clear blueprint changed to selection (#435)

* Update surface.lua

* Update en.cfg

* Update surface.lua

* Update en.cfg

* Fix description keys for ground items and blueprints

* Update roles.lua

* Update surface.lua

* Update quick_actions.lua

* Update en.cfg

* Update en.cfg

* Update surface.lua

* Update zh-CN.cfg

* Update zh-TW.cfg

* .

* .

* .

* Many fixes and reverts

---------

Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>
This commit is contained in:
2026-06-26 13:15:49 +01:00
committed by GitHub
co-authored by Cooldude2606
parent cb89c08c9f
commit 71ab3e7be4
6 changed files with 124 additions and 108 deletions
+69 -62
View File
@@ -2,12 +2,17 @@
Adds a command that clear item on ground so blueprint can deploy safely
]]
local AABB = require("modules/exp_util/aabb")
local Commands = require("modules/exp_commands")
local ExpUtil = require("modules/exp_util")
local move_items = ExpUtil.move_items_to_surface
local Commands = require("modules/exp_commands")
local Selection = require("modules/exp_util/selection")
local SelectArea = Selection.connect("ExpCommand_ClearBlueprint")
local format_player_name = Commands.format_player_name_locale
--- @class ExpCommand_ClearBlueprint.commands
local commands = {}
--- @param surface LuaSurface
--- @return LuaItemStack[]
local function get_ground_items(surface)
@@ -19,71 +24,73 @@ local function get_ground_items(surface)
return items
end
--- Clear all items on the ground, optional to select a single surface
Commands.new("clear-ground-items", { "exp-commands_surface.description-items" })
--- Clear all items on the ground on a surface
commands.clear_ground_items = Commands.new("clear-ground-items", { "exp-commands_surface.description-items" })
:optional("surface", { "exp-commands_surface.arg-surface" }, Commands.types.surface)
:defaults{
surface = function(player) return player.surface end
}
:register(function(player, surface)
--- @cast surface LuaSurface?
local player_name = format_player_name(player)
if surface then
move_items{
surface = surface,
items = get_ground_items(surface),
allow_creation = true,
name = "iron-chest",
}
game.print{ "exp-commands_surface.items-surface", player_name, surface.localised_name }
else
for _, surface in pairs(game.surfaces) do
move_items{
surface = surface,
items = get_ground_items(surface),
allow_creation = true,
name = "iron-chest",
}
end
game.print{ "exp-commands_surface.items-all", player_name }
end
end)
--- Clear all blueprints, optional to select a single surface
Commands.new("clear-blueprints", { "exp-commands_surface.description-blueprints" })
:optional("surface", { "exp-commands_surface.arg-surface" }, Commands.types.surface)
:register(function(player, surface)
--- @cast surface LuaSurface?
local player_name = format_player_name(player)
if surface then
local entities = surface.find_entities_filtered{ type = "entity-ghost" }
for _, entity in ipairs(entities) do
entity.destroy()
end
game.print{ "exp-commands_surface.blueprint-surface", player_name, surface.localised_name }
else
for _, surface in pairs(game.surfaces) do
local entities = surface.find_entities_filtered{ type = "entity-ghost" }
for _, entity in ipairs(entities) do
entity.destroy()
end
end
game.print{ "exp-commands_surface.blueprint-all", player_name }
end
end)
--- Clear all blueprints in a radius around you
Commands.new("clear-blueprints-radius", { "exp-commands_surface.description-radius" })
:argument("radius", { "exp-commands_surface.arg-radius" }, Commands.types.number_range(1, 100))
:register(function(player, radius)
--- @cast radius number
local player_name = format_player_name(player)
local entities = player.surface.find_entities_filtered{
type = "entity-ghost",
position = player.position,
radius = radius,
--- @cast surface LuaSurface
move_items{
surface = surface,
items = get_ground_items(surface),
allow_creation = true,
name = "iron-chest",
}
local player_name = format_player_name(player)
game.print{ "exp-commands_surface.items", player_name, surface.localised_name }
end)
--- Clear all blueprints on a surface
commands.clear_blueprints_surface = Commands.new("clear-blueprints-surface", { "exp-commands_surface.description-blueprints-surface" })
:optional("surface", { "exp-commands_surface.arg-surface" }, Commands.types.surface)
:defaults{
surface = function(player) return player.surface end
}
:register(function(player, surface)
--- @cast surface LuaSurface
local entities = surface.find_entities_filtered{ type = "entity-ghost" }
for _, entity in ipairs(entities) do
entity.destroy()
end
game.print{ "exp-commands_surface.blueprint-radius", player_name, radius, player.surface.localised_name }
local player_name = format_player_name(player)
game.print{ "exp-commands_surface.blueprints", player_name, surface.localised_name }
end)
--- Clear all blueprint in the area, selected by toggle player selection mode
--- @class ExpCommands_ClearBlueprint.commands.clear_blueprint: ExpCommand
--- @overload fun(player: LuaPlayer)
commands.clear_blueprints = Commands.new("clear-blueprints", { "exp-commands_surface.description-blueprints" })
:register(function(player)
if SelectArea:stop(player) then
return Commands.status.success{ "exp-commands_surface.exit" }
end
SelectArea:start(player)
return Commands.status.success{ "exp-commands_surface.enter" }
end) --[[ @as any ]]
--- When an area is selected
SelectArea:on_selection(function(event)
local player = assert(game.get_player(event.player_index))
local area = AABB.expand(event.area)
local surface = event.surface
local area_size = (area.right_bottom.x - area.left_top.x) * (area.right_bottom.y - area.left_top.y)
if area_size > 1000 then
player.print({ "exp-commands_surface.area-too-large", 1000, area_size }, Commands.print_settings.error)
return
end
local entities = surface.find_entities_filtered{ type = "entity-ghost", area = area }
for _, entity in ipairs(entities) do
entity.destroy()
end
game.print({ "exp-commands_surface.complete", #entities }, Commands.print_settings.default)
end)
return {
commands = commands,
}