forcedata[player.force.name]['earned_samples'])
storage.playerdata[player.index] = data
update_player(player.index) -- Attempt to send pending free samples, if relevant.
{%- if silo == 2 %}
check_spawn_silo(game.players[event.player_index].force)
{%- endif %}
dumpInfo(player.force)
end
script.on_event(defines.events.on_player_created, on_player_created)
-- Create/destroy silo for force if player switched force
function on_player_changed_force(event)
{%- if silo == 2 %}
check_despawn_silo(event.force)
check_spawn_silo(game.players[event.player_index].force)
{%- endif %}
end
script.on_event(defines.events.on_player_changed_force, on_player_changed_force)
function on_player_removed(event)
storage.playerdata[event.player_index] = nil
end
script.on_event(defines.events.on_player_removed, on_player_removed)
function on_rocket_launched(event)
if event.rocket and event.rocket.valid and storage.forcedata[event.rocket.force.name]['victory'] == 0 then
satellite_count = 0
cargo_pod = event.rocket.cargo_pod
if cargo_pod then
satellite_count = cargo_pod.get_item_count("satellite")
end
if satellite_count > 0 or GOAL == 0 then
storage.forcedata[event.rocket.force.name]['victory'] = 1
dumpInfo(event.rocket.force)
game.set_game_state
{
game_finished = true,
player_won = true,
can_continue = true,
victorious_force = event.rocket.force
}
end
end
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 = storage.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 script.active_mods["quality"] then
stack.quality = "{{ free_sample_quality_name }}"
end
if prototypes.item[name] then
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 .. ",quality={{ free_sample_quality_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
else
player.print("Unable to receive " .. count .. "x [item=" .. name .. "] as this item does not exist.")
samples[name] = nil
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)
-- Update players when the cutscene is cancelled or finished. (needed for skins_factored)
script.on_event(defines.events.on_cutscene_cancelled, update_player_event)
script.on_event(defines.events.on_cutscene_finished, update_player_event)
function add_samples(force, name, count)
local function add_to_table(t)
if count <= 0 then
-- Fixes a bug with single craft, if a recipe gives 0 of a given item.
return
end
t[name] = (t[name] or 0) + count
end
-- Add to storage table of earned samples for future new players
add_to_table(storage.forcedata[force.name]['earned_samples'])
-- Add to existing players
for _, player in pairs(force.players) do
add_to_table(storage.playerdata[player.index]['pending_samples'])
update_player(player.index)
end
end
script.on_init(function()
{% if not imported_blueprints %}set_permissions(){% endif %}
storage.forcedata = {}
storage.playerdata = {}
storage.energy_link_bridges = {}
-- 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
if remote.interfaces["silo_script"] then
remote.call("silo_script", "set_no_victory", true)
end
end)
-- hook into researches done
script.on_event(defines.events.on_research_finished, function(event)
local technology = event.research
if string.find(technology.force.name, "EE_TESTFORCE") == 1 then
--Don't acknowledge AP research as an Editor Extensions test force
--Also no need for free samples in the Editor extensions testing surfaces, as these testing surfaces
--are worked on exclusively in editor mode.
return
end
if technology.researched and string.find(technology.name, "ap%-") == 1 then
-- check if it came from the server anyway, then we don't need to double send.
dumpInfo(technology.force) --is sendable
else
if FREE_SAMPLES == 0 then
return -- Nothing else to do
end
if not technology.prototype.effects then
return -- No technology effects, so nothing to do.
end
for _, effect in pairs(technology.prototype.effects) do
if effect.type == "unlock-recipe" then
local recipe = prototypes.recipe[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)
log("Archipelago Bridge Data available for game tick ".. game.tick .. ".") -- notifies client
end
function chain_lookup(table, ...)
for _, k in ipairs{...} do
table = table[k]
if not table then
return nil
end
end
return table
end
function kill_players(force)
CURRENTLY_DEATH_LOCK = 1
local current_character = nil
for _, player in ipairs(force.players) do
current_character = player.character
if current_character ~= nil then
current_character.die()
end
end
CURRENTLY_DEATH_LOCK = 0
end
function spawn_entity(surface, force, name, x, y, radius, randomize, avoid_ores)
local prototype = prototypes.entity[name]
local args = { -- For can_place_entity and place_entity
name = prototype.name,
position = {x = x, y = y},
force = force.name,
build_check_type = defines.build_check_type.blueprint_ghost,
forced = true
}
local box = prototype.selection_box
local dims = {
w = box.right_bottom.x - box.left_top.x,
h = box.right_bottom.y - box.left_top.y
}
local entity_radius = math.ceil(math.max(dims.w, dims.h) / math.sqrt(2) / 2)
local bounds = {
xmin = math.ceil(x - radius - box.left_top.x),
xmax = math.floor(x + radius - box.right_bottom.x),
ymin = math.ceil(y - radius - box.left_top.y),
ymax = math.floor(y + radius - box.right_bottom.y)
}
local new_entity = nil
local attempts = 1000
for i = 1,attempts do -- Try multiple times
-- Find a position
if (randomize and i < attempts-3) or (not randomize and i ~= 1) then
args.position.x = math.random(bounds.xmin, bounds.xmax)
args.position.y = math.random(bounds.ymin, bounds.ymax)
elseif randomize then
args.position.x = x + (i + 3 - attempts) * dims.w
args.position.y = y + (i + 3 - attempts) * dims.h
end
-- Generate required chunks
local x1 = args.position.x + box.left_top.x
local x2 = args.position.x + box.right_bottom.x
local y1 = args.position.y + box.left_top.y
local y2 = args.position.y + box.right_bottom.y
if not surface.is_chunk_generated({x = x1, y = y1}) or
not surface.is_chunk_generated({x = x2, y = y1}) or
not surface.is_chunk_generated({x = x1, y = y2}) or
not surface.is_chunk_generated({x = x2, y = y2}) then
surface.request_to_generate_chunks(args.position, entity_radius)
surface.force_generate_chunk_requests()
end
-- Try to place entity
if surface.can_place_entity(args) then
-- Can hypothetically place this entity here. Destroy everything underneath it.
local collision_area = {
{
args.position.x + prototype.collision_box.left_top.x,
args.position.y + prototype.collision_box.left_top.y
},
{
args.position.x + prototype.collision_box.right_bottom.x,
args.position.y + prototype.collision_box.right_bottom.y
}
}
local entities = surface.find_entities_filtered {
area = collision_area,
collision_mask = prototype.collision_mask.layers
}
local can_place = true
for _, entity in pairs(entities) do
if entity.force and entity.force.name ~= 'neutral' then
can_place = false
break
end
end
local allow_placement_on_resources = not avoid_ores or i > attempts/2
if can_place and not allow_placement_on_resources then
local resources = surface.find_entities_filtered {
area = collision_area,
type = 'resource'
}
can_place = (next(resources) == nil)
end
if can_place then
for _, entity in pairs(entities) do
entity.destroy({do_cliff_correction=true, raise_destroy=true})
end
args.build_check_type = defines.build_check_type.script
args.create_build_effect_smoke = false
if script.active_mods["quality"] then
args.quality = "{{ free_sample_quality_name }}"
end
new_entity = surface.create_entity(args)
if new_entity then
new_entity.destructible = false
new_entity.minable = false
new_entity.rotatable = false
break
end
end
end
end
if new_entity == nil then
force.print("Failed to place " .. args.name .. " in " .. serpent.line({x = x, y = y, radius = radius}))
end
end
script.on_event(defines.events.on_entity_died, function(event)
if DEATH_LINK == 0 then
return
end
if CURRENTLY_DEATH_LOCK == 1 then -- don't re-trigger on same event
return
end
local force = event.entity.force
storage.forcedata[force.name].death_link_tick = game.tick
dumpInfo(force)
kill_players(force)
end, {LuaEntityDiedEventFilter = {["filter"] = "name", ["name"] = "character"}})
-- add / commands
commands.add_command("ap-sync", "Used by the Archipelago client to get progress information", function(call)
local force
if call.player_index == nil then
force = game.forces.player
else
force = game.players[call.player_index].force
end
local research_done = {}
local forcedata = chain_lookup(storage, "forcedata", force.name)
local data_collection = {
["research_done"] = research_done,
["victory"] = chain_lookup(forcedata, "victory"),
["death_link_tick"] = chain_lookup(forcedata, "death_link_tick"),
["death_link"] = DEATH_LINK,
["energy"] = chain_lookup(forcedata, "energy"),
["energy_bridges"] = chain_lookup(forcedata, "energy_bridges"),
["multiplayer"] = #game.players > 1,
}
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
rcon.print(helpers.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME, ["info"] = data_collection}))
end)
commands.add_command("ap-print", "Used by the Archipelago client to print messages", function (call)
game.print(call.parameter)
end)
TRAP_TABLE = {
["Attack Trap"] = function ()
game.surfaces["nauvis"].build_enemy_base(game.forces["player"].get_spawn_position(game.get_surface(1)), 25)
end,
["Evolution Trap"] = function ()
game.forces["enemy"].evolution_factor = game.forces["enemy"].evolution_factor + (TRAP_EVO_FACTOR * (1 - game.forces["enemy"].evolution_factor))
game.print({"", "New evolution factor:", game.forces["enemy"].evolution_factor})
end,
["Teleport Trap"] = function ()
for _, player in ipairs(game.forces["player"].players) do
current_character = player.character
if current_character ~= nil then
current_character.teleport(current_character.surface.find_non_colliding_position(
current_character.prototype.name, random_offset_position(current_character.position, 1024), 0, 1))
end
end
end,
["Grenade Trap"] = function ()
fire_entity_at_players("grenade", 0.1)
end,
["Cluster Grenade Trap"] = function ()
fire_entity_at_players("cluster-grenade", 0.1)
end,
["Artillery Trap"] = function ()
fire_entity_at_players("artillery-projectile", 1)
end,
["Atomic Rocket Trap"] = function ()
fire_entity_at_players("atomic-rocket", 0.1)
end,
["Atomic Cliff Remover Trap"] = function ()
local cliffs = game.surfaces["nauvis"].find_entities_filtered{type = "cliff"}
if #cliffs > 0 then
fire_entity_at_entities("atomic-rocket", {cliffs[math.random(#cliffs)]}, 0.1)
end
end,
}
commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call)
if storage.index_sync == nil then
storage.index_sync = {}
end
local tech
local force = game.forces["player"]
if call.parameter == nil then
game.print("ap-get-technology is only to be used by the Archipelago Factorio Client")
return
end
chunks = split(call.parameter, "\t")
local item_name = chunks[1]
local index = chunks[2]
local source = chunks[3] or "Archipelago"
if index == nil then
game.print("ap-get-technology is only to be used by the Archipelago Factorio Client")
return
elseif index == -1 then -- for coop sync and restoring from an older savegame
tech = force.technologies[item_name]
if tech.researched ~= true then
game.print({"", "Received [technology=" .. tech.name .. "] as it is already checked."})
game.play_sound({path="utility/research_completed"})
tech.researched = true
end
return
elseif progressive_technologies[item_name] ~= nil then
if storage.index_sync[index] ~= item_name then -- not yet received prog item
storage.index_sync[index] = item_name
local tech_stack = progressive_technologies[item_name]
for _, item_name in ipairs(tech_stack) do
tech = force.technologies[item_name]
if tech.researched ~= true then
game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
game.play_sound({path="utility/research_completed"})
tech.researched = true
return
end
end
end
elseif force.technologies[item_name] ~= nil then
tech = force.technologies[item_name]
if tech ~= nil then
storage.index_sync[index] = tech
if tech.researched ~= true then
game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
game.play_sound({path="utility/research_completed"})
tech.researched = true
end
end
elseif TRAP_TABLE[item_name] ~= nil then
if storage.index_sync[index] ~= item_name then -- not yet received trap
storage.index_sync[index] = item_name
game.print({"", "Received ", item_name, " from ", source})
TRAP_TABLE[item_name]()
end
else
game.print("Unknown Item " .. item_name)
end
end)
commands.add_command("ap-rcon-info", "Used by the Archipelago client to get information", function(call)
rcon.print(helpers.table_to_json({
["slot_name"] = SLOT_NAME,
["seed_name"] = SEED_NAME,
["death_link"] = DEATH_LINK,
["energy_link"] = ENERGY_INCREMENT
}))
end)
{% if allow_cheats -%}
commands.add_command("ap-spawn-silo", "Attempts to spawn a silo and cargo landing pad around 0,0", function(call)
spawn_entity(game.player.surface, game.player.force, "rocket-silo", 0, 0, 80, true, true)
end)
{% endif -%}
commands.add_command("ap-deathlink", "Kill all players", function(call)
local force = game.forces["player"]
local source = call.parameter or "Archipelago"
kill_players(force)
game.print("Death was granted by " .. source)
end)
commands.add_command("ap-energylink", "Used by the Archipelago client to manage Energy Link", function(call)
local change = tonumber(call.parameter or "0")
local force = "player"
storage.forcedata[force].energy = storage.forcedata[force].energy + change
end)
commands.add_command("energy-link", "Print the status of the Archipelago energy link.", function(call)
log("Player command energy-link") -- notifies client
end)
commands.add_command("toggle-ap-send-filter", "Toggle filtering of item sends that get displayed in-game to only those that involve you.", function(call)
log("Player command toggle-ap-send-filter") -- notifies client
end)
commands.add_command("toggle-ap-chat", "Toggle sending of chat messages from players on the Factorio server to Archipelago.", function(call)
log("Player command toggle-ap-chat") -- notifies client
end)
-- data
progressive_technologies = {{ dict_to_lua(progressive_technology_table) }}