From ba1233872daa32b16179eeba9a3cd9dd7e5c6f55 Mon Sep 17 00:00:00 2001 From: Someone Date: Sat, 2 May 2020 22:36:22 +0200 Subject: [PATCH] gitified + re-released my local modified version of abandoned mod. --- License.txt | 20 + changelog.txt | 206 +++++++++ control.lua | 734 +++++++++++++++++++++++++++++++++ data-final-fixes.lua | 15 + data.lua | 145 +++++++ graphics/delete.png | Bin 0 -> 2009 bytes graphics/deprioritize.png | Bin 0 -> 2872 bytes graphics/prioritize_bottom.png | Bin 0 -> 574 bytes graphics/prioritize_top.png | Bin 0 -> 571 bytes graphics/questionmark.png | Bin 0 -> 419 bytes info.json | 10 + locale/en/en.cfg | 47 +++ locale/ru/ru.cfg | 47 +++ settings.lua | 18 + thumbnail.png | Bin 0 -> 16763 bytes 15 files changed, 1242 insertions(+) create mode 100644 License.txt create mode 100644 changelog.txt create mode 100644 control.lua create mode 100644 data-final-fixes.lua create mode 100644 data.lua create mode 100644 graphics/delete.png create mode 100644 graphics/deprioritize.png create mode 100644 graphics/prioritize_bottom.png create mode 100644 graphics/prioritize_top.png create mode 100644 graphics/questionmark.png create mode 100644 info.json create mode 100644 locale/en/en.cfg create mode 100644 locale/ru/ru.cfg create mode 100644 settings.lua create mode 100644 thumbnail.png diff --git a/License.txt b/License.txt new file mode 100644 index 0000000..5a2675d --- /dev/null +++ b/License.txt @@ -0,0 +1,20 @@ +Copyright (c) 2017-2019 canidae +Copyright (c) 2020-2020 Someone + +Permission is hereby granted, free of charge, to any person obtaining a copy +of this software and associated documentation files (the "Software"), to deal +in the Software without restriction, including without limitation the rights +to use, copy, modify, merge, publish, distribute, sublicense, and/or sell +copies of the Software, and to permit persons to whom the Software is +furnished to do so, subject to the following conditions: + +The above copyright notice and this permission notice shall be included in all +copies or substantial portions of the Software. + +THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR +IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, +FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE +AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER +LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, +OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE +SOFTWARE. diff --git a/changelog.txt b/changelog.txt new file mode 100644 index 0000000..1d82546 --- /dev/null +++ b/changelog.txt @@ -0,0 +1,206 @@ +--------------------------------------------------------------------------------------------------- +Version: 0.18.0 +Date: 2020-05-02 + + Changed: + - Mod seemes abandoned. Fixed, git-ified and republished. + +--------------------------------------------------------------------------------------------------- +Version: 5.0.2 +Date: 09. 04. 2019 + Changes: + - Fixed setting research which broke with Factorio 0.17.26. + - Made the research strategy options look better. +--------------------------------------------------------------------------------------------------- +Version: 5.0.1 +Date: 03. 03. 2019 + Changes: + - Keybinding (Shift-T) should work again. + - Filtering search results by ingredients should work properly again. +--------------------------------------------------------------------------------------------------- +Version: 5.0.0 +Date: 03. 03. 2019 + Changes: + - Updated for Factorio 0.17. + - When AR is enabled, the in game research queue will be disabled. +--------------------------------------------------------------------------------------------------- +Version: 4.3.1 +Date: 03. 01. 2019 + Changes: + - Complete russian translation, provided by user badway. +--------------------------------------------------------------------------------------------------- +Version: 4.3.0 +Date: 14. 10. 2018 + Changes: + - Removed message about multiple technologies research within same tick, it served little purpose but spam. +--------------------------------------------------------------------------------------------------- +Version: 4.2.0 +Date: 05. 08. 2018 + Changes: + - Players may choose a different research strategy. Research strategy will honor research queue & blacklist. Suggested by Foreros. + - Added mod setting for specifying default queue/blacklist (advanced usage). Suggested by oLaudix. + - Better support for research ingredients with multiple icons. Reported by GitHub user LovelySanta. +--------------------------------------------------------------------------------------------------- +Version: 4.1.0 +Date: 03. 04. 2018 + Changes: + - Added possibility to filter search results by toggled ingredients. Feature provided by GitHub user sparr. + - Display all search results instead of just 30. Feature provided by GitHub user sparr. + - Improved search functionality, but still no localized search (game restriction). Feature provided by GitHub user sparr. +--------------------------------------------------------------------------------------------------- +Version: 4.0.3 +Date: 10. 02. 2018 + Changes: + - When another mod (such as Timed Technology) changed research ingredients or energy to 0, AR effort calculation would result in all techs being considered having the same effort (0). This is no longer the case. +--------------------------------------------------------------------------------------------------- +Version: 4.0.2 +Date: 15. 12. 2017 + Changes: + - Fixed issue with checkboxes not saving state. +--------------------------------------------------------------------------------------------------- +Version: 4.0.1 +Date: 15. 12. 2017 + Changes: + - Fixed issue with remote interfaces, which is used by other mods to modify Auto Research settings. +--------------------------------------------------------------------------------------------------- +Version: 4.0.0 +Date: 14. 12. 2017 + Changes: + - Updated for Factorio 0.16. +--------------------------------------------------------------------------------------------------- +Version: 3.5.0 +Date: 03. 07. 2017 + Changes: + - Added buttons for moving queued tech to the top/bottom of the queue. Suggested by pokemonspeler. + - Right-clicking the search field removes the text. Suggested by Netoen. +--------------------------------------------------------------------------------------------------- +Version: 3.4.0 +Date: 13. 06. 2017 + Changes: + - New setting: Deprioritize infinite tech. Disabled by default. When enabled AR will research all techs which are finite before researching infinite techs. Note that only technologies marked with the infinity symbol (∞) are considered infinite, technologies such as "Mining productivity 1-3" is considered a finite tech. Suggested by Solarwuff. + - When enabling all techs or for some other reason complete multiple technologies during the same tick, only the first technology will be announced. This is to prevent the chat from being spammed. Suggested by Sworn. +--------------------------------------------------------------------------------------------------- +Version: 3.3.1 +Date: 07. 05. 2017 + Changes: + - Fixed issue where AR researched the least effort tech in queue rather than the highest prioritized tech. +--------------------------------------------------------------------------------------------------- +Version: 3.3.0 +Date: 07. 05. 2017 + Changes: + - "Prioritized" has changed name to "Queued". + - "Deprioritized" is now "Blacklisted". Technologies added to this list will never be researched, even if there are no other technologies left to be researched. The old "Deprioritized" would research a technology if there were no other options, but this was a behavior that made more sense in earlier versions of the mod. +--------------------------------------------------------------------------------------------------- +Version: 3.2.2 +Date: 04. 05. 2017 + Changes: + - Adding/removing/updating mods should no longer cause AR to reset allowed ingredients toggles. +--------------------------------------------------------------------------------------------------- +Version: 3.2.1 +Date: 04. 05. 2017 + Changes: + - Adding a mod that introduced more research ingredients to an existing game with AR caused AR not to discover the new ingredients. This is now fixed. +--------------------------------------------------------------------------------------------------- +Version: 3.2.0 +Date: 03. 05. 2017 + Changes: + - The setting "Fewest ingredients first" has been removed. It didn't work well with infinite research as certain infinite techs require 6 types of science packs while others require 7, meaning that the latter will never be researched as long as this setting was enabled. While the setting had its merits, it was a confusing option and the new ingredient filter works as a decent replacement. + - Added new setting "Only research prioritized" (default disabled). When this setting is checked AR will only start researching techs leading up to and including the prioritized techs. No prioritized techs; No automatic research of "least effort" techs. + - Prerequisites to prioritized techs weren't researched in a defined order. Now the least effort prerequisites will be researched first. +--------------------------------------------------------------------------------------------------- +Version: 3.1.0 +Date: 27. 04. 2017 + Changes: + - The setting "Allow non-standard ingredients" has been replaced by an ingredient filter. You can now tell Auto Research to avoid technologies that requires ingredients you've filtered out in the GUI. Improvement suggested by Rhamphoryncus. + - Improved effort calculation by also including ingredient count. Improvement suggested by Optera. + - Ingredients added by other mods should in most cases now be displayed with the correct icon in the GUI rather than a question mark. +--------------------------------------------------------------------------------------------------- +Version: 3.0.2 +Date: 26. 04. 2017 + Changes: + - I discovered that infinite research (such as "Mining Productivity") is displayed incorrectly in the game if a mod starts the next level of a research immediately upon completion of the previous level. If you queue up "Mining Productivity" then AR will first research "Mining Productivity 1", then "Mining Productivity 2", but in Factorio 0.15.2 it looks like it's researching "Mining Productivity 1" twice! Thus I removed the work-around in AR 3.0.1 as it's not AR doing anything wrong. + - Added technology level when broadcasting research completion. +--------------------------------------------------------------------------------------------------- +Version: 3.0.1 +Date: 26. 04. 2017 + Changes: + - Fixed issue where wrong prerequisite technology was researched when prioritizing techs. + - Temporary work-around to prevent AR from researching the same level of certain technologies (such as "Mining Productivity"). +--------------------------------------------------------------------------------------------------- +Version: 3.0.0 +Date: 24. 04. 2017 + Changes: + - Only updated to work with Factorio 0.15. +--------------------------------------------------------------------------------------------------- +Version: 2.2.1 +Date: 05. 11. 2016 + Changes: + - Fixed issue where AR would crash if you prioritized/deprioritized techs added by another mod, then removed the mod adding the tech. +--------------------------------------------------------------------------------------------------- +Version: 2.2.0 +Date: 23. 10. 2016 + Changes: + - Added option to print technology name in console when research is finished. + - Auto Research will no longer cause game to freeze for a short time when you enable all technologies (commonly done in sandbox mode). + - Searching for technologies is now case insensitive. +--------------------------------------------------------------------------------------------------- +Version: 2.1.0 +Date: 06. 10. 2016 + Changes: + - Deprioritized technologies will now only be researched when there's no other non-deprioritized technology available. Previously AR would research deprioritized technologies when "fewest first" was enabled and the deprioritized technologies was the last techs left with the fewest types of ingredients. + - Added ingredient icons to technology lists in GUI. Will (probably) show question mark for non-standard ingredients to technologies added by other mods. + - Cleaned up code. Probably broke shortcut key for those who've changed it from the default. +--------------------------------------------------------------------------------------------------- +Version: 2.0.0 +Date: 22. 09. 2016 + Changes: + - Research Center is gone, replaced with a GUI. Sadly this means that you can't add a signal (such as the locomotive) to prioritize research. You can however search for technologies and items in the GUI, although you have to search for the prototype name and not the localized name (restriction imposed by game). Prototype name tend to be the same or nearly the same as the English localization. + - Technologies were not researched in the intended order, they should now. + - Added possibility to switch research even though previous research is not completed (as the game now saves your progress if you change research). + - Mod is enabled by default again. + - Keybinding for enabling/disabling Auto Research, non-standard research recipes and researching all technologies requiring fewest types of science packs first have been removed. These settings can be changed in the GUI. +--------------------------------------------------------------------------------------------------- +Version: 1.0.1 +Date: 18. 09. 2016 + Changes: + - Sorting technology signals alphabetically. +--------------------------------------------------------------------------------------------------- +Version: 1.0.0 +Date: 16. 09. 2016 + Changes: + - Added a "Research Center" for configuring AR from within the game. + - Removed config.lua as (most of) it can now be configured within the game using the Research Center. + - Proper support for multiple forces, each force have their own settings for AR. + - Added keybinding (Control+T) for enabling/disabling whether AR should research all technologies requiring fewest ingredients before moving on to technologies requiring more types of ingredients. Keybinding for enabling/disabling research of technologies requiring other ingredients than Science packs and Alien science pack has been moved to Alt+T. This may cause duplicate keybindings for those who upgrade AR from a previous version, solution is to manually set the keybindings. +--------------------------------------------------------------------------------------------------- +Version: 0.7.0 +Date: 12. 09. 2016 + Changes: + - Update to make mod work with Factorio 0.14. +--------------------------------------------------------------------------------------------------- +Version: 0.6.0 +Date: 21. 08. 2016 + Changes: + - Added keybinding (Control+T) for enabling/disabling research of technologies requiring other ingredients than Science packs and Alien science pack. + - Added config setting for avoiding certain technologies. +--------------------------------------------------------------------------------------------------- +Version: 0.5.0 +Date: 14. 08. 2016 + Changes: + - Showing Research Queue popup when AR is disabled, hide it when AR is enabled. +--------------------------------------------------------------------------------------------------- +Version: 0.4.0 +Date: 12. 08. 2016 + Changes: + - Added keybinding (Shift+T) for toggling AR on/off. +--------------------------------------------------------------------------------------------------- +Version: 0.3.0 +Date: 08. 08. 2016 + Changes: + - Fixed an issue where Research Queue popup upon completing a research wasn't disabled. +--------------------------------------------------------------------------------------------------- +Version: 0.2.0 +Date: 07. 08. 2016 + Changes: + - Added remote interface for enabling/disabling AR. + - Will research prerequisites to a prioritized technology. diff --git a/control.lua b/control.lua new file mode 100644 index 0000000..8e7fb0f --- /dev/null +++ b/control.lua @@ -0,0 +1,734 @@ +function getConfig(force, config_changed) + if not global.auto_research_config then + global.auto_research_config = {} + + -- Disable Research Queue popup + if remote.interfaces.RQ and remote.interfaces.RQ["popup"] then + remote.call("RQ", "popup", false) + end + end + + if not global.auto_research_config[force.name] then + global.auto_research_config[force.name] = { + prioritized_techs = {}, -- "prioritized" is "queued". kept for backwards compatability (because i'm lazy and don't want migration code) + deprioritized_techs = {} -- "deprioritized" is "blacklisted". kept for backwards compatability (because i'm lazy and don't want migration code) + } + -- Enable Auto Research + setAutoResearch(force, true) + + -- Disable queued only + setQueuedOnly(force, false) + + -- Allow switching research + setAllowSwitching(force, true) + + -- Print researched technology + setAnnounceCompletedResearch(force, true) + end + + -- set research strategy + global.auto_research_config[force.name].research_strategy = global.auto_research_config[force.name].research_strategy or "balanced" + + if config_changed or not global.auto_research_config[force.name].allowed_ingredients or not global.auto_research_config[force.name].infinite_research then + -- remember any old ingredients + local old_ingredients = {} + if global.auto_research_config[force.name].allowed_ingredients then + for name, enabled in pairs(global.auto_research_config[force.name].allowed_ingredients) do + old_ingredients[name] = enabled + end + end + -- find all possible tech ingredients + -- also scan for research that are infinite: techs that have no successor and tech.research_unit_count_formula is not nil + global.auto_research_config[force.name].allowed_ingredients = {} + global.auto_research_config[force.name].infinite_research = {} + local finite_research = {} + for _, tech in pairs(force.technologies) do + for _, ingredient in pairs(tech.research_unit_ingredients) do + global.auto_research_config[force.name].allowed_ingredients[ingredient.name] = (old_ingredients[ingredient.name] == nil or old_ingredients[ingredient.name]) + end + if tech.research_unit_count_formula then + global.auto_research_config[force.name].infinite_research[tech.name] = tech + end + for _, pretech in pairs(tech.prerequisites) do + if pretech.enabled and not pretech.researched then + finite_research[pretech.name] = true + end + end + end + for techname, _ in pairs(finite_research) do + global.auto_research_config[force.name].infinite_research[techname] = nil + end + end + + return global.auto_research_config[force.name] +end + +function setAutoResearch(force, enabled) + if not force then + return + end + local config = getConfig(force) + config.enabled = enabled + force.research_queue_enabled = not enabled + + if enabled then + -- start new research + startNextResearch(force) + end +end + +function setQueuedOnly(force, enabled) + if not force then + return + end + getConfig(force).prioritized_only = enabled + + -- start new research + startNextResearch(force) +end + +function setAllowSwitching(force, enabled) + if not force then + return + end + getConfig(force).allow_switching = enabled + + -- start new research + startNextResearch(force) +end + +function setAnnounceCompletedResearch(force, enabled) + if not force then + return + end + getConfig(force).announce_completed = enabled +end + +function setDeprioritizeInfiniteTech(force, enabled) + if not force then + return + end + getConfig(force).deprioritize_infinite_tech = enabled + + -- start new research + startNextResearch(force) +end + +function getPretechs(tech) + local pretechs = {} + pretechs[#pretechs + 1] = tech + local index = 1 + while (index <= #pretechs) do + for _, pretech in pairs(pretechs[index].prerequisites) do + if pretech.enabled and not pretech.researched then + pretechs[#pretechs + 1] = pretech + end + end + index = index + 1 + end + return pretechs +end + +function canResearch(force, tech, config) + if not tech or tech.researched or not tech.enabled then + return false + end + for _, pretech in pairs(tech.prerequisites) do + if not pretech.researched then + return false + end + end + for _, ingredient in pairs(tech.research_unit_ingredients) do + if not config.allowed_ingredients[ingredient.name] then + return false + end + end + for _, deprioritized in pairs(config.deprioritized_techs) do + if tech.name == deprioritized then + return false + end + end + return true +end + +function startNextResearch(force, override_spam_detection) + local config = getConfig(force) + if not config.enabled or (force.current_research and not config.allow_switching) or (not override_spam_detection and config.last_research_finish_tick == game.tick) then + return + end + config.last_research_finish_tick = game.tick -- if multiple research finish same tick for same force, the user probably enabled all techs + + -- function for calculating tech effort + local calcEffort = function(tech) + local ingredientCount = function(ingredients) + local tech_ingredients = 0 + for _, ingredient in pairs(tech.research_unit_ingredients) do + tech_ingredients = tech_ingredients + ingredient.amount + end + return tech_ingredients + end + local effort = 0 + if config.research_strategy == "fast" then + effort = math.max(tech.research_unit_energy, 1) * math.max(tech.research_unit_count, 1) + elseif config.research_strategy == "slow" then + effort = math.max(tech.research_unit_energy, 1) * math.max(tech.research_unit_count, 1) * -1 + elseif config.research_strategy == "cheap" then + effort = math.max(ingredientCount(tech.research_unit_ingredients), 1) * math.max(tech.research_unit_count, 1) + elseif config.research_strategy == "expensive" then + effort = math.max(ingredientCount(tech.research_unit_ingredients), 1) * math.max(tech.research_unit_count, 1) * -1 + elseif config.research_strategy == "balanced" then + effort = math.max(tech.research_unit_count, 1) * math.max(tech.research_unit_energy, 1) * math.max(ingredientCount(tech.research_unit_ingredients), 1) + else + effort = math.random(1, 999) + end + if (config.deprioritize_infinite_tech and config.infinite_research[tech.name]) then + return effort * (effort > 0 and 1000 or -1000) + else + return effort + end + end + + -- see if there are some techs we should research first + local next_research = nil + local least_effort = nil + for _, techname in pairs(config.prioritized_techs) do + local tech = force.technologies[techname] + if tech and not next_research then + local pretechs = getPretechs(tech) + for _, pretech in pairs(pretechs) do + local effort = calcEffort(pretech) + if (not least_effort or effort < least_effort) and canResearch(force, pretech, config) then + next_research = pretech.name + least_effort = effort + end + end + end + end + + -- if no queued tech should be researched then research the "least effort" tech not researched yet + if not config.prioritized_only and not next_research then + for techname, tech in pairs(force.technologies) do + if tech.enabled and not tech.researched then + local effort = calcEffort(tech) + if (not least_effort or effort < least_effort) and canResearch(force, tech, config) then + next_research = techname + least_effort = effort + end + end + end + end + + if next_research then + force.add_research(next_research) + end +end + +function onResearchFinished(event) + local force = event.research.force + local config = getConfig(force) + -- remove researched stuff from prioritized_techs and deprioritized_techs + for i = #config.prioritized_techs, 1, -1 do + local tech = force.technologies[config.prioritized_techs[i]] + if not tech or tech.researched then + table.remove(config.prioritized_techs, i) + end + end + for i = #config.deprioritized_techs, 1, -1 do + local tech = force.technologies[config.deprioritized_techs[i]] + if not tech or tech.researched then + table.remove(config.deprioritized_techs, i) + end + end + -- announce completed research + if config.announce_completed and config.no_announce_this_tick ~= game.tick then + if config.last_research_finish_tick == game.tick then + config.no_announce_this_tick = game.tick + else + local level = "" + if event.research.research_unit_count_formula then + level = (event.research.researched and event.research.level) or (event.research.level - 1) + end + force.print{"auto_research.announce_completed", event.research.localised_name, level} + end + end + + startNextResearch(event.research.force) +end + +-- user interface +gui = { + toggleGui = function(player) + if player.gui.top.auto_research_gui then + player.gui.top.auto_research_gui.destroy() + else + local force = player.force + local config = getConfig(force) + local frame = player.gui.top.add{ + type = "frame", + name = "auto_research_gui", + direction = "vertical", + caption = {"auto_research_gui.title"} + } + local frameflow = frame.add{ + type = "flow", + style = "auto_research_list_flow", + name = "flow", + direction = "vertical" + } + + -- checkboxes + frameflow.add{type = "checkbox", name = "auto_research_enabled", caption = {"auto_research_gui.enabled"}, tooltip = {"auto_research_gui.enabled_tooltip"}, state = config.enabled or false} + frameflow.add{type = "checkbox", name = "auto_research_queued_only", caption = {"auto_research_gui.prioritized_only"}, tooltip = {"auto_research_gui.prioritized_only_tooltip"}, state = config.prioritized_only or false} + frameflow.add{type = "checkbox", name = "auto_research_allow_switching", caption = {"auto_research_gui.allow_switching"}, tooltip = {"auto_research_gui.allow_switching_tooltip"}, state = config.allow_switching or false} + frameflow.add{type = "checkbox", name = "auto_research_announce_completed", caption = {"auto_research_gui.announce_completed"}, tooltip = {"auto_research_gui.announce_completed_tooltip"}, state = config.announce_completed or false} + frameflow.add{type = "checkbox", name = "auto_research_deprioritize_infinite_tech", caption = {"auto_research_gui.deprioritize_infinite_tech"}, tooltip = {"auto_research_gui.deprioritize_infinite_tech_tooltip"}, state = config.deprioritize_infinite_tech or false} + + -- research strategy + frameflow.add{ + type = "label", + style = "auto_research_header_label", + caption = {"auto_research_gui.research_strategy"} + } + local research_strategies_outer = frameflow.add{ + type = "flow", + style = "auto_research_tech_flow", + name = "research_strategies_outer", + direction = "horizontal" + } + local research_strategies_left = research_strategies_outer.add{ + type = "flow", + style = "auto_research_list_flow", + name = "research_strategies_left", + direction = "vertical" + } + research_strategies_left.add{type = "radiobutton", name = "auto_research_research_fast", caption = {"auto_research_gui.research_fast"}, tooltip = {"auto_research_gui.research_fast_tooltip"}, state = config.research_strategy == "fast"} + research_strategies_left.add{type = "radiobutton", name = "auto_research_research_cheap", caption = {"auto_research_gui.research_cheap"}, tooltip = {"auto_research_gui.research_cheap_tooltip"}, state = config.research_strategy == "cheap"} + research_strategies_left.add{type = "radiobutton", name = "auto_research_research_balanced", caption = {"auto_research_gui.research_balanced"}, tooltip = {"auto_research_gui.research_balanced_tooltip"}, state = config.research_strategy == "balanced"} + local research_strategies_right = research_strategies_outer.add{ + type = "flow", + style = "auto_research_list_flow", + name = "research_strategies_right", + direction = "vertical" + } + research_strategies_right.style.left_padding = 15 + research_strategies_right.add{type = "radiobutton", name = "auto_research_research_slow", caption = {"auto_research_gui.research_slow"}, tooltip = {"auto_research_gui.research_slow_tooltip"}, state = config.research_strategy == "slow"} + research_strategies_right.add{type = "radiobutton", name = "auto_research_research_expensive", caption = {"auto_research_gui.research_expensive"}, tooltip = {"auto_research_gui.research_expensive_tooltip"}, state = config.research_strategy == "expensive"} + research_strategies_right.add{type = "radiobutton", name = "auto_research_research_random", caption = {"auto_research_gui.research_random"}, tooltip = {"auto_research_gui.research_random_tooltip"}, state = config.research_strategy == "random"} + + -- allowed ingredients + frameflow.add{ + type = "label", + style = "auto_research_header_label", + caption = {"auto_research_gui.allowed_ingredients_label"} + } + local allowed_ingredients = frameflow.add{ + type = "flow", + style = "auto_research_list_flow", + name = "allowed_ingredients", + direction = "vertical" + } + gui.updateAllowedIngredientsList(player.gui.top.auto_research_gui.flow.allowed_ingredients, player, config) + + -- prioritized techs + frameflow.add{ + type = "label", + style = "auto_research_header_label", + caption = {"auto_research_gui.prioritized_label"} + } + local prioritized = frameflow.add{ + type = "scroll-pane", + name = "prioritized", + horizontal_scroll_policy = "never", + vertical_scroll_policy = "auto" + } + prioritized.style.top_padding = 5 + prioritized.style.bottom_padding = 5 + prioritized.style.maximal_height = 127 + -- draw prioritized tech list + gui.updateTechnologyList(player.gui.top.auto_research_gui.flow.prioritized, config.prioritized_techs, player, true) + + -- deprioritized techs + frameflow.add{ + type = "label", + style = "auto_research_header_label", + caption = {"auto_research_gui.deprioritized_label"} + } + local deprioritized = frameflow.add{ + type = "scroll-pane", + name = "deprioritized", + horizontal_scroll_policy = "never", + vertical_scroll_policy = "auto" + } + deprioritized.style.top_padding = 5 + deprioritized.style.bottom_padding = 5 + deprioritized.style.maximal_height = 127 + -- draw deprioritized tech list + gui.updateTechnologyList(player.gui.top.auto_research_gui.flow.deprioritized, config.deprioritized_techs, player) + + -- search for techs + local searchflow = frameflow.add{ + type = "flow", + name = "searchflow", + style = "auto_research_tech_flow", + direction = "horizontal" + } + searchflow.add{ + type = "label", + style = "auto_research_header_label", + caption = {"auto_research_gui.search_label"} + } + searchflow.add{ + type = "textfield", + name = "auto_research_search_text", + tooltip = {"auto_research_gui.search_tooltip"} + } + local searchoptionsflow = frameflow.add{ + type = "flow", + name = "searchoptionsflow", + style = "auto_research_tech_flow", + direction = "horizontal" + } + searchoptionsflow.add{ + type = "checkbox", + name = "auto_research_ingredients_filter_search_results", + caption = {"auto_research_gui.ingredients_filter_search_results"}, + tooltip = {"auto_research_gui.ingredients_filter_search_results_tooltip"}, + state = config.filter_search_results or false + } + local search = frameflow.add{ + type = "scroll-pane", + name = "search", + horizontal_scroll_policy = "never", + vertical_scroll_policy = "auto" + } + search.style.top_padding = 5 + search.style.bottom_padding = 5 + search.style.maximal_height = 127 + -- draw search result list + gui.updateSearchResult(player, "") + end + end, + + onCheckboxClick = function(event) + local player = game.players[event.player_index] + local force = player.force + local name = event.element.name + if name == "auto_research_enabled" then + setAutoResearch(force, event.element.state) + elseif name == "auto_research_queued_only" then + setQueuedOnly(force, event.element.state) + elseif name == "auto_research_allow_switching" then + setAllowSwitching(force, event.element.state) + elseif name == "auto_research_announce_completed" then + setAnnounceCompletedResearch(force, event.element.state) + elseif name == "auto_research_deprioritize_infinite_tech" then + setDeprioritizeInfiniteTech(force, event.element.state) + elseif name == "auto_research_ingredients_filter_search_results" then + local config = getConfig(force) + config.filter_search_results = event.element.state + gui.updateSearchResult(player, player.gui.top.auto_research_gui.flow.searchflow.auto_research_search_text.text) + end + end, + + onClick = function(event) + local player = game.players[event.player_index] + local force = player.force + local config = getConfig(force) + local name = event.element.name + if name == "auto_research_search_text" then + if event.button == defines.mouse_button_type.right then + player.gui.top.auto_research_gui.flow.searchflow.auto_research_search_text.text = "" + gui.updateSearchResult(player, player.gui.top.auto_research_gui.flow.searchflow.auto_research_search_text.text) + end + elseif string.find(name, "auto_research_research") then + config.research_strategy = string.match(name, "^auto_research_research_(.*)$") + player.gui.top.auto_research_gui.flow.research_strategies_outer.research_strategies_left.auto_research_research_fast.state = (config.research_strategy == "fast") + player.gui.top.auto_research_gui.flow.research_strategies_outer.research_strategies_left.auto_research_research_cheap.state = (config.research_strategy == "cheap") + player.gui.top.auto_research_gui.flow.research_strategies_outer.research_strategies_left.auto_research_research_balanced.state = (config.research_strategy == "balanced") + player.gui.top.auto_research_gui.flow.research_strategies_outer.research_strategies_right.auto_research_research_slow.state = (config.research_strategy == "slow") + player.gui.top.auto_research_gui.flow.research_strategies_outer.research_strategies_right.auto_research_research_expensive.state = (config.research_strategy == "expensive") + player.gui.top.auto_research_gui.flow.research_strategies_outer.research_strategies_right.auto_research_research_random.state = (config.research_strategy == "random") + -- start new research + startNextResearch(force) + else + local prefix, name = string.match(name, "^auto_research_([^-]*)-(.*)$") + if prefix == "allow_ingredient" then + config.allowed_ingredients[name] = not config.allowed_ingredients[name] + gui.updateAllowedIngredientsList(player.gui.top.auto_research_gui.flow.allowed_ingredients, player, config) + if player.gui.top.auto_research_gui.flow.searchoptionsflow.auto_research_ingredients_filter_search_results.state then + gui.updateSearchResult(player, player.gui.top.auto_research_gui.flow.searchflow.auto_research_search_text.text) + end + startNextResearch(force) + elseif name and force.technologies[name] then + -- remove tech from prioritized list + for i = #config.prioritized_techs, 1, -1 do + if config.prioritized_techs[i] == name then + table.remove(config.prioritized_techs, i) + end + end + -- and from deprioritized list + for i = #config.deprioritized_techs, 1, -1 do + if config.deprioritized_techs[i] == name then + table.remove(config.deprioritized_techs, i) + end + end + if prefix == "queue_top" then + -- add tech to top of prioritized list + table.insert(config.prioritized_techs, 1, name) + elseif prefix == "queue_bottom" then + -- add tech to bottom of prioritized list + table.insert(config.prioritized_techs, name) + elseif prefix == "blacklist" then + -- add tech to list of deprioritized techs + table.insert(config.deprioritized_techs, name) + end + gui.updateTechnologyList(player.gui.top.auto_research_gui.flow.prioritized, config.prioritized_techs, player, true) + gui.updateTechnologyList(player.gui.top.auto_research_gui.flow.deprioritized, config.deprioritized_techs, player) + gui.updateSearchResult(player, player.gui.top.auto_research_gui.flow.searchflow.auto_research_search_text.text) + + -- start new research + startNextResearch(force) + end + end + end, + + updateAllowedIngredientsList = function(flow, player, config) + local counter = 1 + while flow["flow" .. counter] do + flow["flow" .. counter].destroy() + counter = counter + 1 + end + counter = 1 + for ingredientname, allowed in pairs(config.allowed_ingredients) do + local flowname = "flow" .. math.floor(counter / 10) + 1 + local ingredientflow = flow[flowname] + if not ingredientflow then + ingredientflow = flow.add { + type = "flow", + style = "auto_research_tech_flow", + name = flowname, + direction = "horizontal" + } + end + local sprite = "auto_research_tool_" .. ingredientname + if not player.gui.is_valid_sprite_path(sprite) then + sprite = "auto_research_unknown" + end + ingredientflow.add{type = "sprite-button", style = "auto_research_sprite_button_toggle" .. (allowed and "_pressed" or ""), name = "auto_research_allow_ingredient-" .. ingredientname, tooltip = {"item-name." .. ingredientname}, sprite = sprite} + counter = counter + 1 + end + end, + + updateTechnologyList = function(scrollpane, technologies, player, show_queue_buttons) + if scrollpane.flow then + scrollpane.flow.destroy() + end + local flow = scrollpane.add{ + type = "flow", + style = "auto_research_list_flow", + name = "flow", + direction = "vertical" + } + if #technologies > 0 then + for _, techname in pairs(technologies) do + local tech = player.force.technologies[techname] + if tech then + local entryflow = flow.add{type = "flow", style = "auto_research_tech_flow", direction = "horizontal"} + if show_queue_buttons then + entryflow.add{type = "sprite-button", style = "auto_research_sprite_button", name = "auto_research_queue_top-" .. techname, sprite = "auto_research_prioritize_top"} + entryflow.add{type = "sprite-button", style = "auto_research_sprite_button", name = "auto_research_queue_bottom-" .. techname, sprite = "auto_research_prioritize_bottom"} + end + entryflow.add{type = "sprite-button", style = "auto_research_sprite_button", name = "auto_research_delete-" .. techname, sprite = "auto_research_delete"} + entryflow.add{type = "label", style = "auto_research_tech_label", caption = tech.localised_name} + for _, ingredient in pairs(tech.research_unit_ingredients) do + local sprite = "auto_research_tool_" .. ingredient.name + if not player.gui.is_valid_sprite_path(sprite) then + sprite = "auto_research_unknown" + end + entryflow.add{type = "sprite", style = "auto_research_sprite", sprite = sprite} + end + end + end + else + local entryflow = flow.add{type = "flow", direction = "horizontal"} + entryflow.add{type = "label", caption = {"auto_research_gui.none"}} + end + end, + + updateSearchResult = function(player, text) + local scrollpane = player.gui.top.auto_research_gui.flow.search + if scrollpane.flow then + scrollpane.flow.destroy() + end + local flow = scrollpane.add{ + type = "flow", + style = "auto_research_list_flow", + name = "flow", + direction = "vertical" + } + local ingredients_filter = player.gui.top.auto_research_gui.flow.searchoptionsflow.auto_research_ingredients_filter_search_results.state + local config = getConfig(player.force) + local shown = 0 + text = string.lower(text) + -- NOTICE: localised name matching does not work at present, pending unlikely changes to Factorio API + for name, tech in pairs(player.force.technologies) do + if not tech.researched and tech.enabled then + local showtech = false + if string.find(string.lower(name), text, 1, true) then + -- show techs that match by name + showtech = true + -- elseif string.find(string.lower(game.technology_prototypes[name].localised_name), text, 1, true) then + -- -- show techs that match by localised name + -- showtech = true + else + for _, effect in pairs(tech.effects) do + if string.find(effect.type, text, 1, true) then + -- show techs that match by effect type + showtech = true + elseif effect.type == "unlock-recipe" then + if string.find(effect.recipe, text, 1, true) then + -- show techs that match by unlocked recipe name + showtech = true + -- elseif string.find(string.lower(game.recipe_prototypes[effect.recipe].localised_name), text, 1, true) then + -- -- show techs that match by unlocked recipe localised name + -- showtech = true + else + for _, product in pairs(game.recipe_prototypes[effect.recipe].products) do + if string.find(product.name, text, 1, true) then + -- show techs that match by unlocked recipe product name + showtech = true + -- elseif string.find(string.lower(game.item_prototypes[product.name].localised_name), text, 1, true) then + -- -- show techs that match by unlocked recipe product localised name + -- showtech = true + else + local prototype = game.item_prototypes[product.name] + if prototype then + if prototype.place_result then + if string.find(prototype.place_result.name, text, 1, true) then + -- show techs that match by unlocked recipe product placed entity name + showtech = true + -- elseif string.find(string.lower(game.entity_prototypes[prototype.place_result.name].localised_name), text, 1, true) then + -- -- show techs that match by unlocked recipe product placed entity localised name + -- showtech = true + end + elseif prototype.place_as_equipment_result then + if string.find(prototype.place_as_equipment_result.name, text, 1, true) then + -- show techs that match by unlocked recipe product placed equipment name + showtech = true + -- elseif string.find(string.lower(game.equipment_prototypes[prototype.place_as_equipment_result.name].localised_name), text, 1, true) then + -- -- show techs that match by unlocked recipe product placed equipment localised name + -- showtech = true + end + elseif prototype.place_as_tile_result then + if string.find(prototype.place_as_tile_result.result.name, text, 1, true) then + -- show techs that match by unlocked recipe product placed tile name + showtech = true + -- elseif string.find(string.lower(prototype.place_as_tile_result.result.localised_name), text, 1, true) then + -- -- show techs that match by unlocked recipe product placed tile localised name + -- showtech = true + end + end + end + end + end + end + end + end + end + if showtech and config.prioritized_techs then + for _, queued_tech in pairs(config.prioritized_techs) do + if name == queued_tech then + showtech = false + break + end + end + end + if showtech and config.deprioritized_techs then + for _, blacklisted_tech in pairs(config.deprioritized_techs) do + if name == blacklisted_tech then + showtech = false + break + end + end + end + if showtech and ingredients_filter then + for _, ingredient in pairs(tech.research_unit_ingredients) do + if not config.allowed_ingredients[ingredient.name] then + -- filter out techs that require disallowed ingredients (optional) + showtech = false + end + end + end + if showtech then + shown = shown + 1 + local entryflow = flow.add{type = "flow", style = "auto_research_tech_flow", direction = "horizontal"} + entryflow.add{type = "sprite-button", style = "auto_research_sprite_button", name = "auto_research_queue_top-" .. name, sprite = "auto_research_prioritize_top"} + entryflow.add{type = "sprite-button", style = "auto_research_sprite_button", name = "auto_research_queue_bottom-" .. name, sprite = "auto_research_prioritize_bottom"} + entryflow.add{type = "sprite-button", style = "auto_research_sprite_button", name = "auto_research_blacklist-" .. name, sprite = "auto_research_deprioritize"} + entryflow.add{type = "label", style = "auto_research_tech_label", name = name, caption = tech.localised_name} + for _, ingredient in pairs(tech.research_unit_ingredients) do + local sprite = "auto_research_tool_" .. ingredient.name + if not player.gui.is_valid_sprite_path(sprite) then + sprite = "auto_research_unknown" + end + entryflow.add{type = "sprite", style = "auto_research_sprite", sprite = sprite} + end + end + end + end + end +} + +-- event hooks +script.on_configuration_changed(function() + for _, force in pairs(game.forces) do + getConfig(force, true) -- triggers initialization of force config + end +end) +script.on_event(defines.events.on_player_created, function(event) + local force = game.players[event.player_index].force + local config = getConfig(force) -- triggers initialization of force config + -- set any default queued/blacklisted techs + local queued_tech = settings.get_player_settings(game.players[event.player_index])["queued-tech-setting"].value + for tech in string.gmatch(queued_tech, "[^,$]+") do + tech = string.gsub(tech, "%s+", "") + if force.technologies[tech] and force.technologies[tech].enabled and not force.technologies[tech].researched then + table.insert(config.prioritized_techs, tech) + end + end + local blacklisted_tech = settings.get_player_settings(game.players[event.player_index])["blacklisted-tech-setting"].value + for tech in string.gmatch(blacklisted_tech, "[^,$]+") do + tech = string.gsub(tech, "%s+", "") + if force.technologies[tech] and force.technologies[tech].enabled and not force.technologies[tech].researched then + table.insert(config.deprioritized_techs, tech) + end + end + startNextResearch(force, true) +end) +script.on_event(defines.events.on_force_created, function(event) + getConfig(event.force) -- triggers initialization of force config +end) +script.on_event(defines.events.on_research_finished, onResearchFinished) +script.on_event(defines.events.on_gui_checked_state_changed, gui.onCheckboxClick) +script.on_event(defines.events.on_gui_click, gui.onClick) +script.on_event(defines.events.on_gui_text_changed, function(event) + if event.element.name ~= "auto_research_search_text" then + return + end + gui.updateSearchResult(game.players[event.player_index], event.element.text) +end) + +-- keybinding hooks +script.on_event("auto_research_toggle", function(event) + local player = game.players[event.player_index] + gui.toggleGui(player) +end) + +-- Add remote interfaces for enabling/disabling Auto Research +remote.add_interface("auto_research", { + enabled = function(forcename, value) setAutoResearch(game.forces[forcename], value) end, + queued_only = function(forcename, value) setQueuedOnly(game.forces[forcename], value) end, + allow_switching = function(forcename, value) setAllowSwitching(game.forces[forcename], value) end, + announce_completed = function(forcename, value) setAnnounceCompletedResearch(game.forces[forcename], value) end, + deprioritize_infinite_tech = function(forcename, value) setDeprioritizeInfiniteTech(game.forces[forcename], value) end +}) diff --git a/data-final-fixes.lua b/data-final-fixes.lua new file mode 100644 index 0000000..5a4dfc4 --- /dev/null +++ b/data-final-fixes.lua @@ -0,0 +1,15 @@ +-- dynamically add sprites for tools (to display research ingredients) +for _, tool in pairs(data.raw.tool) do + if tool.icon or tool.icons then + data:extend({ + { + type = "sprite", + name = "auto_research_tool_" .. tool.name, + filename = tool.icon or (tool.icons[1] and tool.icons[1].icon) or nil, + priority = "extra-high-no-scale", + width = 64, + height = 64 + } + }) + end +end diff --git a/data.lua b/data.lua new file mode 100644 index 0000000..ec9fcc9 --- /dev/null +++ b/data.lua @@ -0,0 +1,145 @@ +data.raw["gui-style"].default["auto_research_header_label"] = { + type = "label_style", + font_color = {r = .91764705882352941176, g = .85098039215686274509, b = .67450980392156862745}, + font = "default-large-semibold", + top_padding = 0, + bottom_padding = 0, + left_padding = 0, + right_padding = 6 +} + +data.raw["gui-style"].default["auto_research_list_flow"] = { + type = "vertical_flow_style", + vertical_spacing = 0 +} + +data.raw["gui-style"].default["auto_research_tech_flow"] = { + type = "horizontal_flow_style", + horizontal_spacing = 0, + resize_row_to_width = true +} + +data.raw["gui-style"].default["auto_research_sprite_button"] = { + type = "button_style", + width = 24, + height = 24, + top_padding = 0, + right_padding = 0, + bottom_padding = 0, + left_padding = 0, + left_click_sound = { + { + filename = "__core__/sound/gui-click.ogg", + volume = 1 + } + } +} + +data.raw["gui-style"].default["auto_research_sprite_button_toggle"] = { + type = "button_style", + parent = "auto_research_sprite_button", + default_graphical_set = { + type = "composition", + filename = "__core__/graphics/gui.png", + priority = "extra-high-no-scale", + load_in_minimal_mode = true, + corner_size = {3, 3}, + position = {0, 0} + }, + hovered_graphical_set = { + type = "composition", + filename = "__core__/graphics/gui.png", + priority = "extra-high-no-scale", + load_in_minimal_mode = true, + corner_size = {3, 3}, + position = {0, 8} + } +} + +data.raw["gui-style"].default["auto_research_sprite_button_toggle_pressed"] = { + type = "button_style", + parent = "auto_research_sprite_button_toggle", + default_graphical_set = { + type = "composition", + filename = "__core__/graphics/gui.png", + priority = "extra-high-no-scale", + load_in_minimal_mode = true, + corner_size = {3, 3}, + position = {0, 40} + }, + hovered_graphical_set = { + type = "composition", + filename = "__core__/graphics/gui.png", + priority = "extra-high-no-scale", + load_in_minimal_mode = true, + corner_size = {3, 3}, + position = {0, 48} + } +} + +data.raw["gui-style"].default["auto_research_tech_label"] = { + type = "label_style", + left_padding = 4, + right_padding = 4 +} + +data.raw["gui-style"].default["auto_research_sprite"] = { + type = "image_style", + width = 24, + height = 24, + top_padding = 0, + right_padding = 0, + bottom_padding = 0, + left_padding = 0 +} + +data:extend({ + -- keybindings + { + type = "custom-input", + name = "auto_research_toggle", + key_sequence = "SHIFT + T" + }, + + -- sprites + { + type = "sprite", + name = "auto_research_prioritize_top", + filename = "__some-autoresearch__/graphics/prioritize_top.png", + priority = 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above +research_strategy=Research strategy: +research_fast=Fast +research_fast_tooltip=Prioritize techs that take the least time to finish +research_slow=Slow +research_slow_tooltip=Prioritize techs that take the most time finish +research_cheap=Cheap +research_cheap_tooltip=Prioritize techs that require the least amount of ingredients +research_expensive=Expensive +research_expensive_tooltip=Prioritize techs that require the most amount of ingredients +research_balanced=Balanced +research_balanced_tooltip=Prioritize techs with a fast/cheap balance +research_random=Random +research_random_tooltip=Prioritize techs in a random order + +[controls] +auto_research_toggle=Toggle Auto Research GUI + +[mod-setting-name] +queued-tech-setting=Default queued techs +blacklisted-tech-setting=Default blacklisted techs + +[mod-setting-description] +queued-tech-setting=List techs separated by commas, to automatically queue them in new games. You must use the tech id, such as "construction-robotics" and not the localized name. +blacklisted-tech-setting=List techs separated by commas, to automatically blacklist them in new games. You must use the tech id, such as "construction-robotics" and not the localized name. diff --git a/locale/ru/ru.cfg b/locale/ru/ru.cfg new file mode 100644 index 0000000..5063d40 --- /dev/null +++ b/locale/ru/ru.cfg @@ -0,0 +1,47 @@ +[auto_research] +announce_completed=[Автоисследование] Исследование завершено: __1__ __2__ + +[auto_research_gui] +title=Автоисследование +enabled=Включить автоисследование +enabled_tooltip=Автоматически начинать новое исследование +prioritized_only=Исследовать только по очереди +prioritized_only_tooltip=Исследовать только техлоногии, добавленные в очередь, а так же их зависимости. Нет очереди - не исследований. +allow_switching=Разрешить переключение исследований +allow_switching_tooltip=Позволить Автоисследованию менять нынешнюю разработку, когда Вы меняеете очередь\настройки. +announce_completed=Анонсировать завершение разаработки +announce_completed_tooltip=Писать название технологии, когда её исследование завершено. +deprioritize_infinite_tech=Деприоритезировать бесконечные технологии +deprioritize_infinite_tech_tooltip=Не исследовать бесконечные технологии, пока не будут исследованы все конечные технологии. +allowed_ingredients_label=Разрешённые исследовательские пакеты: +prioritized_label=Очередь исследований: +deprioritized_label=Чёрный список исследований: +none=<пусто> +search_label=Поиск: +search_tooltip=Искать технологгию или предмет для добавления в очередь\чёрный список +ingredients_filter_search_results=Фильтровать по научным пакетам +ingredients_filter_search_results_tooltip=Показывать только результаты поиска, которые соответствуют списку разрешенных ингредиентов выше +research_strategy=Стратегия исследования: +research_fast=Быстро +research_fast_tooltip=Приоритет технологий, которые занимают меньше всего времени. +research_slow=Медлено +research_slow_tooltip=Приоритет технологий, которые занимают больше всего времени. +research_cheap=Дешево +research_cheap_tooltip=Приоритет технологий, которые требуют наименьшего количества ингредиентов +research_expensive=Дорого +research_expensive_tooltip=Приоритет технологий, которые требуют наибольшего количества ингредиентов +research_balanced=Сбалансировано +research_balanced_tooltip=Приоритет технологий с быстрым / дешевым балансом +research_random=Случайно +research_random_tooltip=В случайном порядке + +[controls] +auto_research_toggle=Меню автоисследований + +[mod-setting-name] +queued-tech-setting=Очередь технологий по умолчанию +blacklisted-tech-setting=Черный список по умолчанию + +[mod-setting-description] +queued-tech-setting=Список технологий, разделенных запятыми, чтобы автоматически ставить их в очередь в новых играх. Вы должны использовать технический идентификатор, такой как «construction-robotics», а не локализованное имя. +blacklisted-tech-setting=Список технологий, разделенных запятыми, чтобы автоматически занести их в черный список в новых играх. 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