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Added selection control
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62
modules/control/protection.lua
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62
modules/control/protection.lua
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--[[-- Control Module - Protection
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- Controls protected entities
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@control Protection
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@alias Protection
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]]
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local Global = require 'utils.global' --- @dep utils.global
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local Event = require 'utils.event' --- @dep utils.event
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local EntityProtection = {}
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----- Global Variables -----
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--- Variables stored in the global table
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local protected_entities = {} -- All entities which are protected
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local protected_areas = {} -- All areas which are protected
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local repeats = {} -- Stores repeat removals by players
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Global.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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----- Local Functions -----
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--- Functions used internally to search and add to the protected array
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----- Public Functions -----
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--- Functions used to add and remove protected entities
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--- Add an entity to the protected list
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function EntityProtection.add_entity(entity)
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end
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--- Remove an entity from the protected list
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function EntityProtection.remove_entity(entity)
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end
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--- Add an area to the protected list
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function EntityProtection.add_area(area)
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end
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--- Remove an area from the protected list
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function EntityProtection.remove_area(area)
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end
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----- Events -----
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--- All events registered by this module
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Event.add(defines.events.on_player_mined_item, function(event)
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end)
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return EntityProtection
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101
modules/control/selection.lua
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101
modules/control/selection.lua
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@@ -0,0 +1,101 @@
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--[[-- Control Module - Selection
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- Controls players who have a selection planner, mostly event handlers
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@control Selection
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@alias Selection
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]]
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local Event = require 'utils.event' --- @dep utils.event
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local Global = require 'utils.global' --- @dep utils.global
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local Selection = {}
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local selection_tool = { name='selection-tool' }
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local selections = {}
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Global.register({
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selections = selections
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}, function(tbl)
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selections = tbl.selections
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end)
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--- Let a player select an area by providing a selection planner
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function Selection.start(player, single_use, ...)
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game.print('Start selection')
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-- Assign the arguments if the player is valid
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if not player or not player.valid then return end
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game.print('Valid Player')
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selections[player.index] = {
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arguments = { ... },
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single_use = single_use == true,
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character = player.character
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}
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-- Give a selection tool if one is not in use
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if player.cursor_stack.is_selection_tool then return end
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game.print('Give item')
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player.clear_cursor() -- Clear the current item
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player.cursor_stack.set_stack(selection_tool)
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-- Make a slot to place the selection tool even if inventory is full
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if not player.character then return end
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game.print('Give slot')
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player.character_inventory_slots_bonus = player.character_inventory_slots_bonus + 1
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player.hand_location = { inventory = defines.inventory.character_main, slot = #player.get_main_inventory() }
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end
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--- Stop a player selection by removing the selection planner
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function Selection.stop(player)
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if not selections[player.index] then return end
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local character = selections[player.index].character
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selections[player.index] = nil
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-- Remove the selection tool
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if player.cursor_stack.is_selection_tool then
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player.cursor_stack.clear()
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else
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player.remove_item(selection_tool)
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end
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-- Remove the extra slot
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if character and character == player.character then
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player.character_inventory_slots_bonus = player.character_inventory_slots_bonus - 1
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player.hand_location = nil
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end
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end
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--- Alias to Event.add(defines.events.on_player_selected_area)
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function Selection.on_selection(handler)
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return Event.add(defines.events.on_player_selected_area, handler)
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end
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--- Alias to Event.add(defines.events.on_player_alt_selected_area)
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function Selection.on_alt_selection(handler)
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return Event.add(defines.events.on_player_alt_selected_area, handler)
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end
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--- Stop selection after an event such as death or leaving the game
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local function stop_after_event(event)
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local player = game.get_player(event.player_index)
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Selection.stop(player)
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end
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Event.add(defines.events.on_pre_player_left_game, stop_after_event)
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Event.add(defines.events.on_pre_player_died, stop_after_event)
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--- Stop selection if the selection tool is removed from the cursor
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Event.add(defines.events.on_player_cursor_stack_changed, function(event)
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local player = game.get_player(event.player_index)
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if player.cursor_stack.is_selection_tool then return end
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Selection.stop(player)
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end)
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--- Stop selection after a single use if the option was used
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local function stop_after_use(event)
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if not selections[event.player_index] then return end
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if not selections[event.player_index].single_use then return end
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stop_after_event(event)
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end
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Event.add(defines.events.on_player_selected_area, stop_after_use)
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Event.add(defines.events.on_player_alt_selected_area, stop_after_use)
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return Selection
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