Remove migrations
This commit is contained in:
parent
8b38b58c87
commit
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25 changed files with 0 additions and 1867 deletions
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@ -1,20 +0,0 @@
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--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
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--~ game.reload_script()
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for index, force in pairs(game.forces) do
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local technologies = force.technologies
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local recipes = force.recipes
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if game.technology_prototypes["steel-processing"] and
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technologies["steel-processing"].researched and
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recipes["bi-stone-crusher"] then
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recipes["bi-stone-crusher"].enabled = true
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recipes["bi-stone-crusher"].reload()
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end
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force.reset_recipes()
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force.reset_technologies()
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end
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@ -1,20 +0,0 @@
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--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
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--~ game.reload_script()
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for index, force in pairs(game.forces) do
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local technologies = force.technologies
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local recipes = force.recipes
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if game.technology_prototypes["steel-processing"] and
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technologies["steel-processing"].researched and
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recipes["bi-crushed-stone-1"] then
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recipes["bi-crushed-stone-1"].enabled = true
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recipes["bi-crushed-stone-1"].reload()
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end
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force.reset_recipes()
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force.reset_technologies()
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end
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@ -1,22 +0,0 @@
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--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
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--~ game.reload_script()
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for index, force in pairs(game.forces) do
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local technologies = force.technologies
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local recipes = force.recipes
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if game.technology_prototypes["bi-tech-bio-cannon"] and
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technologies["bi-tech-bio-cannon"].researched and
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recipes["bi-bio-cannon-proto-ammo"] then
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recipes["bi-bio-cannon-proto-ammo"].enabled = true
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recipes["bi-bio-cannon-proto-ammo"].reload()
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end
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force.reset_recipes()
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force.reset_technologies()
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end
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@ -1,20 +0,0 @@
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--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
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--~ game.reload_script()
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for index, force in pairs(game.forces) do
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local technologies = force.technologies
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local recipes = force.recipes
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if game.technology_prototypes["electric-energy-accumulators"] and
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technologies["electric-energy-accumulators"].researched then
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if game.item_prototypes["bi-bio-accumulator"] then
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recipes["bi-bio-accumulator"].enabled = true
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recipes["bi-bio-accumulator"].reload()
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end
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end
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force.reset_recipes()
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force.reset_technologies()
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end
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@ -1,7 +0,0 @@
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{
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"item":
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[
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["bi-charcoal", "wood-charcoal"]
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]
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}
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@ -1,38 +0,0 @@
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--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
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--~ game.reload_script()
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for index, force in pairs(game.forces) do
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local technologies = force.technologies
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local recipes = force.recipes
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if game.technology_prototypes["bi-tech-coal-processing-1"] then
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if game.item_prototypes["wood-bricks"] then
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if recipes["bi-wood-fuel-brick"] then
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recipes["bi-wood-fuel-brick"].enabled = true
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recipes["bi-wood-fuel-brick"].reload()
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end
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if recipes["bi-solid-fuel"] then
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recipes["bi-solid-fuel"].enabled = true
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recipes["bi-solid-fuel"].reload()
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end
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end
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end
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if game.technology_prototypes["bi-tech-coal-processing-2"] and
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recipes["bi-pellet-coke"] then
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recipes["bi-pellet-coke"].enabled = true
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recipes["bi-pellet-coke"].reload()
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end
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if game.technology_prototypes["bi-tech-bio-farming"] and
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recipes["bi-woodpulp"] then
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recipes["bi-woodpulp"].enabled = true
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recipes["bi-woodpulp"].reload()
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end
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force.reset_recipes()
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force.reset_technologies()
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end
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--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
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--~ game.reload_script()
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for index, force in pairs(game.forces) do
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local technologies = force.technologies
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local recipes = force.recipes
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if game.technology_prototypes["bi-tech-coal-processing-3"] and recipes["bi-coke-coal"] then
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recipes["bi-coke-coal"].enabled = true
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recipes["bi-coke-coal"].reload()
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end
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force.reset_recipes()
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force.reset_technologies()
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end
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--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
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--~ game.reload_script()
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for index, force in pairs(game.forces) do
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local technologies = force.technologies
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local recipes = force.recipes
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if game.technology_prototypes["bi-tech-bio-farming"] and recipes["bi-wood-from-pulp"] then
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recipes["bi-wood-from-pulp"].enabled = true
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recipes["bi-wood-from-pulp"].reload()
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end
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force.reset_recipes()
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force.reset_technologies()
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end
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@ -1,143 +0,0 @@
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{
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"entity":
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[
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["bi-bioreactor", "bi-bio-reactor"],
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["Bio_Cannon_r", "Bio-Cannon-r"],
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["bi-big-wooden-pole", "bi-wooden-pole-big"],
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["bi-huge-wooden-pole", "bi-wooden-pole-huge"],
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["bi-large-wooden-chest", "bi-wooden-chest-large"],
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["bi-huge-wooden-chest", "bi-wooden-chest-huge"],
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["bi-large-wooden-chest", "bi-wooden-chest-large"],
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["bi-giga-wooden-chest", "bi-wooden-chest-giga"],
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["bi-solar-boiler-panel-2", "bi-solar-boiler-panel"],
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["bi-solar-boiler-2", "bi-solar-boiler"]
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],
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"item":
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[
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["bi-bioreactor", "bi-bio-reactor"],
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["bi-basic-dart-magazine", "bi-dart-magazine-basic"],
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["bi-enhanced-dart-magazine", "bi-dart-magazine-enhanced"],
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["bi-standard-dart-magazine", "bi-dart-magazine-standard"],
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["bi-poison-dart-magazine", "bi-dart-magazine-poison"],
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["bi-solar-boiler-2", "bi-solar-boiler"]
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],
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"recipe":
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[
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["bi_recipe_rail_wood", "bi-rail-wood"],
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["bi_recipe_rail_wood_to_concrete", "bi-rail-wood-to-concrete"],
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["bi_recipe_rail_wood_bridge", "bi-rail-wood-bridge"],
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["bi_rail_power", "bi-rail-power"],
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["bi_recipe_power_to_rail_pole", "bi-power-to-rail-pole"],
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["bi_recipe_basic_dart_magazine", "bi-dart-magazine-basic"],
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["bi_recipe_enhanced_dart_magazine", "bi-dart-magazine-enhanced"],
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["bi_recipe_standard_dart_magazine", "bi-dart-magazine-standard"],
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["bi_recipe_poison_dart_magazine", "bi-dart-magazine-poison"],
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["bi_recipe_bi_dart_rifle", "bi-dart-rifle"],
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["bi_recipe_big_wooden_pole", "bi-wooden-pole-big"],
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["bi_recipe_huge_wooden_pole", "bi-wooden-pole-huge"],
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["bi_recipe_bio_cannon", "bi-bio-cannon"],
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["bi_recipe_bio_cannon_basic_ammo", "bi-bio-cannon-basic-ammo"],
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["bi_recipe_bio_cannon_poison_ammo", "bi-bio-cannon-poison-ammo"],
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["bi_recipe_bio_cannon_proto_ammo", "bi-bio-cannon-proto-ammo"],
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["bi_recipe_boiler", "bi-bio-boiler"],
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["bi_recipe_dart_turret", "bi-dart-turret"],
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["bi_recipe_large_wooden_chest", "bi-wooden-chest-large"],
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["bi_recipe_huge_wooden_chest", "bi-wooden-chest-huge"],
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["bi_recipe_giga_wooden_chest", "bi-wooden-chest-giga"],
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["bi_recipe_production_science_pack", "bi-production-science-pack"],
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["bi_recipe_seed_bomb_advanced", "bi-seed-bomb-advanced"],
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["bi_recipe_seed_bomb_basic", "bi-seed-bomb-basic"],
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["bi_recipe_seed_bomb_standard", "bi-seed-bomb-standard"],
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["bi_recipe_wooden_fence", "bi-wooden-fence"],
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["bi_recipe_arboretum_r1", "bi-arboretum-r1"],
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["bi_recipe_arboretum_r2", "bi-arboretum-r2"],
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["bi_recipe_arboretum_r3", "bi-arboretum-r3"],
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["bi_recipe_arboretum_r4", "bi-arboretum-r4"],
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["bi_recipe_arboretum_r5", "bi-arboretum-r5"],
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["bi_recipe_arboretum", "bi-arboretum"],
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["bi_recipe_cellulose_1", "bi-cellulose-1"],
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["bi_recipe_cellulose_2", "bi-cellulose-2"],
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["bi_recipe_acid", "bi-acid"],
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["bi_recipe_accumulator", "bi-bio-accumulator"],
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["bi_recipe_adv_fertiliser_1", "bi-adv-fertiliser-1"],
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["bi_recipe_adv_fertiliser_2", "bi-adv-fertiliser-2"],
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["bi_recipe_ash_1", "bi-ash-1"],
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["bi_recipe_ash_2", "bi-ash-2"],
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["bi_recipe_battery", "bi-battery"],
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["bi_recipe_bio_farm", "bi-bio-farm"],
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["bi_recipe_bio_garden", "bi-bio-garden"],
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["bi_recipe_bio_solar_farm", "bi-bio-solar-farm"],
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["bi_recipe_biomass_1", "bi-biomass-1"],
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["bi_recipe_biomass_2", "bi-biomass-2"],
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["bi_recipe_biomass_3", "bi-biomass-3"],
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["bi_recipe_biomass_conversion_1", "bi-biomass-conversion-1"],
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["bi_recipe_biomass_conversion_2", "bi-biomass-conversion-2"],
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["bi_recipe_biomass_conversion_3", "bi-biomass-conversion-3"],
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["bi_recipe_biomass_conversion_4", "bi-biomass-conversion-4"],
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["bi_recipe_burner_inserter_disassemble", "bi-burner-inserter-disassemble"],
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["bi_recipe_burner_mining_drill_disassemble", "bi-burner-mining-drill-disassemble"],
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["bi_recipe_long_handed_inserter_disassemble", "bi-long-handed-inserter-disassemble"],
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["bi_recipe_steel_furnace_disassemble", "bi-steel-furnace-disassemble"],
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["bi_recipe_stone_furnace_disassemble", "bi-stone-furnace-disassemble"],
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["bi_recipe_charcoal_2", "bi-charcoal-2"],
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["bi_recipe_charcoal", "bi-charcoal-1"],
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["bi_recipe_clean_air_1", "bi-purified-air-1"],
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["bi_recipe_clean_air_2", "bi-purified-air-2"],
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["bi_recipe_coal_2", "bi-coal-2"],
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["bi_recipe_coal", "bi-coal-1"],
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["bi_recipe_coke_coal", "bi-coke-coal"],
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["bi_recipe_crushed_stone", "bi-crushed-stone-1"],
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["bi_recipe_fertiliser_1", "bi-fertiliser-1"],
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["bi_recipe_fertiliser_2", "bi-fertiliser-2"],
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["bi_recipe_greenhouse", "bi-bio-greenhouse"],
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["bi_recipe_huge_substation", "bi-large-substation"],
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["bi_recipe_liquid_air", "bi-liquid-air"],
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["bi_recipe_logs_mk1", "bi-logs-1"],
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["bi_recipe_logs_mk2", "bi-logs-2"],
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["bi_recipe_logs_mk3", "bi-logs-3"],
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["bi_recipe_logs_mk4", "bi-logs-4"],
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["bi_recipe_nitrogen", "bi-nitrogen"],
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["bi_recipe_plastic_1", "bi-plastic-1"],
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["bi_recipe_plastic_2", "bi-plastic-2"],
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["bi_recipe_seed_1", "bi-seed-1"],
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["bi_recipe_seed_2", "bi-seed-2"],
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["bi_recipe_seed_3", "bi-seed-3"],
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["bi_recipe_seed_4", "bi-seed-4"],
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["bi_recipe_seedling_mk1", "bi-seedling-1"],
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["bi_recipe_seedling_mk2", "bi-seedling-2"],
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["bi_recipe_seedling_mk3", "bi-seedling-3"],
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["bi_recipe_seedling_mk4", "bi-seedling-4"],
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["bi_recipe_solar_boiler_panel", "bi-solar-boiler-panel"],
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["bi_recipe_solar_mat", "bi-solar-mat"],
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["bi_recipe_sulfur_angels", "bi-sulfur-angels"],
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["bi_recipe_sulfur", "bi-sulfur"],
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["bi_recipe_woodpulp", "bi-woodpulp"],
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["bi_recipe_wood_from_pulp", "bi-wood-from-pulp"],
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["bi_recipe_pellete_coal_2", "bi-pellete-coal-2"],
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["bi_recipe_bioreactor", "bi-bio-reactor"],
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["bi_recipe_mineralized_sulfuric_waste", "bi-mineralized-sulfuric-waste"],
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["bi_recipe_slag_slurry", "bi-slag-slurry"],
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["bi_recipe_resin_wood", "bi-resin-wood"],
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["bi_recipe_resin_pulp", "bi-resin-pulp"],
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["bi_recipe_press_wood", "bi-press-wood"],
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["bi_recipe_stone_brick", "bi-stone-brick"],
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["bi_recipe_wood_fuel_brick", "bi-wood-fuel-brick"],
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["bi_recipe_solid_fuel", "bi-solid-fuel"],
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["bi_recipe_pellet_coke", "bi-pellet-coke"],
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["bi_recipe_wood_pipe", "bi-wood-pipe"],
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["bi_recipe_pipe_to_ground_wood", "bi-wood-pipe-to-ground"],
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["bi_recipe_cokery", "bi-cokery"],
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["bi_recipe_stone_crusher", "bi-stone-crusher"]
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],
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"technology":
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[
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["bi_tech_advanced_biotechnology", "bi-tech-advanced-biotechnology"],
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["bi_tech_bio_cannon", "bi-tech-bio-cannon"],
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["bi_tech_bio_farming", "bi-tech-bio-farming"],
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["bi_tech_fertiliser", "bi-tech-fertiliser"],
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["bi_tech_organic_plastic", "bi-tech-organic-plastic"]
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]
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}
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@ -1,43 +0,0 @@
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--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
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--~ game.reload_script()
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for index, force in pairs(game.forces) do
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local technologies = force.technologies
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local recipes = force.recipes
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for _, tech in ipairs({"bi-tech-coal-processing-2", "bi-tech-coal-processing-3"}) do
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-- Technology exists and has already been researched
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BioInd.writeDebug("Checking tech: %s for force %s (Researched: %s)", {tech, force and force.name or "nil", technologies[tech] and technologies[tech].researched or "nil"})
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if game.technology_prototypes[tech] and technologies[tech].researched then
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-- Check if all prerequisite technologies have been researched
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local all_prereqs = true
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for pname, ptech in pairs(technologies[tech].prerequisites) do
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BioInd.writeDebug("pname: %s", {pname})
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BioInd.writeDebug("ptech: %s", {ptech})
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if not ptech.researched then
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all_prereqs = false
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break
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end
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end
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-- If not all prerequisite technologies have been researched, ...
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if not all_prereqs then
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game.print({"", "Not all prerequisite technologies for ", {"technology-name." .. tech}, " have been researched!"})
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-- reset all unlocked recipes and
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for _, effect in pairs(technologies[tech].effects) do
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if effect.type == "unlock-recipe" then
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game.print({"", "Disabling recipe \"", {"recipe-name." .. effect.recipe}, "\""})
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recipes[effect.recipe].enabled = false
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recipes[effect.recipe].reload()
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end
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end
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-- unresearch the technology
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game.print({"", "Disabling technology \"", {"technology-name." .. tech}, "\"" })
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technologies[tech].researched = false
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technologies[tech].reload()
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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 BioInd = require('__Bio_Industries__/common')('Bio_Industries')
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------------------------------------------------------------------------------------
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-- Remove left over radars and hidden entities left after terraformer (arboretum)
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-- has been moved.
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------------------------------------------------------------------------------------
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-- Function to remove entities
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local function remove_entity(surface, data)
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local name = data[1]
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local type = data[2]
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local desc = data[3]
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local name_in_table = data[4] or type -- Needed for "electric-pole", which is stored as "pole" in the table
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local count = 0
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-- Look for entity on surface
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local surface_entities = surface.find_entities_filtered{
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name = name,
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type = type,
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}
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--~ BioInd.writeDebug("Found " .. tostring(#surface_entities) .. " " .. desc .. "s.")
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-- Check against entities in list
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for index, entity in pairs(surface_entities) do
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BioInd.writeDebug("%g: Looking for %s: %s.", {index, desc, entity.unit_number})
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local match = false
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for _a, arboretum in pairs(global.bi_arboretum_table or {}) do
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--~ BioInd.writeDebug("arboretum: %s", {arboretum})
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if entity == arboretum[name_in_table] then
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BioInd.writeDebug("The %s (%g) belongs to arboretum/terraformer %g!", {desc, entity.unit_number, _a})
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match = trueentity.unit_number
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break
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end
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end
|
||||
|
||||
-- Remove entity from surface if it has no match in arboretum/terraformer list
|
||||
if not match then
|
||||
log("Removing " .. desc .. " " .. entity.unit_number .. ".")
|
||||
count = count + 1
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
log("Removed " .. tostring(count) .. " " .. desc .. "s (terraformer remnants) from " .. surface.name .. ".")
|
||||
game.print("[Bio Industries] Removed " .. tostring(count) .. " " .. desc .. "s (terraformer remnants) from " .. surface.name .. ".")
|
||||
end
|
||||
|
||||
-- Clean up global list of arboretums
|
||||
if global.bi_arboretum_table then
|
||||
|
||||
BioInd.writeDebug("Remove invalid arboretums/terraformers from list:")
|
||||
local count = 0
|
||||
for index, arboretum in pairs(global.bi_arboretum_table) do
|
||||
local entity = arboretum.inventory
|
||||
|
||||
BioInd.writeDebug("Arboretum %g is valid: %s", {index, entity and entity.valid})
|
||||
if not entity.valid then
|
||||
global.bi_arboretum_table[index] = nil
|
||||
count = count + 1
|
||||
log("Removed arboretum/terraformer " .. tostring(index) .. " from global list.")
|
||||
end
|
||||
end
|
||||
log("Removed " .. tostring(count) .. " non-existing terraformers from global list.")
|
||||
game.print("[Bio Industries] Removed " .. tostring(count) .. " non-existing terraformers from global list.")
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Check for left-over entities from moved/removed arboretums/terraformers
|
||||
for index, surface in pairs(game.surfaces) do
|
||||
BioInd.writeDebug("Looking for left-over hidden entities from moved/removed terraformers on %s.", {surface.name})
|
||||
|
||||
for _, entity in pairs({
|
||||
{"bi-arboretum-hidden-radar", "radar", "radar"},
|
||||
{"bi-hidden-power-pole", "electric-pole", "hidden power pole", "pole"},
|
||||
{"bi-bio-farm-light", "lamp", "hidden lamp"}
|
||||
}) do
|
||||
|
||||
remove_entity(surface, entity)
|
||||
end
|
||||
|
||||
end
|
||||
BioInd.writeDebug("Done.")
|
||||
end
|
|
@ -1,121 +0,0 @@
|
|||
local BioInd = require('common')('Bio_Industries')
|
||||
------------------------------------------------------------------------------------
|
||||
-- Restore hidden power poles and hidden lamps accidentally removed in the
|
||||
-- previous version.
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
local pole_name = "bi-hidden-power-pole"
|
||||
local lamp_name = "bi-bio-farm-light"
|
||||
|
||||
local pole_count = 0
|
||||
local lamp_count = 0
|
||||
|
||||
-- Restoring hidden power pole for solar boilers
|
||||
for index, solar_boiler in pairs(global.bi_solar_boiler_table) do
|
||||
-- Remove invalid solar boilers from list
|
||||
if not solar_boiler.base.valid then
|
||||
BioInd.writeDebug("Removing invalid solar boiler " .. tostring(index) .. " from global list.")
|
||||
if solar_boiler.boiler.valid then
|
||||
solar_boiler.boiler.destroy()
|
||||
end
|
||||
if solar_boiler.pole.valid then
|
||||
solar_boiler.pole.destroy()
|
||||
end
|
||||
global.bi_solar_boiler_table = nil
|
||||
|
||||
-- Restore hidden power pole if necessary
|
||||
elseif not solar_boiler.pole.valid then
|
||||
BioInd.writeDebug("Creating new hidden power pole for solar boiler " .. tostring(index) .. ".")
|
||||
local new_pole = solar_boiler.base.surface.create_entity({
|
||||
name = pole_name,
|
||||
position = solar_boiler.base.position,
|
||||
direction = solar_boiler.base.direction,
|
||||
force = solar_boiler.base.force
|
||||
})
|
||||
global.bi_solar_boiler_table[index].pole = new_pole
|
||||
pole_count = pole_count + 1
|
||||
end
|
||||
end
|
||||
log("Restored " .. tostring(pole_count) .. " hidden power poles for solar boilers.")
|
||||
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles for solar boilers.")
|
||||
|
||||
|
||||
-- Restoring hidden power pole for solar farms
|
||||
pole_count = 0
|
||||
|
||||
for index, solar_farm in pairs(global.bi_solar_farm_table) do
|
||||
-- Remove invalid solar boilers from list
|
||||
if not solar_farm.base.valid then
|
||||
BioInd.writeDebug("Removing invalid solar farm " .. tostring(index) .. " from global list.")
|
||||
if solar_farm.pole.valid then
|
||||
solar_farm.pole.destroy()
|
||||
end
|
||||
global.bi_solar_farm_table = nil
|
||||
|
||||
-- Restore hidden power pole if necessary
|
||||
elseif not solar_farm.pole.valid then
|
||||
BioInd.writeDebug("Creating new hidden power pole for solar farm " .. tostring(index) .. ".")
|
||||
local new_pole = solar_farm.base.surface.create_entity({
|
||||
name = pole_name,
|
||||
position = solar_farm.base.position,
|
||||
direction = solar_farm.base.direction,
|
||||
force = solar_farm.base.force
|
||||
})
|
||||
global.bi_solar_farm_table[index].pole = new_pole
|
||||
pole_count = pole_count + 1
|
||||
end
|
||||
end
|
||||
log("Restored " .. tostring(pole_count) .. " hidden power poles for solar farms.")
|
||||
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles for solar farms.")
|
||||
|
||||
|
||||
-- Restoring hidden power pole and hidden lamps for bio farms
|
||||
pole_count = 0
|
||||
|
||||
for index, bio_farm in pairs(global.bi_bio_farm_table) do
|
||||
-- Remove invalid solar boilers from list
|
||||
if not bio_farm.base.valid then
|
||||
BioInd.writeDebug("Removing invalid solar farm " .. tostring(index) .. " from global list.")
|
||||
if bio_farm.pole.valid then
|
||||
bio_farm.pole.destroy()
|
||||
end
|
||||
if bio_farm.panel.valid then
|
||||
bio_farm.panel.destroy()
|
||||
end
|
||||
if bio_farm.lamp.valid then
|
||||
bio_farm.lamp.destroy()
|
||||
end
|
||||
global.bi_bio_farm_table = nil
|
||||
|
||||
-- Restore hidden entities if necessary
|
||||
else
|
||||
-- Restore hidden power pole
|
||||
if not bio_farm.pole.valid then
|
||||
BioInd.writeDebug("Creating new hidden power pole for solar farm " .. tostring(index) .. ".")
|
||||
local new_pole = bio_farm.base.surface.create_entity({
|
||||
name = pole_name,
|
||||
position = bio_farm.base.position,
|
||||
direction = bio_farm.base.direction,
|
||||
force = bio_farm.base.force
|
||||
})
|
||||
global.bi_bio_farm_table[index].pole = new_pole
|
||||
pole_count = pole_count + 1
|
||||
end
|
||||
-- Restore hidden lamp
|
||||
if not bio_farm.lamp.valid then
|
||||
BioInd.writeDebug("Creating new hidden lamp for solar farm " .. tostring(index) .. ".")
|
||||
local new_lamp = bio_farm.base.surface.create_entity({
|
||||
name = lamp_name,
|
||||
position = bio_farm.base.position,
|
||||
force = bio_farm.base.force
|
||||
})
|
||||
|
||||
global.bi_bio_farm_table[index].lamp = new_lamp
|
||||
lamp_count = lamp_count + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
log("Restored " .. tostring(pole_count) .. " hidden power poles and " .. tostring(lamp_count) ..
|
||||
" hidden lamps for bio farms.")
|
||||
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles and " .. tostring(lamp_count) ..
|
||||
" hidden lamps for bio farms.")
|
|
@ -1,135 +0,0 @@
|
|||
local BioInd = require('__Bio_Industries__/common')('Bio_Industries')
|
||||
log("Entered fixed migration script!")
|
||||
------------------------------------------------------------------------------------
|
||||
-- In 0.18.11, loading a saved game could have resulted in a crash because a
|
||||
-- complete table (instead of individual entries) was removed. However, if
|
||||
-- the complete table *was* deleted, the game *must* have crashed and the original
|
||||
-- tables couldn't have been overwritten in a new saved game. So, we can presume
|
||||
-- all tables still exist in the state of pre 0.18.11 and just run the (fixed)
|
||||
-- migration script from 0.18.11 again.
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
local pole_name = "bi-hidden-power-pole"
|
||||
local lamp_name = "bi-bio-farm-light"
|
||||
|
||||
local pole_count = 0
|
||||
local lamp_count = 0
|
||||
|
||||
-- Restoring hidden power pole for solar boilers
|
||||
if global.bi_solar_boiler_table then
|
||||
for index, solar_boiler in pairs(global.bi_solar_boiler_table) do
|
||||
-- Remove invalid solar boilers from list
|
||||
if not solar_boiler.base.valid then
|
||||
BioInd.writeDebug("Removing invalid solar boiler %g from global list.", {index})
|
||||
if solar_boiler.boiler.valid then
|
||||
solar_boiler.boiler.destroy()
|
||||
end
|
||||
if solar_boiler.pole.valid then
|
||||
solar_boiler.pole.destroy()
|
||||
end
|
||||
global.bi_solar_boiler_table[index] = nil
|
||||
|
||||
-- Restore hidden power pole if necessary
|
||||
elseif not solar_boiler.pole.valid then
|
||||
BioInd.writeDebug("Creating new hidden power pole for solar boiler %g.", {index})
|
||||
global.bi_solar_boiler_table[index].pole = solar_boiler.base.surface.create_entity({
|
||||
name = pole_name,
|
||||
position = solar_boiler.base.position,
|
||||
direction = solar_boiler.base.direction,
|
||||
force = solar_boiler.base.force
|
||||
})
|
||||
pole_count = pole_count + 1
|
||||
end
|
||||
end
|
||||
if pole_count > 0 then
|
||||
log("Restored " .. tostring(pole_count) .. " hidden power poles for solar boilers.")
|
||||
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles for solar boilers.")
|
||||
end
|
||||
end
|
||||
|
||||
-- Restoring hidden power pole for solar farms
|
||||
if global.bi_solar_farm_table then
|
||||
pole_count = 0
|
||||
|
||||
for index, solar_farm in pairs(global.bi_solar_farm_table) do
|
||||
-- Remove invalid solar boilers from list
|
||||
if not solar_farm.base.valid then
|
||||
BioInd.writeDebug("Removing invalid solar farm %g from global list.", {index})
|
||||
if solar_farm.pole.valid then
|
||||
solar_farm.pole.destroy()
|
||||
end
|
||||
global.bi_solar_farm_table[index] = nil
|
||||
|
||||
-- Restore hidden power pole if necessary
|
||||
elseif not solar_farm.pole.valid then
|
||||
BioInd.writeDebug("Creating new hidden power pole for solar farm %g.", {index})
|
||||
--~ local new_pole = solar_farm.base.surface.create_entity({
|
||||
global.bi_solar_farm_table[index].pole = solar_farm.base.surface.create_entity({
|
||||
name = pole_name,
|
||||
position = solar_farm.base.position,
|
||||
direction = solar_farm.base.direction,
|
||||
force = solar_farm.base.force
|
||||
})
|
||||
pole_count = pole_count + 1
|
||||
end
|
||||
end
|
||||
if pole_count > 0 then
|
||||
log("Restored " .. tostring(pole_count) .. " hidden power poles for solar farms.")
|
||||
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles for solar farms.")
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Restoring hidden power pole and hidden lamps for bio farms
|
||||
if global.bi_bio_farm_table then
|
||||
pole_count = 0
|
||||
|
||||
for index, bio_farm in pairs(global.bi_bio_farm_table) do
|
||||
-- Remove invalid solar boilers from list
|
||||
if not bio_farm.base.valid then
|
||||
BioInd.writeDebug("Removing invalid solar farm %g from global list.", {index})
|
||||
if bio_farm.pole.valid then
|
||||
bio_farm.pole.destroy()
|
||||
end
|
||||
if bio_farm.panel.valid then
|
||||
bio_farm.panel.destroy()
|
||||
end
|
||||
if bio_farm.lamp.valid then
|
||||
bio_farm.lamp.destroy()
|
||||
end
|
||||
global.bi_bio_farm_table[index] = nil
|
||||
|
||||
-- Restore hidden entities if necessary
|
||||
else
|
||||
-- Restore hidden power pole
|
||||
if not bio_farm.pole.valid then
|
||||
BioInd.writeDebug("Creating new hidden power pole for solar farm %g.", {index})
|
||||
--~ local new_pole = bio_farm.base.surface.create_entity({
|
||||
global.bi_bio_farm_table[index].pole = bio_farm.base.surface.create_entity({
|
||||
name = pole_name,
|
||||
position = bio_farm.base.position,
|
||||
direction = bio_farm.base.direction,
|
||||
force = bio_farm.base.force
|
||||
})
|
||||
pole_count = pole_count + 1
|
||||
end
|
||||
-- Restore hidden lamp
|
||||
if not bio_farm.lamp.valid then
|
||||
BioInd.writeDebug("Creating new hidden lamp for solar farm %g.", {index})
|
||||
--~ local new_lamp = bio_farm.base.surface.create_entity({
|
||||
global.bi_bio_farm_table[index].lamp = bio_farm.base.surface.create_entity({
|
||||
name = lamp_name,
|
||||
position = bio_farm.base.position,
|
||||
force = bio_farm.base.force
|
||||
})
|
||||
lamp_count = lamp_count + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
if pole_count > 0 or lamp_count > 0 then
|
||||
log("Restored " .. tostring(pole_count) .. " hidden power poles and " .. tostring(lamp_count) ..
|
||||
" hidden lamps for bio farms.")
|
||||
game.print("[Bio Industries] Restored " .. tostring(pole_count) .. " hidden power poles and " ..
|
||||
tostring(lamp_count) .. " hidden lamps for bio farms.")
|
||||
end
|
||||
end
|
|
@ -1,6 +0,0 @@
|
|||
{
|
||||
"recipe":
|
||||
[
|
||||
["bi-basic-petroleum-gas-processing", "bi-basic-gas-processing"]
|
||||
]
|
||||
}
|
|
@ -1,122 +0,0 @@
|
|||
local BioInd = require('__Bio_Industries__/common')('Bio_Industries')
|
||||
------------------------------------------------------------------------------------
|
||||
-- This version uses a different algorithm to wiring the powered rails. Only
|
||||
-- Rail-to-power connectors and poles on rails connected to (not crossing!) a newly
|
||||
-- placed track will be connected with each other.
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
BioInd.writeDebug("Entered migration script 0.18.24+0.17.55")
|
||||
|
||||
-- Look for Rail-to-power connectors on all surfaces
|
||||
for s, surface in pairs(game.surfaces) do
|
||||
local connectors = surface.find_entities_filtered{name = "bi-power-to-rail-pole"}
|
||||
--log("Looking for rail-to-power connectors on surface " .. s)
|
||||
for _, connector in ipairs(connectors) do
|
||||
-- Find connections to powered rails
|
||||
local neighbours = connector.neighbours["copper"]
|
||||
--log("neighbours of connector " .. connector.unit_number .. ": " .. serpent.block(neighbours))
|
||||
for p, pole in pairs(neighbours) do
|
||||
-- Disconnect hidden power-rail poles from connector
|
||||
if pole.name == "bi-power-rail-hidden-pole" then
|
||||
connector.disconnect_neighbour(pole)
|
||||
--log("Disconnected " .. pole.name .. " " .. pole.unit_number)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
log("Done -- looking for hidden poles now!")
|
||||
-- Disconnect all hidden rail poles
|
||||
for r, rail in pairs(global.bi_power_rail_table) do
|
||||
-- Rail is still valid
|
||||
if rail.base and rail.base.valid then
|
||||
--log(tostring(r) .. ": rail.base.valid: " .. tostring(rail.base.valid))
|
||||
-- Disconnect pole if it's valid!
|
||||
if rail.pole and rail.pole.valid then
|
||||
rail.pole.disconnect_neighbour()
|
||||
BioInd.writeDebug("Disconnected pole number %g", {rail.pole.unit_number})
|
||||
--log("Disconnected pole number " .. rail.pole.unit_number)
|
||||
-- Place a new pole if we don't have one yet.
|
||||
else
|
||||
-- Create Hidden Power Pole
|
||||
local track = rail.base
|
||||
local new_pole = track.surface.create_entity({
|
||||
name = "bi-power-rail-hidden-pole",
|
||||
position = track.position,
|
||||
force = track.force
|
||||
})
|
||||
new_pole.minable = false
|
||||
new_pole.destructible = false
|
||||
new_pole.disconnect_neighbour()
|
||||
|
||||
global.bi_power_rail_table[r].pole = new_pole
|
||||
BioInd.writeDebug("Created new pole %g on %s.", {new_pole.unit_number, track.name, track.unit_number})
|
||||
end
|
||||
-- Rail doesn't exist anymore
|
||||
elseif not rail.base.valid then
|
||||
--log(tostring(r) .. ": rail.base.valid: " .. tostring(rail.base.valid))
|
||||
-- Check the pole!
|
||||
if rail.pole and rail.pole.valid then
|
||||
BioInd.writeDebug("Rail %g doesn't exist anymore: Removing pole %g from surface %s.", {r, rail.pole.unit_number, rail.pole.surface.name, rail.pole.surface.name})
|
||||
rail.pole.destroy()
|
||||
end
|
||||
|
||||
-- Remove track from table!
|
||||
global.bi_power_rail_table[r] = nil
|
||||
BioInd.writeDebug("Removed powered rail %g from table.", {r})
|
||||
end
|
||||
end
|
||||
|
||||
-- Rewire hidden rail poles
|
||||
for r, rail in pairs(global.bi_power_rail_table) do
|
||||
BioInd.writeDebug("Disconnected pole number %g", {rail.pole.unit_number})
|
||||
--log("Disconnected pole number " .. rail.pole.unit_number)
|
||||
local rail_track = rail.base
|
||||
local rail_pole = rail.pole
|
||||
-- Look for connecting rails at front and back of the new rail
|
||||
for s, side in ipairs( {"front", "back"} ) do
|
||||
BioInd.writeDebug("Looking for rails at %s", {side})
|
||||
--log("Looking for rails at " .. side)
|
||||
local neighbour
|
||||
-- Look in all three directions
|
||||
for d, direction in ipairs( {"left", "straight", "right"} ) do
|
||||
BioInd.writeDebug("Looking for rails in %s direction", {direction})
|
||||
--log("Looking for rails in " .. direction .. " direction")
|
||||
neighbour = rail_track.get_connected_rail{
|
||||
rail_direction = defines.rail_direction[side],
|
||||
rail_connection_direction = defines.rail_connection_direction[direction]
|
||||
}
|
||||
BioInd.writeDebug("Rail %s of %s (%s): (%s)", {direction, rail_track.name, rail_track.unit_number,neighbour and neighbour.name or "nil", neighbour and neighbour.unit_number or "nil"})
|
||||
--log("Rail " .. direction .. " of " ..
|
||||
--~ rail_track.name .. " (" .. rail_track.unit_number .. "): " ..
|
||||
--~ serpent.line(neighbour and neighbour.name) ..
|
||||
--~ " (" .. serpent.line(neighbour and neighbour.unit_number) ..")")
|
||||
|
||||
-- Only make a connection if found rail is a powered rail
|
||||
-- (We'll know it's the right type if we find it in our table!)
|
||||
neighbour = neighbour and neighbour.valid and global.bi_power_rail_table[neighbour.unit_number]
|
||||
if neighbour then
|
||||
rail_pole.connect_neighbour(neighbour.pole)
|
||||
BioInd.writeDebug("Connected poles!")
|
||||
--log("Connected poles!")
|
||||
end
|
||||
end
|
||||
|
||||
-- Look for Power-rail connectors
|
||||
local connector = rail_track.surface.find_entities_filtered{
|
||||
position = rail_track.position,
|
||||
radius = BioInd.POWER_TO_RAIL_WIRE_DISTANCE, -- maximum_wire_distance of Power-to-rail-connectors
|
||||
name = "bi-power-to-rail-pole"
|
||||
}
|
||||
|
||||
-- Connect to first Power-rail connector we've found
|
||||
if connector and table_size(connector) > 0 then
|
||||
rail_pole.connect_neighbour(connector[1])
|
||||
BioInd.writeDebug("Connected %s (%g) to %s (%g)", {rail_pole.name, rail_pole.unit_number, connector[1].name, connector[1].unit_number})
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
BioInd.writeDebug("End of migration script 0.18.24+0.17.55")
|
||||
--log("End of migration script 0.18.24+0.17.55")
|
|
@ -1,45 +0,0 @@
|
|||
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
|
||||
------------------------------------------------------------------------------------
|
||||
-- For some reason, the recipe for bi-biomass-2 was more advanced than the recipe
|
||||
-- for bi-biomass-3. This worked because we changed their order whereever they've
|
||||
-- been used, but it wasn't intuitive and caused confusion.
|
||||
-- The recipes have been renamed in 0.17.58/0.18.27, now we need to make sure that
|
||||
-- the recipes in bio-reactors making bio-mass are exchanged as well!
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
BioInd.writeDebug("Entered migration script 0.18.27+0.17.58")
|
||||
|
||||
|
||||
-- Look for bio-reactors on all surfaces
|
||||
local reactors, recipe
|
||||
|
||||
for s, surface in pairs(game.surfaces) do
|
||||
reactors = surface.find_entities_filtered{
|
||||
type = "assembling-machine",
|
||||
name = "bi-bio-reactor"
|
||||
}
|
||||
BioInd.writeDebug("Found %g bio-reactors on surface \"%s\".",
|
||||
{#reactors, surface.name})
|
||||
|
||||
-- Get recipe of reactors
|
||||
for r, reactor in ipairs(reactors) do
|
||||
recipe = reactor.get_recipe()
|
||||
recipe = recipe and recipe.name or ""
|
||||
BioInd.writeDebug("Reactor %g has recipe \"%s\".",
|
||||
{reactor.unit_number, recipe})
|
||||
|
||||
-- Exchange "bi-biomass-2" against "bi-biomass-3"
|
||||
if recipe == "bi-biomass-2" then
|
||||
reactor.set_recipe("bi-biomass-3")
|
||||
BioInd.writeDebug("Set recipe to %s.", {reactor.get_recipe().name})
|
||||
|
||||
-- Exchange "bi-biomass-3" against "bi-biomass-2"
|
||||
elseif recipe == "bi-biomass-3" then
|
||||
reactor.set_recipe("bi-biomass-2")
|
||||
BioInd.writeDebug("Set recipe to %s.", {reactor.get_recipe().name})
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
BioInd.writeDebug("End of migration script 0.18.27+0.17.58")
|
|
@ -1,6 +0,0 @@
|
|||
{
|
||||
"recipe":
|
||||
[
|
||||
["bi-pellete-coal-2", "bi-pellet-coke-2"]
|
||||
]
|
||||
}
|
|
@ -1,720 +0,0 @@
|
|||
------------------------------------------------------------------------------------
|
||||
-- We didn't react to script_raised_revive before, so mods like Construction Drones
|
||||
-- that filled in ghosts would just place the base entities, and not add the hidden
|
||||
-- entities. Even worse: the base entities wouldn't be added to our lists! So, let's
|
||||
-- rebuild everything once again!
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
local BioInd = require('__Bio_Industries__/common')('Bio_Industries')
|
||||
local cnt = 0
|
||||
|
||||
|
||||
game.print("Warning: The migration may run for a long time, depending on how many entities there are to migrate! Please be patient and wait until it's finished!")
|
||||
|
||||
-- Removes the hidden entities at the position of a base entity
|
||||
local created_entities = {}
|
||||
local function remove_entities(base, names)
|
||||
local entities = base and base.surface.find_entities_filtered{
|
||||
position = base.position,
|
||||
name = names,
|
||||
}
|
||||
if entities and next(entities) then
|
||||
BioInd.show("base.unit_number", base.unit_number)
|
||||
BioInd.show("Found entities", table_size(entities))
|
||||
end
|
||||
|
||||
for e, entity in ipairs(entities or {}) do
|
||||
--~ BioInd.show("entity.unit_number", entity.unit_number)
|
||||
if not created_entities[entity.unit_number] then
|
||||
entity.destroy()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Removes the hidden entities stored with a base entity
|
||||
local function remove_stored_entities(base, names)
|
||||
for e, entity in ipairs(names or {}) do
|
||||
if base[entity] and base[entity].valid then
|
||||
base[entity].destroy()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Make hidden entities unminable and indestructible
|
||||
local function make_unminable(entities)
|
||||
for e, entity in ipairs(entities or {}) do
|
||||
if entity.valid then
|
||||
entity.minable = false
|
||||
entity.destructible = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Recreate hidden entities
|
||||
local function recreate_entities(g_table, base_entity, hidden_entity_names, ...)
|
||||
BioInd.show("#g_table", table_size(g_table))
|
||||
BioInd.show("hidden_entity_names", hidden_entity_names)
|
||||
|
||||
if not (g_table and type(g_table) == "table") then
|
||||
error(string.format("%s is not a valid table!", g_table))
|
||||
elseif not (base_entity and type(base_entity) == "table" and base_entity.valid) then
|
||||
error(string.format("%s is not a valid base entity!", base_entity))
|
||||
elseif not (
|
||||
hidden_entity_names and type(hidden_entity_names) == "table" and next(hidden_entity_names)
|
||||
) then
|
||||
error(string.format("%s is not a valid array of hidden-entity names!", hidden_entity_names))
|
||||
end
|
||||
|
||||
local entity
|
||||
|
||||
-- Initialize entry in global table
|
||||
g_table[base_entity.unit_number] = {}
|
||||
g_table[base_entity.unit_number].base = base_entity
|
||||
|
||||
-- Create hidden entities
|
||||
for key, name in pairs(hidden_entity_names) do
|
||||
entity = base_entity.surface.create_entity({
|
||||
name = name,
|
||||
position = base_entity.position,
|
||||
force = base_entity.force
|
||||
})
|
||||
|
||||
-- Make hidden entity unminable/undestructible
|
||||
make_unminable({entity})
|
||||
|
||||
-- Add hidden entity to global table
|
||||
g_table[base_entity.unit_number][key] = entity
|
||||
|
||||
-- Add to temporary table of recreated hidden entities
|
||||
created_entities[entity.unit_number] = true
|
||||
end
|
||||
|
||||
-- Add optional values to global table
|
||||
for k, v in pairs(... or {}) do
|
||||
g_table[base_entity.unit_number][k] = v
|
||||
end
|
||||
BioInd.show("g_table[base.unit_number]", g_table[base_entity.unit_number])
|
||||
end
|
||||
|
||||
|
||||
-- Remove all common hidden power poles and hidden power rail poles
|
||||
do
|
||||
local entities
|
||||
for s, surface in pairs(game.surfaces) do
|
||||
entities = surface.find_entities_filtered({
|
||||
name = {"bi-hidden-power-pole", "bi-power-rail-hidden-pole"}
|
||||
})
|
||||
for e, entity in pairs(entities) do
|
||||
entity.destroy()
|
||||
cnt = cnt + 1
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Removed %s hidden poles (bi-hidden-power-pole, bi-power-rail-hidden-pole)", cnt)
|
||||
end
|
||||
|
||||
local base, boiler, lamp, pole, panel, radar, connectors
|
||||
local base_name, boiler_name, lamp_name, pole_name, radar_name, panel_name, overlay_name
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Bio Farm --
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
-- Empty old list
|
||||
for b, bio_farm in pairs(global.bi_bio_farm_table or {}) do
|
||||
-- Remove hidden entities from bio_farms in our table
|
||||
--~ for e, entity in ipairs({"pole", "panel", "lamp"}) do
|
||||
--~ if bio_farm[entity] and bio_farm[entity].valid then
|
||||
--~ bio_farm[entity].destroy()
|
||||
--~ end
|
||||
--~ end
|
||||
remove_stored_entities(bio_farm, {"pole", "panel", "lamp"})
|
||||
-- Remove entry from table
|
||||
global.bi_bio_farm_table[b] = nil
|
||||
|
||||
cnt = cnt + 1
|
||||
end
|
||||
BioInd.writeDebug("Removed hidden entities from %s Bio-farms.", {cnt})
|
||||
|
||||
-- Generate new list
|
||||
--~ local bio_farms, pole, panel, lamp
|
||||
local bio_farms
|
||||
pole_name = "bi-bio-farm-hidden-pole"
|
||||
panel_name = "bi-bio-farm-hidden-panel"
|
||||
lamp_name = "bi-bio-farm-light"
|
||||
|
||||
cnt = 0
|
||||
|
||||
for s, surface in pairs(game.surfaces or {}) do
|
||||
-- Find all bio_farms on surface!
|
||||
bio_farms = surface.find_entities_filtered({name = "bi-bio-farm"})
|
||||
for b, bio_farm in ipairs(bio_farms or {}) do
|
||||
-- Make a clean slate!
|
||||
remove_entities(bio_farm, {pole_name, panel_name, lamp_name})
|
||||
|
||||
recreate_entities(global.bi_bio_farm_table, bio_farm, {
|
||||
pole = pole_name,
|
||||
panel = panel_name,
|
||||
lamp = lamp_name
|
||||
})
|
||||
|
||||
cnt = cnt + 1
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Recreated hidden entities for %s Bio-farms.", {cnt})
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Bio Solar Boiler/Solar Plant --
|
||||
------------------------------------------------------------------------------------
|
||||
cnt = 0
|
||||
|
||||
-- Empty old list
|
||||
for s, solar_boiler in pairs(global.bi_solar_boiler_table or {}) do
|
||||
-- Remove hidden entities from solar_boilers in our table
|
||||
remove_stored_entities(solar_boiler, {"pole", "boiler"})
|
||||
-- Remove entry from table
|
||||
global.bi_solar_boiler_table[s] = nil
|
||||
|
||||
cnt = cnt + 1
|
||||
end
|
||||
BioInd.writeDebug("Removed hidden entities from %s Solar boilers/power plants.", {cnt})
|
||||
|
||||
|
||||
-- Generate new list
|
||||
--~ local solar_boilers, pole, boiler
|
||||
local solar_boilers
|
||||
pole_name = "bi-hidden-power-pole"
|
||||
boiler_name = "bi-solar-boiler-hidden-panel"
|
||||
|
||||
cnt = 0
|
||||
|
||||
for s, surface in pairs(game.surfaces or {}) do
|
||||
-- Find all solar_boilers on surface!
|
||||
solar_boilers = surface.find_entities_filtered({name = "bi-solar-boiler"})
|
||||
for b, boiler_solar in ipairs(solar_boilers or {}) do
|
||||
-- Make a clean slate!
|
||||
--~ remove_entities(boiler_solar, {pole_name, panel_name})
|
||||
remove_entities(boiler_solar, {boiler_name})
|
||||
|
||||
-- Recreate hidden entities
|
||||
recreate_entities(global.bi_solar_boiler_table, boiler_solar, {
|
||||
boiler = boiler_name,
|
||||
pole = pole_name
|
||||
})
|
||||
|
||||
cnt = cnt + 1
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Recreated hidden entities for %s Solar boilers/power plants.", {cnt})
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Solar Farm --
|
||||
------------------------------------------------------------------------------------
|
||||
cnt = 0
|
||||
|
||||
-- Empty old list
|
||||
for s, solar_farm in pairs(global.bi_solar_farm_table or {}) do
|
||||
--~ remove_stored_entities(solar_farm, {"pole"})
|
||||
-- Remove entry from table
|
||||
global.bi_solar_farm_table[s] = nil
|
||||
|
||||
cnt = cnt + 1
|
||||
end
|
||||
BioInd.writeDebug("Removed hidden entities from %s Solar farms.", {cnt})
|
||||
|
||||
|
||||
-- Generate new list
|
||||
local solar_farms
|
||||
pole_name = "bi-hidden-power-pole"
|
||||
|
||||
cnt = 0
|
||||
|
||||
for s, surface in pairs(game.surfaces or {}) do
|
||||
-- Find all solar_boilers on surface!
|
||||
solar_farms = surface.find_entities_filtered({name = "bi-bio-solar-farm"})
|
||||
for sf, solar_farm in ipairs(solar_farms or {}) do
|
||||
--~ -- Make a clean slate!
|
||||
--~ remove_entities(solar_farm, {pole_name})
|
||||
-- Recreate hidden entities
|
||||
recreate_entities(global.bi_solar_farm_table, solar_farm, {pole = pole_name})
|
||||
cnt = cnt + 1
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Recreated hidden entities for %s Solar farms.", {cnt})
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Bio Cannon --
|
||||
-- Bio Cannons have a different table format -- make that the same as the others --
|
||||
------------------------------------------------------------------------------------
|
||||
cnt = 0
|
||||
|
||||
-- Empty old list
|
||||
for b, bio_cannon in pairs(global.bi_bio_cannon_table or {}) do
|
||||
-- Remove hidden entities from Bio cannons in our table
|
||||
|
||||
if bio_cannon[2] and bio_cannon[2].valid then
|
||||
bio_cannon[2].destroy()
|
||||
end
|
||||
-- Remove entry from table
|
||||
global.bi_bio_cannon_table[b] = nil
|
||||
|
||||
cnt = cnt + 1
|
||||
end
|
||||
BioInd.writeDebug("Removed hidden entities from %s Bio-Cannons.", {cnt})
|
||||
|
||||
|
||||
-- Generate new list
|
||||
--~ local bio_cannons, base, radar
|
||||
local bio_cannons
|
||||
base_name = "bi-bio-cannon"
|
||||
overlay_name = "bi-bio-cannon-area"
|
||||
radar_name = "bi-bio-cannon-hidden-radar"
|
||||
|
||||
cnt = 0
|
||||
|
||||
for s, surface in pairs(game.surfaces or {}) do
|
||||
-- Find all cannons on surface!
|
||||
bio_cannons = surface.find_entities_filtered({name = {base_name, overlay_name}})
|
||||
for b, bio_cannon in ipairs(bio_cannons or {}) do
|
||||
-- Make a clean slate!
|
||||
remove_entities(bio_cannon, {radar_name})
|
||||
-- Recreate hidden entities
|
||||
radar = surface.create_entity({
|
||||
name = radar_name,
|
||||
position = bio_cannon.position,
|
||||
force = bio_cannon.force
|
||||
})
|
||||
make_unminable({radar})
|
||||
-- Make sure we don't use the overlay cannon!
|
||||
if bio_cannon.name == overlay_name then
|
||||
-- Create final cannon
|
||||
base = surface.create_entity({
|
||||
name = base_name,
|
||||
position = bio_cannon.position,
|
||||
force = bio_cannon.force
|
||||
})
|
||||
-- Set its health to that of overlay
|
||||
base.health = bio_cannon.health
|
||||
-- Remove overlay
|
||||
bio_cannon.destroy()
|
||||
BioInd.writeDebug("Replaced Bio-cannon overlay with Bio-cannon %s.", {base.unit_number})
|
||||
else
|
||||
base = bio_cannon
|
||||
end
|
||||
-- Add to table
|
||||
global.bi_bio_cannon_table[base.unit_number] = {
|
||||
base = base,
|
||||
radar = radar,
|
||||
-- Bio-cannons will be checked once per second. Delay is based on the ammo the
|
||||
-- cannon is loaded with. Let's use 20s (delay for best ammo) initially!
|
||||
delay = (base.unit_number * base.unit_number) % 20
|
||||
}
|
||||
cnt = cnt + 1
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Recreated hidden entities for %s Bio-cannons.", {cnt})
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Arboretum --
|
||||
------------------------------------------------------------------------------------
|
||||
cnt = 0
|
||||
|
||||
-- Empty old list
|
||||
for a, arboretum in pairs(global.bi_arboretum_table or {}) do
|
||||
-- Remove hidden entities from solar_boilers in our table (Don't call removal
|
||||
-- function because radar position has been shifted, so the radar won't be found!)
|
||||
for e, entity in ipairs({"radar", "pole", "lamp"}) do
|
||||
if arboretum[entity] and arboretum[entity].valid then
|
||||
arboretum[entity].destroy()
|
||||
end
|
||||
end
|
||||
--~ remove_stored_entities(arboretum, {"radar", "pole", "lamp"})
|
||||
-- Remove entry from table
|
||||
global.bi_arboretum_table[a] = nil
|
||||
|
||||
cnt = cnt + 1
|
||||
end
|
||||
BioInd.writeDebug("Removed hidden entities from %s Arboretums.", {cnt})
|
||||
|
||||
|
||||
-- Generate new list
|
||||
--~ local arboretums, pole, radar, lamp
|
||||
local arboretums
|
||||
base_name = "bi-arboretum"
|
||||
overlay_name = "bi-arboretum-area"
|
||||
pole_name = "bi-hidden-power-pole"
|
||||
radar_name = "bi-arboretum-hidden-radar"
|
||||
lamp_name = "bi-bio-farm-light"
|
||||
|
||||
cnt = 0
|
||||
|
||||
-- We need to keep track of radars separately!
|
||||
global.bi_arboretum_radar_table = {}
|
||||
|
||||
for s, surface in pairs(game.surfaces or {}) do
|
||||
-- Find all arboretums on surface!
|
||||
arboretums = surface.find_entities_filtered({name = {base_name, overlay_name}})
|
||||
for a, arboretum in ipairs(arboretums or {}) do
|
||||
-- Make a clean slate!
|
||||
remove_entities(arboretum, {pole_name, radar_name, lamp_name})
|
||||
-- Recreate hidden entities
|
||||
radar = surface.create_entity({
|
||||
name = radar_name,
|
||||
position = {arboretum.position.x - 3.5, arboretum.position.y + 3.5},
|
||||
force = arboretum.force
|
||||
})
|
||||
pole = surface.create_entity({
|
||||
name = pole_name,
|
||||
position = arboretum.position,
|
||||
force = arboretum.force
|
||||
})
|
||||
lamp = surface.create_entity({
|
||||
name = lamp_name,
|
||||
position = arboretum.position,
|
||||
force = arboretum.force
|
||||
})
|
||||
make_unminable({pole, radar, lamp})
|
||||
|
||||
-- Make sure we don't use the overlay!
|
||||
if arboretum.name == overlay_name then
|
||||
-- Create final arboretum
|
||||
base = surface.create_entity({
|
||||
name = base_name,
|
||||
position = arboretum.position,
|
||||
force = arboretum.force
|
||||
})
|
||||
-- Set its health to that of overlay
|
||||
base.health = arboretum.health
|
||||
-- Remove overlay
|
||||
arboretum.destroy()
|
||||
BioInd.writeDebug("Replaced Arboretum overlay with Arboretum %s.", {base.unit_number})
|
||||
else
|
||||
base = arboretum
|
||||
end
|
||||
BioInd.writeDebug("Arboretum base: %g", {base.unit_number})
|
||||
-- Add to table
|
||||
global.bi_arboretum_table[base.unit_number] = {
|
||||
base = base,
|
||||
pole = pole,
|
||||
radar = radar,
|
||||
lamp = lamp
|
||||
}
|
||||
-- Link radar to arboretum
|
||||
global.bi_arboretum_radar_table[radar.unit_number] = base.unit_number
|
||||
|
||||
--~ BioInd.writeDebug("Added new arboretum: %s", {global.bi_arboretum_table})
|
||||
|
||||
cnt = cnt + 1
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Recreated hidden entities for %s Arboretums.", {cnt})
|
||||
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Power Rail --
|
||||
------------------------------------------------------------------------------------
|
||||
cnt = 0
|
||||
|
||||
-- Empty old list
|
||||
for p, power_rail in pairs(global.bi_power_rail_table or {}) do
|
||||
-- We can't remove all hidden poles at once because they are used in other compound
|
||||
-- entities as well!
|
||||
--~ remove_stored_entities(power_rail, {"pole"})
|
||||
-- Remove entry from table
|
||||
global.bi_power_rail_table[p] = nil
|
||||
cnt = cnt + 1
|
||||
end
|
||||
BioInd.writeDebug("Removed hidden entities from %s Powered rails.", {cnt})
|
||||
BioInd.show("global.bi_power_rail_table", serpent.block(global.bi_power_rail_table))
|
||||
|
||||
-- Generate new list
|
||||
local power_rails, neighbour
|
||||
pole_name = "bi-power-rail-hidden-pole"
|
||||
cnt = 0
|
||||
|
||||
for s, surface in pairs(game.surfaces or {}) do
|
||||
-- Find all power rails on surface (there may be some that haven't been in our table)!
|
||||
power_rails = surface.find_entities_filtered({
|
||||
name = {"bi-straight-rail-power","bi-curved-rail-power"}
|
||||
})
|
||||
BioInd.show("table_size(power_rails) after finding power_rails on surface", table_size(power_rails))
|
||||
-- Unlike the other entities, power rails interact with each other. So lets's
|
||||
-- recreate all hidden poles and update our tables before trying to connect
|
||||
-- the poles!
|
||||
for p, power_rail in ipairs(power_rails or {}) do
|
||||
BioInd.show("p", p)
|
||||
--~ BioInd.show("power_rail.unit_number", power_rail.unit_number)
|
||||
|
||||
--~ -- In case our tables haven't been properly updated, there may still be power
|
||||
--~ -- rails with hidden entities around -- remove them!
|
||||
--~ remove_entities(power_rail, {pole_name})
|
||||
|
||||
-- Recreate hidden entities
|
||||
recreate_entities(global.bi_power_rail_table, power_rail, {pole = pole_name})
|
||||
|
||||
-- Disconnect pole
|
||||
global.bi_power_rail_table[power_rail.unit_number].pole.disconnect_neighbour()
|
||||
|
||||
end
|
||||
BioInd.show("table_size(global.bi_power_rail_table)", table_size(global.bi_power_rail_table))
|
||||
|
||||
|
||||
-- Rewire the power rails!
|
||||
for p, power_rail in pairs(global.bi_power_rail_table or {}) do
|
||||
BioInd.show("p", p)
|
||||
--~ BioInd.writeDebug("power_rail", {power_rail}, "line")
|
||||
|
||||
base = power_rail.base
|
||||
pole = power_rail.pole
|
||||
--~ BioInd.show("base.valid", base.valid)
|
||||
--~ BioInd.show("pole.valid", pole.valid)
|
||||
|
||||
-- Look for connecting rails at front and back of the new rail
|
||||
for s, side in ipairs( {"front", "back"} ) do
|
||||
BioInd.writeDebug("Looking for rails at %s.\tbase.valid: %s\tpole.valid: %s", {side, base.valid, pole.valid})
|
||||
-- Look in all three directions
|
||||
for d, direction in ipairs( {"left", "straight", "right"} ) do
|
||||
neighbour = base.get_connected_rail{
|
||||
rail_direction = defines.rail_direction[side],
|
||||
rail_connection_direction = defines.rail_connection_direction[direction]
|
||||
}
|
||||
|
||||
BioInd.writeDebug("Rail %s of %s (%g):\t%s (%s)", {direction, base.name, base.unit_number, (neighbour and neighbour.name or "nil"), (neighbour and neighbour.unit_number or "nil")})
|
||||
|
||||
-- Only make a connection if found rail is a powered rail
|
||||
-- (We'll know it's the right type if we find it in our table!)
|
||||
neighbour = neighbour and neighbour.valid and global.bi_power_rail_table[neighbour.unit_number]
|
||||
if neighbour then
|
||||
--~ BioInd.show("neighbour", neighbour)
|
||||
--~ BioInd.show("neighbour.base", neighbour and neighbour.base and neighbour.base.valid and neighbour.base.unit_number)
|
||||
--~ BioInd.show("neighbour.pole", neighbour and neighbour.pole and neighbour.pole.valid and neighbour.pole.unit_number)
|
||||
pole.connect_neighbour(neighbour.pole)
|
||||
BioInd.writeDebug("Connected poles!")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Look for Power-rail connectors
|
||||
--~ BioInd.show("base", base)
|
||||
--~ BioInd.show("base.position", base.position)
|
||||
--~ BioInd.show("pole", pole and pole.unit_number)
|
||||
--~ BioInd.show("pole.valid", pole and pole.valid)
|
||||
|
||||
connectors = surface.find_entities_filtered{
|
||||
position = base.position,
|
||||
radius = BioInd.POWER_TO_RAIL_WIRE_DISTANCE, -- maximum_wire_distance of Power-to-rail-connectors
|
||||
name = "bi-power-to-rail-pole"
|
||||
}
|
||||
BioInd.show("table_size(connectors)", table_size(connectors))
|
||||
|
||||
-- Connect to just one Power-rail connector!
|
||||
for c, connector in ipairs(connectors or {}) do
|
||||
--~ BioInd.writeDebug("Network ID pole %s: %s\tNetwork ID connector %s: %s",
|
||||
--~ {pole.unit_number, pole.electric_network_id, connector.unit_number, connector.electric_network_id})
|
||||
if pole.electric_network_id ~= connector.electric_network_id then
|
||||
pole.connect_neighbour(connector)
|
||||
BioInd.writeDebug("Connected %s (%s) to connector %s (%s)", {pole.name, pole.unit_number, connector.name, connector.unit_number})
|
||||
--~ BioInd.writeDebug("Network ID pole %s: %s\tNetwork ID connector %s: %s",
|
||||
--~ {pole.unit_number, pole.electric_network_id, connector.unit_number, connector.electric_network_id})
|
||||
break
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Finished search for connectors")
|
||||
cnt = cnt + 1
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Recreated hidden entities for %s Powered rails.", {cnt})
|
||||
|
||||
|
||||
|
||||
--~ ------------------------------------------------------------------------------------
|
||||
--~ -- Solar Farm --
|
||||
--~ ------------------------------------------------------------------------------------
|
||||
--~ cnt = 0
|
||||
|
||||
--~ -- Empty old list
|
||||
--~ for s, solar_farm in pairs(global.bi_solar_farm_table or {}) do
|
||||
--~ -- Remove hidden entities from solar_boilers in our table
|
||||
|
||||
--~ -- Remove entry from table
|
||||
--~ global.bi_solar_farm_table[s] = nil
|
||||
|
||||
--~ cnt = cnt + 1
|
||||
--~ end
|
||||
--~ BioInd.writeDebug("Removed hidden entities from %s Solar farms.", {cnt})
|
||||
|
||||
|
||||
--~ -- Generate new list
|
||||
--~ pole_name = "bi-hidden-power-pole"
|
||||
|
||||
--~ cnt = 0
|
||||
|
||||
--~ for s, surface in pairs(game.surfaces or {}) do
|
||||
--~ -- Find all solar farms on surface!
|
||||
--~ solar_farms = surface.find_entities_filtered({name = "bi-bio-solar-farm"})
|
||||
--~ for sf, solar_farm in ipairs(solar_farms or {}) do
|
||||
-- Make a clean slate!
|
||||
--~ -- Recreate hidden entities
|
||||
--~ pole = surface.create_entity({
|
||||
--~ name = pole_name,
|
||||
--~ position = solar_farm.position,
|
||||
--~ force = solar_farm.force
|
||||
--~ })
|
||||
--~ make_unminable({pole})
|
||||
--~ -- Add to table
|
||||
--~ global.bi_solar_farm_table[solar_farm.unit_number] = {
|
||||
--~ base = solar_farm,
|
||||
--~ pole = pole
|
||||
--~ }
|
||||
--~ -- Recreate hidden entities
|
||||
--~ recreate_entities(global.bi_solar_farm_table, solar_farm, {pole = pole_name})
|
||||
|
||||
--~ cnt = cnt + 1
|
||||
--~ end
|
||||
--~ end
|
||||
--~ BioInd.writeDebug("Recreated hidden entities for %s Solar farms.", {cnt})
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Musk floor --
|
||||
------------------------------------------------------------------------------------
|
||||
cnt = 0
|
||||
|
||||
-- Create tables for storing force information on tiles
|
||||
global.bi_musk_floor_table = global.bi_musk_floor_table or {}
|
||||
-- Lookup table for force at tile position
|
||||
global.bi_musk_floor_table.tiles = global.bi_musk_floor_table.tiles or {}
|
||||
-- Lookup table for tiles placed by force
|
||||
global.bi_musk_floor_table.forces = global.bi_musk_floor_table.forces or {}
|
||||
|
||||
|
||||
local musk_floor_tiles
|
||||
local tile_name = "bi-solar-mat"
|
||||
pole_name = "bi-musk-mat-hidden-pole"
|
||||
panel_name = "bi-musk-mat-hidden-panel"
|
||||
local pole_type = "electric-pole"
|
||||
local panel_type = "solar-panel"
|
||||
|
||||
-- Remove panels and poles without tile from surfaces
|
||||
local cnt_panel = 0
|
||||
local cnt_pole = 0
|
||||
for s, surface in pairs(game.surfaces or {}) do
|
||||
local panels = surface.find_entities_filtered({name = panel_name, type = panel_type})
|
||||
for p, panel in ipairs(panels or {}) do
|
||||
local x = surface.count_tiles_filtered({
|
||||
position = panel.position,
|
||||
name = tile_name,
|
||||
limit = 1
|
||||
})
|
||||
if x == 0 then
|
||||
BioInd.writeDebug("Removing %s at position %s because there is no %s.", {panel.name, panel.position, tile_name})
|
||||
panel.destroy()
|
||||
cnt_panel = cnt_panel + 1
|
||||
end
|
||||
end
|
||||
|
||||
local poles = surface.find_entities_filtered({name = pole_name, type = pole_type})
|
||||
for p, pole in ipairs(poles or {}) do
|
||||
local x = surface.count_tiles_filtered({
|
||||
position = pole.position,
|
||||
name = tile_name,
|
||||
radius = 0.5,
|
||||
limit = 1
|
||||
})
|
||||
if x == 0 then
|
||||
BioInd.writeDebug("Removing %s at position %s because there is no %s.", {pole.name, pole.position, tile_name})
|
||||
pole.destroy()
|
||||
cnt_pole = cnt_pole + 1
|
||||
end
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Removed %g hidden solar panels and %g hidden poles because they were not on %s.", {cnt_panel, cnt_pole, tile_name})
|
||||
|
||||
cnt_panel = 0
|
||||
cnt_pole = 0
|
||||
-- Generate new list
|
||||
local x, y, poles, pole, panels, panel, force_name
|
||||
for s, surface in pairs(game.surfaces or {}) do
|
||||
local tiles = surface.find_tiles_filtered{name = tile_name}
|
||||
for t, tile in ipairs(tiles or {}) do
|
||||
x = tile.position.x or tile.position[1]
|
||||
y = tile.position.y or tile.position[2]
|
||||
|
||||
-- Check that there's a solar panel
|
||||
panels = surface.find_entities_filtered({
|
||||
position = {x + 0.5, y + 0.5},
|
||||
name = panel_name,
|
||||
type = panel_type,
|
||||
limit = 1
|
||||
})
|
||||
panel = panels and panels[1]
|
||||
if panel then
|
||||
force_name = panel.force and panel.force.name
|
||||
end
|
||||
|
||||
-- Check that there's a pole
|
||||
panels = surface.find_entities_filtered({
|
||||
position = {x + 0.5, y + 0.5},
|
||||
name = pole_name,
|
||||
type = pole_type,
|
||||
limit = 1
|
||||
})
|
||||
pole = poles and poles[1]
|
||||
if pole and not force then
|
||||
force_name = pole.force and pole.force.name
|
||||
end
|
||||
|
||||
force_name = force_name or "BI-Musk_floor_general_owner"
|
||||
|
||||
-- Create/set force for panel
|
||||
if panel then
|
||||
panel.force = force_name
|
||||
else
|
||||
panel = surface.create_entity({
|
||||
name = panel_name,
|
||||
type = panel_type,
|
||||
force = force_name,
|
||||
position = {x + 0.5, y + 0.5},
|
||||
})
|
||||
cnt_panel = cnt_panel + 1
|
||||
end
|
||||
-- Create/set force for pole
|
||||
if pole then
|
||||
pole.force = force_name
|
||||
else
|
||||
pole = surface.create_entity({
|
||||
name = pole_name,
|
||||
type = pole_type,
|
||||
force = force_name,
|
||||
position = {x + 0.5, y + 0.5},
|
||||
})
|
||||
cnt_pole = cnt_pole + 1
|
||||
end
|
||||
|
||||
make_unminable({panel, pole})
|
||||
|
||||
-- Add to global tables
|
||||
global.bi_musk_floor_table.tiles[x] = global.bi_musk_floor_table.tiles[x] or {}
|
||||
global.bi_musk_floor_table.tiles[x][y] = force_name
|
||||
|
||||
global.bi_musk_floor_table.forces[force_name] = global.bi_musk_floor_table.forces[force_name] or {}
|
||||
global.bi_musk_floor_table.forces[force_name][x] = global.bi_musk_floor_table.forces[force_name][x] or {}
|
||||
global.bi_musk_floor_table.forces[force_name][x][y] = true
|
||||
end
|
||||
end
|
||||
BioInd.writeDebug("Created %g hidden solar panels and %g hidden poles.\nglobal.bi_musk_floor_table.tiles: %s\nglobal.bi_musk_floor_table.forces: %s", {cnt_panel, cnt_pole, global.bi_musk_floor_table.tiles, global.bi_musk_floor_table.forces})
|
||||
|
||||
BioInd.show("table_size(created_entities)", table_size(created_entities))
|
||||
created_entities = nil
|
|
@ -1,20 +0,0 @@
|
|||
{
|
||||
"item":
|
||||
[
|
||||
["fertiliser", "fertilizer"],
|
||||
["bi-adv-fertiliser", "bi-adv-fertilizer"]
|
||||
],
|
||||
|
||||
"recipe":
|
||||
[
|
||||
["bi-adv-fertiliser-1", "bi-adv-fertilizer-1"],
|
||||
["bi-adv-fertiliser-2", "bi-adv-fertilizer-2"],
|
||||
["bi-fertiliser-1", "bi-fertilizer-1"],
|
||||
["bi-fertiliser-2", "bi-fertilizer-2"]
|
||||
],
|
||||
|
||||
"technology":
|
||||
[
|
||||
["bi-tech-fertiliser", "bi-tech-fertilizer"]
|
||||
]
|
||||
}
|
|
@ -1,12 +0,0 @@
|
|||
------------------------------------------------------------------------------------
|
||||
-- Just remove some obsolete global tables!
|
||||
------------------------------------------------------------------------------------
|
||||
--~ local BioInd = require('__Bio_Industries_2__/common')('Bio_Industries_2')
|
||||
|
||||
if global and global.bi then
|
||||
global.bi.terrains = nil
|
||||
global.bi.seed_bomb = nil
|
||||
BioInd.writeDebug("Removed obsolete tables from global!")
|
||||
end
|
||||
|
||||
table.sort(global, function(a, b) return a < b end)
|
|
@ -1,29 +0,0 @@
|
|||
------------------------------------------------------------------------------------
|
||||
-- BioGardens will now have a hidden pole. It can't be hooked up unless Fluid
|
||||
-- fertilizer is active (maximum_wire_distance = 0), but it still needs to be there.
|
||||
------------------------------------------------------------------------------------
|
||||
local BioInd = require('__Bio_Industries__/common')('Bio_Industries')
|
||||
|
||||
-- Make sure the global table exists!
|
||||
global.bi_bio_garden_table = {}
|
||||
|
||||
local bio_gardens = {}
|
||||
local hidden_entities = {pole = "bi-bio-garden-hidden-pole"}
|
||||
|
||||
for s, surface in pairs(game.surfaces) do
|
||||
bio_gardens = surface.find_entities_filtered{
|
||||
name = "bi-bio-garden",
|
||||
type = "assembling-machine",
|
||||
}
|
||||
|
||||
for g, garden in ipairs(bio_gardens or {}) do
|
||||
--~ BioInd.create_entities(global.bi_bio_garden_table, garden, hidden_entities, garden.position)
|
||||
BioInd.create_entities(global.bi_bio_garden_table, garden, hidden_entities)
|
||||
BioInd.writeDebug("Stored Bio garden %g in table: %s", {garden.unit_number, global.bi_bio_garden_table[garden.unit_number]})
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Create a table where we can store the last state of certain mod settings.
|
||||
global.mod_settings = global.mod_settings or {}
|
||||
global.mod_settings.BI_Easy_Bio_Gardens = BioInd.get_startup_setting("BI_Easy_Bio_Gardens")
|
|
@ -1,122 +0,0 @@
|
|||
log("Entered migration script 1_00_04.lua of \"" .. script.mod_name .. "\".")
|
||||
|
||||
-- Add functions that are also used in other files (debugging output etc.)
|
||||
local BioInd = require("__" .. script.mod_name .. "__.common")(script.mod_name)
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Make sure that all compound entities have all the hidden entities they need!
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
-- Compile a list of the entities we need to consider (we can ignore overlay entities)
|
||||
local check_entities = {}
|
||||
for name, data in pairs(BioInd.compound_entities) do
|
||||
if not name:match("^.+%-area$") then
|
||||
check_entities[name] = data
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local function add_hidden_entity(tab, base, hidden_entity)
|
||||
local optional, pos
|
||||
|
||||
local entity_name = check_entities[base.name].hidden[hidden_entity]
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Pre-processing
|
||||
------------------------------------------------------------------------------------
|
||||
pos = BioInd.normalize_position(base.position)
|
||||
|
||||
-- Bio cannon
|
||||
if tab == "bi_bio_cannon_table" then
|
||||
optional = {delay = 0}
|
||||
|
||||
-- Arboretum
|
||||
elseif tab == "bi_arboretum_table" and hidden_entity == "radar" then
|
||||
-- Radar position is off!
|
||||
pos = {pos.x - 3.5, pos.y + 3.5}
|
||||
end
|
||||
BioInd.show("base.unit_number", base.unit_number)
|
||||
BioInd.show("size of global[tab]", table_size(global[tab]))
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Create hidden entity
|
||||
------------------------------------------------------------------------------------
|
||||
--~ BioInd.create_entities(global[tab], base, {[hidden_entity] = entity_name}, pos, optional)
|
||||
BioInd.create_entities(global[tab], base, {[hidden_entity] = entity_name}, optional)
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Post-processing
|
||||
------------------------------------------------------------------------------------
|
||||
-- Arboretum
|
||||
if tab == "bi_arboretum_table" and hidden_entity == "radar" then
|
||||
local radar = global[tab][base.unit_number].radar
|
||||
global.bi_arboretum_radar_table[radar.unit_number] = base.unit_number
|
||||
|
||||
-- Power Rail
|
||||
elseif tab == "bi_power_rail_table" then
|
||||
BioInd.connect_power_rail(base)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
local entity, entities
|
||||
|
||||
-- Find all compound entities
|
||||
for s_name, surface in pairs(game.surfaces) do
|
||||
BioInd.show("Looking for compound entities on surface", s_name)
|
||||
|
||||
for entity_name, entity_data in pairs(check_entities) do
|
||||
BioInd.show("Looking for", entity_name)
|
||||
-- Get list of all base entities
|
||||
entities = surface.find_entities_filtered({name = entity_name})
|
||||
BioInd.show("Number of found entities", #entities)
|
||||
|
||||
-- Check the base entity is in the global table
|
||||
global[entity_data.tab] = global[entity_data.tab] or {}
|
||||
|
||||
for b, base in ipairs(entities) do
|
||||
-- The base entity has been registered
|
||||
if global[entity_data.tab][base.unit_number] then
|
||||
entity = global[entity_data.tab][base.unit_number]
|
||||
BioInd.writeDebug("%s is a registered entity. Checking hidden entities: %s", {BioInd.print_name_id(base), entity})
|
||||
-- Check hidden entities
|
||||
for h_key, h_name in pairs(entity_data.hidden) do
|
||||
-- Must add hidden entity
|
||||
if not (entity[h_key] and entity[h_key].valid) then
|
||||
BioInd.writeDebug("Adding hidden %s to %s", {h_key, BioInd.print_name_id(base)})
|
||||
add_hidden_entity(entity_data.tab, base, h_key)
|
||||
-- Nothing to do
|
||||
else
|
||||
BioInd.writeDebug("%s is OK!", {BioInd.print_name_id(entity[h_key])})
|
||||
end
|
||||
end
|
||||
|
||||
-- Found unregistered entity!
|
||||
else
|
||||
BioInd.writeDebug("%s has not been registered. Adding hidden entities: %s", {BioInd.print_name_id(base), entity})
|
||||
-- Register base entity
|
||||
global[entity_data.tab][base.unit_number] = {base = base}
|
||||
BioInd.writeDebug("Added %s to global[%s]", {BioInd.print_name_id(base), entity_data.tab})
|
||||
-- Add hidden entities
|
||||
for h_key, h_name in pairs(entity_data.hidden) do
|
||||
BioInd.writeDebug("Adding hidden %s for %s", {h_key, BioInd.print_name_id(base)})
|
||||
add_hidden_entity(entity_data.tab, base, h_key)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
-- Reset effects of researched technologies!
|
||||
------------------------------------------------------------------------------------
|
||||
for force_name, force in pairs(game.forces) do
|
||||
force.reset_technology_effects()
|
||||
BioInd.show("Reset technology effects for force", force_name)
|
||||
end
|
||||
|
||||
log("End of migration script 1_00_04.lua of \"" .. script.mod_name .. "\".")
|
|
@ -1,17 +0,0 @@
|
|||
{
|
||||
"entity":
|
||||
[
|
||||
["bi-bio-farm-electric-pole", "bi-bio-farm-hidden-pole"],
|
||||
["bi-rail-hidden-power-pole", "bi-rail-power-hidden-pole"],
|
||||
["bi-musk-mat-pole", "bi-musk-mat-hidden-pole"],
|
||||
|
||||
["bi-bio-farm-solar-panel", "bi-bio-farm-hidden-panel"],
|
||||
["bi-musk-mat-solar-panel", "bi-musk-mat-hidden-panel"],
|
||||
["bi-solar-boiler-panel", "bi-solar-boiler-hidden-panel"],
|
||||
|
||||
["bi-arboretum-radar", "bi-arboretum-hidden-radar"],
|
||||
["Bio-Cannon-r", "bi-bio-cannon-hidden-radar"]
|
||||
]
|
||||
|
||||
}
|
||||
--~ ["bi-bio-farm-light", "bi-arboretum-hidden-lamp"],
|
|
@ -1,39 +0,0 @@
|
|||
-- Add functions that are also used in other files (debugging output etc.)
|
||||
--~ local BioInd = require("__" .. script.mod_name .. "__.common")(script.mod_name)
|
||||
BioInd.writeDebug("Entered migration script 0.18.35+1.01.05")
|
||||
|
||||
--~ require("util")
|
||||
|
||||
|
||||
-- Migrating global tables to new names
|
||||
for new, old in pairs({
|
||||
bi_arboretum_table = "Arboretum_Table",
|
||||
bi_arboretum_radar_table = "Arboretum_Radar_Table",
|
||||
bi_arboretum_recipe_table = "Arboretum_Recipes",
|
||||
bi_bio_cannon_table = "Bio_Cannon_Table",
|
||||
}) do
|
||||
|
||||
global[new] = util.table.deepcopy(global[old])
|
||||
global[old] = nil
|
||||
BioInd.writeDebug("Migrated global[\"%s\"] to global[\"%s\"].", {old, new})
|
||||
end
|
||||
|
||||
-- Migrate renamed hidden entities!
|
||||
local boilers = global["bi_solar_boiler_table"]
|
||||
|
||||
-- Check the entries of all solar boilers
|
||||
for b, boiler in pairs(boilers or {}) do
|
||||
if boiler.boiler then
|
||||
-- Only "boiler" exists (default)
|
||||
if not boiler.panel then
|
||||
boiler.panel = boiler.boiler
|
||||
boiler.boiler = nil
|
||||
BioInd.writeDebug("Moved \"boiler\" to \"panel\" in global[\"bi_solar_boiler_table\"][%s]: %s",
|
||||
{b, boilers[b]})
|
||||
-- This should never be needed!
|
||||
else
|
||||
boiler.boiler = nil
|
||||
BioInd.writeDebug("\"Panel\" already exists! Removed \"boiler\" from global[\"bi_solar_boiler_table\"][%s]: %s", {b, boilers[b]})
|
||||
end
|
||||
end
|
||||
end
|
|
@ -1,46 +0,0 @@
|
|||
--~ -- If a tutorial from Tips and Tricks is started, the migration will be applied to a
|
||||
--~ -- mod named "level" and none of our global variables will be defined.)
|
||||
--~ if script.mod_name ~= "autodrive" then
|
||||
--~ AD.entered_file("leave", "Nothing to do for mod \""..script.mod_name.."\"!")
|
||||
--~ return
|
||||
--~ end
|
||||
--~ AD.entered_file()
|
||||
|
||||
|
||||
-- Add functions that are also used in other files (debugging output etc.)
|
||||
--~ local BioInd = require("__" .. script.mod_name .. "__.common")(script.mod_name)
|
||||
BioInd.writeDebug("Entered migration script 1.01.19")
|
||||
|
||||
--~ require("util")
|
||||
|
||||
|
||||
-- Restructure tables for growing trees. They used to be arrays of treedata that had
|
||||
-- to be resorted by treedata.time whenever a new tree was added, so we could stop
|
||||
-- the on_tick event when the treedata.time of the first array was in the future.
|
||||
-- Now we index these tables directly by tick, so we can skip sorting the tables.
|
||||
local function convert_tab(tab)
|
||||
local ret = {}
|
||||
local tick
|
||||
|
||||
for t, tree_data in pairs(tab) do
|
||||
tick = tree_data.time
|
||||
--~ tree_data.time = nil
|
||||
|
||||
ret[tick] = ret[tick] or {}
|
||||
table.insert(ret[tick], tree_data)
|
||||
end
|
||||
|
||||
return ret
|
||||
end
|
||||
|
||||
local tab = "tree_growing"
|
||||
BioInd.writeDebug("Converting table global.bi[%s]", {tab})
|
||||
global.bi[tab] = convert_tab(global.bi[tab])
|
||||
BioInd.show("global.bi["..tab.."]", global.bi[tab])
|
||||
|
||||
for s = 1, 4 do
|
||||
tab = "tree_growing_stage_"..s
|
||||
BioInd.writeDebug("Converting table global.bi[%s]", {tab})
|
||||
global.bi[tab] = convert_tab(global.bi[tab])
|
||||
BioInd.show("global.bi["..tab.."]", global.bi[tab])
|
||||
end
|
Loading…
Add table
Add a link
Reference in a new issue