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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>
20 lines
574 B
Lua
20 lines
574 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 Features = 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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local function on_feature_changed()
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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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[Features.events.on_feature_changed] = on_feature_changed,
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},
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}
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