Files
factorio-expcluster/exp_scenario/module/control/damage_popups.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

54 lines
1.8 KiB
Lua

--[[-- Control - Damage PopUps
Displays the amount of dmg that is done by players to entities;
also shows player health when a player is attacked
]]
local FlyingText = require("modules/exp_util/flying_text")
local Feature = require("modules/exp_scenario/features")
local feature = require("modules/exp_scenario/config/popups")
local config = feature.config
local random = math.random
local floor = math.floor
local max = math.max
--- Called when entity entity is damaged including the player character
--- @param event EventData.on_entity_damaged
local function on_entity_damaged(event)
local message
local cause = event.cause
local entity = event.entity
-- Check which message to display
if config.show_player_health and entity.name == "character" then
message = { "exp_damage-popup.flying-text-health", floor(entity.health) }
elseif config.show_player_damage and entity.name ~= "character" and cause and cause.name == "character" then
message = { "exp_damage-popup.flying-text-damage", floor(event.original_damage_amount) }
end
-- Outputs the message as floating text
if message then
local entity_position = entity.position
local entity_radius = max(1, entity.get_radius())
local offset = (random() - 0.5) * entity_radius * config.damage_location_variance
local position = { x = entity_position.x + offset, y = entity_position.y - entity_radius }
local health_percentage = assert(entity.get_health_ratio())
local color = { r = 1 - health_percentage, g = health_percentage, b = 0 }
FlyingText.create{
text = message,
position = position,
color = color,
}
end
end
local e = defines.events
return feature:guard{
events = {
[e.on_entity_damaged] = on_entity_damaged,
},
}