Files
factorio-expcluster/exp_scenario/module/control/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

246 lines
9.4 KiB
Lua

--[[-- Control - Protection
Protects entities and areas from being mined by players other than the one who placed them
]]
local Storage = require("modules/exp_util/storage")
local Feature = require("modules/exp_scenario/features")
local Roles = require("modules/exp_roles")
local feature = Feature.register("protection", {
ignore_admins = true, --- @setting ignore_admins If admins are ignored by the protection filter
repeat_count = 5, --- @setting repeat_count Number of protected entities that must be removed within repeat_minutes in order to trigger repeated removal protection
repeat_minutes = 20, --- @setting repeat_minutes The length of time, in minutes, that protected removals will be remembered for
always_protected_names = {}, --- @setting always_protected_names Names of entities which are always protected
always_protected_types = { --- @setting always_protected_types Types of entities which are always protected
"boiler", "generator", "offshore-pump", "reactor", "heat-exchanger", "heat-pipe", "fusion-reactor", "fusion-generator", "power-switch", "rocket-silo",
},
always_trigger_repeat_names = {}, --- @setting always_trigger_repeat_names Names of entities which always trigger repeated removal protection
always_trigger_repeat_types = { --- @setting always_trigger_repeat_types Types of entities which always trigger repeated removal protection
"reactor", "fusion-reactor", "rocket-silo",
},
})
local config = feature.config
local format_string = string.format
local floor = math.floor
--- @class ExpScenario_Protection
local Protection = {
--- Raised when a player mines a protected entity
--- @type EventData.ExpScenario_Protection.on_player_mined_protected
on_player_mined_protected = script.generate_event_name(),
--- Raised when a player mines protected entities repeatedly, or one which always counts as repeated
--- @type EventData.ExpScenario_Protection.on_repeat_violation
on_repeat_violation = script.generate_event_name(),
--- @package
events = {},
--- @package
on_nth_tick = {},
}
--- @class EventData.ExpScenario_Protection.on_player_mined_protected : EventData.on_pre_player_mined_item
--- @class EventData.ExpScenario_Protection.on_repeat_violation : EventData.on_pre_player_mined_item
--- @class ExpScenario_Protection.Repeat
--- @field last uint Tick of the last protected removal
--- @field count number Protected removals since the last repeat violation
--- Names of entities which are always protected
--- @return string[]
function Protection.get_protected_entity_names()
return config.always_protected_names
end
--- Types of entities which are always protected
--- @return string[]
function Protection.get_protected_entity_types()
return config.always_protected_types
end
local protected_entities = {} --- @type table<uint, table<string, LuaEntity>> Keyed by surface index then entity key
local protected_areas = {} --- @type table<uint, table<string, BoundingBox>> Keyed by surface index then area key
local repeats = {} --- @type table<string, ExpScenario_Protection.Repeat> Keyed by player name
Storage.register({
protected_entities = protected_entities,
protected_areas = protected_areas,
repeats = repeats,
}, function(tbl)
protected_entities = tbl.protected_entities
protected_areas = tbl.protected_areas
repeats = tbl.repeats
end)
--- Get the key an entity is stored under
--- @param entity LuaEntity
--- @return string
function Protection.get_entity_key(entity)
return format_string("%i,%i", floor(entity.position.x), floor(entity.position.y))
end
--- Get the key an area is stored under
--- @param area BoundingBox
--- @return string
function Protection.get_area_key(area)
return format_string("%i,%i", floor(area.left_top.x), floor(area.left_top.y))
end
--- Protect an entity
--- @param entity LuaEntity
function Protection.add_entity(entity)
local entities = protected_entities[entity.surface.index]
if not entities then
entities = {}
protected_entities[entity.surface.index] = entities
end
entities[Protection.get_entity_key(entity)] = entity
end
--- Remove the protection from an entity
--- @param entity LuaEntity
function Protection.remove_entity(entity)
local entities = protected_entities[entity.surface.index]
if not entities then return end
entities[Protection.get_entity_key(entity)] = nil
end
--- Get the protected entities on a surface, always protected entities are not included
--- @param surface LuaSurface
--- @return table<string, LuaEntity>
function Protection.get_entities(surface)
return protected_entities[surface.index] or {}
end
--- Check if an entity is protected, either directly or by its name or type
--- @param entity LuaEntity
--- @return boolean
function Protection.is_entity_protected(entity)
if Feature.to_set(config.always_protected_names)[entity.name] or Feature.to_set(config.always_protected_types)[entity.type] then return true end
local entities = protected_entities[entity.surface.index]
if not entities then return false end
return entities[Protection.get_entity_key(entity)] == entity
end
--- Protect every position within an area
--- @param surface LuaSurface
--- @param area BoundingBox
function Protection.add_area(surface, area)
local areas = protected_areas[surface.index]
if not areas then
areas = {}
protected_areas[surface.index] = areas
end
areas[Protection.get_area_key(area)] = area
end
--- Remove the protection from an area
--- @param surface LuaSurface
--- @param area BoundingBox
function Protection.remove_area(surface, area)
local areas = protected_areas[surface.index]
if not areas then return end
areas[Protection.get_area_key(area)] = nil
end
--- Get the protected areas on a surface
--- @param surface LuaSurface
--- @return table<string, BoundingBox>
function Protection.get_areas(surface)
return protected_areas[surface.index] or {}
end
--- Check if a position is within a protected area
--- @param surface LuaSurface
--- @param position MapPosition
--- @return boolean
function Protection.is_position_protected(surface, position)
local areas = protected_areas[surface.index]
if not areas then return false end
for _, area in pairs(areas) do
if area.left_top.x <= position.x and area.left_top.y <= position.y
and area.right_bottom.x >= position.x and area.right_bottom.y >= position.y
then
return true
end
end
return false
end
--- Players are never checked against their own entities, and can be excluded by permission or admin status
--- @param player LuaPlayer
--- @param entity LuaEntity
--- @return boolean
local function is_ignored(player, entity)
if config.ignore_admins and player.admin then return true end
if entity.last_user == nil or entity.last_user.index == player.index then return true end
if Roles.player_has_permission(player, "exp_scenario.bypass.entity_protection") then return true end
return false
end
--- Raise the protection events, the event data is reused with the name replaced
--- @param event EventData.on_pre_player_mined_item
--- @param player LuaPlayer
local function raise_violation(event, player)
local player_repeats = repeats[player.name]
if not player_repeats then
player_repeats = { last = game.tick, count = 0 }
repeats[player.name] = player_repeats
end
player_repeats.last = game.tick
player_repeats.count = player_repeats.count + 1
script.raise_event(Protection.on_player_mined_protected, event)
local entity = event.entity
local always_repeat = Feature.to_set(config.always_trigger_repeat_names)[entity.name] or Feature.to_set(config.always_trigger_repeat_types)[entity.type]
if always_repeat or player_repeats.count >= config.repeat_count then
player_repeats.count = 0
script.raise_event(Protection.on_repeat_violation, event)
end
end
--- Raise the protection events when a protected entity is mined, then forget the entity
--- @param event EventData.on_pre_player_mined_item
local function on_pre_player_mined_item(event)
local entity = event.entity
local player = game.players[event.player_index]
-- Protected entities are still forgotten while disabled, only the violations stop
if
config.enabled
and not is_ignored(player, entity)
and (Protection.is_entity_protected(entity) or Protection.is_position_protected(entity.surface, entity.position))
then
raise_violation(event, player)
end
Protection.remove_entity(entity)
end
--- Forget an entity once it no longer exists
--- @param event { entity: LuaEntity }
local function on_entity_removed(event)
Protection.remove_entity(event.entity)
end
--- Forget protected removals older than the repeat lifetime
local function clear_old_repeats()
local old = game.tick - config.repeat_minutes * 3600
for player_name, player_repeats in pairs(repeats) do
if player_repeats.last <= old then
repeats[player_name] = nil
end
end
end
local e = defines.events
Protection.events[e.on_pre_player_mined_item] = on_pre_player_mined_item
Protection.events[e.on_space_platform_pre_mined] = on_entity_removed
Protection.events[e.on_robot_pre_mined] = on_entity_removed
Protection.events[e.on_entity_died] = on_entity_removed
Protection.events[e.script_raised_destroy] = on_entity_removed
Protection.on_nth_tick[3600 * 5] = clear_old_repeats
return Protection