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Read ammo slots on join so the first shot is logged
Clearing the slots on leave meant nothing was known about a player's ammo until it changed, so the first shot after rejoining was missed. The slots are now read when a player joins and when they respawn, since a new character starts empty and a stale single round would otherwise count as a shot. The change handler reads the slots the same way and compares them with what was stored.
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@@ -148,34 +148,42 @@ Storage.register(ammo_slots, function(tbl)
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ammo_slots = tbl
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end)
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--- Log a shot, there is no fired event so a slot losing one of the same ammo is taken as a shot
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--- @param event EventData.on_player_ammo_inventory_changed
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local function on_player_ammo_inventory_changed(event)
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local player = get_log_player(event)
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if not player or not player.character then return end
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local slots = ammo_slots[player.index]
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if not slots then
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slots = {}
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ammo_slots[player.index] = slots
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end
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--- Read the ammo slots of a player, empty while they have no character
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--- @param player LuaPlayer
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--- @return table<uint, ExpScenario_DeconstructionLog.AmmoSlot>
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local function read_ammo_slots(player)
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local slots = {}
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if not player.character then return slots end
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local character_ammo = assert(player.get_inventory(defines.inventory.character_ammo))
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for index = 1, #character_ammo do
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local stack = character_ammo[index --[[@as uint]]]
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local previous = slots[index]
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local fired = nil --- @type string?
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if stack.valid_for_read then
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if previous and previous.name == stack.name and previous.count == stack.count + 1 then
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fired = stack.name
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end
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slots[index] = { name = stack.name, count = stack.count }
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else
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if previous and previous.count == 1 then
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fired = previous.name
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end
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slots[index] = nil
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end
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return slots
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end
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--- Log a shot, there is no fired event so a slot losing one of the same ammo is taken as a shot
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--- @param event EventData.on_player_ammo_inventory_changed
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local function on_player_ammo_inventory_changed(event)
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local player = get_log_player(event)
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if not player then return end
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local previous_slots = ammo_slots[player.index] or {}
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local slots = read_ammo_slots(player)
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ammo_slots[player.index] = slots
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for index, previous in pairs(previous_slots) do
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local current = slots[index]
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local fired = nil --- @type string?
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if current then
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if previous.name == current.name and previous.count == current.count + 1 then
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fired = current.name
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end
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elseif previous.count == 1 then
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fired = previous.name
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end
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if fired and logged_ammo[fired] then
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@@ -184,13 +192,19 @@ local function on_player_ammo_inventory_changed(event)
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end
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end
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--- Forget the ammo of a player who left, their slots are read again on the next change
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--- Read the ammo of a player when they join or get a new character, so the first shot afterwards is seen
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--- @param event EventData.on_player_joined_game | EventData.on_player_respawned
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local function on_player_character_changed(event)
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local player = assert(game.get_player(event.player_index))
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ammo_slots[player.index] = read_ammo_slots(player)
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end
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--- Forget the ammo of a player who left
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--- @param event EventData.on_player_left_game
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local function on_player_left_game(event)
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ammo_slots[event.player_index] = nil
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end
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local e = defines.events
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local events = {
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[e.on_multiplayer_init] = clear_log,
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@@ -210,6 +224,8 @@ end
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if config.fired_rocket or config.fired_explosive_rocket or config.fired_nuke then
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events[e.on_player_ammo_inventory_changed] = on_player_ammo_inventory_changed
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events[e.on_player_joined_game] = on_player_character_changed
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events[e.on_player_respawned] = on_player_character_changed
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events[e.on_player_left_game] = on_player_left_game
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end
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