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added blueprint helper
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213
blueprint_helper.lua
Normal file
213
blueprint_helper.lua
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-- Soft mod version of Blueprint Flipper and Turner https://mods.factorio.com/mods/Marthen/Blueprint_Flip_Turn
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local Event = require 'utils.event'
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local function getBlueprintCursorStack(player)
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local cursor = player.cursor_stack
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if
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cursor.valid_for_read and (cursor.name == 'blueprint' or cursor.name == 'blueprint-book') and
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cursor.is_blueprint_setup()
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then --check if is a blueprint, work in book as well
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return cursor
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end
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return nil
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end
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local function flip_v(player)
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local cursor = getBlueprintCursorStack(player)
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if cursor then
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if cursor.get_blueprint_entities() ~= nil then
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local ents = cursor.get_blueprint_entities()
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for i = 1, #ents do
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local dir = ents[i].direction or 0
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if ents[i].name == 'curved-rail' then
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ents[i].direction = (13 - dir) % 8
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elseif ents[i].name == 'storage-tank' then
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if ents[i].direction == 2 or ents[i].direction == 6 then
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ents[i].direction = 4
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else
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ents[i].direction = 2
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end
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elseif ents[i].name == 'rail-signal' or ents[i].name == 'rail-chain-signal' then
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if dir == 1 then
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ents[i].direction = 7
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elseif dir == 2 then
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ents[i].direction = 6
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elseif dir == 3 then
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ents[i].direction = 5
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elseif dir == 5 then
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ents[i].direction = 3
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elseif dir == 6 then
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ents[i].direction = 2
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elseif dir == 7 then
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ents[i].direction = 1
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end
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elseif ents[i].name == 'train-stop' then
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if dir == 2 then
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ents[i].direction = 6
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elseif dir == 6 then
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ents[i].direction = 2
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end
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else
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ents[i].direction = (12 - dir) % 8
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end
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ents[i].position.y = -ents[i].position.y
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if ents[i].drop_position then
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ents[i].drop_position.y = -ents[i].drop_position.y
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end
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if ents[i].pickup_position then
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ents[i].pickup_position.y = -ents[i].pickup_position.y
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end
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end
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cursor.set_blueprint_entities(ents)
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end
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if cursor.get_blueprint_tiles() ~= nil then
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local ents = cursor.get_blueprint_tiles()
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for i = 1, #ents do
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local dir = ents[i].direction or 0
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ents[i].direction = (12 - dir) % 8
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ents[i].position.y = -ents[i].position.y
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end
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cursor.set_blueprint_tiles(ents)
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end
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end
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end
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local function flip_h(player)
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local cursor = getBlueprintCursorStack(player)
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if cursor then
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if cursor.get_blueprint_entities() ~= nil then
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local ents = cursor.get_blueprint_entities()
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for i = 1, #ents do
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local dir = ents[i].direction or 0
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if ents[i].name == 'curved-rail' then
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ents[i].direction = (9 - dir) % 8
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elseif ents[i].name == 'storage-tank' then
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if ents[i].direction == 2 or ents[i].direction == 6 then
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ents[i].direction = 4
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else
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ents[i].direction = 2
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end
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elseif ents[i].name == 'rail-signal' or ents[i].name == 'rail-chain-signal' then
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if dir == 0 then
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ents[i].direction = 4
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elseif dir == 1 then
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ents[i].direction = 3
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elseif dir == 3 then
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ents[i].direction = 1
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elseif dir == 4 then
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ents[i].direction = 0
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elseif dir == 5 then
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ents[i].direction = 7
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elseif dir == 7 then
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ents[i].direction = 5
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end
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elseif ents[i].name == 'train-stop' then
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if dir == 0 then
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ents[i].direction = 4
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elseif dir == 4 then
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ents[i].direction = 0
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end
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else
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ents[i].direction = (16 - dir) % 8
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end
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ents[i].position.x = -ents[i].position.x
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if ents[i].drop_position then
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ents[i].drop_position.x = -ents[i].drop_position.x
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end
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if ents[i].pickup_position then
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ents[i].pickup_position.x = -ents[i].pickup_position.x
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end
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end
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cursor.set_blueprint_entities(ents)
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end
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if cursor.get_blueprint_tiles() ~= nil then
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local ents = cursor.get_blueprint_tiles()
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for i = 1, #ents do
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local dir = ents[i].direction or 0
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ents[i].direction = (16 - dir) % 8
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ents[i].position.x = -ents[i].position.x
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end
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cursor.set_blueprint_tiles(ents)
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end
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end
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end
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local main_button_name = 'blueprint_helper_main_button'
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local main_frame_name = 'blueprint_helper_main_frame'
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local flip_h_button_name = 'blueprint_helper_flip_h_button'
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local flip_v_button_name = 'blueprint_helper_flip_v_button'
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local function player_joined(event)
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local player = game.players[event.player_index]
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if not player or not player.valid then
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return
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end
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if player.gui.top[main_button_name] ~= nil then
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return
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end
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local button = player.gui.top.add {name = main_button_name, type = 'sprite-button', sprite = 'item/blueprint'}
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button.style.font = 'default-bold'
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button.style.minimal_height = 38
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button.style.minimal_width = 38
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button.style.top_padding = 2
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button.style.left_padding = 4
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button.style.right_padding = 4
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button.style.bottom_padding = 2
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end
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local function toggle_main_frame(player)
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local left = player.gui.left
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local main_frame = left[main_frame_name]
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if main_frame and main_frame.valid then
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main_frame.destroy()
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else
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main_frame =
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left.add {
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type = 'frame',
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name = main_frame_name,
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direction = 'vertical',
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caption = 'Blueprint Helper'
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}
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main_frame.add {
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type = 'label',
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caption = 'With blueprint in cursor click on button below to flip blueprint.'
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}
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main_frame.add {
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type = 'label',
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caption = 'Obviously this wont work correctly with refineries or chemical plants.'
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}
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main_frame.add {
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type = 'button',
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name = flip_h_button_name,
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caption = 'Flip Horizontal'
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}
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main_frame.add {
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type = 'button',
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name = flip_v_button_name,
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caption = 'Flip Vertical'
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}
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end
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end
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local function gui_click(event)
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local player = game.players[event.player_index]
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if not player or not player.valid then
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return
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end
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local name = event.element.name
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if name == main_button_name then
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toggle_main_frame(player)
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elseif name == flip_h_button_name then
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flip_h(player)
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elseif name == flip_v_button_name then
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flip_v(player)
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end
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end
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Event.add(defines.events.on_player_joined_game, player_joined)
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Event.add(defines.events.on_gui_click, gui_click)
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16
control.lua
16
control.lua
@ -4,22 +4,26 @@ require "utils.utils"
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require "utils.list_utils"
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require "base_data"
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require "user_groups"
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require "info"
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require "player_list"
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require "poll"
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require "band"
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require "fish_market"
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require "train_station_names"
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require "score"
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require "map_layout"
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require "nuke_control"
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require "walk_distance"
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require "follow"
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require "tasklist"
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require "autodeconstruct"
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require "corpse_util"
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require "reactor_meltdown"
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require "bot"
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-- GUIs the order determines the order they appear at the top.
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require "info"
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require "player_list"
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require "poll"
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require "band"
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require "tasklist"
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require "blueprint_helper"
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require "score"
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local Event = require "utils.event"
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local function player_joined(event)
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