Files
factorio-expcluster/exp_scenario/module/control/nuke_protection.lua
T
bbassieandClaude Opus 5.5 628e4df514 Rework features into a Feature class with per field events
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>
2026-10-01 13:03:11 +00:00

67 lines
2.5 KiB
Lua

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