Framework:
- Intervals are gone. Update periods are hardcoded on_nth_tick values
again, since nobody has needed to change them.
- apply is a single loop over the declared fields and logs a warning
when an override is invalid. receive_update also warns about
unknown keys.
- Nested tables are addressed as "section.key". Lists of strings can be
overridden. Features.optional declares a value with no default.
- Features.on_apply rebuilds values derived from the config, such as
lookup sets. It also runs during on_load.
exp_roles is assumed to be present:
- AFK Kick picks a role (active_role_id) instead of a custom check
function.
- Chat Auto Reply, Protection, and Nuke Protection no longer take a
permission as a setting.
New features, each chosen for an edge case:
- Discord Alerts: conditional handlers, and a command map that becomes
a list.
- Entity Protection: lists turned into sets at load, and bookkeeping
that must keep running while disabled.
- Nuke Protection: config keyed by defines, flattened to a banned items
list.
- Popups: one config shared by two control files.
- Spawn Area: nested sections, and settings that only apply when the
map is created.
Page: now laid out like the role page. It has a search across every
setting, one long list with a sticky sidebar to jump between sections,
and the enabled switch separated at the front of each header with
Reset to defaults on the right. Changed rows are highlighted, and a
bottom bar offers Revert and Apply. Role settings use a role picker and
lists use a tag select.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Review feedback from Cooldude on the first version.
Features.register is renamed to Features.config, and guard also takes a
feature name so a feature without settings needs no config call.
Autofill uses this. Small configs now live at the top of the file that
uses them: death markers, mine depletion, station auto name, and
lawnmower. AFK kick and chat auto reply keep separate files because
they contain functions.
Periods no longer need a restart. A lib can list intervals, which map a
config key to a handler that runs every config[key] seconds. They are
checked once a second with a stateless tick check. AFK kick and death
markers use this and expose their periods on the page.
Guis: receive_update raises on_feature_changed, and control/features.lua
refreshes every player's gui when it fires. Autofill's toolbar button
checks Features.is_enabled, and hiding the button also hides its left
element. Quick actions refresh on the event too.
Commands: add_flags{ feature = ... } ties a command to a feature, and a
new authority denies it while the feature is disabled. The custom help
and quick actions already leave out denied commands. Lawnmower uses this
and is now added as a lib, so its destroy_decoratives handlers are
actually registered.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Features can now be enabled, disabled, and configured from the web UI
while the game is running, without editing Lua files. The first five
features covered are AFK Kick, Chat Auto Reply, Death Markers, Mine
Depletion, and Station Auto Name.
Lua side: module/features.lua holds each feature's defaults, keeps the
overrides from the controller in storage, and patches them onto the
config table in place. Features.guard skips a feature's handlers while
it is disabled. The five config files move from exp_legacy into
exp_scenario/module/config and their control files now read config at
runtime instead of deciding at load which handlers to register. AFK
Kick times are now in minutes.
Controller side: features.ts lists the editable settings and their
defaults. Overrides that differ from the default are stored in
exp_scenario/features.json and guarded by the existing
exp_scenario.config.view/edit permissions. The instance plugin sends
them over rcon on start, on every change, and again after the
controller restarts.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The create-report, get-reports and clear-reports commands now live in the
plugin's own module next to the functions they call, with their locale.
The permissions keep their exp_scenario.command names because the command
authority derives them from the command name.
The Discord report alert in exp_scenario is gone since exp_reports posts to
its own webhook. The shared add_player stub takes an options table with
connected and admin defaulting to true and false, replacing the copy in
the exp_reports test environment.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
The virtual layer was a legacy control module and a legacy gui built on
the legacy event system. The control module moves to
exp_scenario/module/control/vlayer.lua in the event_handler shape, with the
data typed and the allowed item table built locally rather than by
rewriting the config. The gui moves to exp_scenario/module/gui/vlayer.lua
in the shape of the other scenario guis: statistics as label and bar
defines refreshed from display data computed once, and the interface
controls as a define which owns its dropdowns.
Api changes while moving: interfaces are removed by entity rather than by
searching a position, the dead circuit wiring parameter is gone since
connect_neighbour no longer exists, and remove_item now takes only the
unallocated amount out of storage and counts that production back out of
the total, which the legacy module got wrong.
The locale moves to [exp-gui_vlayer] in en, zh-CN and zh-TW and the legacy
[vlayer] sections, modules and file loader entries are removed.
Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>
The warp system was split across a legacy control module and a legacy gui,
both built on expcore.datastore. They are now one exp_scenario gui,
exp_scenario/module/gui/warp_list.lua, in the shape of the task list: per
force warps and per player cooldown and proximity state live on the
container's element data, rows are element defines which carry their warp in
element data, and refreshes compute the player's status once and apply it to
every row. Warps are referenced as objects rather than string ids, the last
editor is a LuaPlayer, and the cooldown counts ticks.
The locale moves to [exp-gui_warp-list] in en, zh-CN and zh-TW with keys
named by region and use, and the legacy [warp-list] sections are removed
along with the two legacy modules and the file loader entry. The config
stays in exp_legacy/config/gui/warps.lua for now like the other gui configs.
The seed roles were owned by exp_roles, but they describe the scenario, so
they now live in exp_scenario/seed.ts next to the permissions they grant.
Each seed role names the permission group its holders belong to, and the
five groups the legacy config defined (Admin, Trusted, Standard, Guest,
Restricted) are seeded through exp_groups along with one role mapping per
role. Mapping priorities follow how exp_roles ranks a player's highest
role, so Jail lands in Restricted regardless of other roles.
SeedRolesRequest becomes exp_scenario's SeedRequest behind a new
exp_scenario.seed permission, and the button moves to the scenario's web
plugin, which gets a web entrypoint for it. exp_roles no longer depends on
exp_scenario, and exp_scenario gains controller tests around the seed.
With groups seeded from the controller the legacy expcore.permission_groups
module and its config are removed, along with the Group rcon static.
Reports were the last legacy control module, kept in the lua state of
each instance. They are now an exp_reports plugin which stores them on
the controller: a report is immutable and holds the reported player, who
made it, the reason, the instance name and when it was made, and the only
operations are get, list, create and delete.
In game nothing is stored. The lua module sends each request over ipc,
the instance plugin asks the controller and hands the answer back with
rcon, and the module prints it to whoever asked if they are still online.
Answers are dropped if the instance stopped meanwhile. The module raises
on_player_reported with the count and reporters of every report against
the player, which report_jail and discord_alerts use, and the commands
and player list button call into it.
The web ui gets a /reports page: a table with search on the player,
reporter and reason, a filter on the instance, delete per row and a
create form which reports in the name of the web user.
New reports are posted to two optional webhooks configured on the
controller, a Discord channel hook as an embed and a generic JSON hook.
Failures are logged rather than failing the report.
Tests cover the messages, the controller against a real Controller, the
instance plugin against a real Instance, and the lua module through the
shared harness.
Factorio 2.1 changed get_quick_bar_slot and set_quick_bar_slot to take a
page and slot rather than a single index, and to describe slots holding
records, remotes and specific item instances. Saved filters keep their
single index, which is converted on load and save, and only plain item
filters are saved since the other slot types hold data which has no name
to store. The command is enabled again.
Fixes#444
The statistics only credited damage and kills when the cause was a
character, so anything done from a car, tank, spidertron or locomotive was
lost. The cause is now resolved to a player through the vehicle's driver,
or passenger when there is no driver, and turrets, remotes and uncrewed
trains still count for nobody.
Fixes#219
Warnings were a moderator tool layered on top of reports and had no
callers left outside their own command and the player list button. The
legacy module, its config and locale, the exp_scenario command and its
permissions, the discord alert block and the player list button are all
removed. Reporting from the player list no longer depends on whether the
player could give warnings, anyone can report a player who is not immune.
The spectate and follow module moves to exp_scenario/module/control/spectate.lua
in the event_handler shape the other control modules use, and the copy in
exp_legacy is removed. Follow state is a typed record rather than a
positional table, the follow label caption is localised, and the escape
handler marks the record to stop on the next tick instead of poking an
invalid position into it.
The LuaPlayer.close_map call is gone: it does not exist in Factorio 2.0,
where the map is the remote controller and set_controller replaces it.
The entity protection module moves to exp_scenario/module/control/protection.lua
in the event_handler shape the other control modules use, and the copy in
exp_legacy is removed. The config lookups are built as local sets instead of
rewriting the config tables in place, the two mined handlers become one, and
the entity and area key helpers are exposed so the protection command no
longer keeps its own copies. Event ids are exposed as
Protection.on_player_mined_protected and Protection.on_repeat_violation.
With the role system finished the jail module has nothing legacy left in
it, so it moves to exp_scenario/module/control/jail.lua and the copy in
exp_legacy is removed. The module takes LuaPlayer only, requires a reason,
returns false rather than nil when there is nothing to do, and exposes its
event ids as Jail.on_player_jailed and Jail.on_player_unjailed in the same
shape as exp_util's selection events.
- Roles are objects and everything done to or with a role is a method on it:
assign, unassign, has_player, has_permission, is_higher_than,
is_lower_than, get_players, get_player_names, print. Assignment has one
entry point, role:assign(player, options), with local_only as an option
rather than a second function.
- Roles are looked up by clusterio id with get_role; get_role_by_name searches
the list for the few places, such as configs, which only know a name. The
name map and the ordered list are gone, get_roles sorts on demand and the
index field is replaced by the comparison methods.
- Players are LuaPlayer objects only, with nil or index 0 for the server.
- get_higher_roles and get_lower_roles replace print_to_roles_higher and
print_to_roles_lower, call sites loop over them with role:print.
- Permission groups are removed from roles again, exp_groups owns the mapping
from roles to groups.
- Seeding is a SeedRolesRequest behind a button on the roles page rather than
running on first start, and creates only the roles; the player assignments
are dropped. The seed lists each permission once at the lowest role which
has it and lets the parent chain carry it up.
- System commands unlock for core.admin rather than a permission of their own.
- Role metatables are registered with Storage.register_metatable so the
methods survive save and load, which the role records in storage needed.
- The player list auth uses Roles.player_outranks directly, and the event
carries role ids rather than names.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
Every call site of expcore.roles now uses exp_roles, and the legacy module,
its config, and the glue which refreshed guis on role events are deleted.
Where a file only renamed the require and the permission strings the change is
mechanical; the rest:
- Jail is now "give the Jail role" and unjail "take it away". The role has a
higher priority than every other so holding it suppresses them, which is
what stashing and restoring the roles was for.
- The command role authority derives exp_scenario.command.<name> from the
command name, and the role parsers use player_outranks rather than comparing
indexes with their own root check.
- The admin and spectator triggers, and the gui refresh on role changes, live
in exp_scenario/control/roles.lua; the system commands trigger stays with
the command authority.
- The player list warn button is keyed on create_warning, the permission
the command behind it already required, and report on create_report. Both
were keyed on names no role held, so only root ever saw them.
- The warps and tasks configs say exp_roles where they said expcore.roles.
- The role tables the readme and player list read are replaced by
get_player_names and get_roles.
Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
The nil check burn down added guards which turned out redundant once
the surrounding annotations landed. `_has_handlers` is set to true when
the first handler registers, so it is a boolean rather than the literal
false it was inferred as.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
`assert` returns every argument it is given, so `return assert(x, msg)`
was leaking the message as a second return value.
`get_tile` is documented as taking x and y. The async function class
declared `@operator call` with no parameters, which made every async
call look over supplied.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Guards now cover the statements that follow them, and a couple of reads
are restructured so the narrowing survives.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The api documents both as a union with a positional array because both
are accepted as input, which makes every read of `.x` or `.left_top`
optional. Everything read back from the game uses the named form, so
the positional variant is removed and we now always write it that way
too.
The spawn area config offsets and the mine depletion search areas were
the only positional writes left, and apply_offset no longer needs its
fallback.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The player list action setter runs during control setup, before any of
the callbacks that use it.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Dropdowns are siblings of the button that reads them, and the loop
bounds come from the interface count.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Dropdowns are siblings of the button that reads them, and the loop
bounds come from the interface count.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The interfaces are chests and constant combinators, so the inventory,
logistic sections and first circuit section always exist.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
get_player_roles always returns at least the default or root role, so
get_player_highest_role never returns nil, and callers were right to
treat it that way.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
`Roles.new_role` returned the result of `error`, which made it nullable,
and `set_permission_group` returned nil for an unknown group, which
broke the config chain with an index error rather than saying so.
Positions and bounding boxes read back from the game always use the
named members, so they are narrowed once where they enter a function.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
Locals declared ahead of an assignment inside a callback were inferred
as nil at every use site.
The role event handlers are given a class so the table is not unified
with the other module handler tables.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
`loadstring` was removed in Lua 5.2, `load` takes a string the same way.
Warp gui child lookups are optional, so they use the same assert the
rest of the repo does.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
`LogisticFilter.signal` became `value` in 2.0, so the clear loop broke
on the first slot and outdated signals were left behind.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
emmylua takes self from the owner table, so `@param self ExpRoles.Role`
only applies with dot syntax. Call sites still use a colon.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
`config.temp_warning_limit` does not exist, the warnings config defines
`script_warning_limit`, and the locale expects it as `__3__/__4__`, so
the command was printing nil.
map_tags is keyed by the force name joined to the tag number, and
custom_color is the Color union.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
emmylua only parses the inline cast as `--[[@as T]]`, the spaced form
`--[[ @as T ]]` is treated as a plain comment, so all 149 of them were
doing nothing.
LuaGuiElement.style is a union because a style name can be assigned to
it, so reading it back needs the cast.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
`get_contents` and `targeted_items_pickup`/`_deliver` return lists of
ItemWithQualityCount in 2.0, they are no longer name keyed dictionaries,
so the logistorage stats were indexing by array position.
PreferenceEnum is bidirectional, matching what ExpUtil.enum returns.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The registry and the prototype were both bare tables, so every
`datastore:method()` call resolved to nothing.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
The gui element locals are declared at the top and assigned far below,
so emmylua inferred them as nil at every use site.
circuit_oc was reassigned from a control behaviour to a logistic
section, which hid every section method behind the wrong type.
allowed_items entries carry heterogeneous optional properties, now
described by a class.
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>