--[[-- Commands - Artillery Adds a command that helps shoot artillery ]] local AABB = require("modules/exp_util/aabb") local Commands = require("modules/exp_commands") local Selection = require("modules.exp_legacy.modules.control.selection") --- @dep modules.control.selection local SelectionName = "ExpCommand_Artillery" local floor = math.floor local abs = math.abs --- @param player LuaPlayer --- @param area BoundingBox --- @return boolean local function location_break(player, area) local surface = player.surface -- Allow remote view local is_charted = player.force.is_chunk_charted if is_charted(surface, { x = floor(area.left_top.x / 32), y = floor(area.left_top.y / 32) }) then return true elseif is_charted(surface, { x = floor(area.left_top.x / 32), y = floor(area.right_bottom.y / 32) }) then return true elseif is_charted(surface, { x = floor(area.right_bottom.x / 32), y = floor(area.left_top.y / 32) }) then return true elseif is_charted(surface, { x = floor(area.right_bottom.x / 32), y = floor(area.right_bottom.y / 32) }) then return true else return false end end --- Toggle player selection mode for artillery Commands.new("artillery", { "exp-commands_artillery.description" }) :register(function(player) if Selection.is_selecting(player, SelectionName) then Selection.stop(player) return Commands.status.success{ "exp-commands_artillery.exit" } else Selection.start(player, SelectionName) return Commands.status.success{ "exp-commands_artillery.enter" } end end) --- when an area is selected to add protection to the area Selection.on_selection(SelectionName, function(event) --- @cast event EventData.on_player_selected_area local area = AABB.expand(event.area) local player = game.players[event.player_index] local surface = event.surface if not (player.cheat_mode or location_break(player, event.area)) then player.print{ "exp-commands_artillery.invalid_area" } return end local entities = surface.find_entities_filtered{ area = area, type = { "unit-spawner", "turret" }, force = "enemy" } local count = 0 local hits = {} --- @type MapPosition[] for _, entity in ipairs(entities) do local skip = false for _, pos in ipairs(hits) do local x = abs(entity.position.x - pos.x) local y = abs(entity.position.y - pos.y) if x * x + y * y < 36 then skip = true break end end if not skip then surface.create_entity{ name = "artillery-flare", position = entity.position, force = player.force, life_time = 240, movement = { 0, 0 }, height = 0, vertical_speed = 0, frame_speed = 0 } count = count + 1 hits[count] = entity.position if count > 400 then break end end end end)