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ComfyFactorio/player_modifiers.lua

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--Central to add all player modifiers together.
--Will overwrite character stats from other mods.
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local Global = require 'utils.global'
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local this = {
disabled_modifier = {}
}
Global.register(
this,
function(t)
this = t
end
)
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local Public = {}
function Public.get_table()
return this
end
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local modifiers = {
'character_build_distance_bonus',
'character_crafting_speed_modifier',
'character_health_bonus',
'character_inventory_slots_bonus',
'character_item_drop_distance_bonus',
'character_item_pickup_distance_bonus',
'character_loot_pickup_distance_bonus',
'character_mining_speed_modifier',
'character_reach_distance_bonus',
'character_resource_reach_distance_bonus',
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'character_maximum_following_robot_count_bonus',
'character_running_speed_modifier'
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}
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function Public.update_player_modifiers(player)
for _, modifier in pairs(modifiers) do
local sum_value = 0
for _, value in pairs(this[player.index][modifier]) do
sum_value = sum_value + value
end
if player.character then
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if this.disabled_modifier[player.index] and this.disabled_modifier[player.index][modifier] then
player[modifier] = 0
else
player[modifier] = sum_value
end
end
end
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end
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function Public.reset_player_modifiers(player)
if player and player.valid then
this[player.index] = {}
if this.disabled_modifier[player.index] then
this.disabled_modifier[player.index] = {}
end
for _, modifier in pairs(modifiers) do
this[player.index][modifier] = {}
end
Public.update_player_modifiers(player)
end
end
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local function on_player_joined_game(event)
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local player = game.get_player(event.player_index)
if this[player.index] then
Public.update_player_modifiers(player)
return
end
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Public.reset_player_modifiers(player)
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end
local function on_player_respawned(event)
Public.update_player_modifiers(game.players[event.player_index])
end
local Event = require 'utils.event'
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_respawned, on_player_respawned)
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return Public