Files
factorio-scenario-ExpCluster/exp_scenario/module/commands/waterfill.lua
2025-01-11 22:10:26 +09:00

72 lines
2.8 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"
--- 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)