213 lines
8.8 KiB
Lua
213 lines
8.8 KiB
Lua
{% from "macros.lua" import dict_to_recipe, variable_to_lua %}
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-- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template
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require('lib')
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data.raw["rocket-silo"]["rocket-silo"].fluid_boxes = {
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{
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production_type = "input",
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pipe_picture = assembler2pipepictures(),
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pipe_covers = pipecoverspictures(),
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base_area = 10,
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base_level = -1,
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pipe_connections = {
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{ type = "input", position = { 0, 5 } },
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{ type = "input", position = { 0, -5 } },
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{ type = "input", position = { 5, 0 } },
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{ type = "input", position = { -5, 0 } }
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}
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},
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{
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production_type = "input",
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pipe_picture = assembler2pipepictures(),
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pipe_covers = pipecoverspictures(),
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base_area = 10,
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base_level = -1,
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pipe_connections = {
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{ type = "input", position = { -3, 5 } },
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{ type = "input", position = { -3, -5 } },
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{ type = "input", position = { 5, -3 } },
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{ type = "input", position = { -5, -3 } }
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}
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},
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{
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production_type = "input",
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pipe_picture = assembler2pipepictures(),
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pipe_covers = pipecoverspictures(),
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base_area = 10,
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base_level = -1,
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pipe_connections = {
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{ type = "input", position = { 3, 5 } },
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{ type = "input", position = { 3, -5 } },
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{ type = "input", position = { 5, 3 } },
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{ type = "input", position = { -5, 3 } }
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}
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},
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off_when_no_fluid_recipe = true
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}
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{%- for recipe_name, recipe in custom_recipes.items() %}
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data.raw["recipe"]["{{recipe_name}}"].category = "{{recipe.category}}"
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data.raw["recipe"]["{{recipe_name}}"].ingredients = {{ dict_to_recipe(recipe.ingredients, liquids) }}
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{%- endfor %}
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local technologies = data.raw["technology"]
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local new_tree_copy
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local template_tech = table.deepcopy(technologies["automation"])
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{#- ensure the copy unlocks nothing #}
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template_tech.unlocks = {}
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template_tech.upgrade = false
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template_tech.effects = {}
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template_tech.prerequisites = {}
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{%- if max_science_pack < 6 %}
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technologies["space-science-pack"].effects = {}
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{%- if max_science_pack == 0 %}
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table.insert (technologies["automation"].effects, {type = "unlock-recipe", recipe = "satellite"})
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{%- elif max_science_pack == 1 %}
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table.insert (technologies["logistic-science-pack"].effects, {type = "unlock-recipe", recipe = "satellite"})
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{%- elif max_science_pack == 2 %}
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table.insert (technologies["military-science-pack"].effects, {type = "unlock-recipe", recipe = "satellite"})
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{%- elif max_science_pack == 3 %}
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table.insert (technologies["chemical-science-pack"].effects, {type = "unlock-recipe", recipe = "satellite"})
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{%- elif max_science_pack == 4 %}
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table.insert (technologies["production-science-pack"].effects, {type = "unlock-recipe", recipe = "satellite"})
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{%- elif max_science_pack == 5 %}
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table.insert (technologies["utility-science-pack"].effects, {type = "unlock-recipe", recipe = "satellite"})
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{% endif %}
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{% endif %}
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{%- if silo == 2 %}
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data.raw["recipe"]["rocket-silo"].enabled = true
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{% endif %}
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function set_ap_icon(tech)
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tech.icon = "__{{ mod_name }}__/graphics/icons/ap.png"
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tech.icons = nil
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tech.icon_size = 128
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end
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function set_ap_unimportant_icon(tech)
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tech.icon = "__{{ mod_name }}__/graphics/icons/ap_unimportant.png"
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tech.icons = nil
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tech.icon_size = 128
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end
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function copy_factorio_icon(tech, tech_source)
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tech.icon = table.deepcopy(technologies[tech_source].icon)
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tech.icons = table.deepcopy(technologies[tech_source].icons)
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tech.icon_size = table.deepcopy(technologies[tech_source].icon_size)
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end
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{# This got complex, but seems to be required to hit all corner cases #}
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function adjust_energy(recipe_name, factor)
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local recipe = data.raw.recipe[recipe_name]
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local energy = recipe.energy_required
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if (recipe.normal ~= nil) then
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if (recipe.normal.energy_required == nil) then
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energy = 0.5
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else
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energy = recipe.normal.energy_required
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end
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recipe.normal.energy_required = energy * factor
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end
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if (recipe.expensive ~= nil) then
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if (recipe.expensive.energy_required == nil) then
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energy = 0.5
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else
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energy = recipe.expensive.energy_required
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end
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recipe.expensive.energy_required = energy * factor
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end
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if (energy ~= nil) then
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data.raw.recipe[recipe_name].energy_required = energy * factor
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elseif (recipe.expensive == nil and recipe.normal == nil) then
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data.raw.recipe[recipe_name].energy_required = 0.5 * factor
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end
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end
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function set_energy(recipe_name, energy)
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local recipe = data.raw.recipe[recipe_name]
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if (recipe.normal ~= nil) then
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recipe.normal.energy_required = energy
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end
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if (recipe.expensive ~= nil) then
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recipe.expensive.energy_required = energy
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end
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if (recipe.expensive == nil and recipe.normal == nil) then
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recipe.energy_required = energy
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end
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end
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data.raw["assembling-machine"]["assembling-machine-1"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
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data.raw["assembling-machine"]["assembling-machine-2"].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
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data.raw["assembling-machine"]["assembling-machine-1"].fluid_boxes = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"].fluid_boxes)
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if mods["factory-levels"] then
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-- Factory-Levels allows the assembling machines to get faster (and depending on settings), more productive at crafting products, the more the
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-- assembling machine crafts the product. If the machine crafts enough, it may auto-upgrade to the next tier.
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for i = 1, 25, 1 do
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data.raw["assembling-machine"]["assembling-machine-1-level-" .. i].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
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data.raw["assembling-machine"]["assembling-machine-1-level-" .. i].fluid_boxes = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-2"].fluid_boxes)
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end
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for i = 1, 50, 1 do
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data.raw["assembling-machine"]["assembling-machine-2-level-" .. i].crafting_categories = table.deepcopy(data.raw["assembling-machine"]["assembling-machine-3"].crafting_categories)
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end
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end
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data.raw["ammo"]["artillery-shell"].stack_size = 10
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{# each randomized tech gets set to be invisible, with new nodes added that trigger those #}
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{%- for original_tech_name in base_tech_table -%}
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technologies["{{ original_tech_name }}"].hidden = true
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{% endfor %}
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{%- for location, item in locations %}
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{#- the tech researched by the local player #}
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new_tree_copy = table.deepcopy(template_tech)
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new_tree_copy.name = "ap-{{ location.address }}-"{# use AP ID #}
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new_tree_copy.unit.count = {{ location.count }}
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new_tree_copy.unit.ingredients = {{ variable_to_lua(location.factorio_ingredients) }}
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{%- if location.revealed and item.name in base_tech_table -%}
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{#- copy Factorio Technology Icon #}
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copy_factorio_icon(new_tree_copy, "{{ item.name }}")
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{%- if item.name == "rocket-silo" and item.player == location.player %}
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{%- for ingredient in custom_recipes["rocket-part"].ingredients %}
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table.insert(new_tree_copy.effects, {type = "nothing", effect_description = "Ingredient {{ loop.index }}: {{ ingredient }}"})
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{% endfor -%}
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{% endif -%}
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{%- elif location.revealed and item.name in progressive_technology_table -%}
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copy_factorio_icon(new_tree_copy, "{{ progressive_technology_table[item.name][0] }}")
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{%- else -%}
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{#- use default AP icon if no Factorio graphics exist -#}
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{% if item.advancement or not tech_tree_information %}set_ap_icon(new_tree_copy){% else %}set_ap_unimportant_icon(new_tree_copy){% endif %}
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{%- endif -%}
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{#- connect Technology #}
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{%- if location in tech_tree_layout_prerequisites %}
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{%- for prerequisite in tech_tree_layout_prerequisites[location] %}
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table.insert(new_tree_copy.prerequisites, "ap-{{ prerequisite.address }}-")
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{% endfor %}
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{% endif -%}
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{#- add new Technology to game #}
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data:extend{new_tree_copy}
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{% endfor %}
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{#- Recipe Rando #}
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{% if recipe_time_scale %}
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{%- for recipe_name, recipe in recipes.items() %}
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{%- if recipe.category not in ("basic-solid", "basic-fluid") %}
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adjust_energy("{{ recipe_name }}", {{ flop_random(*recipe_time_scale) }})
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{%- endif %}
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{%- endfor -%}
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{% elif recipe_time_range %}
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{%- for recipe_name, recipe in recipes.items() %}
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{%- if recipe.category not in ("basic-solid", "basic-fluid") %}
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set_energy("{{ recipe_name }}", {{ flop_random(*recipe_time_range) }})
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{%- endif %}
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{%- endfor -%}
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{% endif %}
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{%- if silo==2 %}
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-- disable silo research for pre-placed silo
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technologies["rocket-silo"].enabled = false
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technologies["rocket-silo"].visible_when_disabled = false
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{%- endif %}
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