2019-01-11 18:47:43 +08:00
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if settings.startup["017-axe"].value then
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local function generate_axes()
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-- game.print("gen_ax")
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global.axe_techs = {}
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for _, axe in pairs(game.item_prototypes) do
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if axe.attack_range then
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global.axe_techs[#global.axe_techs+1] = {axe.name,axe.speed}
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end
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end
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end
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local function ax_gen()
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if global.axe_techs == nil then
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generate_axes()
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else
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-- game.print("ax_gen")
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for f, force in pairs(game.forces) do
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for _, technology in pairs(force.technologies) do
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local name = force.name
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if highest_speed == nil then
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highest_speed = {}
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end
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if highest_speed[name] == nil then
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highest_speed[name] = {"iron-axe",2.5}
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end
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if technology.researched then
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for _=1, #global.axe_techs do
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for i=1, #technology.effects do
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if technology.effects[i].recipe == global.axe_techs[_][1] then
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if highest_speed[name][2] < global.axe_techs[_][2] then
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highest_speed[name] = global.axe_techs[_]
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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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end
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end
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end
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end
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local function give_ax(event)
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local player = game.players[event.player_index]
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-- game.print("give_ax")
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if highest_speed == nil then
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ax_gen()
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end
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if highest_speed[player.force.name] == nil then
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ax_gen()
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else
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axe_name = highest_speed[player.force.name][1]
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for _=1, #global.axe_techs do
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local item = global.axe_techs[_][1]
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if item ~= axe_name then
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player.remove_item(item)
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end
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end
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if axe_name == nil then
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player.insert{name="iron-axe", count = 1}
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else
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player.insert{name=axe_name, count = 1}
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end
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end
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end
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local function ax_research(event)
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local technology = event.research
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ax_gen()
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for _, player in pairs(technology.force.players) do
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event.player_index = player.index
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for _=1, #global.axe_techs do
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player.remove_item(global.axe_techs[_][1])
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end
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give_ax(event)
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end
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end
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script.on_init(function()
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global.axe_techs = {}
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generate_axes()
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end)
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-- init_game
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-- script.on_configuration_changed(function() configuration_changed = 1 game.print("changed") end)
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-- script.on_event(defines.events.on_player_created, generate_axes)
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script.on_event(defines.events.on_player_created, function(event) give_ax(event) end)
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script.on_event(defines.events.on_force_created, function(event) ax_gen(event) end)
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script.on_event(defines.events.on_forces_merged, function(event) ax_gen(event) end)
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script.on_configuration_changed(function(event)
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generate_axes()
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ax_gen()
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end)
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-- game
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script.on_event(defines.events.on_research_finished, ax_gen)
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script.on_event(defines.events.on_research_finished, ax_research)
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script.on_event(defines.events.on_player_tool_inventory_changed, give_ax)
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-- script.on_event(defines.events.on_player_trash_inventory_changed, give_ax)
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-- script.on_event(defines.events.on_player_main_inventory_changed, give_ax)
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script.on_event(defines.events.on_player_main_inventory_changed, function(event) game.players[event.player_index].remove_item("017-mine") end)
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script.on_event(defines.events.on_player_cursor_stack_changed, function(event)
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local player = game.players[event.player_index]
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if player.cursor_stack.valid_for_read then
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-- game.print(axe)
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-- game.print(player.cursor_stack.name)
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2019-01-12 14:33:03 +08:00
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if highest_speed == nil then
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ax_gen()
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else
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if player.cursor_stack.name == highest_speed[player.force.name][1] then
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player.clean_cursor()
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end
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2019-01-11 18:47:43 +08:00
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end
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end
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end)
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script.on_event(defines.events.on_player_dropped_item, function(event)
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for _=1, #global.axe_techs do
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if event.entity.valid then
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if event.entity.stack.name == global.axe_techs[_][1] then
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give_ax(event)
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event.entity.destroy()
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end
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end
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end
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end)
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script.on_event(defines.events.on_player_crafted_item, function(event)
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if event.item_stack.name == "017-mine" then
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give_ax(event)
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game.players[event.player_index].print("Updated mining tool!")
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end
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end)
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--debug
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-- commands.add_command("axe_techs", "debug: regenerate list of axes", function(command)
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-- generate_axes()
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-- for _=1, #global.axe_techs do game.player.print(global.axe_techs[_][1] .. " | " .. global.axe_techs[_][2]) end
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-- end)
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-- commands.add_command("list_axes", "debug: list all valid axes", function(command)
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-- if global.axe_techs == nil then
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-- game.player.print("ERROR: not generated")
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-- else
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-- for _=1, #global.axe_techs do
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-- game.player.print(global.axe_techs[_][1] .. " | " .. global.axe_techs[_][2])
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-- end
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-- for _, h in pairs(highest_speed) do
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-- game.player.print("highest speed: " .. h[1] .. " | " .. h[2] .. " (force" .. _ .. ")")
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-- end
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-- end
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-- end)
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end
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