Files
factorio-scenario-ExpCluster/exp_scenario/module/commands/waterfill.lua
Cooldude2606 7ab721b4b6 Refactor some of the Guis from the legacy plugin (#399)
* Fix bugs in core and add default args to Gui defs

* Refactor production Gui

* Refactor landfill blueprint button

* Fix more bugs in core

* Consistent naming of new guis

* Refactor module inserter gui

* Refactor surveillance gui

* Add shorthand for data from arguments

* Make element names consistent

* Add types

* Change how table rows work

* Refactor player stats gui

* Refactor quick actions gui

* Refactor research milestones gui

* Refactor player bonus gui

* Refactor science production gui

* Refactor autofill gui

* Cleanup use of aligned flow

* Rename "Gui.element" to "Gui.define"

* Rename Gui types

* Rename property_from_arg

* Add guide for making guis

* Add full reference document

* Add condensed reference

* Apply style guide to refactored guis

* Bug fixes
2025-08-29 14:30:30 +01:00

128 lines
5.1 KiB
Lua

--[[-- 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"
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 Selection.is_selecting(player, SelectionName) then
Selection.stop(player)
return Commands.status.success{ "exp-commands_waterfill.exit" }
else
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
Selection.start(player, SelectionName)
return Commands.status.success{ "exp-commands_waterfill.enter" }
end
end
end) --[[ @as any ]]
--- 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_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,
}