if data.is_demo then return end -- Exit if not on version 0.15+. This file might not be deleted when downgrading to pre-0.15. if not data.raw["utility-constants"] then return end -- This auto-generates barrel items and fill/empty recipes for every fluid defined that doesn't have "auto_barrel = false". -- The technology the barrel unlocks will be added to local technology_name = "fluid-handling" -- The base empty barrel item local empty_barrel_name = "empty-barrel" -- Item icon masks local barrel_side_mask = "__base__/graphics/icons/fluid/barreling/barrel-side-mask.png" local barrel_hoop_top_mask = "__base__/graphics/icons/fluid/barreling/barrel-hoop-top-mask.png" -- Recipe icon masks local barrel_empty_side_mask = "__base__/graphics/icons/fluid/barreling/barrel-empty-side-mask.png" local barrel_empty_top_mask = "__base__/graphics/icons/fluid/barreling/barrel-empty-top-mask.png" local barrel_fill_side_mask = "__base__/graphics/icons/fluid/barreling/barrel-fill-side-mask.png" local barrel_fill_top_mask = "__base__/graphics/icons/fluid/barreling/barrel-fill-top-mask.png" -- Alpha used for barrel masks local side_alpha = 0.75 local top_hoop_alpha = 0.75 -- Fluid required per barrel recipe local fluid_per_barrel = 50 -- Crafting energy per barrel fill recipe local energy_per_fill = 0.2 -- Crafting energy per barrel empty recipe local energy_per_empty = 0.2 local function get_technology(name) local technologies = data.raw["technology"] if technologies then return technologies[name] end return nil end local function get_item(name) local items = data.raw["item"] if items then return items[name] end return nil end local function get_recipes_for_barrel(name) local recipes = data.raw["recipe"] if recipes then return recipes["fill-" .. name], recipes["empty-" .. name] end return nil end -- Generates the icons definition for a barrel item with the provided name and fluid definition using the provided empty barrel base icon local function generate_barrel_item_icons(fluid, empty_barrel_item) local side_tint = util.table.deepcopy(fluid.base_color) side_tint.a = side_alpha local top_hoop_tint = util.table.deepcopy(fluid.flow_color) top_hoop_tint.a = top_hoop_alpha return { { icon = empty_barrel_item.icon }, { icon = barrel_side_mask, tint = side_tint }, { icon = barrel_hoop_top_mask, tint = top_hoop_tint } } end -- Generates a barrel item with the provided name and fluid definition using the provided empty barrel stack size local function create_barrel_item(name, fluid, empty_barrel_item) local result = { type = "item", name = name, localised_name = {"item-name.filled-barrel", {"fluid-name." .. fluid.name}}, icons = generate_barrel_item_icons(fluid, empty_barrel_item), icon_size = 32, subgroup = "fill-barrel", order = "b[" .. name .. "]", stack_size = empty_barrel_item.stack_size } data:extend({result}) return result end local function get_or_create_barrel_item(name, fluid, empty_barrel_item) local existing_item = get_item(name) if existing_item then return existing_item end return create_barrel_item(name, fluid, empty_barrel_item) end -- Generates the icons definition for a fill-barrel recipe with the provided barrel name and fluid definition local function generate_fill_barrel_icons(fluid) local side_tint = util.table.deepcopy(fluid.base_color) side_tint.a = side_alpha local top_hoop_tint = util.table.deepcopy(fluid.flow_color) top_hoop_tint.a = top_hoop_alpha return { { icon = "__base__/graphics/icons/fluid/barreling/barrel-fill.png" }, { icon = barrel_fill_side_mask, tint = side_tint }, { icon = barrel_fill_top_mask, tint = top_hoop_tint }, { icon = fluid.icon, scale = 0.5, shift = {4, -8} } } end -- Generates the icons definition for a empty-barrel recipe with the provided barrel name and fluid definition local function generate_empty_barrel_icons(fluid) local side_tint = util.table.deepcopy(fluid.base_color) side_tint.a = side_alpha local top_hoop_tint = util.table.deepcopy(fluid.flow_color) top_hoop_tint.a = top_hoop_alpha return { { icon = "__base__/graphics/icons/fluid/barreling/barrel-empty.png" }, { icon = barrel_empty_side_mask, tint = side_tint }, { icon = barrel_empty_top_mask, tint = top_hoop_tint }, { icon = fluid.icon, scale = 0.5, shift = {7, 8} } } end -- Creates a recipe to fill the provided barrel item with the provided fluid local function create_fill_barrel_recipe(item, fluid) local recipe = { type = "recipe", name = "fill-" .. item.name, localised_name = {"recipe-name.fill-barrel", {"fluid-name." .. fluid.name}}, category = "crafting-with-fluid", energy_required = energy_per_fill, subgroup = "fill-barrel", order = "b[fill-" .. item.name .. "]", enabled = false, icons = generate_fill_barrel_icons(fluid), icon_size = 32, ingredients = { {type = "fluid", name = fluid.name, amount = fluid_per_barrel, catalyst_amount = fluid_per_barrel}, {type = "item", name = empty_barrel_name, amount = 1, catalyst_amount = 1} }, results= { {type = "item", name = item.name, amount = 1, catalyst_amount = 1} }, allow_decomposition = false } data:extend({recipe}) return recipe end -- Creates a recipe to empty the provided full barrel item producing the provided fluid local function create_empty_barrel_recipe(item, fluid) local recipe = { type = "recipe", name = "empty-" .. item.name, localised_name = {"recipe-name.empty-filled-barrel", {"fluid-name." .. fluid.name}}, category = "crafting-with-fluid", energy_required = energy_per_empty, subgroup = "empty-barrel", order = "c[empty-" .. item.name .. "]", enabled = false, icons = generate_empty_barrel_icons(fluid), icon_size = 32, ingredients = { {type = "item", name = item.name, amount = 1, catalyst_amount = 1} }, results= { {type = "fluid", name = fluid.name, amount = fluid_per_barrel, catalyst_amount = fluid_per_barrel}, {type = "item", name = empty_barrel_name, amount = 1, catalyst_amount = 1} }, allow_decomposition = false } data:extend({recipe}) return recipe end local function get_or_create_barrel_recipes(item, fluid) local fill_recipe, empty_recipe = get_recipes_for_barrel(item.name) if not fill_recipe then fill_recipe = create_fill_barrel_recipe(item, fluid) end if not empty_recipe then empty_recipe = create_empty_barrel_recipe(item, fluid) end return fill_recipe, empty_recipe end -- Adds the provided barrel recipe and fill/empty recipes to the technology as recipe unlocks if they don't already exist local function add_barrel_to_technology(fill_recipe, empty_recipe, technology) local unlock_key = "unlock-recipe" local effects = technology.effects if not effects then technology.effects = {} effects = technology.effects end local add_fill_recipe = true local add_empty_recipe = true for k,v in pairs(effects) do if k == unlock_key then local recipe = v.recipe if recipe == fill_recipe.name then add_fill_recipe = false elseif recipe == empty_recipe.name then add_empty_recipe = false end end end if add_fill_recipe then table.insert(effects, {type = unlock_key, recipe = fill_recipe.name}) end if add_empty_recipe then table.insert(effects, {type = unlock_key, recipe = empty_recipe.name}) end end local function get_disabled_reason(fluids, technology, empty_barrel_item) if not fluids then return "there are no fluids" end if not technology then return "the " .. technology_name .. " technology doesn't exist" end if not empty_barrel_item then return "the " .. empty_barrel_name .. " item doesn't exist" end if not empty_barrel_item.icon then return "the " .. empty_barrel_name .. " item singular-icon definition doesn't exist" end end local function process_fluids(fluids, technology, empty_barrel_item) if not fluids or not technology or not empty_barrel_item or not empty_barrel_item.icon then log("Auto barrel generation is disabled: " .. get_disabled_reason(fluids, technology, empty_barrel_item) .. ".") return end for name,fluid in pairs(fluids) do -- Allow fluids to opt-out if (fluid.auto_barrel == nil or fluid.auto_barrel) and fluid.icon then local barrel_name = fluid.name .. "-barrel" -- check if a barrel already exists for this fluid if not - create one local barrel_item = get_or_create_barrel_item(barrel_name, fluid, empty_barrel_item) -- check if the barrel has a recipe if not - create one local barrel_fill_recipe, barrel_empty_recipe = get_or_create_barrel_recipes(barrel_item, fluid) -- check if the barrel recipe exists in the unlock list of the technology if not - add it add_barrel_to_technology(barrel_fill_recipe, barrel_empty_recipe, technology) end end end process_fluids(data.raw["fluid"], get_technology(technology_name), get_item(empty_barrel_name))