Attenuate evolution trap increases based on game's current evolution_factor to improve difficulty slider scaling. See drive.google.com/file/d/1RBBZV3XRmvgwOTXJhr6aQJIaTatJc2WF
		
			
				
	
	
		
			539 lines
		
	
	
		
			20 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			539 lines
		
	
	
		
			20 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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FREE_SAMPLE_BLACKLIST = {{ dict_to_lua(free_sample_blacklist) }}
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TRAP_EVO_FACTOR = {{ evolution_trap_increase }} / 100
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MAX_SCIENCE_PACK = {{ max_science_pack }}
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GOAL = {{ goal }}
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ARCHIPELAGO_DEATH_LINK_SETTING = "archipelago-death-link-{{ slot_player }}-{{ seed_name }}"
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if settings.global[ARCHIPELAGO_DEATH_LINK_SETTING].value then
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    DEATH_LINK = 1
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else
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    DEATH_LINK = 0
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end
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CURRENTLY_DEATH_LOCK = 0
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{% if not imported_blueprints -%}
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function set_permissions()
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    local group = game.permissions.get_group("Default")
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    group.set_allows_action(defines.input_action.open_blueprint_library_gui, false)
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    group.set_allows_action(defines.input_action.import_blueprint, false)
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    group.set_allows_action(defines.input_action.import_blueprint_string, false)
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    group.set_allows_action(defines.input_action.import_blueprints_filtered, false)
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end
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{%- endif %}
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function check_spawn_silo(force)
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    if force.players and #force.players > 0 and force.get_entity_count("rocket-silo") < 1 then
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        local surface = game.get_surface(1)
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        local spawn_position = force.get_spawn_position(surface)
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        spawn_entity(surface, force, "rocket-silo", spawn_position.x, spawn_position.y, 80, true, true)
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    end
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end
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function check_despawn_silo(force)
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    if not force.players or #force.players < 1 and force.get_entity_count("rocket-silo") > 0 then
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        local surface = game.get_surface(1)
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        local spawn_position = force.get_spawn_position(surface)
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        local x1 = spawn_position.x - 41
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        local x2 = spawn_position.x + 41
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        local y1 = spawn_position.y - 41
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        local y2 = spawn_position.y + 41
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        local silos = surface.find_entities_filtered{area = { {x1, y1}, {x2, y2} },
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                                                     name = "rocket-silo",
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                                                     force = force}
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        for i,silo in ipairs(silos) do
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            silo.destructible = true
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            silo.destroy()
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        end
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    end
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end
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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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    local force = event.force
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    if type(event.force) == "string" then  -- should be of type LuaForce
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        force = game.forces[force]
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    end
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    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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    data["death_link_tick"] = 0
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    global.forcedata[event.force] = data
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{%- if silo == 2 %}
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    check_spawn_silo(force)
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{%- endif %}
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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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{%- if silo == 2 %}
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    check_despawn_silo(event.force)
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{%- endif %}
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    global.forcedata[event.force.name] = nil
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end
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function on_runtime_mod_setting_changed(event)
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    local force
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    if event.player_index == nil then
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        force = game.forces.player
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    else
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        force = game.players[event.player_index].force
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    end
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    if event.setting == ARCHIPELAGO_DEATH_LINK_SETTING then
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        if settings.global[ARCHIPELAGO_DEATH_LINK_SETTING].value then
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            DEATH_LINK = 1
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        else
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            DEATH_LINK = 0
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        end
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        if force ~= nil then
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            dumpInfo(force)
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        end
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    end
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end
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script.on_event(defines.events.on_runtime_mod_setting_changed, on_runtime_mod_setting_changed)
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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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{%- if silo == 2 %}
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    check_spawn_silo(game.players[event.player_index].force)
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{%- endif %}
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end
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script.on_event(defines.events.on_player_created, on_player_created)
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-- Create/destroy silo for force if player switched force
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function on_player_changed_force(event)
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{%- if silo == 2 %}
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    check_despawn_silo(event.force)
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    check_spawn_silo(game.players[event.player_index].force)
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{%- endif %}
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end
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script.on_event(defines.events.on_player_changed_force, on_player_changed_force)
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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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    if event.rocket and event.rocket.valid and global.forcedata[event.rocket.force.name]['victory'] == 0 then
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		if event.rocket.get_item_count("satellite") > 0 or GOAL == 0 then
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			global.forcedata[event.rocket.force.name]['victory'] = 1
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            dumpInfo(event.rocket.force)
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            game.set_game_state
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            {
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                game_finished = true,
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                player_won = true,
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                can_continue = true,
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                victorious_force = event.rocket.force
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            }
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		end
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	end
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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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    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 game.item_prototypes[name] then
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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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        else
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            player.print("Unable to receive " .. count .. "x [item=" .. name .. "] as this item does not exist.")
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			samples[name] = nil
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        end
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    end
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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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    update_player(event.player_index)
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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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    {% if not imported_blueprints %}set_permissions(){% endif %}
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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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    if remote.interfaces["silo_script"] then
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        remote.call("silo_script", "set_no_victory", true)
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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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        -- check if it came from the server anyway, then we don't need to double send.
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        dumpInfo(technology.force) --is sendable
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    else
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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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                        if FREE_SAMPLE_BLACKLIST[name] ~= 1 then
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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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    end
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end)
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function dumpInfo(force)
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    log("Archipelago Bridge Data available for game tick ".. game.tick .. ".") -- notifies client
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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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function kill_players(force)
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    CURRENTLY_DEATH_LOCK = 1
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    local current_character = nil
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    for _, player in ipairs(force.players) do
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        current_character = player.character
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        if current_character ~= nil then
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            current_character.die()
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        end
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    end
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    CURRENTLY_DEATH_LOCK = 0
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end
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function spawn_entity(surface, force, name, x, y, radius, randomize, avoid_ores)
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    local prototype = game.entity_prototypes[name]
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    local args = {  -- For can_place_entity and place_entity
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        name = prototype.name,
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        position = {x = x, y = y},
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        force = force.name,
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        build_check_type = defines.build_check_type.blueprint_ghost,
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        forced = true
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    }
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    local box = prototype.selection_box
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    local dims = {
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        w = box.right_bottom.x - box.left_top.x,
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        h = box.right_bottom.y - box.left_top.y
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    }
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    local entity_radius = math.ceil(math.max(dims.w, dims.h) / math.sqrt(2) / 2)
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    local bounds = {
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        xmin = math.ceil(x - radius - box.left_top.x),
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        xmax = math.floor(x + radius - box.right_bottom.x),
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        ymin = math.ceil(y - radius - box.left_top.y),
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        ymax = math.floor(y + radius - box.right_bottom.y)
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    }
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    local new_entity = nil
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    local attempts = 1000
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    for i = 1,attempts do  -- Try multiple times
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        -- Find a position
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        if (randomize and i < attempts-3) or (not randomize and i ~= 1) then
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            args.position.x = math.random(bounds.xmin, bounds.xmax)
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            args.position.y = math.random(bounds.ymin, bounds.ymax)
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        elseif randomize then
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            args.position.x = x + (i + 3 - attempts) * dims.w
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            args.position.y = y + (i + 3 - attempts) * dims.h
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        end
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        -- Generate required chunks
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        local x1 = args.position.x + box.left_top.x
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        local x2 = args.position.x + box.right_bottom.x
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        local y1 = args.position.y + box.left_top.y
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        local y2 = args.position.y + box.right_bottom.y
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        if not surface.is_chunk_generated({x = x1, y = y1}) or
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           not surface.is_chunk_generated({x = x2, y = y1}) or
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           not surface.is_chunk_generated({x = x1, y = y2}) or
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           not surface.is_chunk_generated({x = x2, y = y2}) then
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            surface.request_to_generate_chunks(args.position, entity_radius)
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            surface.force_generate_chunk_requests()
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        end
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        -- Try to place entity
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        if surface.can_place_entity(args) then
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            -- Can hypothetically place this entity here.  Destroy everything underneath it.
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            local collision_area = {
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                {
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                    args.position.x + prototype.collision_box.left_top.x,
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                    args.position.y + prototype.collision_box.left_top.y
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                },
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                {
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                    args.position.x + prototype.collision_box.right_bottom.x,
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                    args.position.y + prototype.collision_box.right_bottom.y
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                }
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            }
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            local entities = surface.find_entities_filtered {
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                area = collision_area,
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                collision_mask = prototype.collision_mask
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            }
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            local can_place = true
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            for _, entity in pairs(entities) do
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                if entity.force and entity.force.name ~= 'neutral' then
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                    can_place = false
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                    break
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                end
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            end
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            local allow_placement_on_resources = not avoid_ores or i > attempts/2
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            if can_place and not allow_placement_on_resources then
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                local resources = surface.find_entities_filtered {
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                    area = collision_area,
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                    type = 'resource'
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                }
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                can_place = (next(resources) == nil)
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            end
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            if can_place then
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                for _, entity in pairs(entities) do
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                    entity.destroy({do_cliff_correction=true, raise_destroy=true})
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                end
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                args.build_check_type = defines.build_check_type.script
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                args.create_build_effect_smoke = false
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                new_entity = surface.create_entity(args)
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                if new_entity then
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                    new_entity.destructible = false
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                    new_entity.minable = false
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                    new_entity.rotatable = false
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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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    if new_entity == nil then
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        force.print("Failed to place " .. args.name .. " in " .. serpent.line({x = x, y = y, radius = radius}))
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    end
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end
 | 
						|
 | 
						|
 | 
						|
script.on_event(defines.events.on_entity_died, function(event)
 | 
						|
    if DEATH_LINK == 0 then
 | 
						|
        return
 | 
						|
    end
 | 
						|
    if CURRENTLY_DEATH_LOCK == 1 then -- don't re-trigger on same event
 | 
						|
        return
 | 
						|
    end
 | 
						|
 | 
						|
    local force = event.entity.force
 | 
						|
    global.forcedata[force.name].death_link_tick = game.tick
 | 
						|
    dumpInfo(force)
 | 
						|
    kill_players(force)
 | 
						|
end, {LuaEntityDiedEventFilter = {["filter"] = "name", ["name"] = "character"}})
 | 
						|
 | 
						|
 | 
						|
-- add / commands
 | 
						|
commands.add_command("ap-sync", "Used by the Archipelago client to get progress information", function(call)
 | 
						|
    local force
 | 
						|
    if call.player_index == nil then
 | 
						|
        force = game.forces.player
 | 
						|
    else
 | 
						|
        force = game.players[call.player_index].force
 | 
						|
    end
 | 
						|
    local research_done = {}
 | 
						|
    local data_collection = {
 | 
						|
        ["research_done"] = research_done,
 | 
						|
        ["victory"] = chain_lookup(global, "forcedata", force.name, "victory"),
 | 
						|
        ["death_link_tick"] = chain_lookup(global, "forcedata", force.name, "death_link_tick"),
 | 
						|
        ["death_link"] = DEATH_LINK
 | 
						|
    }
 | 
						|
 | 
						|
    for tech_name, tech in pairs(force.technologies) do
 | 
						|
        if tech.researched and string.find(tech_name, "ap%-") == 1 then
 | 
						|
            research_done[tech_name] = tech.researched
 | 
						|
        end
 | 
						|
    end
 | 
						|
    rcon.print(game.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME, ["info"] = data_collection}))
 | 
						|
end)
 | 
						|
 | 
						|
commands.add_command("ap-print", "Used by the Archipelago client to print messages", function (call)
 | 
						|
    game.print(call.parameter)
 | 
						|
end)
 | 
						|
 | 
						|
commands.add_command("ap-get-technology", "Grant a technology, used by the Archipelago Client.", function(call)
 | 
						|
    if global.index_sync == nil then
 | 
						|
        global.index_sync = {}
 | 
						|
    end
 | 
						|
    local tech
 | 
						|
    local force = game.forces["player"]
 | 
						|
    chunks = split(call.parameter, "\t")
 | 
						|
    local item_name = chunks[1]
 | 
						|
    local index = chunks[2]
 | 
						|
    local source = chunks[3] or "Archipelago"
 | 
						|
    if index == -1 then -- for coop sync and restoring from an older savegame
 | 
						|
        tech = force.technologies[item_name]
 | 
						|
        if tech.researched ~= true then
 | 
						|
            game.print({"", "Received [technology=" .. tech.name .. "] as it is already checked."})
 | 
						|
            game.play_sound({path="utility/research_completed"})
 | 
						|
            tech.researched = true
 | 
						|
        end
 | 
						|
        return
 | 
						|
    elseif progressive_technologies[item_name] ~= nil then
 | 
						|
        if global.index_sync[index] == nil then -- not yet received prog item
 | 
						|
            global.index_sync[index] = item_name
 | 
						|
            local tech_stack = progressive_technologies[item_name]
 | 
						|
            for _, item_name in ipairs(tech_stack) do
 | 
						|
                tech = force.technologies[item_name]
 | 
						|
                if tech.researched ~= true then
 | 
						|
                    game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
 | 
						|
                    game.play_sound({path="utility/research_completed"})
 | 
						|
                    tech.researched = true
 | 
						|
                    return
 | 
						|
                end
 | 
						|
            end
 | 
						|
        end
 | 
						|
    elseif force.technologies[item_name] ~= nil then
 | 
						|
        tech = force.technologies[item_name]
 | 
						|
        if tech ~= nil then
 | 
						|
            global.index_sync[index] = tech
 | 
						|
            if tech.researched ~= true then
 | 
						|
                game.print({"", "Received [technology=" .. tech.name .. "] from ", source})
 | 
						|
                game.play_sound({path="utility/research_completed"})
 | 
						|
                tech.researched = true
 | 
						|
            end
 | 
						|
        end
 | 
						|
    elseif item_name == "Attack Trap" then
 | 
						|
        if global.index_sync[index] == nil then -- not yet received trap
 | 
						|
            game.print({"", "Received Attack Trap from ", source})
 | 
						|
            global.index_sync[index] = item_name
 | 
						|
            local spawn_position = force.get_spawn_position(game.get_surface(1))
 | 
						|
            game.surfaces["nauvis"].build_enemy_base(spawn_position, 25)
 | 
						|
        end
 | 
						|
    elseif item_name == "Evolution Trap" then
 | 
						|
        if global.index_sync[index] == nil then -- not yet received trap
 | 
						|
            global.index_sync[index] = item_name
 | 
						|
            game.forces["enemy"].evolution_factor = game.forces["enemy"].evolution_factor + (TRAP_EVO_FACTOR * (1 - game.forces["enemy"].evolution_factor))
 | 
						|
            game.print({"", "Received Evolution Trap from ", source, ". New factor:", game.forces["enemy"].evolution_factor})
 | 
						|
        end
 | 
						|
    else
 | 
						|
        game.print("Unknown Item " .. item_name)
 | 
						|
    end
 | 
						|
end)
 | 
						|
 | 
						|
 | 
						|
commands.add_command("ap-rcon-info", "Used by the Archipelago client to get information", function(call)
 | 
						|
    rcon.print(game.table_to_json({["slot_name"] = SLOT_NAME, ["seed_name"] = SEED_NAME, ["death_link"] = DEATH_LINK}))
 | 
						|
end)
 | 
						|
 | 
						|
 | 
						|
{% if allow_cheats -%}
 | 
						|
commands.add_command("ap-spawn-silo", "Attempts to spawn a silo around 0,0", function(call)
 | 
						|
    spawn_entity(game.player.surface, game.player.force, "rocket-silo", 0, 0, 80, true, true)
 | 
						|
end)
 | 
						|
{% endif -%}
 | 
						|
 | 
						|
 | 
						|
commands.add_command("ap-deathlink", "Kill all players", function(call)
 | 
						|
    local force = game.forces["player"]
 | 
						|
    local source = call.parameter or "Archipelago"
 | 
						|
    kill_players(force)
 | 
						|
    game.print("Death was granted by " .. source)
 | 
						|
end)
 | 
						|
 | 
						|
 | 
						|
-- data
 | 
						|
progressive_technologies = {{ dict_to_lua(progressive_technology_table) }}
 |