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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>
67 lines
2.5 KiB
Lua
67 lines
2.5 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 = Feature.register("nuke_protection", {
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ignore_admins = true, --- @setting ignore_admins Admins can hold banned items
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banned_items = { "atomic-bomb" }, --- @setting banned_items Items which are removed from the inventory of players without the bypass permission
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})
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local config = feature.config
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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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if config.ignore_admins and player.admin then return end
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local banned_items = Feature.to_set(config.banned_items)
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local items = {} --- @type LuaItemStack[]
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local inventory = assert(player.get_inventory(type))
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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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