--[[-- Commands - Waterfill Adds a command that places shallow water ]] local AABB = require("modules/exp_util/aabb") local Commands = require("modules/exp_commands") local Selection = require("modules/exp_util/selection") local SelectArea = Selection.connect("ExpCommand_Waterfill") local planet = { ["nauvis"] = "water-mud", ["gleba"] = "wetland-blue-slime", ["vulcanus"] = "lava", ["fulgora"] = "oil-ocean-shallow", ["aquilo"] = "ammoniacal-ocean" } --- @class ExpCommand_Waterfill.commands local commands = {} --- Toggle player selection mode for artillery --- @class ExpCommands_Waterfill.commands.waterfill: ExpCommand --- @overload fun(player: LuaPlayer) commands.waterfill = Commands.new("waterfill", { "exp-commands_waterfill.description" }) :register(function(player) if SelectArea:stop(player) then return Commands.status.success{ "exp-commands_waterfill.exit" } end local item_count_cliff = player.get_item_count("cliff-explosives") local item_count_craft = math.min(math.floor(player.get_item_count("explosives") / 10), player.get_item_count("barrel"), player.get_item_count("grenade")) local item_count_total = item_count_cliff + item_count_craft if item_count_total == 0 then return Commands.status.error{ "exp-commands_waterfill.requires-explosives" } else SelectArea:start(player) return Commands.status.success{ "exp-commands_waterfill.enter" } end end) --[[ @as any ]] --- When an area is selected to be converted to water SelectArea:on_selection(function(event) local area = AABB.expand(event.area) local player = game.players[event.player_index] local surface = event.surface --[[ if surface.planet and surface.planet ~= game.planets.nauvis then player.print({ "exp-commands_waterfill.nauvis-only" }, Commands.print_settings.error) return end ]] 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_waterfill.area-too-large", 1000, area_size }, Commands.print_settings.error) return end local item_count_cliff = player.get_item_count("cliff-explosives") local item_count_craft = math.min(math.floor(player.get_item_count("explosives") / 10), player.get_item_count("barrel"), player.get_item_count("grenade")) local item_count_total = item_count_cliff + item_count_craft local tile_count = 0 local failed_tiles = 0 local tiles_to_make = {} local chests = surface.find_entities_filtered{ area = area, name = "steel-chest", force = player.force } local tile_to_apply = (surface.planet and planet[surface.planet]) or "water-mud" if #chests > 0 then for _, chest in pairs(chests) do tile_count = tile_count + 1 if chest.get_inventory(defines.inventory.chest).is_empty() and tile_count <= item_count_total then tiles_to_make[tile_count] = { name = tile_to_apply, position = { chest.position.x, chest.position.y } } chest.destroy() else failed_tiles = failed_tiles + 1 end end else if item_count_total < area_size then player.print({ "exp-commands_waterfill.too-few-explosives", area_size, item_count_total }, Commands.print_settings.error) return end for x = area.left_top.x, area.right_bottom.x do for y = area.left_top.y, area.right_bottom.y do tile_count = tile_count + 1 tiles_to_make[tile_count] = { name = tile_to_apply, position = { x, y } } end end failed_tiles = surface.count_tiles_filtered{ area = area, name = tile_to_apply } end surface.set_tiles(tiles_to_make, true, "abort_on_collision", true, false, player, 0) local tiles_made = tile_count - failed_tiles assert(tiles_made >= 0) if item_count_cliff >= tiles_made then player.remove_item{ name = "cliff-explosives", count = tiles_made } else if item_count_cliff > 0 then player.remove_item{ name = "cliff-explosives", count = item_count_cliff } end local item_count_needed = tiles_made - item_count_cliff if item_count_needed > 0 then player.remove_item{ name = "explosives", count = 10 * item_count_needed } player.remove_item{ name = "barrel", count = item_count_needed } player.remove_item{ name = "grenade", count = item_count_needed } end end if failed_tiles > 0 then player.print({ "exp-commands_waterfill.part-complete", tile_count, failed_tiles }, Commands.print_settings.default) else player.print({ "exp-commands_waterfill.complete", tile_count }, Commands.print_settings.default) end end) return { commands = commands, }