hm
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169
mods/i3/src/progressive.lua
Normal file
169
mods/i3/src/progressive.lua
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local set_fs = i3.set_fs
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local hud_notif = i3.hud_notif
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local POLL_FREQ = 0.25
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IMPORT("reg_items", "reg_nodes")
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IMPORT("fmt", "search", "table_merge", "array_diff")
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IMPORT("is_group", "extract_groups", "item_has_groups", "apply_recipe_filters")
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local function get_filtered_items(player, data)
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local items, known = {}, 0
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for i = 1, #i3.init_items do
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local item = i3.init_items[i]
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local recipes = i3.recipes_cache[item]
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local usages = i3.usages_cache[item]
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recipes = #apply_recipe_filters(recipes or {}, player)
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usages = #apply_recipe_filters(usages or {}, player)
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if recipes > 0 or usages > 0 then
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items[item] = true
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known += recipes + usages
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end
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end
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data.known_recipes = known
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return items
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end
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local function item_in_inv(item, inv_items)
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local inv_items_size = #inv_items
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if is_group(item) then
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local groupname = item:sub(7)
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local group_cache = i3.groups[groupname]
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local groups = group_cache and group_cache.groups or extract_groups(item)
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for i = 1, inv_items_size do
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local def = core.registered_items[inv_items[i]]
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if def then
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if item_has_groups(def.groups, groups) then
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return true
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end
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end
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end
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else
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for i = 1, inv_items_size do
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if inv_items[i] == item then
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return true
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end
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end
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end
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end
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local function recipe_in_inv(rcp, inv_items)
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for _, item in pairs(rcp.items) do
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if not item_in_inv(item, inv_items) then return end
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end
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return true
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end
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local function progressive_filter(recipes, player)
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if not recipes then
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return {}
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end
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local name = player:get_player_name()
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local data = i3.data[name]
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if #data.inv_items == 0 then
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return {}
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end
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local filtered, c = {}, 0
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for i = 1, #recipes do
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local recipe = recipes[i]
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if recipe_in_inv(recipe, data.inv_items) then
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c++
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filtered[c] = recipe
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end
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end
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return filtered
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end
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local item_lists = {"main", "craft", "craftpreview"}
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local function get_inv_items(player)
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local inv = player:get_inventory()
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if not inv then
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return {}
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end
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local stacks = {}
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for i = 1, #item_lists do
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local list = inv:get_list(item_lists[i])
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table_merge(stacks, list)
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end
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local inv_items, c = {}, 0
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for i = 1, #stacks do
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local stack = stacks[i]
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if not stack:is_empty() then
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local name = stack:get_name()
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if core.registered_items[name] then
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c++
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inv_items[c] = name
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end
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end
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end
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return inv_items
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end
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-- Workaround. Need an engine call to detect when the contents of
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-- the player inventory changed, instead.
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local function poll_new_items(player, data, join)
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local inv_items = get_inv_items(player)
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local diff = array_diff(inv_items, data.inv_items)
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if join or #diff > 0 then
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data.inv_items = table_merge(diff, data.inv_items)
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local oldknown = data.known_recipes or 0
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local items = get_filtered_items(player, data)
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data.discovered = data.known_recipes - oldknown
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if data.discovered > 0 then
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local msg = fmt("%u new recipe%s unlocked!", data.discovered, data.discovered > 1 and "s" or "")
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local last_discovered = diff[1]
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local img = reg_items[last_discovered].inventory_image
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if reg_nodes[last_discovered] then
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local id = core.get_content_id(last_discovered)
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img = i3.cubes[id] or img
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end
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hud_notif(data.player_name, msg, img)
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end
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data.items_progress = items
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data.itab = 1
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search(data)
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set_fs(player)
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end
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core.after(POLL_FREQ, poll_new_items, player, data)
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end
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i3.add_recipe_filter("Default progressive filter", progressive_filter)
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core.register_on_joinplayer(function(player)
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local name = player:get_player_name()
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local data = i3.data[name]
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if not data then return end
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data.inv_items = data.inv_items or {}
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data.known_recipes = data.known_recipes or 0
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data.discovered = data.discovered or 0
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poll_new_items(player, data, true)
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end)
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