143 Commits
Author SHA1 Message Date
bbassieandClaude Fable 5.1 7fd66c6ac7 Migrate to ES modules
Clusterio #984 converted its packages to ESM, so a CommonJS plugin can
no longer import @clusterio/lib and plugin entrypoints must name the
full file. Every package gets "type": "module", entrypoints and relative
imports carry the .js extension, and the webpack configs become .cjs as
webpack-cli loads them with require. tsconfig.node.json moves from
node16 to nodenext to match clusterio, which needs it for the JSON
import attributes in its sources.

The tap tests and the shared test helpers use import and
import.meta.dirname. The test scripts pass --type-strip-only so tap
leaves lib's .ts subpath imports to Node's own type stripping, as its
TypeScript loader compiled them without a default export. The lua
runner resolves fengari from the test file it is given, since a bare
import from the shared test directory does not reach the plugin's
devDependencies.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-12 01:10:02 +01:00
bbassieandClaude Fable 5.1 30f1b5ea75 Declare permissions on the plugin declaration
Clusterio #988 added a permissions array to PluginDeclaration and a
type level Permissions registry, and made checkPermission and the web
UI hasPermission helpers take PermissionName. Move the definePermission
calls of exp_groups and exp_scenario into the declaration and add the
names to the registry so the web pages type check. The browser
tsconfigs include index.ts so the augmentation is visible to the web
bundle, matching the in-repo plugins.

The exp_scenario table keeps its tuple form and derives the name union
from it, so a new row is still one line. Seed role permissions are typed
as PermissionName, so a typo in seed.ts is now a compile error rather
than a warning at seed time. The tests register the declared
permissions through registerPluginPermissions instead of importing
permissions.ts for its side effect.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-11 23:27:17 +00:00
phidiasandWeblate 23ee68c50a Further locale change (#471)
* chore(l10n): update translation files

Add-on: Cleanup translation files
Co-authored-by: Weblate <noreply@weblate.org>
Translate-URL: https://translate.aperx.org/projects/expcluster/expscenario/
Translation: ExpCluster/ExpScenario

* Update readme.lua

* links

* readme

* chore(l10n): update English translation

chore(l10n): update Chinese (Traditional Han script) translation

chore(l10n): update Chinese (Simplified Han script) translation

chore(l10n): update Chinese (Traditional Han script) translation

chore(l10n): update Chinese (Simplified Han script) translation

chore(l10n): update Chinese (Traditional Han script) translation

chore(l10n): update Chinese (Simplified Han script) translation

chore(l10n): update Chinese (Traditional Han script) translation

chore(l10n): update Chinese (Simplified Han script) translation

chore(l10n): update English translation

Co-authored-by: Weblate <noreply@weblate.org>
Co-authored-by: phidias <phidias@aperx.org>
Language: Chinese (Simplified Han script)
Language: Chinese (Traditional Han script)
Language: English
Progress: 100.0% (1 of 1 strings)
Progress: 100.0% (2 of 2 strings)
Progress: 100.0% (233 of 233 strings)
Progress: 100.0% (4 of 4 strings)
Translate-URL: https://translate.aperx.org/projects/expcluster/explegacy/zh_Hans/
Translate-URL: https://translate.aperx.org/projects/expcluster/explegacy/zh_Hant/
Translate-URL: https://translate.aperx.org/projects/expcluster/exprole/en/
Translate-URL: https://translate.aperx.org/projects/expcluster/exprole/zh_Hans/
Translate-URL: https://translate.aperx.org/projects/expcluster/exprole/zh_Hant/
Translate-URL: https://translate.aperx.org/projects/expcluster/expserverups/zh_Hans/
Translate-URL: https://translate.aperx.org/projects/expcluster/expserverups/zh_Hant/
Translate-URL: https://translate.aperx.org/projects/expcluster/exputil/zh_Hans/
Translate-URL: https://translate.aperx.org/projects/expcluster/exputil/zh_Hant/
Translation: ExpCluster/ExpLegacy
Translation: ExpCluster/ExpRole
Translation: ExpCluster/ExpServerUPS
Translation: ExpCluster/ExpUtil

* chore(l10n): update Chinese (Traditional Han script) translation

chore(l10n): update Chinese (Simplified Han script) translation

chore(l10n): update English translation

Co-authored-by: phidias <phidias@aperx.org>
Language: Chinese (Simplified Han script)
Language: Chinese (Traditional Han script)
Language: English
Progress: 100.0% (452 of 452 strings)
Progress: 95.7% (433 of 452 strings)
Translate-URL: https://translate.aperx.org/projects/expcluster/expscenario/en/
Translate-URL: https://translate.aperx.org/projects/expcluster/expscenario/zh_Hans/
Translate-URL: https://translate.aperx.org/projects/expcluster/expscenario/zh_Hant/
Translation: ExpCluster/ExpScenario

* chore(l10n): update Chinese (Traditional Han script) translation

chore(l10n): update Chinese (Simplified Han script) translation

Co-authored-by: phidias <phidias@aperx.org>
Language: Chinese (Simplified Han script)
Language: Chinese (Traditional Han script)
Progress: 95.7% (433 of 452 strings)
Translate-URL: https://translate.aperx.org/projects/expcluster/expscenario/zh_Hans/
Translate-URL: https://translate.aperx.org/projects/expcluster/expscenario/zh_Hant/
Translation: ExpCluster/ExpScenario

---------

Co-authored-by: Weblate <noreply@weblate.org>
2026-09-09 18:43:29 +01:00
bbassieandClaude Fable 5.1 51786c5df9 Export messages and controller types from exp_roles and exp_groups
exp_scenario reached into @expcluster/roles/dist/node/* for the message
classes and the controller plugin type. The package index now re-exports
messages and the ControllerPlugin type, so consumers import from the
package name like they do with @clusterio/lib. The controller export is
type only, which keeps node code out of the web bundle. The test still
requires the controller classes from dist since they cannot be
re-exported at runtime.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 17:31:31 +00:00
bbassieandClaude Fable 5.1 3a9155697a Reference exp_roles and exp_groups from the exp_scenario build
exp_scenario imports types from @expcluster/roles and
@expcluster/permission-groups through their dist folders, so building it
on its own before those packages are built fails with TS2307. A plain
pnpm install runs the prepare scripts in dependency order, but a filtered
install or running tsc --build in exp_scenario on a fresh clone does not.
Referencing the node projects of both packages makes tsc build them first.

Co-Authored-By: Claude Fable 5.1 <noreply@anthropic.com>
2026-09-09 16:58:09 +00:00
Bastiaan 0854a2b7d5 Move the seed into exp_scenario and seed the permission groups (#457)
The seed roles were owned by exp_roles, but they describe the scenario, so
they now live in exp_scenario/seed.ts next to the permissions they grant.
Each seed role names the permission group its holders belong to, and the
five groups the legacy config defined (Admin, Trusted, Standard, Guest,
Restricted) are seeded through exp_groups along with one role mapping per
role. Mapping priorities follow how exp_roles ranks a player's highest
role, so Jail lands in Restricted regardless of other roles.

SeedRolesRequest becomes exp_scenario's SeedRequest behind a new
exp_scenario.seed permission, and the button moves to the scenario's web
plugin, which gets a web entrypoint for it. exp_roles no longer depends on
exp_scenario, and exp_scenario gains controller tests around the seed.

With groups seeded from the controller the legacy expcore.permission_groups
module and its config are removed, along with the Group rcon static.
2026-09-08 11:20:44 +01:00
phidias 142d296a02 Merge pull request #455 from PHIDIAS0303/patch-1
Localization
2026-09-06 17:05:04 +01:00
Cooldude2606 58c2ad6fb5 Merge pull request #465 from bbassie/fix/rocket-fired-log
Only log a rocket as fired when its ammo count drops
2026-09-06 01:55:34 +01:00
Cooldude2606 bad80ed77a Merge pull request #467 from bbassie/feat/surveillance-cursor
Show the cursor of the followed player in surveillance
2026-09-06 01:47:29 +01:00
bbassie 397033e8a6 Read ammo slots on join so the first shot is logged
Clearing the slots on leave meant nothing was known about a player's ammo
until it changed, so the first shot after rejoining was missed. The slots
are now read when a player joins and when they respawn, since a new
character starts empty and a stale single round would otherwise count as
a shot. The change handler reads the slots the same way and compares them
with what was stored.
2026-09-06 00:45:53 +00:00
Cooldude2606 1de50da0be Adjust button formatting 2026-09-06 01:44:40 +01:00
bbassie 4d976a9e35 Show the cursor as a slot in the surveillance header
The cursor was a line of text under the camera, which read as an
afterthought next to the framed header. It is now a slot button in the
header after the zoom buttons: the item sprite with its count, greyed out
for a ghost, an empty slot for an empty cursor, and the item name in the
tooltip. The window keeps its shape whatever the item is called.
2026-09-06 00:24:28 +00:00
Cooldude2606 98545f1828 Merge branch 'main' into feature/remove-warnings 2026-09-06 00:31:28 +01:00
Cooldude2606 42f177a58e Merge pull request #460 from bbassie/feature/scenario-spectate
Move spectate into exp_scenario
2026-09-06 00:27:52 +01:00
Cooldude2606 e1966dec9c Small format changes 2026-09-06 00:27:14 +01:00
Cooldude2606 702016b3e2 Remove redundant event properties 2026-09-06 00:15:37 +01:00
Cooldude2606 ac7cdbe01a Merge branch 'main' into feature/scenario-protection 2026-09-06 00:13:41 +01:00
Cooldude2606 c12f0a8f89 Remove redundant event properties 2026-09-06 00:03:26 +01:00
bbassie 00253de11f Show the cursor of the followed player in surveillance
A label under the camera shows what the player being followed holds in
their cursor, item and count or the ghost item, so that using a
deconstruction planner or similar can be seen. It is hidden while the
camera shows a fixed location.

Closes #427
2026-09-05 20:54:57 +00:00
bbassie ce7a6ae1bf Only log a rocket as fired when its ammo count drops
Factorio has no fired event, so the log was written on every ammo
inventory change, which includes loading rockets for the first time and
swapping between rocket types. The last seen name and count of each ammo
slot is now kept per player, and a shot is only logged when a slot holds
the same ammo with one fewer, or empties from a single round. Only the
three configured ammo types are logged, rather than every ammo change.

Fixes #242
2026-09-05 20:53:57 +00:00
bbassie a59b2a8414 Remove the warning system
Warnings were a moderator tool layered on top of reports and had no
callers left outside their own command and the player list button. The
legacy module, its config and locale, the exp_scenario command and its
permissions, the discord alert block and the player list button are all
removed. Reporting from the player list no longer depends on whether the
player could give warnings, anyone can report a player who is not immune.
2026-09-05 19:22:37 +00:00
bbassie 8014cb1e77 Move spectate into exp_scenario
The spectate and follow module moves to exp_scenario/module/control/spectate.lua
in the event_handler shape the other control modules use, and the copy in
exp_legacy is removed. Follow state is a typed record rather than a
positional table, the follow label caption is localised, and the escape
handler marks the record to stop on the next tick instead of poking an
invalid position into it.

The LuaPlayer.close_map call is gone: it does not exist in Factorio 2.0,
where the map is the remote controller and set_controller replaces it.
2026-09-05 19:20:55 +00:00
bbassie 0c52532c05 Move protection into exp_scenario
The entity protection module moves to exp_scenario/module/control/protection.lua
in the event_handler shape the other control modules use, and the copy in
exp_legacy is removed. The config lookups are built as local sets instead of
rewriting the config tables in place, the two mined handlers become one, and
the entity and area key helpers are exposed so the protection command no
longer keeps its own copies. Event ids are exposed as
Protection.on_player_mined_protected and Protection.on_repeat_violation.
2026-09-05 19:19:45 +00:00
bbassie 2e53e4668d Move jail into exp_scenario
With the role system finished the jail module has nothing legacy left in
it, so it moves to exp_scenario/module/control/jail.lua and the copy in
exp_legacy is removed. The module takes LuaPlayer only, requires a reason,
returns false rather than nil when there is nothing to do, and exposes its
event ids as Jail.on_player_jailed and Jail.on_player_unjailed in the same
shape as exp_util's selection events.
2026-09-05 19:18:04 +00:00
Cooldude2606 810269971b fix: bump to 7.0.1 2026-09-05 17:14:37 +01:00
Cooldude2606 59df8bdff3 Manual changes following smoke test 2026-09-01 01:04:09 +01:00
bbassieandClaude Fable 5 8a15745cf8 Address review on the role lookups
- player_has_any_permission and player_has_all_permission, matching the
  account checks the web ui has.
- Roles are no longer sorted on the way out of every lookup. get_ordered_roles
  and the public sort_roles cover the two guis and the command which present
  roles in order, and the highest role is found with a single scan.
- get_held_role_ids returns the list and the set it already built, rather than
  a second function rebuilding the set from the list.
- get_player_names collects into a set before listing, so a player holding the
  role in both the synced and the local list is counted once.
- The role metatable is registered directly under the plugin name, dropping
  the storage import.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-20 22:02:51 +00:00
bbassieandClaude Fable 5 bea8d46c82 Address review on the role api
- Roles are objects and everything done to or with a role is a method on it:
  assign, unassign, has_player, has_permission, is_higher_than,
  is_lower_than, get_players, get_player_names, print. Assignment has one
  entry point, role:assign(player, options), with local_only as an option
  rather than a second function.
- Roles are looked up by clusterio id with get_role; get_role_by_name searches
  the list for the few places, such as configs, which only know a name. The
  name map and the ordered list are gone, get_roles sorts on demand and the
  index field is replaced by the comparison methods.
- Players are LuaPlayer objects only, with nil or index 0 for the server.
- get_higher_roles and get_lower_roles replace print_to_roles_higher and
  print_to_roles_lower, call sites loop over them with role:print.
- Permission groups are removed from roles again, exp_groups owns the mapping
  from roles to groups.
- Seeding is a SeedRolesRequest behind a button on the roles page rather than
  running on first start, and creates only the roles; the player assignments
  are dropped. The seed lists each permission once at the lowest role which
  has it and lets the parent chain carry it up.
- System commands unlock for core.admin rather than a permission of their own.
- Role metatables are registered with Storage.register_metatable so the
  methods survive save and load, which the role records in storage needed.
- The player list auth uses Roles.player_outranks directly, and the event
  carries role ids rather than names.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-19 15:52:50 +00:00
bbassieandClaude Fable 5 7034f17b5d Move the scenario onto exp_roles and remove the legacy role system
Every call site of expcore.roles now uses exp_roles, and the legacy module,
its config, and the glue which refreshed guis on role events are deleted.
Where a file only renamed the require and the permission strings the change is
mechanical; the rest:

- Jail is now "give the Jail role" and unjail "take it away". The role has a
  higher priority than every other so holding it suppresses them, which is
  what stashing and restoring the roles was for.
- The command role authority derives exp_scenario.command.<name> from the
  command name, and the role parsers use player_outranks rather than comparing
  indexes with their own root check.
- The admin and spectator triggers, and the gui refresh on role changes, live
  in exp_scenario/control/roles.lua; the system commands trigger stays with
  the command authority.
- The player list warn button is keyed on create_warning, the permission
  the command behind it already required, and report on create_report. Both
  were keyed on names no role held, so only root ever saw them.
- The warps and tasks configs say exp_roles where they said expcore.roles.
- The role tables the readme and player list read are replaced by
  get_player_names and get_roles.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-19 11:36:58 +00:00
bbassieandClaude Fable 5 eb715cc176 Define the scenario permissions by name
With the lua side checking permission names directly there is no transform to
derive them from, so each permission is listed with its name. This was also
the chance to drop the legacy action and flag buckets, which only reflected
how the old config was written:

- exp_scenario.bypass.* for entity protection, nuke protection, the
  deconstruction log, and reports.
- exp_scenario.decon.* for the two deconstruction levels, with descriptions
  which say what they gate.
- exp_scenario.player.* for admin, spectator, instant respawn, and system
  commands.
- exp_scenario.chat.commands, and exp_scenario.gui.player_list.kick and .ban
  for the player list buttons which were never commands.

Commands derive their permission as exp_scenario.command.<name>, so
assign-role, unassign-role, and get-roles get scenario permissions rather
than the core ones they mapped to before. The in game command is bounded by
the lower role check, while core.user.update_roles is not, so granting it to
moderators would have let them change any role from the web ui.

Dropped: defer_role_changes, which priority replaced; command/give-warning,
which no role held and the player list now checks create_warning for; and
command/report, which was never defined. clear-tag/always is renamed to
tag_clear.always to match the command it belongs to. _ipc and _sudo are added
so every command has a definition.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-19 11:36:58 +00:00
Cooldude2606 5890155331 Final manual fixups 2026-08-08 23:09:39 +01:00
Cooldude2606 1e861c5c0b Fix issue with MapPosition.energy 2026-08-08 21:58:46 +01:00
bbassieandClaude Opus 5 619ed4b39f Remove asserts the types already cover
The nil check burn down added guards which turned out redundant once
the surrounding annotations landed. `_has_handlers` is set to true when
the first handler registers, so it is a boolean rather than the literal
false it was inferred as.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:48 +00:00
bbassieandClaude Opus 5 f907007d14 Fix arity and return value mismatches
`assert` returns every argument it is given, so `return assert(x, msg)`
was leaking the message as a second return value.

`get_tile` is documented as taking x and y. The async function class
declared `@operator call` with no parameters, which made every async
call look over supplied.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:48 +00:00
bbassieandClaude Opus 5 f5656025ee Clear the last of the nil checks
Guards now cover the statements that follow them, and a couple of reads
are restructured so the narrowing survives.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 300196bc76 Assert the remaining optional reads in exp_util and commands
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 b5bbf73332 Patch MapPosition and BoundingBox to the named form
The api documents both as a union with a positional array because both
are accepted as input, which makes every read of `.x` or `.left_top`
optional. Everything read back from the game uses the named form, so
the positional variant is removed and we now always write it that way
too.

The spawn area config offsets and the mine depletion search areas were
the only positional writes left, and apply_offset no longer needs its
fallback.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 3c0b5069fc Assert optional api results across the scenario modules
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 f9ce3c4145 Assert row lookups and narrow force and style reads
Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 7d8de94c2f Assert row lookups and the position shorthand
spawn_area accepts both position forms on purpose, so it asserts that
one of the two is present rather than narrowing the type.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 b75e283fc0 Narrow the remaining position, box and colour reads
Color.struct leaves every channel optional, so the rainbow command
declares its own fully populated colour.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 981eed7f34 Assert module inserter row and selector lookups
Rows and selectors are created alongside the machine selector, so they
exist for anything already in the table.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 bad00a9cef Describe the task list element data by key type
A union of table types makes every lookup optional. Separate index
signatures on one class say the same thing without the nil.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 a4213dadf5 Narrow positions and bounding boxes at the boundary
Values read back from the game always use the named members, so they
are narrowed once where they enter a function rather than at each use.

`LuaControl.force` is a ForceID union, so reading a force only method
off it needs the cast the rest of the repo already uses.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 3f46055b70 Enable need-check-nil and start the burn down
`Roles.new_role` returned the result of `error`, which made it nullable,
and `set_permission_group` returned nil for an unknown group, which
broke the config chain with an index error rather than saying so.

Positions and bounding boxes read back from the game always use the
named members, so they are narrowed once where they enter a function.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:43 +00:00
bbassieandClaude Opus 5 f39da0c585 Type the last of the forward declarations
Locals declared ahead of an assignment inside a callback were inferred
as nil at every use site.

The role event handlers are given a class so the table is not unified
with the other module handler tables.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:18 +00:00
bbassieandClaude Opus 5 5aeafa0e11 Fix child lookups, cache keys and loadstring
`loadstring` was removed in Lua 5.2, `load` takes a string the same way.

Warp gui child lookups are optional, so they use the same assert the
rest of the repo does.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:18 +00:00
bbassieandClaude Opus 5 b07052307d Fix stale vlayer signals and index types
`LogisticFilter.signal` became `value` in 2.0, so the clear loop broke
on the first slot and outdated signals were left behind.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:18 +00:00
bbassieandClaude Opus 5 19fd1eabbe Correct container data keys and callable overloads
Autofill stores the whole per entity map against a player.
The readme container is called as a define, so it needs the overload
the other element classes carry.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:18 +00:00
bbassieandClaude Opus 5 d78ae40c5d Correct partial table types
`_display_data` is a cache keyed by force name, not a single record.
The auto complete accumulator starts empty, so its fields are optional.
Game commands have no usage beyond their own help text.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-08-07 15:31:18 +00:00