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* Update vlayer.lua * Update waterfill.lua * Update playerdata.lua * Update surveillance.lua * Update research.lua * Update module.lua * Update waterfill.lua * Update vlayer.lua
71 lines
2.4 KiB
Lua
71 lines
2.4 KiB
Lua
--- Adds a waterfill
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-- @commands Waterfill
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local Commands = require 'expcore.commands' --- @dep expcore.commands
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require 'config.expcore.command_general_parse'
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local Selection = require 'modules.control.selection' --- @dep modules.control.selection
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local SelectionConvertArea = 'ConvertArea'
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--- Align an aabb to the grid by expanding it
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local function aabb_align_expand(aabb)
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return {
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left_top = {x = math.floor(aabb.left_top.x), y = math.floor(aabb.left_top.y)},
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right_bottom = {x = math.ceil(aabb.right_bottom.x), y = math.ceil(aabb.right_bottom.y)}
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}
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end
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Commands.new_command('waterfill', 'Change tile to water')
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:register(function(player)
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local inv = player.get_main_inventory()
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if (inv.get_item_count('cliff-explosives')) == 0 then
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return player.print{'expcom-waterfill.waterfill-cliff'}
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end
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if Selection.is_selecting(player, SelectionConvertArea) then
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Selection.stop(player)
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else
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Selection.start(player, SelectionConvertArea)
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return Commands.success{'expcom-waterfill.entered-area-selection'}
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end
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return Commands.success
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end)
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--- When an area is selected to add protection to the area
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Selection.on_selection(SelectionConvertArea, function(event)
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local area = aabb_align_expand(event.area)
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local player = game.get_player(event.player_index)
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local entities = player.surface.find_entities_filtered{area=area, name='steel-chest'}
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if #entities == 0 then
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player.print('No steel chest found')
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return
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end
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local tiles_to_make = {}
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local inv = player.get_main_inventory()
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local clf_exp = inv.get_item_count('cliff-explosives')
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for _, entity in pairs(entities) do
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if clf_exp >= 1 then
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if entity.get_inventory(defines.inventory.chest).is_empty() then
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if (math.floor(player.position.x) ~= math.floor(entity.position.x)) or (math.floor(player.position.y) ~= math.floor(entity.position.y)) then
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table.insert(tiles_to_make, {name='water-mud', position=entity.position})
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entity.destroy()
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else
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player.print{'expcom-waterfill.waterfill-distance'}
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end
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end
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clf_exp = clf_exp - 1
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inv.remove({name='cliff-explosives', count=1})
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else
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break
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end
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end
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event.surface.set_tiles(tiles_to_make)
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end)
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