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Split init.lua into separate files (Part I)
This commit is contained in:
parent
f8ac9c45d1
commit
853ddc9d94
8
API.md
8
API.md
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@ -186,9 +186,9 @@ Removes all recipe filters and adds a new one.
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Removes the recipe filter with the given `name`.
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#### `i3.get_recipe_filters()`
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#### `i3.recipe_filters`
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Returns a map of recipe filters, indexed by name.
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A map of recipe filters, indexed by name.
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---
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@ -233,9 +233,9 @@ end)
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Removes the search filter with the given `name`.
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#### `i3.get_search_filters()`
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#### `i3.search_filters`
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Returns a map of search filters, indexed by name.
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A map of search filters, indexed by name.
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---
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211
etc/common.lua
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211
etc/common.lua
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@ -0,0 +1,211 @@
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local modpath = core.get_modpath "i3"
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local item_compression = core.settings:get_bool("i3_item_compression", true)
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local reg_items, translate = core.registered_items, core.get_translated_string
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local fmt, find, gmatch, match, sub, split, lower =
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string.format, string.find, string.gmatch, string.match,
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string.sub, string.split, string.lower
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local function reset_compression(data)
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data.alt_items = nil
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data.expand = ""
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end
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local function search(data)
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reset_compression(data)
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local filter = data.filter
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local opt = "^(.-)%+([%w_]+)=([%w_,]+)"
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local search_filter = next(i3.search_filters) and match(filter, opt)
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local filters = {}
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if search_filter then
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search_filter = search_filter:trim()
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for filter_name, values in gmatch(filter, sub(opt, 6)) do
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if i3.search_filters[filter_name] then
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values = split(values, ",")
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filters[filter_name] = values
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end
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end
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end
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local filtered_list, c = {}, 0
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for i = 1, #data.items_raw do
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local item = data.items_raw[i]
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local def = core.registered_items[item]
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local desc = lower(translate(data.lang_code, def and def.description)) or ""
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local search_in = fmt("%s %s", item, desc)
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local temp, j, to_add = {}, 1
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if search_filter then
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for filter_name, values in pairs(filters) do
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if values then
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local func = i3.search_filters[filter_name]
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to_add = (j > 1 and temp[item] or j == 1) and
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func(item, values) and (search_filter == "" or
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find(search_in, search_filter, 1, true))
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if to_add then
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temp[item] = true
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end
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j = j + 1
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end
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end
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else
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local ok = true
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for keyword in gmatch(filter, "%S+") do
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if not find(search_in, keyword, 1, true) then
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ok = nil
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break
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end
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end
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if ok then
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to_add = true
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end
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end
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if to_add then
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c = c + 1
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filtered_list[c] = item
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end
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end
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data.items = filtered_list
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end
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local function table_merge(t1, t2, hash)
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t1 = t1 or {}
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t2 = t2 or {}
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if hash then
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for k, v in pairs(t2) do
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t1[k] = v
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end
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else
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local c = #t1
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for i = 1, #t2 do
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c = c + 1
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t1[c] = t2[i]
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end
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end
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return t1
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end
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local function is_group(item)
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return sub(item, 1, 6) == "group:"
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end
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local function extract_groups(str)
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if sub(str, 1, 6) == "group:" then
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return split(sub(str, 7), ",")
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end
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end
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local function item_has_groups(item_groups, groups)
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for i = 1, #groups do
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local group = groups[i]
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if (item_groups[group] or 0) == 0 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 show_item(def)
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return def and def.groups.not_in_creative_inventory ~= 1 and
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def.description and def.description ~= ""
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end
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local function groups_to_items(groups, get_all)
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if not get_all and #groups == 1 then
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local group = groups[1]
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local stereotype = i3.group_stereotypes[group]
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local def = reg_items[stereotype]
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if show_item(def) then
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return stereotype
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end
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end
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local names = {}
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for name, def in pairs(reg_items) do
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if show_item(def) and item_has_groups(def.groups, groups) then
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if get_all then
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names[#names + 1] = name
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else
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return name
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end
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end
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end
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return get_all and names or ""
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end
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local function apply_recipe_filters(recipes, player)
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for _, filter in pairs(i3.recipe_filters) do
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recipes = filter(recipes, player)
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end
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return recipes
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end
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local function compression_active(data)
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return item_compression and not next(i3.recipe_filters) and data.filter == ""
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end
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local function compressible(item, data)
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return compression_active(data) and i3.compress_groups[item]
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end
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local function is_str(x)
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return type(x) == "string"
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end
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local function true_str(str)
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return is_str(str) and str ~= ""
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end
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local function is_fav(favs, query_item)
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local fav, i
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for j = 1, #favs do
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if favs[j] == query_item then
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fav = true
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i = j
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break
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end
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end
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return fav, i
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end
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return {
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init = {
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is_str,
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show_item,
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reset_compression,
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},
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progressive = {
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search,
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table_merge,
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is_group,
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extract_groups,
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item_has_groups,
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apply_recipe_filters,
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},
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gui = {
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groups_to_items,
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compression_active,
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compressible,
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true_str,
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is_fav,
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},
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}
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1312
etc/gui.lua
Normal file
1312
etc/gui.lua
Normal file
File diff suppressed because it is too large
Load Diff
301
etc/progressive.lua
Normal file
301
etc/progressive.lua
Normal file
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@ -0,0 +1,301 @@
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local POLL_FREQ = 0.25
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local HUD_TIMER_MAX = 1.5
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local set_fs = i3.set_fs
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local modpath = core.get_modpath "i3"
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local search, table_merge, is_group, extract_groups, item_has_groups, apply_recipe_filters =
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unpack(dofile(modpath .. "/etc/common.lua").progressive)
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local singleplayer = core.is_singleplayer()
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local fmt, after = string.format, core.after
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local function array_diff(t1, t2)
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local hash = {}
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for i = 1, #t1 do
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local v = t1[i]
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hash[v] = true
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end
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for i = 1, #t2 do
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local v = t2[i]
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hash[v] = nil
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end
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local diff, c = {}, 0
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for i = 1, #t1 do
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local v = t1[i]
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if hash[v] then
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c = c + 1
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diff[c] = v
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end
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end
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return diff
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end
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local function get_filtered_items(player, data)
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local items, known, c = {}, 0, 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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c = c + 1
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items[c] = item
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if data then
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known = known + recipes + usages
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end
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end
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end
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if data then
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data.known_recipes = known
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end
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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 groups = 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 = c + 1
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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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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 = c + 1
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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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local function init_hud(player, data)
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data.hud = {
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bg = player:hud_add {
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hud_elem_type = "image",
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position = {x = 0.78, y = 1},
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alignment = {x = 1, y = 1},
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scale = {x = 370, y = 112},
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text = "i3_bg.png",
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z_index = 0xDEAD,
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},
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book = player:hud_add {
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hud_elem_type = "image",
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position = {x = 0.79, y = 1.02},
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alignment = {x = 1, y = 1},
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scale = {x = 4, y = 4},
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text = "i3_book.png",
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z_index = 0xDEAD,
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},
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text = player:hud_add {
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hud_elem_type = "text",
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position = {x = 0.84, y = 1.04},
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alignment = {x = 1, y = 1},
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number = 0xffffff,
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text = "",
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z_index = 0xDEAD,
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style = 1,
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},
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}
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end
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local function show_hud_success(player, data)
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-- It'd better to have an engine function `hud_move` to only need
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-- 2 calls for the notification's back and forth.
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local hud_info_bg = player:hud_get(data.hud.bg)
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local dt = 0.016
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if hud_info_bg.position.y <= 0.9 then
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data.show_hud = false
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data.hud_timer = (data.hud_timer or 0) + dt
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end
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if data.show_hud then
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for _, def in pairs(data.hud) do
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local hud_info = player:hud_get(def)
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player:hud_change(def, "position", {
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x = hud_info.position.x,
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y = hud_info.position.y - (dt / 5)
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})
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end
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player:hud_change(data.hud.text, "text",
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fmt("%u new recipe%s unlocked!",
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data.discovered, data.discovered > 1 and "s" or ""))
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elseif data.show_hud == false then
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if data.hud_timer >= HUD_TIMER_MAX then
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for _, def in pairs(data.hud) do
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local hud_info = player:hud_get(def)
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player:hud_change(def, "position", {
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x = hud_info.position.x,
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y = hud_info.position.y + (dt / 5)
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})
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end
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if hud_info_bg.position.y >= 1 then
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data.show_hud = nil
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data.hud_timer = nil
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end
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end
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end
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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()
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local players = core.get_connected_players()
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for i = 1, #players do
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local player = players[i]
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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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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 #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.show_hud == nil and data.discovered > 0 then
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data.show_hud = true
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end
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data.items_raw = items
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data.current_itab = 1
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search(data)
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set_fs(player)
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end
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end
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after(POLL_FREQ, poll_new_items)
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end
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poll_new_items()
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if singleplayer then
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core.register_globalstep(function()
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local name = "singleplayer"
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local player = core.get_player_by_name(name)
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local data = i3.data[name]
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if data and data.show_hud ~= nil then
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show_hud_success(player, data)
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end
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end)
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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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local oldknown = data.known_recipes
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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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data.items_raw = items
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search(data)
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if singleplayer then
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init_hud(player, data)
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if data.show_hud == nil and data.discovered > 0 then
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data.show_hud = true
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end
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end
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end)
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