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Migrate all commands to new lib
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69
exp_scenario/module/commands/waterfill.lua
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69
exp_scenario/module/commands/waterfill.lua
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--[[-- Commands - Waterfill
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Adds a command that places shallow water
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]]
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local AABB = require("modules/exp_util/aabb")
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local Commands = require("modules/exp_commands")
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local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection
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local SelectionName = "ExpCommand_Waterfill"
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--- Toggle player selection mode for artillery
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Commands.new("waterfill", { "exp-commands_waterfill.description" })
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:register(function(player)
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if Selection.is_selecting(player, SelectionName) then
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Selection.stop(player)
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return Commands.status.success{ "exp-commands_waterfill.exit" }
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elseif player.get_item_count("cliff-explosives") == 0 then
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return Commands.status.error{ "exp-commands_waterfill.requires-explosives" }
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else
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Selection.start(player, SelectionName)
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return Commands.status.success{ "exp-commands_waterfill.enter" }
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end
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end)
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--- When an area is selected to be converted to water
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Selection.on_selection(SelectionName, function(event)
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--- @cast event EventData.on_player_selected_area
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local area = AABB.expand(event.area)
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local player = game.players[event.player_index]
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local surface = event.surface
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if surface.planet and surface.planet ~= game.planets.nauvis then
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player.print({ "exp-cods_waterfill.nauvis-only" }, Commands.print_settings.error)
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return
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end
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local area_size = (area.right_bottom.x - area.left_top.x) * (area.right_bottom.y - area.left_top.y)
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if area_size > 1000 then
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player.print({ "exp-cods_waterfill.area-too-large", 1000, area_size }, Commands.print_settings.error)
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return
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end
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local item_count = player.get_item_count("cliff-explosives")
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if item_count < area_size then
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player.print({ "exp-cods_waterfill.too-few-explosives", area_size, item_count }, Commands.print_settings.error)
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return
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end
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local tile_count = 0
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local tiles_to_make = {}
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for x = area.left_top.x, area.right_bottom.x do
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for y = area.left_top.y, area.right_bottom.y do
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tile_count = tile_count + 1
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tiles_to_make[tile_count] = {
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name = "water-mud",
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position = { x, y },
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}
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end
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end
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surface.set_tiles(tiles_to_make, true, "abort_on_collision", true, false, player, 0)
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local remaining_tiles = surface.count_tiles_filtered{ area = area, name = "water-mud" }
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player.remove_item{ name = "cliff-explosives", count = tile_count - remaining_tiles }
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if remaining_tiles > 0 then
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player.print({ "exp-cods_waterfill.part-complete", tile_count, remaining_tiles }, Commands.print_settings.default)
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else
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player.print({ "exp-cods_waterfill.complete", tile_count }, Commands.print_settings.default)
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end
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end)
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