Files
factorio-scenario-ExpCluster/exp_scenario/module/commands/repair.lua
T
2026-09-06 17:05:04 +01:00

75 lines
2.6 KiB
Lua

--[[-- Commands - Repair
Adds a command that allows an admin to repair and revive a large area
]]
local AABB = require("modules/exp_util/aabb")
local Commands = require("modules/exp_commands")
local config = require("modules.exp_legacy.config.repair") --- @dep config.repair
local Selection = require("modules/exp_util/selection")
local SelectArea = Selection.connect("ExpCommand_Waterfill")
--- @class ExpCommands_Repair.commands
local commands = {}
--- Toggle player selection mode
--- @class ExpCommands_Repair.commands.repair: ExpCommand
commands.repair = Commands.new("repair", { "exp-commands_repair.description" })
:register(function(player)
if SelectArea:stop(player) then
return Commands.status.success{ "exp_util.selection_exit", { "exp-commands_repair.selection-name" } }
end
SelectArea:start(player)
return Commands.status.success{ "exp_util.selection_enter", { "exp-commands_repair.selection-name" } }
end)
--- When an area is selected to be converted to water
SelectArea:on_selection(function(event)
local player = assert(game.get_player(event.player_index))
local area = AABB.expand(event.area)
local surface = event.surface
local force = player.force
local response = { "" } --- @type LocalisedString
if config.allow_ghost_revive then
local revive_count = 0
local entities = surface.find_entities_filtered{
type = "entity-ghost",
area = area,
force = force,
}
local param = { raise_revive = true } --- @type LuaEntity.silent_revive_param
for _, entity in ipairs(entities) do
if not (entity.ghost_prototype and entity.ghost_prototype.hidden) and (config.allow_blueprint_repair or entity.created_by_corpse) then
revive_count = revive_count + 1
entity.silent_revive(param)
end
end
response[#response + 1] = { "exp-commands_repair.response-revive", revive_count }
end
if config.allow_heal_entities then
local healed_count = 0
local entities = surface.find_entities_filtered{
area = area,
force = force,
}
for _, entity in ipairs(entities) do
if entity.health and entity.max_health and entity.health ~= entity.max_health then
healed_count = healed_count + 1
entity.health = entity.max_health
end
end
response[#response + 1] = { "exp-commands_repair.response-heal", healed_count }
end
return player.print(response)
end)
return {
commands = commands,
}