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repair add quick action, changed to selection (#437)
* Update repair.lua * Update repair.lua * Update quick_actions.lua * Update en.cfg * Update repair.lua * Refactor repair command to use area selection * Update en.cfg * Fixes --------- Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>
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@@ -2,56 +2,73 @@
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Adds a command that allows an admin to repair and revive a large area
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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 config = require("modules.exp_legacy.config.repair") --- @dep config.repair
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local Selection = require("modules/exp_util/selection")
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local SelectArea = Selection.connect("ExpCommand_Waterfill")
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--- Repairs entities on your force around you
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Commands.new("repair", { "exp-commands_repair.description" })
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:argument("range", { "exp-commands_repair.arg-range" }, Commands.types.integer_range(1, config.max_range))
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:register(function(player, range)
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--- @cast range number
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local force = player.force
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local surface = player.surface -- Allow remote view
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local position = player.position -- Allow remote view
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local response = { "" } --- @type LocalisedString
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--- @class ExpCommands_Repair.commands
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local commands = {}
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if config.allow_ghost_revive then
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local revive_count = 0
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local entities = surface.find_entities_filtered{
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type = "entity-ghost",
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position = position,
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radius = range,
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force = force,
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}
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local param = { raise_revive = true } --- @type LuaEntity.silent_revive_param
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for _, entity in ipairs(entities) do
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if not config.disallow[entity.ghost_name] and (config.allow_blueprint_repair or entity.created_by_corpse) then
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revive_count = revive_count + 1
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entity.silent_revive(param)
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end
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end
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response[#response + 1] = { "exp-commands_repair.response-revive", revive_count }
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--- Toggle player selection mode
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--- @class ExpCommands_Repair.commands.repair: ExpCommand
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commands.repair = Commands.new("repair", { "exp-commands_repair.description" })
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:register(function(player)
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if SelectArea:stop(player) then
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return Commands.status.success{ "exp-commands_repair.exit" }
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end
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if config.allow_heal_entities then
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local healed_count = 0
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local entities = surface.find_entities_filtered{
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position = position,
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radius = range,
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force = force,
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}
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for _, entity in ipairs(entities) do
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if entity.health and entity.max_health and entity.health ~= entity.max_health then
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healed_count = healed_count + 1
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entity.health = entity.max_health
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end
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end
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response[#response + 1] = { "exp-commands_repair.response-heal", healed_count }
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end
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return Commands.status.success(response)
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SelectArea:start(player)
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return Commands.status.success{ "exp-commands_repair.enter" }
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end)
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--- When an area is selected to be converted to water
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SelectArea:on_selection(function(event)
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local player = assert(game.get_player(event.player_index))
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local area = AABB.expand(event.area)
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local surface = event.surface
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local force = player.force
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local response = { "" } --- @type LocalisedString
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if config.allow_ghost_revive then
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local revive_count = 0
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local entities = surface.find_entities_filtered{
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type = "entity-ghost",
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area = area,
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force = force,
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}
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local param = { raise_revive = true } --- @type LuaEntity.silent_revive_param
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for _, entity in ipairs(entities) do
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if not (entity.ghost_prototype and entity.ghost_prototype.hidden) and (config.allow_blueprint_repair or entity.created_by_corpse) then
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revive_count = revive_count + 1
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entity.silent_revive(param)
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end
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end
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response[#response + 1] = { "exp-commands_repair.response-revive", revive_count }
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end
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if config.allow_heal_entities then
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local healed_count = 0
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local entities = surface.find_entities_filtered{
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area = area,
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force = force,
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}
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for _, entity in ipairs(entities) do
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if entity.health and entity.max_health and entity.health ~= entity.max_health then
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healed_count = healed_count + 1
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entity.health = entity.max_health
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end
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end
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response[#response + 1] = { "exp-commands_repair.response-heal", healed_count }
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end
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return player.print(response)
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end)
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return {
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commands = commands,
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}
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