237 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			237 lines
		
	
	
		
			8.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
{% from "macros.lua" import dict_to_lua %}
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-- this file gets written automatically by the Archipelago Randomizer and is in its raw form a Jinja2 Template
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require "lib"
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require "util"
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FREE_SAMPLES = {{ free_samples }}
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SLOT_NAME = "{{ slot_name }}"
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SEED_NAME = "{{ seed_name }}"
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--SUPPRESS_INVENTORY_EVENTS = false
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-- Initialize force data, either from it being created or already being part of the game when the mod was added.
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function on_force_created(event)
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    --event.force appears to be LuaForce.name, not LuaForce
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    game.forces[event.force].research_queue_enabled = true
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    local data = {}
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    data['earned_samples'] = {{ dict_to_lua(starting_items) }}
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    data["victory"] = 0
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    global.forcedata[event.force] = data
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end
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script.on_event(defines.events.on_force_created, on_force_created)
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-- Destroy force data.  This doesn't appear to be currently possible with the Factorio API, but here for completeness.
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function on_force_destroyed(event)
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    global.forcedata[event.force.name] = nil
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end
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-- Initialize player data, either from them joining the game or them already being part of the game when the mod was
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-- added.`
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function on_player_created(event)
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    local player = game.players[event.player_index]
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    -- FIXME: This (probably) fires before any other mod has a chance to change the player's force
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    -- For now, they will (probably) always be on the 'player' force when this event fires.
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    local data = {}
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    data['pending_samples'] = table.deepcopy(global.forcedata[player.force.name]['earned_samples'])
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    global.playerdata[player.index] = data
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    update_player(player.index)  -- Attempt to send pending free samples, if relevant.
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end
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script.on_event(defines.events.on_player_created, on_player_created)
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function on_player_removed(event)
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    global.playerdata[event.player_index] = nil
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end
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script.on_event(defines.events.on_player_removed, on_player_removed)
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function on_rocket_launched(event)
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    global.forcedata[event.rocket.force.name]['victory'] = 1
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    dumpInfo(event.rocket.force)
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end
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script.on_event(defines.events.on_rocket_launched, on_rocket_launched)
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-- Updates a player, attempting to send them any pending samples (if relevant)
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function update_player(index)
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    local player = game.players[index]
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    if not player or not player.valid then     -- Do nothing if we reference an invalid player somehow
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        return
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    end
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    local character = player.character or player.cutscene_character
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    if not character or not character.valid then
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        return
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    end
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    local data = global.playerdata[index]
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    local samples = data['pending_samples']
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    local sent
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    --player.print(serpent.block(data['pending_samples']))
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    local stack = {}
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    --SUPPRESS_INVENTORY_EVENTS = true
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    for name, count in pairs(samples) do
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        stack.name = name
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        stack.count = count
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        if character.can_insert(stack) then
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            sent = character.insert(stack)
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        else
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            sent = 0
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        end
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        if sent > 0 then
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            player.print("Received " .. sent .. "x [item=" .. name .. "]")
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            data.suppress_full_inventory_message = false
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        end
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        if sent ~= count then               -- Couldn't full send.
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            if not data.suppress_full_inventory_message then
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                player.print("Additional items will be sent when inventory space is available.", {r=1, g=1, b=0.25})
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            end
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            data.suppress_full_inventory_message = true -- Avoid spamming them with repeated full inventory messages.
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            samples[name] = count - sent    -- Buffer the remaining items
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            break                           -- Stop trying to send other things
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        else
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            samples[name] = nil             -- Remove from the list
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        end
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    end
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    --SUPPRESS_INVENTORY_EVENTS = false
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end
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-- Update players upon them connecting, since updates while they're offline are suppressed.
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script.on_event(defines.events.on_player_joined_game, function(event) update_player(event.player_index) end)
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function update_player_event(event)
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    --if not SUPPRESS_INVENTORY_EVENTS then
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    update_player(event.player_index)
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    --end
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end
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script.on_event(defines.events.on_player_main_inventory_changed, update_player_event)
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function add_samples(force, name, count)
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    local function add_to_table(t)
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        t[name] = (t[name] or 0) + count
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    end
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    -- Add to global table of earned samples for future new players
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    add_to_table(global.forcedata[force.name]['earned_samples'])
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    -- Add to existing players
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    for _, player in pairs(force.players) do
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        add_to_table(global.playerdata[player.index]['pending_samples'])
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        update_player(player.index)
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    end
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end
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script.on_init(function()
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    global.forcedata = {}
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    global.playerdata = {}
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    -- Fire dummy events for all currently existing forces.
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    local e = {}
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    for name, _ in pairs(game.forces) do
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        e.force = name
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        on_force_created(e)
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    end
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    e.force = nil
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    -- Fire dummy events for all currently existing players.
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    for index, _ in pairs(game.players) do
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        e.player_index = index
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        on_player_created(e)
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    end
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end)
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-- for testing
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-- script.on_event(defines.events.on_tick, function(event)
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--     if event.tick%3600 == 300 then
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--         dumpInfo(game.forces["player"])
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--     end
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-- end)
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-- hook into researches done
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script.on_event(defines.events.on_research_finished, function(event)
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    local technology = event.research
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    if technology.researched and string.find(technology.name, "ap%-") == 1 then
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        dumpInfo(technology.force) --is sendable
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    end
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    if FREE_SAMPLES == 0 then
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        return  -- Nothing else to do
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    end
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    if not technology.effects then
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        return  -- No technology effects, so nothing to do.
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    end
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    for _, effect in pairs(technology.effects) do
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        if effect.type == "unlock-recipe" then
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            local recipe = game.recipe_prototypes[effect.recipe]
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            for _, result in pairs(recipe.products) do
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                if result.type == "item" and result.amount then
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                    local name = result.name
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                    local count
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                    if FREE_SAMPLES == 1 then
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                        count = result.amount
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                    else
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                        count = get_any_stack_size(result.name)
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                        if FREE_SAMPLES == 2 then
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                            count = math.ceil(count / 2)
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                        end
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                    end
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                    add_samples(technology.force, name, count)
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                end
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            end
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        end
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    end
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end)
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function dumpInfo(force)
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    local research_done = {}
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    local data_collection = {
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        ["research_done"] = research_done,
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        ["victory"] = chain_lookup(global, "forcedata", force.name, "victory"),
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        ["slot_name"] = SLOT_NAME,
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        ["seed_name"] = SEED_NAME
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        }
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    for tech_name, tech in pairs(force.technologies) do
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        if tech.researched and string.find(tech_name, "ap%-") == 1 then
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            research_done[tech_name] = tech.researched
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        end
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    end
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    game.write_file("ap_bridge.json", game.table_to_json(data_collection), false, 0)
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    log("Archipelago Bridge File written for game tick ".. game.tick .. ".")
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    -- game.write_file("research_done.json", game.table_to_json(data_collection), false, 0)
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    -- game.print("Sent progress to Archipelago.")
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end
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function chain_lookup(table, ...)
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    for _, k in ipairs{...} do
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        table = table[k]
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        if not table then
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            return nil
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        end
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    end
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    return table
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end
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-- add / commands
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commands.add_command("ap-sync", "Run manual Research Sync with Archipelago.", function(call)
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    if call.player_index == nil then
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        dumpInfo(game.forces.player)
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    else
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        dumpInfo(game.players[call.player_index].force)
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    end
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    game.print("Wrote bridge file.")
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end)
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commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call)
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    local force = game.forces["player"]
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    chunks = {}
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    for substring in call.parameter:gmatch("%S+") do -- split on " "
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        table.insert(chunks, substring)
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    end
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    local tech_name = chunks[1]
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    local source = chunks[2] or "Archipelago"
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    local tech = force.technologies[tech_name]
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    if tech ~= nil then
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        if tech.researched ~= true then
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            game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
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            game.play_sound({path="utility/research_completed"})
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            tech.researched = true
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        end
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    else
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        game.print("Unknown Technology " .. tech_name)
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    end
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end) |