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- 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>
65 lines
2.3 KiB
Lua
65 lines
2.3 KiB
Lua
--[[-- Control - Nuke Protection
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Disable new players from having certain items in their inventory, most commonly nukes
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]]
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local ExpUtil = require("modules/exp_util")
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local Feature = require("modules/exp_scenario/features")
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local Roles = require("modules/exp_roles")
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local feature, config = Feature.register("nuke_protection", {
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banned_items = Feature.set{ "atomic-bomb" }, -- Items which are removed from the inventory of players without the bypass permission
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})
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--- The inventories which are checked and the events which trigger the check
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local inventories = {
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[defines.events.on_player_ammo_inventory_changed] = defines.inventory.character_ammo,
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[defines.events.on_player_armor_inventory_changed] = defines.inventory.character_armor,
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[defines.events.on_player_gun_inventory_changed] = defines.inventory.character_guns,
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[defines.events.on_player_main_inventory_changed] = defines.inventory.character_main,
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}
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--- Check all items in the given inventory
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--- @param player LuaPlayer
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--- @param type defines.inventory
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local function check_items(player, type)
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-- If the player has perms to be ignored, then they should be
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if Roles.player_has_permission(player, "exp_scenario.bypass.nuke_protection") then return end
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local banned_items = config.banned_items
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local items = {} --- @type LuaItemStack[]
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local inventory = player.get_inventory(type)
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if not inventory then return end
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-- Check what items the player has
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for i = 1, #inventory do
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local item = inventory[i --[[@as uint]]]
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if item.valid_for_read and banned_items[item.name] then
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player.print{ "exp_nuke-protection.chat-found", item.prototype.localised_name }
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items[#items + 1] = item
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end
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end
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-- Move any items they aren't allowed
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ExpUtil.move_items_to_surface{
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items = items,
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surface = game.planets.nauvis.surface,
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allow_creation = true,
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name = "iron-chest",
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}
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end
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--- Add event handlers for the different inventories
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local events = {}
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for event_id, inventory in pairs(inventories) do
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--- @param event { player_index: number }
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events[event_id] = function(event)
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local player = assert(game.get_player(event.player_index))
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if player.valid then
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check_items(player, inventory)
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end
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end
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end
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return feature:guard{
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events = events,
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}
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