--[[-- 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_legacy.modules.control.selection") --- @dep modules.control.selection local SelectionName = "ExpCommand_Waterfill" --- Toggle player selection mode for artillery Commands.new("waterfill", { "exp-commands_waterfill.description" }) :register(function(player) if Selection.is_selecting(player, SelectionName) then Selection.stop(player) return Commands.status.success{ "exp-commands_waterfill.exit" } elseif player.get_item_count("cliff-explosives") == 0 then return Commands.status.error{ "exp-commands_waterfill.requires-explosives" } else Selection.start(player, SelectionName) return Commands.status.success{ "exp-commands_waterfill.enter" } end end) --- When an area is selected to be converted to water 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 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 = player.get_item_count("cliff-explosives") if item_count < area_size then player.print({ "exp-commands_waterfill.too-few-explosives", area_size, item_count }, Commands.print_settings.error) return end local tile_count = 0 local tiles_to_make = {} 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 = "water-mud", position = { x, y }, } end end surface.set_tiles(tiles_to_make, true, "abort_on_collision", true, false, player, 0) local remaining_tiles = surface.count_tiles_filtered{ area = area, name = "water-mud" } player.remove_item{ name = "cliff-explosives", count = tile_count - remaining_tiles } if remaining_tiles > 0 then player.print({ "exp-commands_waterfill.part-complete", tile_count, remaining_tiles }, Commands.print_settings.default) else player.print({ "exp-commands_waterfill.complete", tile_count }, Commands.print_settings.default) end end)