Cleanup
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447c47f0f3
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3051414d98
42 changed files with 156 additions and 1038 deletions
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@ -1,4 +1,3 @@
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--~ local BioInd = require("__" .. script.mod_name .. "__.common")(script.mod_name)
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BioInd = require("__" .. script.mod_name .. "__.common")(script.mod_name)
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local settings_changed = require("settings_changed")
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@ -14,7 +13,6 @@ end
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-- let's just declare the variable here and fill it later.
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local AlienBiomes
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--~ local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(true)
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local Event = require('__kry_stdlib__/stdlib/event/event').set_protected_mode(false)
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require ("util")
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require ("libs/util_ext")
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@ -135,8 +133,7 @@ BioInd.writeDebug("Entered init!")
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-- Global table for storing the data of compound entities. They may change between
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-- saves (e.g. Bio gardens only need hidden poles when the "Easy gardens" setting
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-- is active).
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--~ storage.compound_entities = storage.compound_entities or BioInd.compound_entities
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storage.compound_entities = BioInd.rebuild_compound_entity_list()
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storage.compound_entities = BioInd.rebuild_compound_entity_list()
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--------------------------------------------------------------------
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@ -159,8 +156,7 @@ BioInd.writeDebug("Entered init!")
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--------------------------------------------------------------------
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-- Check what global tables we need for compound entities
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local compound_entity_tables = {}
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--~ for compound, compound_data in pairs(BioInd.compound_entities) do
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for compound, compound_data in pairs(storage.compound_entities) do
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for compound, compound_data in pairs(storage.compound_entities) do
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-- BioInd.compound_entities contains entries that point to the same table
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-- (e.g. straight/curved rails, or overlay entities), so we just overwrite
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-- them to remove duplicates
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@ -246,8 +242,7 @@ BioInd.show("Need to check these tables in global", compound_entity_tables)
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-- Create dummy force for musk floor if electric grid overlay should NOT be shown in map view
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if BioInd.UseMuskForce and not game.forces[BioInd.MuskForceName] then
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--~ BioInd.writeDebug("Force for musk floor is required but doesn't exist.")
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Create_dummy_force()
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Create_dummy_force()
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end
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end
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@ -272,8 +267,7 @@ BioInd.writeDebug("On Configuration changed: %s", {ConfigurationChangedData})
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if ConfigurationChangedData.mod_startup_settings_changed then
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settings_changed.musk_floor()
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-- Has this been obsoleted by the new init process? Turn it off for now!
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--~ settings_changed.bio_garden()
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end
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end
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-- We've made a list of the tree prototypes that are currently available. Now we
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-- need to make sure that the lists of growing trees don't contain removed tree
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@ -285,13 +279,7 @@ BioInd.writeDebug("On Configuration changed: %s", {ConfigurationChangedData})
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for i = 1, 4 do
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tab = storage.bi["tree_growing_stage_" .. i]
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BioInd.writeDebug("Number of trees in growing stage %s: %s", {i, table_size(tab)})
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--~ for t, tree in pairs(tab) do
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--~ if not trees[tree.tree_name] then
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--~ BioInd.writeDebug("Removing invalid tree %s (%s)", {t, tree.tree_name})
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--~ table.remove(tab, t)
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--~ end
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--~ end
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for t = #tab, 1, -1 do
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for t = #tab, 1, -1 do
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if not trees[tab[t].tree_name] then
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BioInd.writeDebug("Removing invalid tree %s (%s)", {t, tab[t].tree_name})
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table.remove(tab, t)
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@ -303,7 +291,6 @@ BioInd.writeDebug("Number of trees in growing stage %s: %s", {i, table_size(tab)
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-- tree with index 1 when checking if a tree has completed the growing stage, so
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-- lets sort the table after all invalid trees have been removed!)
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table.sort(tab, function(a, b) return a.time < b.time end)
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--~ BioInd.show("Final tree list", tab)
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BioInd.show("Number of trees in final list", #tab)
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end
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end
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@ -316,9 +303,7 @@ Event.register(defines.events.on_player_joined_game, function(event)
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local force = player.force
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local techs = force.technologies
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--~ if settings.startup["angels-use-angels-barreling"] and
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--~ settings.startup["angels-use-angels-barreling"].value then
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if BioInd.get_startup_setting("angels-use-angels-barreling") then
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if BioInd.get_startup_setting("angels-use-angels-barreling") then
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techs['fluid-handling'].researched = false
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techs['bi-tech-fertilizer'].reload()
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local _t = techs['angels-fluid-barreling'].researched
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@ -346,11 +331,7 @@ Event.register(defines.events.on_trigger_created_entity, function(event)
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-- Standard
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elseif ent.name == "seedling-2" then
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--~ BioInd.writeDebug("Seed Bomb Activated - Standard")
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--~ local terrain_name_s = AlienBiomes and "vegetation-green-grass-3" or "grass-3"
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--~ surface.set_tiles{{name = terrain_name_s, position = position}}
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--~ seed_planted_trigger(event)
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BioInd.writeDebug("Seed Bomb Activated - Standard")
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BioInd.writeDebug("Seed Bomb Activated - Standard")
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local currTile = surface.get_tile(position).name
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if storage.bi.barren_tiles[currTile] then
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BioInd.writeDebug("Can't fertilize %s!", {currTile})
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@ -363,11 +344,7 @@ Event.register(defines.events.on_trigger_created_entity, function(event)
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-- Advanced
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elseif ent.name == "seedling-3" then
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--~ BioInd.writeDebug("Seed Bomb Activated - Advanced")
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--~ local terrain_name_a = AlienBiomes and "vegetation-green-grass-1" or "grass-1"
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--~ surface.set_tiles{{name = terrain_name_a, position = position}}
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--~ seed_planted_trigger(event)
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BioInd.writeDebug("Seed Bomb Activated - Advanced")
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BioInd.writeDebug("Seed Bomb Activated - Advanced")
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local currTile = surface.get_tile(position).name
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if storage.bi.barren_tiles[currTile] then
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BioInd.writeDebug("Can't fertilize %s!", {currTile})
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@ -394,8 +371,6 @@ local function On_Built(event)
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BioInd.arg_err(entity.position or "nil", "position")
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local force = entity.force
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--~ BioInd.writeDebug("Entered function On_Built with these data: " .. serpent.block(event))
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--~ BioInd.writeDebug("Entity name: %s", {BioInd.print_name_id(entity)})
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-- We can ignore ghosts -- if ghosts are revived, there will be
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-- another event that triggers where actual entities are placed!
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@ -417,8 +392,7 @@ local function On_Built(event)
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BioInd.writeDebug("%s (%s) is a compound entity. Need to create %s", {base.name, base.unit_number, hidden_entities})
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BioInd.show("hidden_entities", hidden_entities)
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--~ local new_base, new_base_name, optional
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local new_base
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local new_base
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local new_base_name = base_entry.new_base_name
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-- If the base entity is only an overlay, we'll replace it with the real base
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-- entity and raise an event. The hidden entities will be created in the second
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@ -426,8 +400,7 @@ BioInd.show("hidden_entities", hidden_entities)
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BioInd.show("base_entry.new_base_name", base_entry.new_base_name)
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BioInd.show("base_entry.new_base_name == base.name", base_entry.new_base_name == base.name)
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BioInd.show("base_entry.optional", base_entry.optional)
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--~ if new_base_name then
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if new_base_name and new_base_name ~= base.name then
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if new_base_name and new_base_name ~= base.name then
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new_base = surface.create_entity({
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name = new_base_name,
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position = base.position,
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@ -561,8 +534,7 @@ BioInd.writeDebug("Entered function On_Pre_Remove(%s)", {event})
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return
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end
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--~ local compound_entity = BioInd.compound_entities[entity.name]
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local compound_entity = storage.compound_entities[entity.name]
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local compound_entity = storage.compound_entities[entity.name]
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local base_entry = compound_entity and storage[compound_entity.tab][entity.unit_number]
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BioInd.show("entity.name", entity.name)
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BioInd.show("entity.unit_number", entity.unit_number)
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@ -586,8 +558,7 @@ BioInd.show("Removed arboretum radar! Table", storage.bi_arboretum_radar_table)
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-- Power rails: Connections must be explicitely removed, otherwise the poles
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-- from the remaining rails will automatically connect and bridge the gap in
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-- the power supply!
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--~ if entity.name:match("bi%-%a+%-rail%-power") then
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if entity.name:match("bi%-%a+%-rail%-power") and base_entry.pole and base_entry.pole.valid then
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if entity.name:match("bi%-%a+%-rail%-power") and base_entry.pole and base_entry.pole.valid then
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BioInd.writeDebug("Before")
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BioInd.writeDebug("Disconnecting %s!", {BioInd.print_name_id(base_entry.pole)})
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base_entry.pole.disconnect_neighbour()
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@ -598,7 +569,6 @@ BioInd.writeDebug("After")
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for hidden, h_name in pairs(compound_entity.hidden or {}) do
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BioInd.show("hidden", hidden)
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--~ BioInd.writeDebug("Removing hidden entity %s %s", {base_entry[hidden] and base_entry[hidden].valid and base_entry[hidden].name or "nil", base_entry[hidden] and base_entry[hidden].valid and base_entry[hidden].unit_number or "nil"})
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BioInd.writeDebug("Removing hidden entity %s", {BioInd.print_name_id(base_entry[hidden])})
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BioInd.remove_entity(base_entry[hidden])
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base_entry[hidden] = nil
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@ -821,8 +791,7 @@ BioInd.show("Force.name", force)
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BioInd.writeDebug("Solar Mat has been built -- must create hidden entities!")
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BioInd.show("Tile data", tile )
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--~ for index, old_tile in pairs(old_tiles or {}) do
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for index, t in pairs(old_tiles or {tile}) do
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for index, t in pairs(old_tiles or {tile}) do
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BioInd.show("Read old_tile inside loop", t)
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-- event.tiles will also contain landscape tiles like "grass-1", and it will always
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-- contain at least one tile
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@ -856,16 +825,7 @@ BioInd.writeDebug("%s was used on forbidden ground (%s)!", {item.name, t.old_til
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-- Is that tile minable?
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products = storage.bi.barren_tiles[t.old_tile.name]
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if type(products) == "table" then
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--~ for p, product in ipairs(products) do
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--~ if player then
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--~ BioInd.writeDebug("Removing %s (%s) from player %s", {product.name, product.amount, player.name})
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--~ player.remove_item({name = product.name, count = product.amount})
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--~ elseif robot then
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--~ BioInd.writeDebug("Removing %s (%s) from robot %s", {product.name, product.amount, robot.unit_number})
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--~ robot.remove_item({name = product.name, count = product.amount})
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--~ end
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--~ end
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for p, product in ipairs(products) do
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for p, product in ipairs(products) do
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remove_this = {name = product.name, count = product.amount}
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if player then
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BioInd.writeDebug("Removing %s (%s) from player %s",
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@ -909,8 +869,7 @@ BioInd.show("restore_tiles", restore_tiles)
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end
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end
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if next(removed_tiles) then
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--~ solar_mat_removed(surface, removed_tiles)
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solar_mat_removed({surface_index = event.surface_index, tiles = removed_tiles})
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solar_mat_removed({surface_index = event.surface_index, tiles = removed_tiles})
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else
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BioInd.writeDebug("%s has been built -- nothing to do!", {tile.name})
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end
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@ -939,11 +898,7 @@ BioInd.show("t", t)
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pos = BioInd.normalize_position(tile.position)
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tile_force = storage.bi_musk_floor_table.tiles[pos.x] and
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storage.bi_musk_floor_table.tiles[pos.x][pos.y]
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--~ -- Fall back to MuskForceName if it is available
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--~ UseMuskForce and MuskForceName or
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--~ -- Fall back to "neutral"
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--~ "neutral"
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BioInd.show("Placed tile", tile.name)
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BioInd.show("Placed tile", tile.name)
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-- Musk floor was placed
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if tile.name == "bi-solar-mat" then
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@ -1023,11 +978,7 @@ Event.pre_remove_events = {
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defines.events.on_player_mined_entity,
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defines.events.on_robot_mined_entity,
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}
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--~ Event.remove_events = {
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--~ defines.events.on_player_mined_entity,
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--~ defines.events.on_robot_mined_entity,
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--~ }
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Event.death_events = {
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Event.death_events = {
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defines.events.on_entity_died,
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defines.events.script_raised_destroy
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}
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@ -1045,8 +996,6 @@ Event.tile_script_action = {
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Event.register(Event.build_events, On_Built)
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Event.register(Event.pre_remove_events, On_Pre_Remove)
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--~ Event.register(Event.remove_events, On_Remove)
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--~ Event.register(Event.remove_events, On_Remove)
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Event.register(Event.death_events, On_Death)
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Event.register(Event.tile_build_events, solar_mat_built)
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Event.register(Event.tile_remove_events, solar_mat_removed)
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