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