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migrate game.item_prototypes for 2.0
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@@ -14,7 +14,7 @@ local DEFINES_LOW_POWER = defines.entity_status.low_power
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---@param map_data MapData
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---@param item_name string
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function get_stack_size(map_data, item_name)
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return game.item_prototypes[item_name].stack_size
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return prototypes.item[item_name].stack_size
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end
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---@param item_order table<string, int>
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@@ -756,7 +756,7 @@ function set_comb2(map_data, station)
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local signals = {}
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for item_name, count in pairs(deliveries) do
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local i = #signals + 1
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local is_fluid = game.item_prototypes[item_name] == nil--NOTE: this is expensive
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local is_fluid = prototypes.item[item_name] == nil--NOTE: this is expensive
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signals[i] = {index = i, signal = {type = is_fluid and "fluid" or "item", name = item_name}, count = sign*count}
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end
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set_combinator_output(map_data, station.entity_comb2, signals)
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@@ -135,7 +135,7 @@ local function init_items(manager)
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manager.item_order = item_order
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local i = 1
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for _, protos in pairs{game.item_prototypes, game.fluid_prototypes} do
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for _, protos in pairs{prototypes.item, game.fluid_prototypes} do
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--- @type (LuaItemPrototype|LuaFluidPrototype)[]
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local all_items = {}
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for _, proto in pairs(protos) do
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@@ -378,7 +378,7 @@ function set_refueler_combs(map_data, refueler, train)
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else
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name = a.name
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end
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if game.item_prototypes[name] then
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if prototypes.item[name] then
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wagon_signals[1] = {index = 1, signal = {type = "item", name = a.name}, count = 1}
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end
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end
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