mirror of
https://github.com/PHIDIAS0303/factorio-mod-PHI.git
synced 2025-12-27 19:15:22 +09:00
203 lines
8.6 KiB
Lua
203 lines
8.6 KiB
Lua
local alpha_order = {'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm'}
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local graphics_location = '__PHI-EQ__/graphics/'
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local items = require 'config'
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-- equipment
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local function EE(source, tier)
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local item = {}
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item['name'] = source.name .. '-mk' .. tier .. '-equipment'
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item['categories'] = {'armor'}
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local w = 1
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local h = 1
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if (source.type == 'solar-panel') then
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item['type'] = 'solar-panel-equipment'
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item['power'] = (source.base * (2 ^ (tier - 1))) .. 'kW'
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item['energy_source'] = {type = 'electric', usage_priority = 'primary-output'}
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elseif (source.type == 'battery') then
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h = 2
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item['type'] = 'battery-equipment'
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item['energy_source'] = {type = 'electric', usage_priority = 'tertiary', buffer_capacity= (source.base * (2 ^ (tier - 2))) .. 'MJ'}
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elseif (source.type == 'fusion-reactor') then
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w = 4
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h = 4
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item['type'] = 'generator-equipment'
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item['power'] = (source.base * (2 ^ (tier - 1))) .. 'kW'
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item['energy_source'] = {type = 'electric', usage_priority = 'primary-output'}
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elseif (source.type == 'personal-laser-defense') then
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w = 2
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h = 2
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item['type'] = 'active-defense-equipment'
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item['energy_source'] = {type = 'electric', usage_priority = 'secondary-input', buffer_capacity = (250 * (2 ^ (tier - 1))) .. 'kJ'}
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-- item['source_direction_count'] = 64
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-- item['source_offset'] = {0, -3.423489 / 4}
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item['attack_parameters'] = {type = 'beam', cooldown = 40, range = (18 + tier), damage_modifier = (source.base * (2 ^ (tier - 1))), ammo_type = {category = 'laser', energy_consumption = (50 * (2 ^ (tier - 1))) .. 'kJ', action = {type = 'direct', action_delivery = {type = 'beam', beam = 'laser-beam', max_length = (18 + tier), duration = 60, source_offset = {0, -1.31439}}}}}
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item['automatic'] = true
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elseif (source.type == 'energy-shield') then
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w = 2
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h = 2
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item['type'] = 'energy-shield-equipment'
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item['energy_source'] = {type = 'electric', usage_priority = 'primary-input', input_flow_limit = (source.base * 4 * (2 ^ (tier - 1))) .. 'kW', buffer_capacity = (source.base * 2 * (2 ^ (tier - 1))) .. 'kJ'}
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item['max_shield_value'] = (source.base * (2 ^ (tier - 2)))
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item['energy_per_shield'] = '80kJ'
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elseif (source.type == 'personal-roboport') then
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w = 2
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h = 2
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item['type'] = 'roboport-equipment'
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item['energy_source'] = {type = 'electric', usage_priority = 'secondary-input', buffer_capacity = (source.base * 32 * (2 ^ (tier - 1))) .. 'MJ'}
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item['robot_limit'] = 50
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item['construction_radius'] = 32
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item['spawn_and_station_height'] = 0.4
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item['spawn_and_station_shadow_height_offset'] = 0.5
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item['charge_approach_distance'] = 2.6
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item['robots_shrink_when_entering_and_exiting'] = true
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item['recharging_animation'] = {filename = '__base__/graphics/entity/roboport/roboport-recharging.png', draw_as_glow = true, priority = 'high', width = 37, height = 35, frame_count = 16, scale = 1.5, animation_speed = 0.5}
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item['recharging_light'] = {intensity = 0.2, size = 3, color = {r = 0.5, g = 0.5, b = 1.0}}
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item['stationing_offset'] = {0, -0.6}
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item['charging_station_shift'] = {0, 0.5}
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item['charging_station_count'] = 16
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item['charging_energy'] = (source.base * (2 ^ (tier - 2))) .. 'MW'
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item['charging_distance'] = 1.6
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item['charging_threshold_distance'] = 5
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elseif (source.type == 'night-vision') then
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w = 2
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h = 2
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item['type'] = 'night-vision-equipment'
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item['energy_source'] = {type = 'electric', usage_priority = 'primary-input', buffer_capacity = '1MJ'}
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item['energy_input'] = '20kW'
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item['activate_sound'] = {filename = '__base__/sound/nightvision-on.ogg', volume = 0.5}
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item['deactivate_sound'] = {filename = '__base__/sound/nightvision-off.ogg', volume = 0.5}
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item['darkness_to_turn_on'] = source.base
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item['color_lookup'] = {{0, '__core__/graphics/color_luts/lut-sunset.png'}}
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elseif (source.type == 'exoskeleton') then
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w = 2
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h = 4
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item['type'] = 'movement-bonus-equipment'
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item['energy_source'] = {type = 'electric', usage_priority = 'secondary-input', buffer_capacity = '10MJ'}
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item['energy_consumption'] = '400kW'
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item['movement_bonus'] = source.base
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end
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item['shape'] = {width = w, height = h, type = 'full'}
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item['sprite'] = {filename = '__base__/graphics/equipment/' .. source.graphics_name .. '.png', width = w * 32, height = h * 32, priority = 'medium', hr_version = {filename = '__base__/graphics/equipment/hr-' .. source.graphics_name .. '.png', width = w * 64, height = h *64, priority = 'medium', scale = 0.5}}
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data:extend({item})
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end
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-- item
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local function EI(source, tier)
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local item = table.deepcopy(data.raw.item[source.name .. '-equipment'])
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item.name = source.name .. '-mk' .. tier .. '-equipment'
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item.placed_as_equipment_result = source.name .. '-mk' .. tier .. '-equipment'
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item.subgroup = 'equipment'
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item.stack_size = 20
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item.default_request_amount = 5
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item.icons = {{icon = '__base__/graphics/icons/' .. source.graphics_name .. '.png', icon_mipmaps = 4, icon_size = 64}}
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item.order = source.order .. tier
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data:extend({item})
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end
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-- recipe
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local function ER(source, tier)
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local na = source.name
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if (tier == 1) then
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na = source.base_name .. '-equipment'
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elseif (tier == 2) then
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na = source.name .. '-equipment'
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else
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na = source.name .. '-mk' .. (tier - 1) .. '-equipment'
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end
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data:extend({{
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type = 'recipe',
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name = source.name .. '-mk' .. tier .. '-equipment',
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energy_required = 2,
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enabled = false,
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ingredients = {{na, 2}},
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result = source.name .. '-mk' .. tier .. '-equipment',
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}})
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end
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-- tech
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local function ET(source, tier)
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table.insert(data.raw.technology[source.tech].effects, {type='unlock-recipe', recipe=source.name .. '-mk' .. tier .. '-equipment'})
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end
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if settings.startup['PHI-EQ-ARMOR'].value then
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data:extend({
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{
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type = 'equipment-grid',
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name = 'equipment-grid-14x14',
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width = 14,
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height = 14,
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equipment_categories = {'armor'}
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},
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{
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type = 'armor',
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name = 'power-armor-mk3',
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icon = '__base__/graphics/icons/power-armor-mk2.png',
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icon_size = 64, icon_mipmaps = 4,
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resistances = {{type = 'physical', decrease = 20, percent = 50}, {type = 'acid', decrease = 20, percent = 80},
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{type = 'explosion', decrease = 70, percent = 60}, {type = 'fire', decrease = 20, percent = 80},
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{type = 'laser', decrease = 20, percent = 50}, {type = 'electric', decrease = 20, percent = 50},
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{type = 'impact', decrease = 20, percent = 50}, {type = 'poison', decrease = 20, percent = 50}},
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subgroup = 'armor',
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order = 'eb[power-armor-mk3]',
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stack_size = 1,
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infinite = true,
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equipment_grid = 'equipment-grid-14x14',
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inventory_size_bonus = 40,
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open_sound = {filename = '__base__/sound/armor-open.ogg', volume = 1},
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close_sound = {filename = '__base__/sound/armor-close.ogg', volume = 1}
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}
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})
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data:extend({{
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type = 'recipe',
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name = 'power-armor-mk3',
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energy_required = 5,
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enabled = 'false',
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ingredients = {{'power-armor-mk2', 2}},
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result = 'power-armor-mk3'
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}})
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for _, animation in ipairs(data.raw['character']['character']['animations']) do
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if animation.armors then
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for _, armor in ipairs(animation.armors) do
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if armor == 'power-armor-mk2' then
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animation.armors[#animation.armors + 1] = 'power-armor-mk3'
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break
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end
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end
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end
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end
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table.insert(data.raw.technology['power-armor-mk2'].effects, {type='unlock-recipe', recipe='power-armor-mk3'})
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end
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for k, v in pairs(items['setting']) do
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for k2=1, #v.effect do
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if items[v.effect[k2]] ~= nil then
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if settings.startup[k].value < items[v.effect[k2]].min then
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items[v.effect[k2]].enabled = false
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end
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items[v.effect[k2]][v.type] = settings.startup[k].value
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end
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end
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end
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for k, v in pairs(items) do
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if k ~= 'setting' then
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if v.enabled then
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for j=v.min, v.max, 1 do
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EE(v, j)
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EI(v, j)
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ER(v, j)
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ET(v, j)
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end
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end
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end
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end
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