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Merge pull request #465 from bbassie/fix/rocket-fired-log
Only log a rocket as fired when its ammo count drops
This commit is contained in:
@@ -3,6 +3,7 @@ Log certain actions into a file when events are triggered
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]]
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local ExpUtil = require("modules/exp_util")
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local Storage = require("modules/exp_util/storage")
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local Roles = require("modules/exp_roles")
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local config = require("modules.exp_legacy.config.deconlog")
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@@ -130,31 +131,79 @@ local function on_player_mined_entity(event)
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add_log_line(player, "mined_entity", format_entity(event.entity))
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end
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--- Log when rocket is fired
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--- Ammo which is logged when fired
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local logged_ammo = {
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["rocket"] = config.fired_rocket,
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["explosive-rocket"] = config.fired_explosive_rocket,
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["atomic-bomb"] = config.fired_nuke,
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}
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--- @class ExpScenario_DeconstructionLog.AmmoSlot
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--- @field name string
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--- @field count number
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--- The last seen contents of each ammo slot, keyed by player index then slot index
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local ammo_slots = {} --- @type table<uint, table<uint, ExpScenario_DeconstructionLog.AmmoSlot>>
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Storage.register(ammo_slots, function(tbl)
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ammo_slots = tbl
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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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if stack.valid_for_read then
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slots[index] = { name = stack.name, count = stack.count }
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end
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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 or not player.character then return end
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if not player then return end
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local character_ammo = assert(player.get_inventory(defines.inventory.character_ammo))
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local gun_index = player.character.selected_gun_index --[[@as uint]]
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local item = character_ammo[gun_index]
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if not item or not item.valid or not item.valid_for_read then
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return
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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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local action_name = "shot-" .. item.name
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if not config.fired_rocket and action_name == "shot-rocket" then
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return
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elseif not config.fired_explosive_rocket and action_name == "shot-explosive-rocket" then
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return
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elseif not config.fired_nuke and action_name == "shot-atomic-bomb" then
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return
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if fired and logged_ammo[fired] then
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add_log_line(player, "shot-" .. fired, format_position(player.physical_position), format_position(player.shooting_state.position))
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end
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end
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end
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add_log_line(player, action_name, format_position(player.physical_position), format_position(player.shooting_state.position))
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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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@@ -175,6 +224,9 @@ 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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return {
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