2.0, space age, other updates

This commit is contained in:
Brevven 2025-01-29 01:29:12 -08:00
parent f8ff3472fb
commit b7c12bef38
61 changed files with 1869 additions and 605 deletions

View file

@ -2,6 +2,8 @@ local me = require("me")
local util = {}
util.me = me
local regenerate_command = "bz-regenerate"
local list_command = "bz-list"
function decode(data)
if type(data) == "string" then return data end
@ -12,8 +14,22 @@ function decode(data)
return table.concat(str, "")
end
function util.get_list()
local p = game.item_prototypes[me.name.."-list"]
function util.check_fluid_mining()
if me.fluid_mining then
for i, force in pairs(game.forces) do
if (
(force.technologies["uranium-processing"] and force.technologies["uranium-processing"].researched) or
(force.technologies["titanium-processing"] and force.technologies["titanium-processing"].researched) or
false
) then
force.technologies["fluid-mining"].researched = true
end
end
end
end
function get_list()
local p = prototypes.item[me.name.."-list"]
if p then
data = p.localised_description
return decode(data)
@ -26,6 +42,39 @@ function util.force_enable_recipe(event, recipe_name)
end
end
function list(event)
if event.command and string.lower(event.command) == "bz-list" then
local player = game.players[event.player_index]
if player and player.connected then
local list = get_list()
if list and #list>0 then
local filename = util.me.name..".txt"
helpers.write_file(filename, list, false, event.player_index)
player.print("Wrote recipes to script-output/"..filename)
else
player.print("Please change your mod startup setting for this mod's modified recipes list.")
end
end
end
end
function util.add_command_handler()
script.on_event(defines.events.on_console_command, route)
end
function route(event)
if event.command == regenerate_command then regenerate_ore(event) end
if event.command == list_command then list(event) end
end
function util.add_list_command_handler()
util.add_command_handler()
if not commands.commands[list_command] then
commands.add_command(list_command, "", function() end)
end
end
function util.warptorio2_expansion_helper()
if script.active_mods["warptorio2_expansion"] then
@ -81,6 +130,169 @@ function util.warptorio2_expansion_helper()
end
end
local usage_regenerate = [[
Recommend saving the game before running this command.
Usage: /bz-regenerate all
or /bz-regenerate <planet> <resource> [<frequency> <size> <richness>]
planet must be an internal name like nauvis
resource must be an internal name like lead-ore or titanium-ore
frequency, size, and richness are optional, but all or none must be provided, and each should be a number between 0.166 and 6, where 1 is default setting.
Regenerates ore patches. If frequency/size/richness are provided, the planet will use those settings from now on, as well.
- Separate arguments with spaces, do not use < >, [ ], quotes or other symbols
- This action can take a while for larger maps!
- Ores can sometimes overlap on regeneration. This can sometimes hide ore patches. If none seem to be made for a resource, regenerate just that resource and tweak frequency/size.
]]
function util.add_regenerate_command_handler()
util.add_command_handler()
if not commands.commands[regenerate_command] then
commands.add_command( regenerate_command, usage_regenerate, function() end)
end
end
function regenerate_ore(event)
if event.command == regenerate_command then
local params = {}
for w in event.parameters:gmatch("%S+") do table.insert(params, w) end
if #params == 1 and params[1] == "all" then
for _, resource in pairs(me.resources) do
if prototypes.entity[resource[1]] then
game.print("Regenerating "..resource[1])
game.regenerate_entity(resource[1])
end
end
return
end
if not (#params == 2 or #params == 5) then
game.print(usage_regenerate)
return
end
local planet = params[1]
for _, resource in pairs(me.resources) do
if not game.surfaces[planet] then
game.print("Could not find surface for "..planet..". May not exist, or may not yet be explored.")
return
end
if resource[1] == params[2] and resource[2] == planet then
if #params == 5 then
local settings = {frequency=params[3], size=params[4], richness=params[5]}
local map_gen_settings = game.surfaces[planet].map_gen_settings
map_gen_settings.autoplace_controls[resource[1]] = settings
map_gen_settings.autoplace_settings.entity.settings[resource[1]] = settings
game.surfaces[planet].map_gen_settings = map_gen_settings
game.print("Set "..resource[1].." on "..planet.." to "..serpent.line(settings))
end
game.print("Regenerating "..resource[1])
game.surfaces[planet].regenerate_entity(resource[1])
end
end
end
end
function util.ore_fix()
ore_fix("nauvis")
ore_fix("vulcanus")
if game.surfaces.tenebris then
ore_fix("tenebris")
end
end
function ore_fix(surface_name)
for _, resource in pairs(me.resources) do
if resource[2] == surface_name then
if game.surfaces[resource[2]] then
local map_gen_settings = game.surfaces[surface_name].map_gen_settings
if map_gen_settings.autoplace_controls[resource[1]] == nil then
map_gen_settings.autoplace_controls[resource[1]] = {}
end
if map_gen_settings.autoplace_settings.entity.settings[resource[1]] == nil then
map_gen_settings.autoplace_settings.entity.settings[resource[1]] = {}
end
game.surfaces[surface_name].map_gen_settings = map_gen_settings
end
end
end
end
-- A workaround for generating ores until this bug is fixed:
-- https://forums.factorio.com/viewtopic.php?f=7&t=124996&p=655013#p655013
function util.ore_workaround(event)
for i, ore in pairs(util.me.ores_for_workaround) do
if (
event.surface and
event.surface.map_gen_settings and
event.surface.map_gen_settings.autoplace_controls and
event.surface.map_gen_settings.autoplace_controls["titanium-ore"]
) then
return
end
if event.surface.name ~= "nauvis" then return end
if math.random() < settings.global[util.me.name.."-ore-workaround-probability"].value then
util.generate_ore(event, ore.name, ore.amount, ore.tiles)
end
end
end
-- The majority of this function was written by Eradicator, see https://forums.factorio.com/viewtopic.php?t=72723
function util.generate_ore(event, name, amount, tiles)
local biases = {[0] = {[0] = 1}}
local t = 1
repeat
t = t + util.grow(biases,t,tiles)
until t >= tiles
local pos = {x=event.position.x*32, y=event.position.y*32}
local multiplier = math.max(math.abs(event.position.x), math.abs(event.position.y))
if multiplier < 10 then return end -- don't generate too close to start
local total_bias = 0
for x,_ in pairs(biases) do for y,bias in pairs(_) do
total_bias = total_bias + bias
end end
for x,_ in pairs(biases) do for y,bias in pairs(_) do
local entity = {
name = name,
amount = amount * (bias/total_bias) * multiplier,
force = 'neutral',
position = {pos.x+x,pos.y+y},
}
if event.surface.can_place_entity(entity) then
event.surface.create_entity(entity)
end
end end
end
-- The majority of this function was written by Eradicator, see https://forums.factorio.com/viewtopic.php?t=72723
function util.grow(grid,t,tiles)
local w_max = 256
local h_max = 256
local abs = math.abs
local old = {}
local new_count = 0
for x,_ in pairs(grid) do for y,__ in pairs(_) do
table.insert(old,{x,y})
end end
for _,pos in pairs(old) do
local x,y = pos[1],pos[2]
local bias = grid[x][y]
for dx=-1,1,1 do for dy=-1,1,1 do
local a,b = x+dx, y+dy
if (math.random() > 0.9) and (abs(a) < w_max) and (abs(b) < h_max) then
grid[a] = grid[a] or {}
if not grid[a][b] then
grid[a][b] = 1 - (t/tiles)
new_count = new_count + 1
if (new_count+t) == tiles then return new_count end
end
end
end end
end
return new_count
end
return util