mirror of
https://github.com/Oarcinae/FactorioScenarioMultiplayerSpawn.git
synced 2025-01-10 00:28:22 +02:00
1195 lines
41 KiB
Lua
1195 lines
41 KiB
Lua
-- oarc_utils.lua
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-- Nov 2016
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--
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-- My general purpose utility functions for factorio
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-- Also contains some constants and gui styles
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require("lib/oarc_gui_utils")
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require("mod-gui")
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--------------------------------------------------------------------------------
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-- Useful constants
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--------------------------------------------------------------------------------
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CHUNK_SIZE = 32
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MAX_FORCES = 64
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TICKS_PER_SECOND = 60
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TICKS_PER_MINUTE = TICKS_PER_SECOND * 60
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TICKS_PER_HOUR = TICKS_PER_MINUTE * 60
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MAX_INT32_POS = 2147483647
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MAX_INT32_NEG = -2147483648
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--------------------------------------------------------------------------------
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--------------------------------------------------------------------------------
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-- General Helper Functions
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--------------------------------------------------------------------------------
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-- Prints flying text.
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-- Color is optional
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function FlyingText(msg, pos, color, surface)
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if color == nil then
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surface.create_entity({ name = "flying-text", position = pos, text = msg })
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else
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surface.create_entity({ name = "flying-text", position = pos, text = msg, color = color })
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end
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end
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-- Get a printable GPS string
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function GetGPStext(pos)
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return "[gps=" .. pos.x .. "," .. pos.y .. "]"
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end
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-- Requires having an on_tick handler.
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function DisplaySpeechBubble(player, text, timeout_secs)
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if (global.oarc_speech_bubbles == nil) then
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global.oarc_speech_bubbles = {}
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end
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if (player and player.character) then
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local sp = player.surface.create_entity{name = "compi-speech-bubble",
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position = player.position,
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text = text,
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source = player.character}
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table.insert(global.oarc_speech_bubbles, {entity=sp,
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timeout_tick=game.tick+(timeout_secs*TICKS_PER_SECOND)})
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end
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end
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-- Every second, check a global table to see if we have any speech bubbles to kill.
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function TimeoutSpeechBubblesOnTick()
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if ((game.tick % (TICKS_PER_SECOND)) == 3) then
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if (global.oarc_speech_bubbles and (#global.oarc_speech_bubbles > 0)) then
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for k,sp in pairs(global.oarc_speech_bubbles) do
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if (game.tick > sp.timeout_tick) then
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if (sp.entity ~= nil) and (sp.entity.valid) then
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sp.entity.start_fading_out()
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end
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table.remove(global.oarc_speech_bubbles, k)
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end
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end
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end
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end
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end
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-- Every tick, check a global table to see if we have any rendered thing that needs fading out.
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function FadeoutRenderOnTick()
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if (global.oarc_renders_fadeout and (#global.oarc_renders_fadeout > 0)) then
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for k,rid in pairs(global.oarc_renders_fadeout) do
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if (rendering.is_valid(rid)) then
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local ttl = rendering.get_time_to_live(rid)
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if (ttl > 0 and ttl < 100) then
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local color = rendering.get_color(rid)
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if (color.a > 0.01) then
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rendering.set_color(rid, {r=color.r, g=color.g, b=color.b, a=color.a-0.01})
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end
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end
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else
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global.oarc_renders_fadeout[k] = nil
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end
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end
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end
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end
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-- Broadcast messages to all connected players
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function SendBroadcastMsg(msg)
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for name,player in pairs(game.connected_players) do
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player.print(msg)
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end
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end
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-- Send a message to a player, safely checks if they exist and are online.
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function SendMsg(playerName, msg)
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if ((game.players[playerName] ~= nil) and (game.players[playerName].connected)) then
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game.players[playerName].print(msg)
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end
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end
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-- Simple way to write to a file. Always appends. Only server.
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-- Has a global setting for enable/disable
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function ServerWriteFile(filename, msg)
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if (global.ocfg.enable_server_write_files) then
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game.write_file(filename, msg, true, 0)
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end
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end
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-- Useful for displaying game time in mins:secs format
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function formattime(ticks)
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local seconds = ticks / 60
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local minutes = math.floor((seconds)/60)
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local seconds = math.floor(seconds - 60*minutes)
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return string.format("%dm:%02ds", minutes, seconds)
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end
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-- Useful for displaying game time in mins:secs format
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function formattime_hours_mins(ticks)
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local seconds = ticks / 60
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local minutes = math.floor((seconds)/60)
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local hours = math.floor((minutes)/60)
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local minutes = math.floor(minutes - 60*hours)
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return string.format("%dh:%02dm", hours, minutes)
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end
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-- Simple math clamp
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function clamp(val, min, max)
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if (val > max) then
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return max
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elseif (val < min) then
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return min
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end
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return val
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end
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function clampInt32(val)
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return clamp(val, MAX_INT32_NEG, MAX_INT32_POS)
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end
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-- Simple function to get total number of items in table
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function TableLength(T)
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local count = 0
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for _ in pairs(T) do count = count + 1 end
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return count
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end
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-- Fisher-Yares shuffle
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-- https://stackoverflow.com/questions/35572435/how-do-you-do-the-fisher-yates-shuffle-in-lua
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function FYShuffle(tInput)
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local tReturn = {}
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for i = #tInput, 1, -1 do
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local j = math.random(i)
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tInput[i], tInput[j] = tInput[j], tInput[i]
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table.insert(tReturn, tInput[i])
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end
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return tReturn
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end
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-- Get a random KEY from a table.
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function GetRandomKeyFromTable(t)
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local keyset = {}
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for k,v in pairs(t) do
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table.insert(keyset, k)
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end
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return keyset[math.random(#keyset)]
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end
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function GetRandomValueFromTable(t)
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return t[GetRandomKeyFromTable(t)]
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end
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-- Simple function to get distance between two positions.
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function getDistance(posA, posB)
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-- Get the length for each of the components x and y
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local xDist = posB.x - posA.x
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local yDist = posB.y - posA.y
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return math.sqrt( (xDist ^ 2) + (yDist ^ 2) )
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end
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-- Given a table of positions, returns key for closest to given pos.
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function GetClosestPosFromTable(pos, pos_table)
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local closest_dist = nil
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local closest_key = nil
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for k,p in pairs(pos_table) do
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local new_dist = getDistance(pos, p)
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if (closest_dist == nil) then
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closest_dist = new_dist
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closest_key = k
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elseif (closest_dist > new_dist) then
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closest_dist = new_dist
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closest_key = k
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end
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end
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end
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-- Chart area for a force
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function ChartArea(force, position, chunkDist, surface)
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force.chart(surface,
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{{position.x-(CHUNK_SIZE*chunkDist),
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position.y-(CHUNK_SIZE*chunkDist)},
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{position.x+(CHUNK_SIZE*chunkDist),
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position.y+(CHUNK_SIZE*chunkDist)}})
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end
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-- Give player these default items.
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function GivePlayerItems(player)
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for _,item in pairs(PLAYER_RESPAWN_START_ITEMS) do
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player.insert(item)
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end
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end
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-- Starter only items
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function GivePlayerStarterItems(player)
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for _,item in pairs(PLAYER_SPAWN_START_ITEMS) do
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player.insert(item)
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end
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if global.ocfg.enable_power_armor_start then
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GiveQuickStartPowerArmor(player)
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end
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end
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-- Cheater's quick start
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function GiveQuickStartPowerArmor(player)
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player.insert{name="power-armor", count = 1}
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if player and player.get_inventory(defines.inventory.character_armor) ~= nil and player.get_inventory(defines.inventory.character_armor)[1] ~= nil then
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local p_armor = player.get_inventory(defines.inventory.character_armor)[1].grid
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if p_armor ~= nil then
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p_armor.put({name = "fusion-reactor-equipment"})
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p_armor.put({name = "exoskeleton-equipment"})
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p_armor.put({name = "battery-mk2-equipment"})
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p_armor.put({name = "battery-mk2-equipment"})
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p_armor.put({name = "personal-roboport-mk2-equipment"})
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p_armor.put({name = "personal-roboport-mk2-equipment"})
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p_armor.put({name = "personal-roboport-mk2-equipment"})
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p_armor.put({name = "battery-mk2-equipment"})
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p_armor.put({name = "solar-panel-equipment"})
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p_armor.put({name = "solar-panel-equipment"})
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p_armor.put({name = "solar-panel-equipment"})
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p_armor.put({name = "solar-panel-equipment"})
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p_armor.put({name = "solar-panel-equipment"})
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p_armor.put({name = "solar-panel-equipment"})
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p_armor.put({name = "solar-panel-equipment"})
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end
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player.insert{name="construction-robot", count = 100}
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player.insert{name="belt-immunity-equipment", count = 1}
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end
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end
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-- Create area given point and radius-distance
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function GetAreaFromPointAndDistance(point, dist)
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local area = {left_top=
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{x=point.x-dist,
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y=point.y-dist},
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right_bottom=
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{x=point.x+dist,
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y=point.y+dist}}
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return area
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end
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-- Check if given position is in area bounding box
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function CheckIfInArea(point, area)
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if ((point.x >= area.left_top.x) and (point.x < area.right_bottom.x)) then
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if ((point.y >= area.left_top.y) and (point.y < area.right_bottom.y)) then
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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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-- Set all forces to ceasefire
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function SetCeaseFireBetweenAllForces()
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for name,team in pairs(game.forces) do
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if name ~= "neutral" and name ~= "enemy" then
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for x,y in pairs(game.forces) do
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if x ~= "neutral" and x ~= "enemy" then
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team.set_cease_fire(x,true)
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end
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end
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end
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end
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end
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-- Set all forces to friendly
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function SetFriendlyBetweenAllForces()
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for name,team in pairs(game.forces) do
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if name ~= "neutral" and name ~= "enemy" then
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for x,y in pairs(game.forces) do
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if x ~= "neutral" and x ~= "enemy" then
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team.set_friend(x,true)
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end
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end
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end
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end
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end
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-- For each other player force, share a chat msg.
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function ShareChatBetweenForces(player, msg)
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for _,force in pairs(game.forces) do
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if (force ~= nil) then
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if ((force.name ~= enemy) and
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(force.name ~= neutral) and
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(force.name ~= player) and
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(force ~= player.force)) then
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force.print(player.name..": "..msg)
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end
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end
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end
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end
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-- Merges force2 INTO force1 but keeps all research between both forces.
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function MergeForcesKeepResearch(force1, force2)
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for techName,luaTech in pairs(force2.technologies) do
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if (luaTech.researched) then
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force1.technologies[techName].researched = true
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force1.technologies[techName].level = luaTech.level
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end
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end
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game.merge_forces(force2, force1)
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end
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-- Undecorator
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function RemoveDecorationsArea(surface, area)
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surface.destroy_decoratives{area=area}
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end
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-- Remove fish
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function RemoveFish(surface, area)
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for _, entity in pairs(surface.find_entities_filtered{area = area, type="fish"}) do
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entity.destroy()
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end
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end
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-- Render a path
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function RenderPath(path, ttl, players)
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local last_pos = path[1].position
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local color = {r = 1, g = 0, b = 0, a = 0.5}
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for i,v in pairs(path) do
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if (i ~= 1) then
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color={r = 1/(1+(i%3)), g = 1/(1+(i%5)), b = 1/(1+(i%7)), a = 0.5}
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rendering.draw_line{color=color,
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width=2,
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from=v.position,
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to=last_pos,
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surface=game.surfaces[GAME_SURFACE_NAME],
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players=players,
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time_to_live=ttl}
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end
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last_pos = v.position
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end
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end
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-- Get a random 1 or -1
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function RandomNegPos()
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if (math.random(0,1) == 1) then
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return 1
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else
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return -1
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end
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end
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-- Create a random direction vector to look in
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function GetRandomVector()
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local randVec = {x=0,y=0}
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while ((randVec.x == 0) and (randVec.y == 0)) do
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randVec.x = math.random(-3,3)
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randVec.y = math.random(-3,3)
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end
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log("direction: x=" .. randVec.x .. ", y=" .. randVec.y)
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return randVec
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end
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-- Check for ungenerated chunks around a specific chunk
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-- +/- chunkDist in x and y directions
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function IsChunkAreaUngenerated(chunkPos, chunkDist, surface)
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for x=-chunkDist, chunkDist do
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for y=-chunkDist, chunkDist do
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local checkPos = {x=chunkPos.x+x,
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y=chunkPos.y+y}
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if (surface.is_chunk_generated(checkPos)) then
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return false
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end
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end
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end
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return true
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end
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-- Clear out enemies around an area with a certain distance
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function ClearNearbyEnemies(pos, safeDist, surface)
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local safeArea = {left_top=
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{x=pos.x-safeDist,
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y=pos.y-safeDist},
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right_bottom=
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{x=pos.x+safeDist,
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y=pos.y+safeDist}}
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for _, entity in pairs(surface.find_entities_filtered{area = safeArea, force = "enemy"}) do
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entity.destroy()
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end
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end
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-- Function to find coordinates of ungenerated map area in a given direction
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-- starting from the center of the map
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function FindMapEdge(directionVec, surface)
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local position = {x=0,y=0}
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local chunkPos = {x=0,y=0}
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-- Keep checking chunks in the direction of the vector
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while(true) do
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-- Set some absolute limits.
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if ((math.abs(chunkPos.x) > 1000) or (math.abs(chunkPos.y) > 1000)) then
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break
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-- If chunk is already generated, keep looking
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elseif (surface.is_chunk_generated(chunkPos)) then
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chunkPos.x = chunkPos.x + directionVec.x
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chunkPos.y = chunkPos.y + directionVec.y
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-- Found a possible ungenerated area
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else
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chunkPos.x = chunkPos.x + directionVec.x
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chunkPos.y = chunkPos.y + directionVec.y
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-- Check there are no generated chunks in a 10x10 area.
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if IsChunkAreaUngenerated(chunkPos, 10, surface) then
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position.x = (chunkPos.x*CHUNK_SIZE) + (CHUNK_SIZE/2)
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position.y = (chunkPos.y*CHUNK_SIZE) + (CHUNK_SIZE/2)
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break
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end
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end
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end
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-- log("spawn: x=" .. position.x .. ", y=" .. position.y)
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return position
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end
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-- Find random coordinates within a given distance away
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-- maxTries is the recursion limit basically.
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function FindUngeneratedCoordinates(minDistChunks, maxDistChunks, surface)
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local position = {x=0,y=0}
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local chunkPos = {x=0,y=0}
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local maxTries = 100
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local tryCounter = 0
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local minDistSqr = minDistChunks^2
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local maxDistSqr = maxDistChunks^2
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while(true) do
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chunkPos.x = math.random(0,maxDistChunks) * RandomNegPos()
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chunkPos.y = math.random(0,maxDistChunks) * RandomNegPos()
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local distSqrd = chunkPos.x^2 + chunkPos.y^2
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-- Enforce a max number of tries
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tryCounter = tryCounter + 1
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if (tryCounter > maxTries) then
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log("FindUngeneratedCoordinates - Max Tries Hit!")
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break
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-- Check that the distance is within the min,max specified
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elseif ((distSqrd < minDistSqr) or (distSqrd > maxDistSqr)) then
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-- Keep searching!
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-- Check there are no generated chunks in a 10x10 area.
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elseif IsChunkAreaUngenerated(chunkPos, CHECK_SPAWN_UNGENERATED_CHUNKS_RADIUS, surface) then
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position.x = (chunkPos.x*CHUNK_SIZE) + (CHUNK_SIZE/2)
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position.y = (chunkPos.y*CHUNK_SIZE) + (CHUNK_SIZE/2)
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break -- SUCCESS
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end
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end
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log("spawn: x=" .. position.x .. ", y=" .. position.y)
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return position
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end
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-- General purpose function for removing a particular recipe
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function RemoveRecipe(force, recipeName)
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local recipes = force.recipes
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if recipes[recipeName] then
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recipes[recipeName].enabled = false
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end
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end
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-- General purpose function for adding a particular recipe
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function AddRecipe(force, recipeName)
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local recipes = force.recipes
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if recipes[recipeName] then
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recipes[recipeName].enabled = true
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end
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end
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-- General command for disabling a tech.
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function DisableTech(force, techName)
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if force.technologies[techName] then
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force.technologies[techName].enabled = false
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force.technologies[techName].visible_when_disabled = true
|
|
end
|
|
end
|
|
|
|
-- General command for enabling a tech.
|
|
function EnableTech(force, techName)
|
|
if force.technologies[techName] then
|
|
force.technologies[techName].enabled = true
|
|
end
|
|
end
|
|
|
|
|
|
-- Get an area given a position and distance.
|
|
-- Square length = 2x distance
|
|
function GetAreaAroundPos(pos, dist)
|
|
|
|
return {left_top=
|
|
{x=pos.x-dist,
|
|
y=pos.y-dist},
|
|
right_bottom=
|
|
{x=pos.x+dist,
|
|
y=pos.y+dist}}
|
|
end
|
|
|
|
-- Gets chunk position of a tile.
|
|
function GetChunkPosFromTilePos(tile_pos)
|
|
return {x=math.floor(tile_pos.x/32), y=math.floor(tile_pos.y/32)}
|
|
end
|
|
|
|
function GetCenterTilePosFromChunkPos(c_pos)
|
|
return {x=c_pos.x*32 + 16, y=c_pos.y*32 + 16}
|
|
end
|
|
|
|
-- Get the left_top
|
|
function GetChunkTopLeft(pos)
|
|
return {x=pos.x-(pos.x % 32), y=pos.y-(pos.y % 32)}
|
|
end
|
|
|
|
-- Get area given chunk
|
|
function GetAreaFromChunkPos(chunk_pos)
|
|
return {left_top={x=chunk_pos.x*32, y=chunk_pos.y*32},
|
|
right_bottom={x=chunk_pos.x*32+31, y=chunk_pos.y*32+31}}
|
|
end
|
|
|
|
-- Removes the entity type from the area given
|
|
function RemoveInArea(surface, area, type)
|
|
for key, entity in pairs(surface.find_entities_filtered{area=area, type= type}) do
|
|
if entity.valid and entity and entity.position then
|
|
entity.destroy()
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Removes the entity type from the area given
|
|
-- Only if it is within given distance from given position.
|
|
function RemoveInCircle(surface, area, type, pos, dist)
|
|
for key, entity in pairs(surface.find_entities_filtered{area=area, type= type}) do
|
|
if entity.valid and entity and entity.position then
|
|
if ((pos.x - entity.position.x)^2 + (pos.y - entity.position.y)^2 < dist^2) then
|
|
entity.destroy()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Create another surface so that we can modify map settings and not have a screwy nauvis map.
|
|
function CreateGameSurface()
|
|
|
|
-- Get starting surface settings.
|
|
local nauvis_settings = game.surfaces["nauvis"].map_gen_settings
|
|
|
|
if global.ocfg.enable_vanilla_spawns then
|
|
nauvis_settings.starting_points = CreateVanillaSpawns(global.ocfg.vanilla_spawn_count, global.ocfg.vanilla_spawn_spacing)
|
|
|
|
-- ENFORCE ISLAND MAP GEN
|
|
if (global.ocfg.silo_islands) then
|
|
nauvis_settings.property_expression_names.elevation = "0_17-island"
|
|
end
|
|
end
|
|
|
|
-- If Oarc Enemies are enabled, make sure to turn off enemy spawning!
|
|
if (global.oe) then
|
|
nauvis_settings.autoplace_controls["enemy-base"].frequency = 0
|
|
end
|
|
|
|
-- Create new game surface
|
|
local s = game.create_surface(GAME_SURFACE_NAME, nauvis_settings)
|
|
|
|
-- Add surface and safe areas
|
|
if global.ocfg.enable_regrowth then
|
|
remote.call("oarc_regrowth", "add_surface", s.index)
|
|
remote.call("oarc_regrowth", "area_offlimits_chunkpos", s.index, {x=0,y=0}, 5)
|
|
end
|
|
end
|
|
|
|
function CreateTileArrow(surface, pos, type)
|
|
|
|
tiles = {}
|
|
|
|
if (type == "LEFT") then
|
|
table.insert(tiles, {name = "hazard-concrete-left", position = {pos.x, pos.y}})
|
|
table.insert(tiles, {name = "hazard-concrete-left", position = {pos.x+1, pos.y}})
|
|
table.insert(tiles, {name = "hazard-concrete-left", position = {pos.x+2, pos.y}})
|
|
table.insert(tiles, {name = "hazard-concrete-left", position = {pos.x+3, pos.y}})
|
|
table.insert(tiles, {name = "hazard-concrete-right", position = {pos.x, pos.y+1}})
|
|
table.insert(tiles, {name = "hazard-concrete-right", position = {pos.x+1, pos.y+1}})
|
|
table.insert(tiles, {name = "hazard-concrete-right", position = {pos.x+2, pos.y+1}})
|
|
table.insert(tiles, {name = "hazard-concrete-right", position = {pos.x+3, pos.y+1}})
|
|
elseif (type == "RIGHT") then
|
|
table.insert(tiles, {name = "hazard-concrete-right", position = {pos.x, pos.y}})
|
|
table.insert(tiles, {name = "hazard-concrete-right", position = {pos.x+1, pos.y}})
|
|
table.insert(tiles, {name = "hazard-concrete-right", position = {pos.x+2, pos.y}})
|
|
table.insert(tiles, {name = "hazard-concrete-right", position = {pos.x+3, pos.y}})
|
|
table.insert(tiles, {name = "hazard-concrete-left", position = {pos.x, pos.y+1}})
|
|
table.insert(tiles, {name = "hazard-concrete-left", position = {pos.x+1, pos.y+1}})
|
|
table.insert(tiles, {name = "hazard-concrete-left", position = {pos.x+2, pos.y+1}})
|
|
table.insert(tiles, {name = "hazard-concrete-left", position = {pos.x+3, pos.y+1}})
|
|
end
|
|
|
|
surface.set_tiles(tiles, true)
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Functions for removing/modifying enemies
|
|
--------------------------------------------------------------------------------
|
|
|
|
-- Convenient way to remove aliens, just provide an area
|
|
function RemoveAliensInArea(surface, area)
|
|
for _, entity in pairs(surface.find_entities_filtered{area = area, force = "enemy"}) do
|
|
entity.destroy()
|
|
end
|
|
end
|
|
|
|
-- Make an area safer
|
|
-- Reduction factor divides the enemy spawns by that number. 2 = half, 3 = third, etc...
|
|
-- Also removes all big and huge worms in that area
|
|
function ReduceAliensInArea(surface, area, reductionFactor)
|
|
for _, entity in pairs(surface.find_entities_filtered{area = area, force = "enemy"}) do
|
|
if (math.random(0,reductionFactor) > 0) then
|
|
entity.destroy()
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Downgrades worms in an area based on chance.
|
|
-- 100% small would mean all worms are changed to small.
|
|
function DowngradeWormsInArea(surface, area, small_percent, medium_percent, big_percent)
|
|
|
|
local worm_types = {"small-worm-turret", "medium-worm-turret", "big-worm-turret", "behemoth-worm-turret"}
|
|
|
|
for _, entity in pairs(surface.find_entities_filtered{area = area, name = worm_types}) do
|
|
|
|
-- Roll a number between 0-100
|
|
local rand_percent = math.random(0,100)
|
|
local worm_pos = entity.position
|
|
local worm_name = entity.name
|
|
|
|
-- If number is less than small percent, change to small
|
|
if (rand_percent <= small_percent) then
|
|
if (not (worm_name == "small-worm-turret")) then
|
|
entity.destroy()
|
|
surface.create_entity{name = "small-worm-turret", position = worm_pos, force = game.forces.enemy}
|
|
end
|
|
|
|
-- ELSE If number is less than medium percent, change to small
|
|
elseif (rand_percent <= medium_percent) then
|
|
if (not (worm_name == "medium-worm-turret")) then
|
|
entity.destroy()
|
|
surface.create_entity{name = "medium-worm-turret", position = worm_pos, force = game.forces.enemy}
|
|
end
|
|
|
|
-- ELSE If number is less than big percent, change to small
|
|
elseif (rand_percent <= big_percent) then
|
|
if (not (worm_name == "big-worm-turret")) then
|
|
entity.destroy()
|
|
surface.create_entity{name = "big-worm-turret", position = worm_pos, force = game.forces.enemy}
|
|
end
|
|
|
|
-- ELSE ignore it.
|
|
end
|
|
end
|
|
end
|
|
|
|
function DowngradeWormsDistanceBasedOnChunkGenerate(event)
|
|
if (getDistance({x=0,y=0}, event.area.left_top) < (global.ocfg.near_dist_end*CHUNK_SIZE)) then
|
|
DowngradeWormsInArea(event.surface, event.area, 100, 100, 100)
|
|
elseif (getDistance({x=0,y=0}, event.area.left_top) < (global.ocfg.far_dist_start*CHUNK_SIZE)) then
|
|
DowngradeWormsInArea(event.surface, event.area, 50, 90, 100)
|
|
elseif (getDistance({x=0,y=0}, event.area.left_top) < (global.ocfg.far_dist_end*CHUNK_SIZE)) then
|
|
DowngradeWormsInArea(event.surface, event.area, 20, 80, 97)
|
|
else
|
|
DowngradeWormsInArea(event.surface, event.area, 0, 20, 90)
|
|
end
|
|
end
|
|
|
|
-- A function to help me remove worms in an area.
|
|
-- Yeah kind of an unecessary wrapper, but makes my life easier to remember the worm types.
|
|
function RemoveWormsInArea(surface, area, small, medium, big, behemoth)
|
|
local worm_types = {}
|
|
|
|
if (small) then
|
|
table.insert(worm_types, "small-worm-turret")
|
|
end
|
|
if (medium) then
|
|
table.insert(worm_types, "medium-worm-turret")
|
|
end
|
|
if (big) then
|
|
table.insert(worm_types, "big-worm-turret")
|
|
end
|
|
if (behemoth) then
|
|
table.insert(worm_types, "behemoth-worm-turret")
|
|
end
|
|
|
|
-- Destroy
|
|
if (TableLength(worm_types) > 0) then
|
|
for _, entity in pairs(surface.find_entities_filtered{area = area, name = worm_types}) do
|
|
entity.destroy()
|
|
end
|
|
else
|
|
log("RemoveWormsInArea had empty worm_types list!")
|
|
end
|
|
end
|
|
|
|
-- Add Long Reach to Character
|
|
function GivePlayerLongReach(player)
|
|
player.character.character_build_distance_bonus = BUILD_DIST_BONUS
|
|
player.character.character_reach_distance_bonus = REACH_DIST_BONUS
|
|
-- player.character.character_resource_reach_distance_bonus = RESOURCE_DIST_BONUS
|
|
end
|
|
|
|
-- General purpose cover an area in tiles.
|
|
function CoverAreaInTiles(surface, area, tile_name)
|
|
tiles = {}
|
|
for x = area.left_top.x,area.left_top.x+31 do
|
|
for y = area.left_top.y,area.left_top.y+31 do
|
|
table.insert(tiles, {name = tile_name, position = {x=x, y=y}})
|
|
end
|
|
end
|
|
surface.set_tiles(tiles, true)
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Anti-griefing Stuff & Gravestone (My own version)
|
|
--------------------------------------------------------------------------------
|
|
function AntiGriefing(force)
|
|
force.zoom_to_world_deconstruction_planner_enabled=false
|
|
SetForceGhostTimeToLive(force)
|
|
end
|
|
|
|
function SetForceGhostTimeToLive(force)
|
|
if GHOST_TIME_TO_LIVE ~= 0 then
|
|
force.ghost_time_to_live = GHOST_TIME_TO_LIVE+1
|
|
end
|
|
end
|
|
|
|
function SetItemBlueprintTimeToLive(event)
|
|
local type = event.created_entity.type
|
|
if type == "entity-ghost" or type == "tile-ghost" then
|
|
if GHOST_TIME_TO_LIVE ~= 0 then
|
|
event.created_entity.time_to_live = GHOST_TIME_TO_LIVE
|
|
end
|
|
end
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Gravestone soft mod. With my own modifications/improvements.
|
|
--------------------------------------------------------------------------------
|
|
-- Return steel chest entity (or nil)
|
|
function DropEmptySteelChest(player)
|
|
local pos = player.surface.find_non_colliding_position("steel-chest", player.position, 15, 1)
|
|
if not pos then
|
|
return nil
|
|
end
|
|
local grave = player.surface.create_entity{name="steel-chest", position=pos, force="neutral"}
|
|
return grave
|
|
end
|
|
|
|
function DropGravestoneChests(player)
|
|
|
|
local grave
|
|
local count = 0
|
|
|
|
-- Make sure we save stuff we're holding in our hands.
|
|
player.clean_cursor()
|
|
|
|
-- Loop through a players different inventories
|
|
-- Put it all into a chest.
|
|
-- If the chest is full, create a new chest.
|
|
for i, id in ipairs{
|
|
defines.inventory.character_armor,
|
|
defines.inventory.character_main,
|
|
defines.inventory.character_guns,
|
|
defines.inventory.character_ammo,
|
|
defines.inventory.character_vehicle,
|
|
defines.inventory.character_trash} do
|
|
|
|
local inv = player.get_inventory(id)
|
|
|
|
-- No idea how inv can be nil sometimes...?
|
|
if (inv ~= nil) then
|
|
if ((#inv > 0) and not inv.is_empty()) then
|
|
for j = 1, #inv do
|
|
if inv[j].valid_for_read then
|
|
|
|
-- Create a chest when counter is reset
|
|
if (count == 0) then
|
|
grave = DropEmptySteelChest(player)
|
|
if (grave == nil) then
|
|
-- player.print("Not able to place a chest nearby! Some items lost!")
|
|
return
|
|
end
|
|
grave_inv = grave.get_inventory(defines.inventory.chest)
|
|
end
|
|
count = count + 1
|
|
|
|
-- Copy the item stack into a chest slot.
|
|
grave_inv[count].set_stack(inv[j])
|
|
|
|
-- Reset counter when chest is full
|
|
if (count == #grave_inv) then
|
|
count = 0
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Clear the player inventory so we don't have duplicate items lying around.
|
|
inv.clear()
|
|
end
|
|
end
|
|
|
|
if (grave ~= nil) then
|
|
player.print("Successfully dropped your items into a chest! Go get them quick!")
|
|
end
|
|
end
|
|
|
|
-- Dump player items into a chest after the body expires.
|
|
function DropGravestoneChestFromCorpse(corpse)
|
|
if ((corpse == nil) or (corpse.character_corpse_player_index == nil)) then return end
|
|
|
|
local grave, grave_inv
|
|
local count = 0
|
|
|
|
local inv = corpse.get_inventory(defines.inventory.character_corpse)
|
|
|
|
-- No idea how inv can be nil sometimes...?
|
|
if (inv ~= nil) then
|
|
if ((#inv > 0) and not inv.is_empty()) then
|
|
for j = 1, #inv do
|
|
if inv[j].valid_for_read then
|
|
|
|
-- Create a chest when counter is reset
|
|
if (count == 0) then
|
|
grave = DropEmptySteelChest(corpse)
|
|
if (grave == nil) then
|
|
-- player.print("Not able to place a chest nearby! Some items lost!")
|
|
return
|
|
end
|
|
grave_inv = grave.get_inventory(defines.inventory.chest)
|
|
end
|
|
count = count + 1
|
|
|
|
-- Copy the item stack into a chest slot.
|
|
grave_inv[count].set_stack(inv[j])
|
|
|
|
-- Reset counter when chest is full
|
|
if (count == #grave_inv) then
|
|
count = 0
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Clear the player inventory so we don't have duplicate items lying around.
|
|
-- inv.clear()
|
|
end
|
|
|
|
if (grave ~= nil) and (game.players[corpse.character_corpse_player_index] ~= nil)then
|
|
game.players[corpse.character_corpse_player_index].print("Your corpse got eaten by biters! They kindly dropped your items into a chest! Go get them quick!")
|
|
end
|
|
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Item/Inventory stuff (used in autofill)
|
|
--------------------------------------------------------------------------------
|
|
|
|
-- Transfer Items Between Inventory
|
|
-- Returns the number of items that were successfully transferred.
|
|
-- Returns -1 if item not available.
|
|
-- Returns -2 if can't place item into destInv (ERROR)
|
|
function TransferItems(srcInv, destEntity, itemStack)
|
|
-- Check if item is in srcInv
|
|
if (srcInv.get_item_count(itemStack.name) == 0) then
|
|
return -1
|
|
end
|
|
|
|
-- Check if can insert into destInv
|
|
if (not destEntity.can_insert(itemStack)) then
|
|
return -2
|
|
end
|
|
|
|
-- Insert items
|
|
local itemsRemoved = srcInv.remove(itemStack)
|
|
itemStack.count = itemsRemoved
|
|
return destEntity.insert(itemStack)
|
|
end
|
|
|
|
-- Attempts to transfer at least some of one type of item from an array of items.
|
|
-- Use this to try transferring several items in order
|
|
-- It returns once it successfully inserts at least some of one type.
|
|
function TransferItemMultipleTypes(srcInv, destEntity, itemNameArray, itemCount)
|
|
local ret = 0
|
|
for _,itemName in pairs(itemNameArray) do
|
|
ret = TransferItems(srcInv, destEntity, {name=itemName, count=itemCount})
|
|
if (ret > 0) then
|
|
return ret -- Return the value succesfully transferred
|
|
end
|
|
end
|
|
return ret -- Return the last error code
|
|
end
|
|
|
|
-- Autofills a turret with ammo
|
|
function AutofillTurret(player, turret)
|
|
local mainInv = player.get_main_inventory()
|
|
if (mainInv == nil) then return end
|
|
|
|
-- Attempt to transfer some ammo
|
|
local ret = TransferItemMultipleTypes(mainInv, turret, {"uranium-rounds-magazine", "piercing-rounds-magazine", "firearm-magazine"}, AUTOFILL_TURRET_AMMO_QUANTITY)
|
|
|
|
-- Check the result and print the right text to inform the user what happened.
|
|
if (ret > 0) then
|
|
-- Inserted ammo successfully
|
|
-- FlyingText("Inserted ammo x" .. ret, turret.position, my_color_red, player.surface)
|
|
elseif (ret == -1) then
|
|
FlyingText("Out of ammo!", turret.position, my_color_red, player.surface)
|
|
elseif (ret == -2) then
|
|
FlyingText("Autofill ERROR! - Report this bug!", turret.position, my_color_red, player.surface)
|
|
end
|
|
end
|
|
|
|
-- Autofills a vehicle with fuel, bullets and shells where applicable
|
|
function AutoFillVehicle(player, vehicle)
|
|
local mainInv = player.get_main_inventory()
|
|
if (mainInv == nil) then return end
|
|
|
|
-- Attempt to transfer some fuel
|
|
if ((vehicle.name == "car") or (vehicle.name == "tank") or (vehicle.name == "locomotive")) then
|
|
TransferItemMultipleTypes(mainInv, vehicle, {"nuclear-fuel", "rocket-fuel", "solid-fuel", "coal", "wood"}, 50)
|
|
end
|
|
|
|
-- Attempt to transfer some ammo
|
|
if ((vehicle.name == "car") or (vehicle.name == "tank")) then
|
|
TransferItemMultipleTypes(mainInv, vehicle, {"uranium-rounds-magazine", "piercing-rounds-magazine", "firearm-magazine"}, 100)
|
|
end
|
|
|
|
-- Attempt to transfer some tank shells
|
|
if (vehicle.name == "tank") then
|
|
TransferItemMultipleTypes(mainInv, vehicle, {"explosive-uranium-cannon-shell", "uranium-cannon-shell", "explosive-cannon-shell", "cannon-shell"}, 100)
|
|
end
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Resource patch and starting area generation
|
|
--------------------------------------------------------------------------------
|
|
|
|
-- Enforce a circle of land, also adds trees in a ring around the area.
|
|
function CreateCropCircle(surface, centerPos, chunkArea, tileRadius, fillTile)
|
|
|
|
local tileRadSqr = tileRadius^2
|
|
|
|
local dirtTiles = {}
|
|
for i=chunkArea.left_top.x,chunkArea.right_bottom.x,1 do
|
|
for j=chunkArea.left_top.y,chunkArea.right_bottom.y,1 do
|
|
|
|
-- This ( X^2 + Y^2 ) is used to calculate if something
|
|
-- is inside a circle area.
|
|
local distVar = math.floor((centerPos.x - i)^2 + (centerPos.y - j)^2)
|
|
|
|
-- Fill in all unexpected water in a circle
|
|
if (distVar < tileRadSqr) then
|
|
if (surface.get_tile(i,j).collides_with("water-tile") or
|
|
global.ocfg.spawn_config.gen_settings.force_grass or
|
|
(game.active_mods["oarc-restricted-build"])) then
|
|
table.insert(dirtTiles, {name = fillTile, position ={i,j}})
|
|
end
|
|
end
|
|
|
|
-- Create a circle of trees around the spawn point.
|
|
if ((distVar < tileRadSqr-100) and
|
|
(distVar > tileRadSqr-500)) then
|
|
surface.create_entity({name="tree-02", amount=1, position={i, j}})
|
|
end
|
|
end
|
|
end
|
|
|
|
surface.set_tiles(dirtTiles)
|
|
end
|
|
|
|
-- COPIED FROM jvmguy!
|
|
-- Enforce a square of land, with a tree border
|
|
-- this is equivalent to the CreateCropCircle code
|
|
function CreateCropOctagon(surface, centerPos, chunkArea, tileRadius, fillTile)
|
|
|
|
local dirtTiles = {}
|
|
for i=chunkArea.left_top.x,chunkArea.right_bottom.x,1 do
|
|
for j=chunkArea.left_top.y,chunkArea.right_bottom.y,1 do
|
|
|
|
local distVar1 = math.floor(math.max(math.abs(centerPos.x - i), math.abs(centerPos.y - j)))
|
|
local distVar2 = math.floor(math.abs(centerPos.x - i) + math.abs(centerPos.y - j))
|
|
local distVar = math.max(distVar1*1.1, distVar2 * 0.707*1.1);
|
|
|
|
-- Fill in all unexpected water in a circle
|
|
if (distVar < tileRadius+2) then
|
|
if (surface.get_tile(i,j).collides_with("water-tile") or
|
|
global.ocfg.spawn_config.gen_settings.force_grass or
|
|
(game.active_mods["oarc-restricted-build"])) then
|
|
table.insert(dirtTiles, {name = fillTile, position ={i,j}})
|
|
end
|
|
end
|
|
|
|
-- Create a tree ring
|
|
if ((distVar < tileRadius) and
|
|
(distVar > tileRadius-2)) then
|
|
surface.create_entity({name="tree-01", amount=1, position={i, j}})
|
|
end
|
|
end
|
|
end
|
|
surface.set_tiles(dirtTiles)
|
|
end
|
|
|
|
-- Add a circle of water
|
|
function CreateMoat(surface, centerPos, chunkArea, tileRadius, moatTile, bridge)
|
|
|
|
local tileRadSqr = tileRadius^2
|
|
|
|
local waterTiles = {}
|
|
for i=chunkArea.left_top.x,chunkArea.right_bottom.x,1 do
|
|
for j=chunkArea.left_top.y,chunkArea.right_bottom.y,1 do
|
|
|
|
if (bridge and ((j == centerPos.y-1) or (j == centerPos.y) or (j == centerPos.y+1))) then
|
|
|
|
else
|
|
|
|
-- This ( X^2 + Y^2 ) is used to calculate if something
|
|
-- is inside a circle area.
|
|
local distVar = math.floor((centerPos.x - i)^2 + (centerPos.y - j)^2)
|
|
|
|
-- Create a circle of water
|
|
if ((distVar < tileRadSqr+(1500*global.ocfg.spawn_config.gen_settings.moat_size_modifier)) and
|
|
(distVar > tileRadSqr)) then
|
|
table.insert(waterTiles, {name = moatTile, position ={i,j}})
|
|
end
|
|
end
|
|
|
|
-- Enforce land inside the edges of the circle to make sure it's
|
|
-- a clean transition
|
|
-- if ((distVar <= tileRadSqr) and
|
|
-- (distVar > tileRadSqr-10000)) then
|
|
-- table.insert(waterTiles, {name = fillTile, position ={i,j}})
|
|
-- end
|
|
end
|
|
end
|
|
|
|
surface.set_tiles(waterTiles)
|
|
end
|
|
|
|
-- Create a horizontal line of water
|
|
function CreateWaterStrip(surface, leftPos, length)
|
|
local waterTiles = {}
|
|
for i=0,length,1 do
|
|
table.insert(waterTiles, {name = "water", position={leftPos.x+i,leftPos.y}})
|
|
end
|
|
surface.set_tiles(waterTiles)
|
|
end
|
|
|
|
-- Function to generate a resource patch, of a certain size/amount at a pos.
|
|
function GenerateResourcePatch(surface, resourceName, diameter, pos, amount)
|
|
local midPoint = math.floor(diameter/2)
|
|
if (diameter == 0) then
|
|
return
|
|
end
|
|
for y=-midPoint, midPoint do
|
|
for x=-midPoint, midPoint do
|
|
if (not global.ocfg.spawn_config.gen_settings.resources_circle_shape or ((x)^2 + (y)^2 < midPoint^2)) then
|
|
surface.create_entity({name=resourceName, amount=amount,
|
|
position={pos.x+x, pos.y+y}})
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Holding pen for new players joining the map
|
|
--------------------------------------------------------------------------------
|
|
function CreateWall(surface, pos)
|
|
local wall = surface.create_entity({name="stone-wall", position=pos, force=MAIN_TEAM})
|
|
if wall then
|
|
wall.destructible = false
|
|
wall.minable = false
|
|
end
|
|
end
|
|
|
|
function CreateHoldingPen(surface, chunkArea)
|
|
local radiusTiles = global.ocfg.spawn_config.gen_settings.land_area_tiles-10
|
|
if (((chunkArea.left_top.x >= -(radiusTiles+2*CHUNK_SIZE)) and (chunkArea.left_top.x <= (radiusTiles+2*CHUNK_SIZE))) and
|
|
((chunkArea.left_top.y >= -(radiusTiles+2*CHUNK_SIZE)) and (chunkArea.left_top.y <= (radiusTiles+2*CHUNK_SIZE)))) then
|
|
|
|
-- Remove stuff
|
|
RemoveAliensInArea(surface, chunkArea)
|
|
RemoveInArea(surface, chunkArea, "tree")
|
|
RemoveInArea(surface, chunkArea, "resource")
|
|
RemoveInArea(surface, chunkArea, "cliff")
|
|
|
|
CreateCropCircle(surface, {x=0,y=0}, chunkArea, radiusTiles, "landfill")
|
|
CreateMoat(surface, {x=0,y=0}, chunkArea, radiusTiles, "water", false)
|
|
CreateMoat(surface, {x=0,y=0}, chunkArea, radiusTiles+10, "out-of-map", false)
|
|
end
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- EVENT SPECIFIC FUNCTIONS
|
|
--------------------------------------------------------------------------------
|
|
|
|
-- Display messages to a user everytime they join
|
|
function PlayerJoinedMessages(event)
|
|
local player = game.players[event.player_index]
|
|
player.print(global.ocfg.welcome_msg)
|
|
end
|
|
|
|
-- Remove decor to save on file size
|
|
function UndecorateOnChunkGenerate(event)
|
|
local surface = event.surface
|
|
local chunkArea = event.area
|
|
RemoveDecorationsArea(surface, chunkArea)
|
|
RemoveFish(surface, chunkArea)
|
|
end
|
|
|
|
-- Give player items on respawn
|
|
-- Intended to be the default behavior when not using separate spawns
|
|
function PlayerRespawnItems(event)
|
|
GivePlayerItems(game.players[event.player_index])
|
|
end
|
|
|
|
function PlayerSpawnItems(event)
|
|
GivePlayerStarterItems(game.players[event.player_index])
|
|
end
|
|
|
|
-- Autofill softmod
|
|
function Autofill(event)
|
|
local player = game.players[event.player_index]
|
|
local eventEntity = event.created_entity
|
|
|
|
-- Make sure player isn't dead?
|
|
if (player.character == nil) then return end
|
|
|
|
if (eventEntity.name == "gun-turret") then
|
|
AutofillTurret(player, eventEntity)
|
|
end
|
|
|
|
if ((eventEntity.name == "car") or (eventEntity.name == "tank") or (eventEntity.name == "locomotive")) then
|
|
AutoFillVehicle(player, eventEntity)
|
|
end
|
|
end
|
|
|
|
-- Map loaders to logistics tech for unlocks.
|
|
local loaders_technology_map = {
|
|
['logistics'] = 'loader',
|
|
['logistics-2'] = 'fast-loader',
|
|
['logistics-3'] = 'express-loader'
|
|
}
|
|
|
|
function EnableLoaders(event)
|
|
local research = event.research
|
|
local recipe = loaders_technology_map[research.name]
|
|
if recipe then
|
|
research.force.recipes[recipe].enabled = true
|
|
end
|
|
end
|