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https://github.com/PHIDIAS0303/ExpCluster.git
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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>
224 lines
7.9 KiB
Lua
224 lines
7.9 KiB
Lua
--[[-- Commands - Protection
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Adds commands that can add and remove protection
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]]
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local Storage = require("modules/exp_util/storage")
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local AABB = require("modules/exp_util/aabb")
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local contains_area = AABB.contains_area
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local expand_area = AABB.expand
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local Commands = require("modules/exp_commands")
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local format_player_name = Commands.format_player_name_locale
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local Roles = require("modules/exp_roles")
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local EntityProtection = require("modules/exp_scenario/control/protection")
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local get_entity_key = EntityProtection.get_entity_key
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local get_area_key = EntityProtection.get_area_key
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local Selection = require("modules/exp_util/selection")
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local SelectEntities = Selection.connect("ExpCommand_ProtectEntity")
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local SelectArea = Selection.connect("ExpCommand_ProtectArea")
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local renders = {} --- @type table<number, table<string, LuaRenderObject>> Stores all renders for a player
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Storage.register({
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renders = renders,
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}, function(tbl)
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renders = tbl.renders
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end)
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--- Show a protected entity to a player
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--- @param player LuaPlayer
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--- @param entity LuaEntity
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local function show_protected_entity(player, entity)
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local key = get_entity_key(entity)
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if renders[player.index][key] then return end
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local selection_box = entity.selection_box
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local rb = selection_box.right_bottom
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local position = entity.position
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renders[player.index][key] = rendering.draw_sprite{
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sprite = "utility/notification",
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target = entity,
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target_offset = {
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(rb.x - position.x) * 0.75,
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(rb.y - position.y) * 0.75,
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},
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x_scale = 2,
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y_scale = 2,
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surface = entity.surface,
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players = { player },
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}
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end
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--- Show a protected area to a player
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--- @param player LuaPlayer
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--- @param surface LuaSurface
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--- @param area BoundingBox.struct
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local function show_protected_area(player, surface, area)
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local key = get_area_key(area)
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if renders[player.index][key] then return end
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renders[player.index][key] = rendering.draw_rectangle{
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color = { 1, 1, 0, 0.5 },
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filled = false,
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width = 3,
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left_top = area.left_top,
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right_bottom = area.right_bottom,
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surface = surface,
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players = { player },
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}
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end
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--- Remove a render object for a player
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--- @param player LuaPlayer
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--- @param key string
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local function remove_render(player, key)
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local render = renders[player.index][key]
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if render and render.valid then render.destroy() end
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renders[player.index][key] = nil
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end
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--- Toggles entity protection selection
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Commands.new("protect-entity", { "exp-commands_entity-protection.description-entity" })
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:add_aliases{ "pe" }
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:register(function(player)
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if SelectEntities:stop(player) then
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return Commands.status.success{ "exp-commands_entity-protection.exit-entity" }
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end
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SelectEntities:start(player)
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return Commands.status.success{ "exp-commands_entity-protection.enter-entity" }
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end)
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--- Toggles area protection selection
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Commands.new("protect-area", { "exp-commands_entity-protection.description-area" })
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:add_aliases{ "pa" }
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:register(function(player)
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if SelectArea:stop(player) then
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return Commands.status.success{ "exp-commands_entity-protection.exit-area" }
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end
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SelectArea:start(player)
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return Commands.status.success{ "exp-commands_entity-protection.enter-area" }
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end)
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--- When an area is selected to add protection to entities
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SelectEntities:on_selection(function(event)
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local player = game.players[event.player_index]
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for _, entity in ipairs(event.entities) do
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EntityProtection.add_entity(entity)
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show_protected_entity(player, entity)
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end
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player.print({ "exp-commands_entity-protection.protected-entities", #event.entities }, Commands.print_settings.default)
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end)
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--- When an area is selected to remove protection from entities
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SelectEntities:on_alt_selection(function(event)
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local player = game.players[event.player_index]
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for _, entity in ipairs(event.entities) do
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EntityProtection.remove_entity(entity)
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remove_render(player, get_entity_key(entity))
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end
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player.print({ "exp-commands_entity-protection.unprotected-entities", #event.entities }, Commands.print_settings.default)
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end)
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--- When an area is selected to add protection to the area
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SelectArea:on_selection(function(event)
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local surface = event.surface
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local area = expand_area(event.area)
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local areas = EntityProtection.get_areas(event.surface)
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local player = game.players[event.player_index]
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for _, next_area in pairs(areas) do
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if contains_area(next_area, area) then
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return player.print({ "exp-commands_entity-protection.already-protected" }, Commands.print_settings.error)
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end
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end
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EntityProtection.add_area(surface, area)
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show_protected_area(player, surface, area)
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player.print({ "exp-commands_entity-protection.protected-area" }, Commands.print_settings.default)
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end)
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--- When an area is selected to remove protection from the area
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SelectArea:on_alt_selection(function(event)
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local surface = event.surface
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local area = expand_area(event.area)
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local areas = EntityProtection.get_areas(surface)
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local player = game.players[event.player_index]
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for _, next_area in pairs(areas) do
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if contains_area(area, next_area) then
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EntityProtection.remove_area(surface, next_area)
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player.print({ "exp-commands_entity-protection.unprotected-area" }, Commands.print_settings.default)
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remove_render(player, get_area_key(next_area))
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end
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end
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end)
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--- When selection starts show all protected entities and protected areas
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local function on_player_selection_start(event)
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local player = game.players[event.player_index]
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local surface = player.surface -- Allow remote view
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renders[player.index] = {}
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-- Show protected entities
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local entities = EntityProtection.get_entities(surface)
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for _, entity in pairs(entities) do
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show_protected_entity(player, entity)
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end
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-- Show always protected entities by name
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local protected_entity_names = EntityProtection.get_protected_entity_names()
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if #protected_entity_names > 0 then
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for _, entity in pairs(surface.find_entities_filtered{ name = protected_entity_names, force = player.force }) do
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show_protected_entity(player, entity)
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end
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end
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-- Show always protected entities by type
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local protected_entity_types = EntityProtection.get_protected_entity_types()
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if #protected_entity_types > 0 then
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for _, entity in pairs(surface.find_entities_filtered{ type = protected_entity_types, force = player.force }) do
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show_protected_entity(player, entity)
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end
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end
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-- Show protected areas
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local areas = EntityProtection.get_areas(surface)
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for _, area in pairs(areas) do
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show_protected_area(player, surface, area)
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end
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end
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--- When selection ends hide protected entities and protected areas
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local function on_player_selection_stop(event)
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for _, render in pairs(renders[event.player_index]) do
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if render.valid then render.destroy() end
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end
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renders[event.player_index] = nil
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end
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SelectArea:on_start(on_player_selection_start)
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SelectEntities:on_start(on_player_selection_start)
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SelectArea:on_stop(on_player_selection_stop)
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SelectEntities:on_stop(on_player_selection_stop)
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--- When there is a repeat offence print it in chat
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local function on_repeat_violation(event)
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local regular = Roles.get_role_by_name("Regular")
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for _, role in ipairs(regular and Roles.get_higher_roles(regular) or {}) do
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role:print{
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"exp-commands_entity-protection.repeat-offence",
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format_player_name(event.player_index),
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event.entity.localised_name,
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event.entity.position.x,
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event.entity.position.y
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}
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end
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end
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return {
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events = {
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[EntityProtection.on_repeat_violation] = on_repeat_violation,
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}
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}
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