Files
bbassieandClaude Fable 5.1 f90b8fcee1 Address the second inline review of the features framework
- Feature.register returns the config as a second value, so files
  write `local feature, config = Feature.register(...)`.
- The lib is ExpScenario.Features and the instance class with its
  fields sits on Feature._prototype, which is the __index, the same
  shape as exp_commands.
- update_config only looks at values whose override was added,
  removed, or replaced. _apply_field sets one value and returns it, so
  the comparison happens while applying and the second loop only
  raises. Overrides dropped from the previous set count as candidates
  because the value reverts to its default.
- The `@setting name` tags are gone from the config comments.
- Protection is guarded as a whole instead of checking config.enabled
  in one handler. The handlers also forget mined entities, so
  get_entities and is_entity_protected now drop invalid references,
  which also covers entities destroyed without an event. The list
  getters are gone, the selection overlay builds its lists from
  Protection.config.
- Chat and damage popups are one feature in control/popups.lua.
- ignore_admins and command_admin_only are removed, roles cover them.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-10-03 07:35:58 +00:00

77 lines
2.9 KiB
Lua

--[[-- Commands - Lawnmower
Adds a command that clean up biter corpse and nuclear hole
]]
local AABB = require("modules/exp_util/aabb")
local Commands = require("modules/exp_commands")
local Feature = require("modules/exp_scenario/features")
local Selection = require("modules/exp_util/selection")
local SelectArea = Selection.connect("ExpCommand_Lawnmower")
local feature, config = Feature.register("lawnmower", {
destroy_decoratives = false, -- remove decoratives under entities when they are built
})
--- @class ExpCommand_Lawnmower.commands
local commands = {}
--- Toggle player selection mode for lawnmower
--- @class ExpCommands_Lawnmower.commands.lawnmower: ExpCommand
--- @overload fun(player: LuaPlayer)
commands.lawnmower = Commands.new("lawnmower", { "exp-commands_lawnmower.description" })
:add_flags{ feature = feature }
:register(function(player)
if SelectArea:stop(player) then
return Commands.status.success{ "exp_util.selection_exit", { "exp-commands_lawnmower.selection-name" } }
end
SelectArea:start(player)
return Commands.status.success{ "exp_util.selection_enter", { "exp-commands_lawnmower.selection-name" } }
end) --[[@as any]]
--- When an area is selected to be handled
SelectArea:on_selection(function(event)
local player = assert(game.get_player(event.player_index))
local area = AABB.expand(event.area)
local surface = event.surface
local entities = surface.find_entities_filtered{ area = area, type = "corpse" }
for _, entity in pairs(entities) do
if (entity.name ~= "transport-caution-corpse" and entity.name ~= "invisible-transport-caution-corpse") then
entity.destroy()
end
end
local replace_tiles = {}
local tiles = surface.find_tiles_filtered{ area = area, name = { "nuclear-ground" } }
for i, tile in pairs(tiles) do
replace_tiles[i] = { name = "grass-1", position = tile.position }
end
surface.set_tiles(replace_tiles)
surface.destroy_decoratives{ area = area }
player.print({ "exp-commands_lawnmower.complete", #replace_tiles }, Commands.print_settings.default)
end)
--- @param event EventData.on_built_entity | EventData.on_robot_built_entity | EventData.script_raised_built | EventData.script_raised_revive
local function destroy_decoratives(event)
if not config.destroy_decoratives then return end
local entity = event.entity
if entity.type ~= "entity-ghost" and entity.type ~= "tile-ghost" and entity.prototype.selectable_in_game then
entity.surface.destroy_decoratives{ area = entity.selection_box }
end
end
local e = defines.events
return feature:guard{
events = {
[e.on_built_entity] = destroy_decoratives,
[e.on_robot_built_entity] = destroy_decoratives,
[e.script_raised_built] = destroy_decoratives,
[e.script_raised_revive] = destroy_decoratives,
},
commands = commands,
}