Files
factorio-clusterio/plugins/research_sync/module/sync.lua
T

266 lines
6.8 KiB
Lua

local clusterio_api = require("modules/clusterio/api")
local compat = require("modules/clusterio/compat")
local v2_tech_progress = compat.version_ge("2.0.0")
local sync = {}
--- @param tech LuaTechnology
local function get_technology_progress(tech)
if tech == tech.force.current_research then
return tech.force.research_progress
elseif v2_tech_progress then
return tech.saved_progress
else
--- @diagnostic disable-next-line
return tech.force.get_saved_technology_progress(tech.name)
end
end
--- @param tech LuaTechnology
--- @param progress number
local function set_technology_progress(tech, progress)
if tech == tech.force.current_research then
tech.force.research_progress = progress
elseif v2_tech_progress then
tech.saved_progress = progress
else
--- @diagnostic disable-next-line
tech.force.set_saved_technology_progress(tech.name, progress)
end
end
--- @param no_early_return boolean?
--- @return table
local function get_script_data(no_early_return)
local script_data = compat.script_data()
local research_sync = script_data.research_sync
if research_sync and not no_early_return then
return research_sync
end
research_sync = research_sync or {}
research_sync.technologies = research_sync.technologies or {}
if research_sync.ignore_research_finished == nil then
research_sync.ignore_research_finished = false
end
local force = game.forces["player"]
for _, tech in pairs(force.technologies) do
local progress = get_technology_progress(tech)
research_sync.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
progress = progress,
}
end
script_data.research_sync = research_sync
return research_sync
end
sync.events = {}
sync.events[clusterio_api.events.on_server_startup] = function(event)
get_script_data(true)
end
--- @param tech LuaTechnology
local function get_contribution(tech)
local progress = get_technology_progress(tech)
if not progress then
return 0, nil
end
local script_data = get_script_data()
local prev_tech = script_data.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
--- @param tech LuaTechnology
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,
})
local script_data = get_script_data()
script_data.technologies[tech.name].progress = progress
end
end
--- @param event EventData.on_research_started
sync.events[defines.events.on_research_started] = function(event)
local tech = event.last_research
if tech then
send_contribution(tech)
end
end
--- @param event EventData.on_research_finished
sync.events[defines.events.on_research_finished] = function(event)
local script_data = get_script_data()
if research_sync.ignore_research_finished then
return
end
local tech = event.research
script_data.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(compat.table_to_json(techs))
end
end
--- @param data string
function research_sync.sync_technologies(data)
local force = game.forces["player"]
local nameIndex = 1
local levelIndex = 2
local progressIndex = 3
local researchedIndex = 4
local script_data = get_script_data()
script_data.ignore_research_finished = true
for _, tech_data in pairs(compat.json_to_table(data) --[[@as table]]) do
local tech = force.technologies[tech_data[nameIndex]]
if tech and tech.level <= tech_data[levelIndex] then
local new_level = math.min(tech_data[levelIndex], tech.prototype.max_level)
if new_level ~= tech.level then
-- when the level of the current research changes the
-- progress is not automatically reset.
if force.current_research == tech then
force.research_progress = 0
end
tech.level = new_level
end
local progress
if tech_data[researchedIndex] then
if force.current_research == tech then
force.research_progress = 0
end
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
script_data.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
progress = progress,
}
end
end
script_data.ignore_research_finished = false
end
--- @param data string
function research_sync.update_progress(data)
local script_data = get_script_data()
local techs = compat.json_to_table(data) --[[@as table]]
local force = game.forces["player"]
for _, controllerTech in ipairs(techs) do
local tech = force.technologies[controllerTech.name]
if tech and tech.level == controllerTech.level then
send_contribution(tech)
set_technology_progress(tech, controllerTech.progress)
script_data.technologies[tech.name] = {
level = tech.level,
progress = controllerTech.progress
}
end
end
end
--- @param name string
--- @param level number
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
local script_data = get_script_data()
script_data.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
script_data.ignore_research_finished = false
script_data.technologies[tech.name] = {
level = tech.level,
researched = tech.researched,
}
end
return sync