Files
factorio-clusterio/plugins/research_sync/module/sync.lua
T
Hornwitser 475182efd0 Ignore techonolgy enabled status for sync
Technologies that were disabled were ignored completely by research sync
due to a missunderstanding of what disabled means.  Disabled does not
mean the tech is somehow inaccessible and completely out of play, it
only means it can't be selected in the technology screen.

Ignore the enabled status of technologies in research_sync to fix a
crash that happened when a mod enables a disabled by default technology
and the player attempts to research it.
2023-02-20 04:45:18 +01:00

217 lines
5.3 KiB
Lua

local clusterio_api = require("modules/clusterio/api")
local sync = {}
local function get_technology_progress(tech)
if tech == tech.force.current_research then
return tech.force.research_progress
else
return tech.force.get_saved_technology_progress(tech.name)
end
end
local function set_technology_progress(tech, progress)
if tech == tech.force.current_research then
tech.force.research_progress = progress
else
tech.force.set_saved_technology_progress(tech.name, progress)
end
end
sync.events = {}
sync.events[clusterio_api.events.on_server_startup] = function(event)
if not global.research_sync then
global.research_sync = {
technologies = {},
}
end
-- Used when syncing completed technologies from the master
global.research_sync.ignore_research_finished = false
local force = game.forces["player"]
for _, tech in pairs(force.technologies) do
local progress = get_technology_progress(tech)
global.research_sync.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
progress = progress,
}
end
end
local function get_contribution(tech)
local progress = get_technology_progress(tech)
if not progress then
return 0, nil
end
local prev_tech = global.research_sync.technologies[tech.name]
if prev_tech.progress and prev_tech.level == tech.level then
return progress - prev_tech.progress, progress
else
return progress, progress
end
end
local function send_contribution(tech)
local contribution, progress = get_contribution(tech)
if contribution ~= 0 then
clusterio_api.send_json("research_sync:contribution", {
name = tech.name,
level = tech.level,
contribution = contribution,
})
global.research_sync.technologies[tech.name].progress = progress
end
end
sync.events[defines.events.on_research_started] = function(event)
local tech = event.last_research
if tech then
send_contribution(tech)
end
end
sync.events[defines.events.on_research_finished] = function(event)
if global.research_sync.ignore_research_finished then
return
end
local tech = event.research
global.research_sync.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
}
local level = tech.level
if not tech.researched then
level = level - 1
end
clusterio_api.send_json("research_sync:finished", {
name = tech.name,
level = level,
})
end
sync.on_nth_tick = {}
sync.on_nth_tick[79] = function(event)
local tech = game.forces["player"].current_research
if tech then
send_contribution(tech)
end
end
research_sync = {}
function research_sync.dump_technologies()
local force = game.forces["player"]
local techs = {}
for _, tech in pairs(force.technologies) do
table.insert(techs, {
name = tech.name,
level = tech.level,
progress = get_technology_progress(tech),
researched = tech.researched,
})
end
if #techs == 0 then
rcon.print("[]")
else
rcon.print(game.table_to_json(techs))
end
end
function research_sync.sync_technologies(data)
local force = game.forces["player"]
local nameIndex = 1
local levelIndex = 2
local progressIndex = 3
local researchedIndex = 4
global.research_sync.ignore_research_finished = true
for _, tech_data in pairs(game.json_to_table(data)) do
local tech = force.technologies[tech_data[nameIndex]]
if tech and tech.level <= tech_data[levelIndex] then
tech.level = math.min(tech_data[levelIndex], tech.prototype.max_level)
local progress
if tech_data[researchedIndex] then
tech.researched = true
progress = nil
elseif tech_data[progressIndex] then
send_contribution(tech)
progress = tech_data[progressIndex]
set_technology_progress(tech, progress)
else
progress = get_technology_progress(tech)
end
global.research_sync.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
progress = progress,
}
end
end
global.research_sync.ignore_research_finished = false
end
function research_sync.update_progress(data)
local techs = game.json_to_table(data)
local force = game.forces["player"]
for _, masterTech in ipairs(techs) do
local tech = force.technologies[masterTech.name]
if tech and tech.level == masterTech.level then
send_contribution(tech)
set_technology_progress(tech, masterTech.progress)
global.research_sync.technologies[tech.name] = {
level = tech.level,
progress = masterTech.progress
}
end
end
end
function research_sync.research_technology(name, level)
local force = game.forces["player"]
local tech = force.technologies[name]
if not tech or tech.level > level then
return
end
if level > tech.prototype.max_level then
level = tech.prototype.max_level
end
global.research_sync.ignore_research_finished = true
if tech == force.current_research and tech.level == level then
force.research_progress = 1
elseif tech.level < level or tech.level == level and not tech.researched then
tech.level = level
tech.researched = true
if tech.name:find("-%d+$") then
game.print {"", "Researched ", {"technology-name." .. tech.name:gsub("-%d+$", "")}, " ", level}
else
game.print {"", "Researched ", {"technology-name." .. tech.name}}
end
game.play_sound { path = "utility/research_completed" }
end
global.research_sync.ignore_research_finished = false
global.research_sync.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
}
end
return sync