Merge pull request #23 from PHIDIAS0303/main

Main
This commit is contained in:
2026-06-25 13:41:44 +09:00
committed by GitHub
15 changed files with 7 additions and 2237 deletions
@@ -16,8 +16,6 @@ return {
"modules.data.quickbar",
"modules.data.alt-view",
"modules.data.tag",
-- 'modules.data.bonus',
"modules.data.personal-logistic",
"modules.data.language",
--"modules.data.toolbar",
-201
View File
@@ -3,10 +3,6 @@
return {
--[[
TODO
force bonus
quick health regeneration
Base point is equal to the amount of standard value in each parameter.
CMMS CRS CCS CISB CHB CRDB PBR
@@ -28,7 +24,6 @@ return {
scale = 1,
cost = 10,
max_value = 4,
initial_value = 2,
value_step = 0.5,
is_percentage = true,
},
@@ -37,7 +32,6 @@ return {
scale = 1,
cost = 60,
max_value = 2,
initial_value = 1,
value_step = 0.25,
is_percentage = true,
},
@@ -46,7 +40,6 @@ return {
scale = 1,
cost = 4,
max_value = 12,
initial_value = 6,
value_step = 1,
is_percentage = true,
},
@@ -55,7 +48,6 @@ return {
scale = 10,
cost = 2,
max_value = 100,
initial_value = 50,
value_step = 10,
},
{
@@ -63,7 +55,6 @@ return {
scale = 50,
cost = 4,
max_value = 300,
initial_value = 150,
value_step = 50,
},
{
@@ -71,7 +62,6 @@ return {
scale = 1,
cost = 1,
max_value = 16,
initial_value = 8,
value_step = 2,
combined_bonus = {
"character_resource_reach_distance_bonus",
@@ -83,101 +73,12 @@ return {
scale = 4,
cost = 40,
max_value = 8,
initial_value = 4,
value_step = 1,
is_special = true,
},
--[[
['character_item_pickup_distance_bonus'] = {
initial_value = 0,
max_value = 20,
value_step = 1,
scale = 1,
cost = 1,
is_percentage = false
},
['character_loot_pickup_distance_bonus'] = {
initial_value = 0,
max_value = 20,
value_step = 1,
scale = 1,
cost = 1,
is_percentage = false
},
['character_item_drop_distance_bonus'] = {
initial_value = 0,
max_value = 20,
value_step = 1,
scale = 1,
cost = 1,
is_percentage = false
}
]]
},
force_bonus = {
--[[
['character_mining_speed_modifier'] = {
initial_value = 0,
max_value = 6,
value_step = 0.5,
scale = 1,
cost = 10,
is_percentage = true
},
['character_running_speed_modifier'] = {
initial_value = 0,
max_value = 3,
value_step = 0.25,
scale = 1,
cost = 40,
is_percentage = true
},
['character_crafting_speed_modifier'] = {
initial_value = 0,
max_value = 16,
value_step = 1,
scale = 1,
cost = 4,
is_percentage = true
},
['character_inventory_slots_bonus'] = {
initial_value = 0,
max_value = 200,
value_step = 10,
scale = 100,
cost = 2,
is_percentage = false
},
['character_health_bonus'] = {
initial_value = 0,
max_value = 400,
value_step = 50,
cost = 4,
is_percentage = false
},
['character_reach_distance_bonus'] = {
initial_value = 0,
max_value = 24,
value_step = 2,
scale = 1,
cost = 1,
is_percentage = false,
combined_bonus = {
'character_resource_reach_distance_bonus',
'character_build_distance_bonus'
}
},
['worker_robots_speed_modifier'] = {
initial_value = 0,
max_value = 0,
value_step = 0,
scale = 1,
cost = 1,
is_percentage = false
},
]]
["worker_robots_battery_modifier"] = {
initial_value = 1,
max_value = 1,
value_step = 1,
scale = 1,
@@ -185,7 +86,6 @@ return {
is_percentage = false,
},
["worker_robots_storage_bonus"] = {
initial_value = 1,
max_value = 1,
value_step = 1,
scale = 1,
@@ -193,114 +93,13 @@ return {
is_percentage = false,
},
["following_robots_lifetime_modifier"] = {
initial_value = 1,
max_value = 1,
value_step = 1,
scale = 1,
cost = 1,
is_percentage = false,
},
--[[
['character_item_pickup_distance_bonus'] = {
initial_value = 0,
max_value = 20,
value_step = 1,
scale = 1,
cost = 1,
is_percentage = false
},
['character_loot_pickup_distance_bonus'] = {
initial_value = 0,
max_value = 20,
value_step = 1,
scale = 1,
cost = 1,
is_percentage = false
},
['character_item_drop_distance_bonus'] = {
initial_value = 0,
max_value = 20,
value_step = 1,
scale = 1,
cost = 1,
is_percentage = false
},
['character_trash_slot_count'] = {
initial_value = 0,
max_value = 0,
value_step = 0,
scale = 1,
cost = 1,
is_percentage = false
},
['mining_drill_productivity_bonus'] = {
initial_value = 0,
max_value = 0,
value_step = 0,
scale = 1,
cost = 1,
is_percentage = false
},
['train_braking_force_bonus'] = {
initial_value = 0,
max_value = 0,
value_step = 0,
scale = 1,
cost = 1,
is_percentage = false
},
['laboratory_speed_modifier'] = {
initial_value = 0,
max_value = 0,
value_step = 0,
scale = 1,
cost = 1,
is_percentage = false
},
['laboratory_productivity_bonus'] = {
initial_value = 0,
max_value = 0,
value_step = 0,
scale = 1,
cost = 1,
is_percentage = false
},
['inserter_stack_size_bonus'] = {
initial_value = 0,
max_value = 0,
value_step = 0,
scale = 1,
cost = 1,
is_percentage = false
},
['stack_inserter_capacity_bonus'] = {
initial_value = 0,
max_value = 0,
value_step = 0,
scale = 1,
cost = 1,
is_percentage = false
},
['artillery_range_modifier'] = {
initial_value = 0,
max_value = 0,
value_step = 0,
scale = 1,
cost = 1,
is_percentage = false
}
]]
},
surface_bonus = {
--[[
['solar_power_multiplier'] = {
initial_value = 1,
max_value = 1000,
value_step = 1,
scale = 1,
cost = 1,
is_percentage = false
}
]]
},
}
@@ -261,7 +261,6 @@ local default = Roles.new_role("Guest", "")
"gui/research",
"gui/autofill",
"gui/module",
"gui/landfill",
"gui/production",
-- "command/tag",
-- "command/tag-clear",
File diff suppressed because it is too large Load Diff
+2 -4
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@@ -5,15 +5,13 @@ return {
repeat_lifetime = 3600 * 20, --- @setting repeat_lifetime The length of time, in ticks, that protected removals will be remembered for
refresh_rate = 3600 * 5, --- @setting refresh_rate How often the age of protected removals are checked against repeat_lifetime
always_protected_names = { --- @setting always_protected_names Names of entities which are always protected
},
always_protected_types = { --- @setting always_protected_types Types of entities which are always protected
"boiler", "generator", "offshore-pump", "power-switch", "reactor", "rocket-silo",
"boiler", "generator", "offshore-pump", "reactor", "heat-exchanger", "heat-pipe", "fusion-reactor", "fusion-generator", "power-switch", "rocket-silo",
},
always_trigger_repeat_names = { --- @setting always_trigger_repeat_names Names of entities which always trigger repeated removal protection
},
always_trigger_repeat_types = { --- @setting always_trigger_repeat_types Types of entities which always trigger repeated removal protection
"reactor", "rocket-silo",
"reactor", "fusion-reactor", "rocket-silo",
},
}
@@ -514,9 +514,6 @@ function vlayer.get_statistics()
energy_sustained = vdp * gsm,
energy_capacity = vlayer_data.properties.capacity * mega,
energy_storage = vlayer_data.storage.energy,
day_time = math.floor(vlayer_data.surface.daytime * vlayer_data.surface.ticks_per_day),
day_length = vlayer_data.surface.ticks_per_day,
tick = game.tick,
}
end
@@ -540,9 +537,6 @@ function vlayer.get_circuits()
energy_sustained = "signal-S",
energy_capacity = "signal-C",
energy_storage = "signal-E",
day_time = "signal-D",
day_length = "signal-L",
tick = "signal-T",
}
end
-99
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@@ -1,99 +0,0 @@
--[[-- Commands Module - Bonus
- Adds a command that allows players to have increased stats
@data Bonus
]]
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local config = require("modules.exp_legacy.config.bonus") --- @dep config.bonuses
local Commands = require("modules/exp_commands")
-- Stores the bonus for the player
local PlayerData = require("modules.exp_legacy.expcore.player_data") --- @dep expcore.player_data
local PlayerBonus = PlayerData.Settings:combine("Bonus")
PlayerBonus:set_default(0)
PlayerBonus:set_metadata{
permission = "command/bonus",
stringify = function(value)
if not value or value == 0 then
return "None set"
end
return value
end,
}
--- Apply a bonus to a player
local function apply_bonus(player, stage)
if not player.character then
return
end
for k, v in pairs(config.player_bonus) do
player[k] = v.value * stage / 10
if v.combined_bonus then
for i = 1, #v.combined_bonus, 1 do
player[v.combined_bonus[i]] = v.value * stage / 10
end
end
end
end
--- When store is updated apply new bonus to the player
PlayerBonus:on_update(function(player_name, player_bonus)
apply_bonus(game.players[player_name], player_bonus or 0)
end)
--- Changes the amount of bonus you receive
Commands.new("bonus", { "bonus.description" })
:optional("amount", { "bonus.arg-amount" }, Commands.types.integer_range(0, 10))
:register(function(player, amount)
--- @cast amount number?
if amount then
PlayerBonus:set(player, amount)
return Commands.status.success{ "bonus.set", amount }
else
return Commands.status.success{ "bonus.get", PlayerBonus:get(player) }
end
end)
--- When a player respawns re-apply bonus
Event.add(defines.events.on_player_respawned, function(event)
local player = game.players[event.player_index]
apply_bonus(player, PlayerBonus:get(player))
end)
--- Remove bonus if a player no longer has access to the command
local function role_update(event)
local player = game.players[event.player_index]
if not Roles.player_allowed(player, "command/bonus") then
apply_bonus(player, 0)
end
end
--- When a player dies allow them to have instant respawn
Event.add(defines.events.on_player_died, function(event)
local player = game.players[event.player_index]
if Roles.player_has_flag(player, "instant-respawn") then
player.ticks_to_respawn = 120
end
end)
Event.add(defines.events.on_player_created, function(event)
if event.player_index ~= 1 then
return
end
for k, v in pairs(config.force_bonus) do
game.players[event.player_index].force[k] = v.value
end
for k, v in pairs(config.surface_bonus) do
game.players[event.player_index].surface[k] = v.value
end
end)
Event.add(Roles.events.on_role_assigned, role_update)
Event.add(Roles.events.on_role_unassigned, role_update)
@@ -1,89 +0,0 @@
local Commands = require("modules/exp_commands")
local config = require("modules.exp_legacy.config.personal_logistic") --- @dep config.personal-logistic
---@param target LuaEntity | LuaPlayer
---@param amount number
local function pl(target, amount)
local c
local s
--- @cast target any Remove cast once implemented
error("Needs updating to use 2.0 logistics")
if target.object_name == "LuaPlayer" then
c = target.clear_personal_logistic_slot
s = target.set_personal_logistic_slot
else
c = target.clear_vehicle_logistic_slot
s = target.set_vehicle_logistic_slot
end
for _, v in pairs(config.request) do
c(config.start + v.key)
end
if (amount < 0) then
return
end
local stats = target.force.get_item_production_statistics(target.surface)
for k, v in pairs(config.request) do
local v_min = math.ceil(v.min * amount)
local v_max = math.ceil(v.max * amount)
if v.stack ~= nil and v.stack ~= 1 and v.type ~= "weapon" then
v_min = math.floor(v_min / v.stack) * v.stack
v_max = math.ceil(v_max / v.stack) * v.stack
end
if v.upgrade_of == nil then
if v.type ~= nil then
if stats.get_input_count(k) < config.production_required[v.type] then
if v_min > 0 then
if v_min == v_max then
v_min = math.floor((v_max * 0.5) / v.stack) * v.stack
end
else
v_min = 0
end
end
end
s(config.start + v.key, { name = k, min = v_min, max = v_max })
else
if v.type ~= nil then
if stats.get_input_count(k) >= config.production_required[v.type] then
s(config.start + v.key, { name = k, min = v_min, max = v_max })
local vuo = v.upgrade_of
while (vuo ~= nil) do
s(config.start + config.request[vuo].key, { name = vuo, min = 0, max = 0 })
vuo = config.request[vuo].upgrade_of
end
else
s(config.start + v.key, { name = k, min = 0, max = v_max })
end
end
end
end
end
Commands.new("personal-logistic", "Set Personal Logistic (-1 to cancel all) (Select spidertron to edit spidertron)")
:argument("amount", "", Commands.types.integer_range(-1, 10))
:add_aliases{ "pl" }
:add_flags{ "disabled" } -- Remove once implemented above
:register(function(player, amount)
--- @cast amount number
if player.force.technologies["logistic-robotics"].researched then
if player.selected ~= nil then
if player.selected.name == "spidertron" then
pl(player.selected, amount / 10)
end
else
pl(player, amount / 10)
end
else
return Commands.status.error("Personal Logistic not researched")
end
end)
-1
View File
@@ -70,7 +70,6 @@ add(require("modules/exp_scenario/control/station_auto_name"))
--- Guis
add(require("modules/exp_scenario/gui/autofill"))
add(require("modules/exp_scenario/gui/elements"))
add(require("modules/exp_scenario/gui/landfill_blueprint"))
add(require("modules/exp_scenario/gui/module_inserter"))
add(require("modules/exp_scenario/gui/player_bonus"))
add(require("modules/exp_scenario/gui/player_stats"))
+2 -2
View File
@@ -11,7 +11,7 @@ local config = require("modules/exp_legacy/config/bonus")
local function apply_force_bonus(event)
local force = event.force
for k, v in pairs(config.force_bonus) do
force[k] = v.initial_value
force[k] = math.floor(v.max_value / 2)
end
end
@@ -19,7 +19,7 @@ end
local function apply_surface_bonus(event)
local surface = assert(game.get_surface(event.surface_index))
for k, v in pairs(config.surface_bonus) do
surface[k] = v.initial_value
surface[k] = math.floor(v.max_value / 2)
end
end
@@ -1,175 +0,0 @@
--[[-- Gui - Landfill Blueprint
Adds a button to the toolbar which adds landfill to the held blueprint
]]
local Gui = require("modules/exp_gui")
local Roles = require("modules/exp_legacy/expcore/roles")
--- @param box BoundingBox
local function rotate_bounding_box(box)
box.left_top.x, box.left_top.y, box.right_bottom.x, box.right_bottom.y
= -box.right_bottom.y, box.left_top.x, -box.left_top.y, box.right_bottom.x
end
local function curve_flip_lr(oc)
local nc = table.deep_copy(oc)
for r = 1, 8 do
for c = 1, 8 do
nc[r][c] = oc[r][9 - c]
end
end
return nc
end
local function curve_flip_d(oc)
local nc = table.deep_copy(oc)
for r = 1, 8 do
for c = 1, 8 do
nc[r][c] = oc[c][r]
end
end
return nc
end
local curve_masks = {} do
local curves = { {
{ 0, 0, 0, 0, 0, 1, 0, 0 },
{ 0, 0, 0, 0, 1, 1, 1, 0 },
{ 0, 0, 0, 1, 1, 1, 1, 0 },
{ 0, 0, 0, 1, 1, 1, 0, 0 },
{ 0, 0, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 1, 1, 0, 0, 0, 0 },
} }
curves[6] = curve_flip_d(curves[1])
curves[3] = curve_flip_lr(curves[6])
curves[4] = curve_flip_d(curves[3])
curves[5] = curve_flip_lr(curves[4])
curves[2] = curve_flip_d(curves[5])
curves[7] = curve_flip_lr(curves[2])
curves[8] = curve_flip_d(curves[7])
for i, map in ipairs(curves) do
local index = 0
local mask = {}
curve_masks[i] = mask
for row = 1, 8 do
for col = 1, 8 do
if map[row][col] == 1 then
index = index + 1
mask[index] = {
x = col - 5,
y = row - 5,
}
end
end
end
end
end
local rolling_stocks = {}
for name, _ in pairs(prototypes.get_entity_filtered{ { filter = "rolling-stock" } }) do
rolling_stocks[name] = true
end
--- @param blueprint LuaItemStack
--- @return table
local function landfill_gui_add_landfill(blueprint)
local entities = assert(blueprint.get_blueprint_entities())
local tile_index = 0
local new_tiles = {}
for _, entity in pairs(entities) do
if rolling_stocks[entity.name] or entity.name == "offshore-pump" then
goto continue
end
if entity.name == "curved-rail" then
-- Curved rail
local curve_mask = curve_masks[entity.direction or 8]
for _, offset in ipairs(curve_mask) do
tile_index = tile_index + 1
new_tiles[tile_index] = {
name = "landfill",
position = { entity.position.x + offset.x, entity.position.y + offset.y },
}
end
else
-- Any other entity
local proto = prototypes.entity[entity.name]
if proto.collision_mask["ground-tile"] ~= nil then
goto continue
end
-- Rotate the collision box to be north facing
local box = proto.collision_box or proto.selection_box
if entity.direction then
if entity.direction ~= defines.direction.north then
rotate_bounding_box(box)
if entity.direction ~= defines.direction.east then
rotate_bounding_box(box)
if entity.direction ~= defines.direction.south then
rotate_bounding_box(box)
end
end
end
end
-- Add the landfill
for y = math.floor(entity.position.y + box.left_top.y), math.floor(entity.position.y + box.right_bottom.y), 1 do
for x = math.floor(entity.position.x + box.left_top.x), math.floor(entity.position.x + box.right_bottom.x), 1 do
tile_index = tile_index + 1
new_tiles[tile_index] = {
name = "landfill",
position = { x, y },
}
end
end
end
::continue::
end
local old_tiles = blueprint.get_blueprint_tiles()
if old_tiles then
for _, old_tile in pairs(old_tiles) do
tile_index = tile_index + 1
new_tiles[tile_index] = {
name = "landfill",
position = old_tile.position,
}
end
end
return { tiles = new_tiles }
end
--- Add the toolbar button
Gui.toolbar.create_button{
name = "trigger_landfill_blueprint",
sprite = "item/landfill",
tooltip = { "exp-gui_landfill-blueprint.tooltip-main" },
visible = function(player, element)
return Roles.player_allowed(player, "gui/landfill")
end
}:on_click(function(def, player, element)
local stack = player.cursor_stack
if stack and stack.valid_for_read and stack.type == "blueprint" and stack.is_blueprint_setup() then
local modified = landfill_gui_add_landfill(stack)
if modified and next(modified.tiles) then
stack.set_blueprint_tiles(modified.tiles)
end
else
player.print{ "exp-gui_landfill-blueprint.error-no-blueprint" }
end
end)
return {}
+2 -3
View File
@@ -16,7 +16,6 @@ local Elements = {}
--- @field cost number
--- @field scale number
--- @field max_value number
--- @field initial_value number
--- @field is_percentage boolean
--- @field is_special boolean
--- @field value_step number
@@ -229,7 +228,7 @@ Elements.bonus_slider = Gui.define("player_bonus/bonus_slider")
local player = Gui.get_player(parent)
local value = Elements.container.get_player_bonus(player, bonus_data.name)
if not value then
value = bonus_data.initial_value
value = math.floor(bonus_data.initial_value / 2)
elements.apply_button.enabled = true
end
@@ -290,7 +289,7 @@ function Elements.bonus_slider.reset_value(slider)
local player = Gui.get_player(slider)
local element_data = Elements.bonus_slider.data[slider]
local bonus_data = element_data.bonus_data
local value = Elements.container.get_player_bonus(player, bonus_data.name) or bonus_data.initial_value
local value = Elements.container.get_player_bonus(player, bonus_data.name) or math.floor(bonus_data.initial_value / 2)
slider.slider_value = value
element_data.label.caption = Elements.bonus_slider.calculate_slider_caption(bonus_data, value)
element_data.previous_value = value
-4
View File
@@ -295,10 +295,6 @@ tooltip-amount=Amount of items to insert into the __1__ slots
invalid=Autofill set to maximum amount: __1__ __2__ for __3__
inserted=Inserted __1__ __2__ into __3__
[exp-gui_landfill-blueprint]
tooltip-main=Landfill Blueprint
error-no-blueprint=You need to hold the blueprint in cursor
[exp-gui_module-inserter]
tooltip-main=Module Inserter
caption-main=Modules
-4
View File
@@ -295,10 +295,6 @@ tooltip-amount=自動填入 __1__ 的數量
invalid=自動填入最大值 __1__ __2__ 給 __3__
inserted=自動填入 __1__ __2__ 到 __3__
[exp-gui_landfill-blueprint]
tooltip-main=藍圖填海
error-no-blueprint=您需要將藍圖保持在遊標處
[exp-gui_module-inserter]
tooltip-main=模組
caption-main=Modules
-4
View File
@@ -295,10 +295,6 @@ tooltip-amount=自動填入 __1__ 的數量
invalid=自動填入最大值 __1__ __2__ 給 __3__
inserted=自動填入 __1__ __2__ 到 __3__
[exp-gui_landfill-blueprint]
tooltip-main=藍圖填海
error-no-blueprint=您需要將藍圖保持在遊標處
[exp-gui_module-inserter]
tooltip-main=模組
caption-main=Modules