mirror of
https://github.com/factoriolib/flib.git
synced 2025-09-06 20:31:55 +00:00
363 lines
16 KiB
Lua
363 lines
16 KiB
Lua
if ... ~= "__flib__.data-util" then
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return require("__flib__.data-util")
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end
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--- Utilities for data stage prototype manipulation.
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--- ```lua
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--- local flib_data_util = require("__flib__.data-util")
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--- ```
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--- @class flib_data_util
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local flib_data_util = {}
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--- Copy a prototype, assigning a new name and minable properties.
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--- @param prototype table
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--- @param new_name string string
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--- @param remove_icon? boolean
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--- @return table
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function flib_data_util.copy_prototype(prototype, new_name, remove_icon)
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if not prototype.type or not prototype.name then
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error("Invalid prototype: prototypes must have name and type properties.")
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return --- @diagnostic disable-line
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end
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local p = table.deepcopy(prototype)
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p.name = new_name
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if p.minable and p.minable.result then
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p.minable.result = new_name
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end
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if p.place_result then
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p.place_result = new_name
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end
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if p.result then
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p.result = new_name
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end
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if p.results then
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for _, result in pairs(p.results) do
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if result.name == prototype.name then
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result.name = new_name
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end
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end
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end
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if remove_icon then
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p.icon = nil
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p.icon_size = nil
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p.icons = nil
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end
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return p
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end
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--- Copy prototype.icon/icons to a new fully defined icons array, optionally adding new icon layers.
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---
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--- Returns `nil` if the prototype's icons are incorrectly or incompletely defined.
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--- @param prototype table
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--- @param new_layers? IconSpecification[]
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--- @return IconSpecification[]|nil
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function flib_data_util.create_icons(prototype, new_layers)
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if new_layers then
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for _, new_layer in pairs(new_layers) do
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if not new_layer.icon or not new_layer.icon_size then
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return nil
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end
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end
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end
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if prototype.icons then
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local icons = {}
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for _, v in pairs(prototype.icons) do
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-- Over define as much as possible to minimize weirdness: https://forums.factorio.com/viewtopic.php?f=25&t=81980
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icons[#icons + 1] = {
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icon = v.icon,
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icon_size = v.icon_size or prototype.icon_size,
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tint = v.tint,
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scale = v.scale,
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shift = v.shift,
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}
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end
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if new_layers then
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for _, new_layer in pairs(new_layers) do
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icons[#icons + 1] = new_layer
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end
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end
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return icons
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elseif prototype.icon then
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local icons = {
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{
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icon = prototype.icon,
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icon_size = prototype.icon_size,
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tint = { r = 1, g = 1, b = 1, a = 1 },
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},
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}
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if new_layers then
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for _, new_layer in pairs(new_layers) do
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icons[#icons + 1] = new_layer
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end
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end
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return icons
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else
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return nil
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end
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end
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local exponent_multipliers = {
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["q"] = 0.000000000000000000000000000001,
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["r"] = 0.000000000000000000000000001,
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["y"] = 0.000000000000000000000001,
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["z"] = 0.000000000000000000001,
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["a"] = 0.000000000000000001,
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["f"] = 0.000000000000001,
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["p"] = 0.000000000001,
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["n"] = 0.000000001,
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["u"] = 0.000001, -- μ is invalid
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["m"] = 0.001,
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["c"] = 0.01,
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["d"] = 0.1,
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[""] = 1,
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["da"] = 10,
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["h"] = 100,
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["k"] = 1000,
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["M"] = 1000000,
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["G"] = 1000000000,
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["T"] = 1000000000000,
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["P"] = 1000000000000000,
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["E"] = 1000000000000000000,
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["Z"] = 1000000000000000000000,
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["Y"] = 1000000000000000000000000,
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["R"] = 1000000000000000000000000000,
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["Q"] = 1000000000000000000000000000000,
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}
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--- Convert an energy string to base unit value + suffix.
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---
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--- Returns `nil` if `energy_string` is incorrectly formatted.
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--- @param energy_string string
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--- @return number?
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--- @return string?
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function flib_data_util.get_energy_value(energy_string)
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if type(energy_string) == "string" then
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local v, _, exp, unit = string.match(energy_string, "([%-+]?[0-9]*%.?[0-9]+)((%D*)([WJ]))")
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local value = tonumber(v)
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if value and exp and exponent_multipliers[exp] then
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value = value * exponent_multipliers[exp]
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return value, unit
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end
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end
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return nil
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end
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--- Build a sprite from constituent parts.
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--- @param name? string
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--- @param position? MapPosition
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--- @param filename? string
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--- @param size? Vector
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--- @param mods? table
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--- @return SpriteSpecification
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function flib_data_util.build_sprite(name, position, filename, size, mods)
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local def = {
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type = "sprite",
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name = name,
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filename = filename,
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position = position,
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size = size,
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flags = { "icon" },
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}
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if mods then
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for k, v in pairs(mods) do
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def[k] = v
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end
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end
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return def
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end
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--- An empty image. This image is 8x8 to facilitate usage with GUI styles.
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flib_data_util.empty_image = "__flib__/graphics/empty.png"
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--- A black image, for use with tool backgrounds. This image is 1x1.
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flib_data_util.black_image = "__flib__/graphics/black.png"
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--- A desaturated planner image. Tint this sprite to easily add your own planners.
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flib_data_util.planner_base_image = "__flib__/graphics/planner.png"
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--- A dark red button tileset. Used for the `flib_tool_button_dark_red` style.
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flib_data_util.dark_red_button_tileset = "__flib__/graphics/dark-red-button.png"
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--- Returns a list of all prototypes with the given `base_type`.
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--- @overload fun(base_type: "achievement"): data.AchievementPrototype[]
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--- @overload fun(base_type: "active-trigger"): data.ActiveTriggerPrototype[]
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--- @overload fun(base_type: "airborne-pollutant"): data.AirbornePollutantPrototype[]
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--- @overload fun(base_type: "ambient-sound"): data.AmbientSound[]
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--- @overload fun(base_type: "ammo-category"): data.AmmoCategory[]
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--- @overload fun(base_type: "animation"): data.AnimationPrototype[]
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--- @overload fun(base_type: "asteroid-chunk"): data.AsteroidChunkPrototype[]
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--- @overload fun(base_type: "autoplace-control"): data.AutoplaceSpecification[]
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--- @overload fun(base_type: "burner-usage"): data.BurnerUsagePrototype[]
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--- @overload fun(base_type: "collision-layer"): data.CollisionLayerPrototype[]
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--- @overload fun(base_type: "custom-event"): data.CustomEventPrototype[]
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--- @overload fun(base_type: "custom-input"): data.CustomInputPrototype[]
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--- @overload fun(base_type: "damage-type"): data.DamageType[]
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--- @overload fun(base_type: "decorative"): data.DecorativePrototype[]
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--- @overload fun(base_type: "deliver-category"): data.DeliverCategory[]
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--- @overload fun(base_type: "deliver-impact-combination"): data.DeliverImpactCombination[]
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--- @overload fun(base_type: "editor-controller"): data.EditorControllerPrototype[]
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--- @overload fun(base_type: "entity"): data.EntityPrototype[]
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--- @overload fun(base_type: "equipment"): data.EquipmentPrototype[]
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--- @overload fun(base_type: "equipment-category"): data.EquipmentCategory[]
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--- @overload fun(base_type: "equipment-grid"): data.EquipmentGridPrototype[]
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--- @overload fun(base_type: "fluid"): data.FluidPrototype[]
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--- @overload fun(base_type: "font"): data.FontPrototype[]
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--- @overload fun(base_type: "fuel-category"): data.FuelCategory[]
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--- @overload fun(base_type: "god-controller"): data.GodControllerPrototype[]
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--- @overload fun(base_type: "gui-style"): data.GuiStyle[]
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--- @overload fun(base_type: "impact-category"): data.ImpactCategory[]
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--- @overload fun(base_type: "item"): data.ItemPrototype[]
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--- @overload fun(base_type: "item-group"): data.ItemGroup[]
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--- @overload fun(base_type: "item-subgroup"): data.ItemSubGroup[]
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--- @overload fun(base_type: "map-gen-presets"): data.MapGenPresets[]
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--- @overload fun(base_type: "map-settings"): data.MapSettings[]
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--- @overload fun(base_type: "module-category"): data.ModuleCategory[]
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--- @overload fun(base_type: "mouse-cursor"): data.MouseCursor[]
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--- @overload fun(base_type: "noise-expression"): data.NamedNoiseExpression[]
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--- @overload fun(base_type: "noise-function"): data.NamedNoiseFunction[]
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--- @overload fun(base_type: "particle"): data.ParticlePrototype[]
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--- @overload fun(base_type: "procession"): data.ProcessionPrototype[]
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--- @overload fun(base_type: "procession-layer-inheritance-group"): data.ProcessionLayerInheritanceGroup[]
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--- @overload fun(base_type: "quality"): data.QualityPrototype[]
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--- @overload fun(base_type: "recipe"): data.RecipePrototype[]
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--- @overload fun(base_type: "recipe-category"): data.RecipeCategory[]
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--- @overload fun(base_type: "remote-controller"): data.RemoteControllerPrototype[]
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--- @overload fun(base_type: "resource-category"): data.ResourceCategory[]
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--- @overload fun(base_type: "shortcut"): data.ShortcutPrototype[]
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--- @overload fun(base_type: "sound"): data.SoundPrototype[]
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--- @overload fun(base_type: "space-connection"): data.SpaceConnectionPrototype[]
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--- @overload fun(base_type: "space-location"): data.SpaceLocationPrototype[]
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--- @overload fun(base_type: "spectator-controller"): data.SpectatorControllerPrototype[]
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--- @overload fun(base_type: "sprite"): data.SpritePrototype[]
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--- @overload fun(base_type: "surface"): data.SurfacePrototype[]
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--- @overload fun(base_type: "surface-property"): data.SurfacePropertyPrototype[]
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--- @overload fun(base_type: "technology"): data.TechnologyPrototype[]
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--- @overload fun(base_type: "tile"): data.TilePrototype[]
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--- @overload fun(base_type: "tile-effect"): data.TileEffectDefinition[]
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--- @overload fun(base_type: "tips-and-tricks-item"): data.TipsAndTricksItem[]
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--- @overload fun(base_type: "tips-and-tricks-item-category"): data.TipsAndTricksItemCategory[]
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--- @overload fun(base_type: "trigger-target-type"): data.TriggerTargetType[]
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--- @overload fun(base_type: "trivial-smoke"): data.TrivialSmokePrototype[]
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--- @overload fun(base_type: "tutorial"): data.TutorialDefinition[]
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--- @overload fun(base_type: "utility-constants"): data.UtilityConstants[]
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--- @overload fun(base_type: "utility-sounds"): data.UtilitySounds[]
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--- @overload fun(base_type: "utility-sprites"): data.UtilitySounds[]
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--- @overload fun(base_type: "virtual-signal"): data.VirtualSignalPrototype[]
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function flib_data_util.all(base_type)
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if not base_type then
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error("flib_data_util.all() root was nil")
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end
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if type(base_type) ~= "string" then
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error("flib_data_util.all() root was not a string")
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end
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if not defines.prototypes[base_type] then
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error("flib_data_util.all(): '" .. base_type .. "' is not a valid base prototype type")
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end
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local result = {}
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for prototype_type in pairs(defines.prototypes[base_type]) do
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for _, prototype in pairs(data.raw[prototype_type] or {}) do
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result[#result + 1] = prototype
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end
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end
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return result
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end
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--- Returns the prototype with the given `base_type` and `name`, if it exists.
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--- @overload fun(base_type: "achievement", name: string?): data.AchievementPrototype?
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--- @overload fun(base_type: "active-trigger", name: string?): data.ActiveTriggerPrototype?
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--- @overload fun(base_type: "airborne-pollutant", name: string?): data.AirbornePollutantPrototype?
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--- @overload fun(base_type: "ambient-sound", name: string?): data.AmbientSound?
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--- @overload fun(base_type: "ammo-category", name: string?): data.AmmoCategory?
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--- @overload fun(base_type: "animation", name: string?): data.AnimationPrototype?
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--- @overload fun(base_type: "asteroid-chunk", name: string?): data.AsteroidChunkPrototype?
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--- @overload fun(base_type: "autoplace-control", name: string?): data.AutoplaceSpecification?
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--- @overload fun(base_type: "burner-usage", name: string?): data.BurnerUsagePrototype?
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--- @overload fun(base_type: "collision-layer", name: string?): data.CollisionLayerPrototype?
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--- @overload fun(base_type: "custom-event", name: string?): data.CustomEventPrototype?
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--- @overload fun(base_type: "custom-input", name: string?): data.CustomInputPrototype?
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--- @overload fun(base_type: "damage-type", name: string?): data.DamageType?
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--- @overload fun(base_type: "decorative", name: string?): data.DecorativePrototype?
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--- @overload fun(base_type: "deliver-category", name: string?): data.DeliverCategory?
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--- @overload fun(base_type: "deliver-impact-combination", name: string?): data.DeliverImpactCombination?
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--- @overload fun(base_type: "editor-controller", name: string?): data.EditorControllerPrototype?
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--- @overload fun(base_type: "entity", name: string?): data.EntityPrototype?
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--- @overload fun(base_type: "equipment", name: string?): data.EquipmentPrototype?
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--- @overload fun(base_type: "equipment-category", name: string?): data.EquipmentCategory?
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--- @overload fun(base_type: "equipment-grid", name: string?): data.EquipmentGridPrototype?
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--- @overload fun(base_type: "fluid", name: string?): data.FluidPrototype?
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--- @overload fun(base_type: "font", name: string?): data.FontPrototype?
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--- @overload fun(base_type: "fuel-category", name: string?): data.FuelCategory?
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--- @overload fun(base_type: "god-controller", name: string?): data.GodControllerPrototype?
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--- @overload fun(base_type: "gui-style", name: string?): data.GuiStyle?
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--- @overload fun(base_type: "impact-category", name: string?): data.ImpactCategory?
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--- @overload fun(base_type: "item", name: string?): data.ItemPrototype?
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--- @overload fun(base_type: "item-group", name: string?): data.ItemGroup?
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--- @overload fun(base_type: "item-subgroup", name: string?): data.ItemSubGroup?
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--- @overload fun(base_type: "map-gen-presets", name: string?): data.MapGenPresets?
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--- @overload fun(base_type: "map-settings", name: string?): data.MapSettings?
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--- @overload fun(base_type: "module-category", name: string?): data.ModuleCategory?
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--- @overload fun(base_type: "mouse-cursor", name: string?): data.MouseCursor?
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--- @overload fun(base_type: "noise-expression", name: string?): data.NamedNoiseExpression?
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--- @overload fun(base_type: "noise-function", name: string?): data.NamedNoiseFunction?
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--- @overload fun(base_type: "particle", name: string?): data.ParticlePrototype?
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--- @overload fun(base_type: "procession", name: string?): data.ProcessionPrototype?
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--- @overload fun(base_type: "procession-layer-inheritance-group", name: string?): data.ProcessionLayerInheritanceGroup?
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--- @overload fun(base_type: "quality", name: string?): data.QualityPrototype?
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--- @overload fun(base_type: "recipe", name: string?): data.RecipePrototype?
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--- @overload fun(base_type: "recipe-category", name: string?): data.RecipeCategory?
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--- @overload fun(base_type: "remote-controller", name: string?): data.RemoteControllerPrototype?
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--- @overload fun(base_type: "resource-category", name: string?): data.ResourceCategory?
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--- @overload fun(base_type: "shortcut", name: string?): data.ShortcutPrototype?
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--- @overload fun(base_type: "sound", name: string?): data.SoundPrototype?
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--- @overload fun(base_type: "space-connection", name: string?): data.SpaceConnectionPrototype?
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--- @overload fun(base_type: "space-location", name: string?): data.SpaceLocationPrototype?
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--- @overload fun(base_type: "spectator-controller", name: string?): data.SpectatorControllerPrototype?
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--- @overload fun(base_type: "sprite", name: string?): data.SpritePrototype?
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--- @overload fun(base_type: "surface", name: string?): data.SurfacePrototype?
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--- @overload fun(base_type: "surface-property", name: string?): data.SurfacePropertyPrototype?
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--- @overload fun(base_type: "technology", name: string?): data.TechnologyPrototype?
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--- @overload fun(base_type: "tile", name: string?): data.TilePrototype?
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--- @overload fun(base_type: "tile-effect", name: string?): data.TileEffectDefinition?
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--- @overload fun(base_type: "tips-and-tricks-item", name: string?): data.TipsAndTricksItem?
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--- @overload fun(base_type: "tips-and-tricks-item-category", name: string?): data.TipsAndTricksItemCategory?
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--- @overload fun(base_type: "trigger-target-type", name: string?): data.TriggerTargetType?
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--- @overload fun(base_type: "trivial-smoke", name: string?): data.TrivialSmokePrototype?
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--- @overload fun(base_type: "tutorial", name: string?): data.TutorialDefinition?
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--- @overload fun(base_type: "utility-constants", name: string?): data.UtilityConstants?
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--- @overload fun(base_type: "utility-sounds", name: string?): data.UtilitySounds?
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--- @overload fun(base_type: "utility-sprites", name: string?): data.UtilitySounds?
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--- @overload fun(base_type: "virtual-signal", name: string?): data.VirtualSignalPrototype?
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function flib_data_util.get(base_type, name)
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if not base_type then
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error("flib_data_util.get() base_type was nil")
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end
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if type(base_type) ~= "string" then
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error("flib_data_util.get() base_type was not a string")
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end
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if not defines.prototypes[base_type] then
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error("flib_data_util.get(): '" .. base_type .. "' is not a valid base prototype type")
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end
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if not name then
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error("flib_data_util.get() name was nil")
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end
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if type(name) ~= "string" then
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error("flib_data_util.get() name was not a string")
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end
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for derived_type in pairs(defines.prototypes[base_type]) do
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local prototypes = data.raw[derived_type]
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if prototypes then
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local prototype = data.raw[derived_type][name]
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if prototype then
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return prototype
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end
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end
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end
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end
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return flib_data_util
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