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Review points from Cooldude: - Feature.register(name[, config]) is required again and returns a feature object. Each feature has its config, its fields, and its overrides, so one registry holds all the data. Only the overrides are stored. On load each feature points at its own stored table again. - The methods are feature:guard(lib), feature:update_config(enabled, values), and feature:is_enabled(). Feature.get(name) looks up a feature, and commands flag the feature object. - update_config raises on_config_updated once per changed value, with the feature name, path, old value, and new value. The gui refresh only reacts to the "enabled" path. - apply only sets values. on_apply is gone. Lookup sets built from lists use Feature.to_set, which is cached by the list itself. A replaced list gets a new set, so the sets are also correct after a load. Protection exposes getters for its protected names and types. Web: settings use small inputs, the same size as the config pages. Fields are shaped like clusterio config field definitions. A field with an inputComponent renders the component registered with the web interface, so the role setting now uses core's role input, and other plugin inputs can be used later. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
22 lines
678 B
Lua
22 lines
678 B
Lua
--[[-- Control - Features
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Refreshes the gui of every player when a feature is enabled or disabled, see features.lua
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]]
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local Feature = require("modules/exp_scenario/features")
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local Gui = require("modules/exp_gui")
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--- Toolbar buttons of disabled features are hidden, which also hides their left elements
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--- @param event EventData.ExpScenario.on_config_updated
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local function on_config_updated(event)
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if event.path ~= "enabled" then return end
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for _, player in pairs(game.connected_players) do
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Gui._ensure_consistency{ player_index = player.index }
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end
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end
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return {
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events = {
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[Feature.events.on_config_updated] = on_config_updated,
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},
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}
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