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--[[-- Control - Protection
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Protects entities and areas from being mined by players other than the one who placed them
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]]
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local Storage = require("modules/exp_util/storage")
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local Roles = require("modules/exp_roles")
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local config = require("modules.exp_legacy.config.protection")
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local format_string = string.format
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local floor = math.floor
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--- @class ExpScenario_Protection
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local Protection = {
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--- Raised when a player mines a protected entity
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--- @type EventData.ExpScenario_Protection.on_player_mined_protected
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on_player_mined_protected = script.generate_event_name(),
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--- Raised when a player mines protected entities repeatedly, or one which always counts as repeated
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--- @type EventData.ExpScenario_Protection.on_repeat_violation
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on_repeat_violation = script.generate_event_name(),
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--- Names of entities which are always protected
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--- @type string[]
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protected_entity_names = config.always_protected_names,
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--- Types of entities which are always protected
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--- @type string[]
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protected_entity_types = config.always_protected_types,
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--- @package
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events = {},
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--- @package
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on_nth_tick = {},
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}
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--- @class EventData.ExpScenario_Protection.on_player_mined_protected : EventData.on_pre_player_mined_item
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--- @class EventData.ExpScenario_Protection.on_repeat_violation : EventData.on_pre_player_mined_item
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--- @class ExpScenario_Protection.Repeat
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--- @field last uint Tick of the last protected removal
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--- @field count number Protected removals since the last repeat violation
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--- @param values string[]
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--- @return table<string, true>
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local function to_set(values)
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local set = {}
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for _, value in ipairs(values) do
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set[value] = true
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end
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return set
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end
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local always_protected_names = to_set(config.always_protected_names)
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local always_protected_types = to_set(config.always_protected_types)
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local always_trigger_repeat_names = to_set(config.always_trigger_repeat_names)
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local always_trigger_repeat_types = to_set(config.always_trigger_repeat_types)
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local protected_entities = {} --- @type table<uint, table<string, LuaEntity>> Keyed by surface index then entity key
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local protected_areas = {} --- @type table<uint, table<string, BoundingBox>> Keyed by surface index then area key
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local repeats = {} --- @type table<string, ExpScenario_Protection.Repeat> Keyed by player name
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Storage.register({
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protected_entities = protected_entities,
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protected_areas = protected_areas,
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repeats = repeats,
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}, function(tbl)
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protected_entities = tbl.protected_entities
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protected_areas = tbl.protected_areas
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repeats = tbl.repeats
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end)
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--- Get the key an entity is stored under
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--- @param entity LuaEntity
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--- @return string
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function Protection.get_entity_key(entity)
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return format_string("%i,%i", floor(entity.position.x), floor(entity.position.y))
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end
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--- Get the key an area is stored under
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--- @param area BoundingBox
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--- @return string
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function Protection.get_area_key(area)
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return format_string("%i,%i", floor(area.left_top.x), floor(area.left_top.y))
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end
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--- Protect an entity
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--- @param entity LuaEntity
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function Protection.add_entity(entity)
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local entities = protected_entities[entity.surface.index]
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if not entities then
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entities = {}
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protected_entities[entity.surface.index] = entities
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end
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entities[Protection.get_entity_key(entity)] = entity
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end
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--- Remove the protection from an entity
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--- @param entity LuaEntity
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function Protection.remove_entity(entity)
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local entities = protected_entities[entity.surface.index]
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if not entities then return end
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entities[Protection.get_entity_key(entity)] = nil
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end
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--- Get the protected entities on a surface, always protected entities are not included
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--- @param surface LuaSurface
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--- @return table<string, LuaEntity>
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function Protection.get_entities(surface)
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return protected_entities[surface.index] or {}
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end
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--- Check if an entity is protected, either directly or by its name or type
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--- @param entity LuaEntity
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--- @return boolean
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function Protection.is_entity_protected(entity)
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if always_protected_names[entity.name] or always_protected_types[entity.type] then return true end
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local entities = protected_entities[entity.surface.index]
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if not entities then return false end
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return entities[Protection.get_entity_key(entity)] == entity
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end
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--- Protect every position within an area
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--- @param surface LuaSurface
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--- @param area BoundingBox
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function Protection.add_area(surface, area)
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local areas = protected_areas[surface.index]
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if not areas then
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areas = {}
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protected_areas[surface.index] = areas
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end
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areas[Protection.get_area_key(area)] = area
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end
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--- Remove the protection from an area
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--- @param surface LuaSurface
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--- @param area BoundingBox
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function Protection.remove_area(surface, area)
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local areas = protected_areas[surface.index]
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if not areas then return end
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areas[Protection.get_area_key(area)] = nil
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end
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--- Get the protected areas on a surface
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--- @param surface LuaSurface
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--- @return table<string, BoundingBox>
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function Protection.get_areas(surface)
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return protected_areas[surface.index] or {}
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end
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--- Check if a position is within a protected area
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--- @param surface LuaSurface
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--- @param position MapPosition
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--- @return boolean
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function Protection.is_position_protected(surface, position)
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local areas = protected_areas[surface.index]
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if not areas then return false end
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for _, area in pairs(areas) do
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if area.left_top.x <= position.x and area.left_top.y <= position.y
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and area.right_bottom.x >= position.x and area.right_bottom.y >= position.y
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then
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return true
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end
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end
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return false
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end
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--- Players are never checked against their own entities, and can be excluded by permission or admin status
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--- @param player LuaPlayer
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--- @param entity LuaEntity
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--- @return boolean
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local function is_ignored(player, entity)
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if config.ignore_admins and player.admin then return true end
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if entity.last_user == nil or entity.last_user.index == player.index then return true end
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if config.ignore_permission and Roles.player_has_permission(player, config.ignore_permission) then return true end
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return false
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end
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--- Raise the protection events, the event data is reused with the name replaced
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--- @param event EventData.on_pre_player_mined_item
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--- @param player LuaPlayer
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local function raise_violation(event, player)
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local player_repeats = repeats[player.name]
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if not player_repeats then
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player_repeats = { last = game.tick, count = 0 }
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repeats[player.name] = player_repeats
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end
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player_repeats.last = game.tick
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player_repeats.count = player_repeats.count + 1
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event.name = Protection.on_player_mined_protected
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script.raise_event(Protection.on_player_mined_protected, event)
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local entity = event.entity
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local always_repeat = always_trigger_repeat_names[entity.name] or always_trigger_repeat_types[entity.type]
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if always_repeat or player_repeats.count >= config.repeat_count then
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player_repeats.count = 0
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event.name = Protection.on_repeat_violation
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script.raise_event(Protection.on_repeat_violation, event)
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end
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end
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--- Raise the protection events when a protected entity is mined, then forget the entity
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--- @param event EventData.on_pre_player_mined_item
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local function on_pre_player_mined_item(event)
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local entity = event.entity
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local player = game.players[event.player_index]
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if not is_ignored(player, entity)
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and (Protection.is_entity_protected(entity) or Protection.is_position_protected(entity.surface, entity.position))
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then
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raise_violation(event, player)
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end
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Protection.remove_entity(entity)
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end
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--- Forget an entity once it no longer exists
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--- @param event { entity: LuaEntity }
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local function on_entity_removed(event)
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Protection.remove_entity(event.entity)
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end
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--- Forget protected removals older than the repeat lifetime
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local function clear_old_repeats()
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local old = game.tick - config.repeat_lifetime
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for player_name, player_repeats in pairs(repeats) do
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if player_repeats.last <= old then
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repeats[player_name] = nil
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end
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end
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end
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local e = defines.events
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Protection.events[e.on_pre_player_mined_item] = on_pre_player_mined_item
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Protection.events[e.on_space_platform_pre_mined] = on_entity_removed
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Protection.events[e.on_robot_pre_mined] = on_entity_removed
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Protection.events[e.on_entity_died] = on_entity_removed
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Protection.events[e.script_raised_destroy] = on_entity_removed
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Protection.on_nth_tick[config.refresh_rate] = clear_old_repeats
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return Protection
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