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control.lua
executable file
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control.lua
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local json = require("json")
local function keys(obj)
if obj == nil then
return nil
end
local keys = {}
for key, _ in pairs(obj) do
table.insert(keys, key)
end
if next(keys) == nil then
return nil
else
return keys
end
end
local data = nil
local need_translation = nil
commands.add_command("dump_recipes", nil, function(command)
if data ~= nil then
game.player.print('previous dump_recipes command still running')
end
data = {}
need_translation = {}
script.on_event(defines.events.on_string_translated, function(event)
if need_translation[event.id] == nil then
return
end
if event.translated then
need_translation[event.id].translated_name = event.result
end
need_translation[event.id] = nil
if next(need_translation) == nil then
--game.write_file('recipes.data', serpent.block(data))
game.write_file('recipes.json', json.stringify(data))
game.print('output written to script-output/recipes.json')
script.on_event(defines.events.on_string_translated, nil)
data = nil
need_translation = nil
end
end)
data['groups'] = {}
local add_group = function(group)
if not data['groups'][group.name] then
data['groups'][group.name] = {
name = group.name,
type = group.type,
order = group.order,
}
if group.type == 'item-group' then
data['groups'][group.name]['order_in_recipe'] = group.order_in_recipe
end
end
return group.name
end
data['recipes'] = {}
for _, v in pairs(game.player.force.recipes) do
data['recipes'][v.name] = {
name = v.name,
category = v.category,
ingredients = v.ingredients,
products = v.products,
main_product = v.prototype.main_product,
energy = v.energy,
order = v.order,
group = add_group(v.group),
subgroup = add_group(v.subgroup),
enabled = v.enabled,
}
local id = game.player.request_translation(v.localised_name)
need_translation[id] = data['recipes'][v.name]
end
data['items'] = {}
for _, v in pairs(game.item_prototypes) do
data['items'][v.name] = {
name = v.name,
type = v.type,
order = v.order,
group = add_group(v.group),
subgroup = add_group(v.subgroup),
stack_size = v.stack_size,
fuel_category = v.fuel_category,
fuel_value = v.fuel_value,
module_effects = v.module_effects,
limitations = v.limitations,
rocket_launch_products = v.rocket_launch_products,
flags = keys(v.flags),
}
local id = game.player.request_translation(v.localised_name)
need_translation[id] = data['items'][v.name]
end
data['fluids'] = {}
for _, v in pairs(game.fluid_prototypes) do
data['fluids'][v.name] = {
name = v.name,
order = v.order,
group = add_group(v.group),
subgroup = add_group(v.subgroup),
fuel_value = v.fuel_value,
}
local id = game.player.request_translation(v.localised_name)
need_translation[id] = data['fluids'][v.name]
end
data['entities'] = {}
for _, v in pairs(game.entity_prototypes) do
local name = v.name
local type = v.type
if (type == "beacon"
or type == "furnace"
or type == "assembling-machine"
or type == "crafting-machine"
or type == "boiler"
or type == "rocket-silo"
--or type == "rocket-silo-rocket"
or type == "beacon")
then
local energy_consumption = nil
local drain = nil
local pollution = nil
local energy_source = nil
if v.electric_energy_source_prototype and v.energy_usage ~= nil then
energy_consumption = v.energy_usage * 60
drain = v.electric_energy_source_prototype.drain * 60
pollution = v.electric_energy_source_prototype.emissions * energy_consumption * 60
energy_source = 'electric'
elseif v.burner_prototype and v.energy_usage ~= nil then
energy_consumption = v.energy_usage * 60
drain = 0
pollution = v.burner_prototype.emissions * energy_consumption * 60
energy_source = 'burner'
end
data['entities'][v.name] = {
name = name,
type = type,
order = v.order,
group = v.group.name,
subgroup = v.subgroup.name,
crafting_speed = v.crafting_speed,
crafting_categories = keys(v.crafting_categories),
allowed_effects = keys(v.allowed_effects),
module_inventory_size = v.module_inventory_size,
fixed_recipe = v.fixed_recipe,
rocket_parts_required = v.rocket_parts_required,
--rocket_rising_delay = v.rocket_rising_delay,
--launch_wait_time = v.launch_wait_time,
--light_blinking_speed = v.light_blinking_speed,
--door_opening_speed = v.door_opening_speed,
--rising_speed = v.rising_speed,
--engine_starting_speed = v.engine_starting_speed,
--flying_speed = v.flying_speed,
distribution_effectivity = v.distribution_effectivity,
supply_area_distance = v.supply_area_distance,
energy_consumption = energy_consumption,
drain = drain,
energy_source = energy_source,
pollution = pollution,
width = v.tile_width,
height = v.tile_height,
flags = keys(v.flags),
}
local id = game.player.request_translation(v.localised_name)
need_translation[id] = data['entities'][v.name]
end
end
end)