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:
Cooldude2606
2026-09-06 01:55:34 +01:00
committed by GitHub
@@ -3,6 +3,7 @@ Log certain actions into a file when events are triggered
]]
local ExpUtil = require("modules/exp_util")
local Storage = require("modules/exp_util/storage")
local Roles = require("modules/exp_roles")
local config = require("modules.exp_legacy.config.deconlog")
@@ -130,31 +131,79 @@ local function on_player_mined_entity(event)
add_log_line(player, "mined_entity", format_entity(event.entity))
end
--- Log when rocket is fired
--- Ammo which is logged when fired
local logged_ammo = {
["rocket"] = config.fired_rocket,
["explosive-rocket"] = config.fired_explosive_rocket,
["atomic-bomb"] = config.fired_nuke,
}
--- @class ExpScenario_DeconstructionLog.AmmoSlot
--- @field name string
--- @field count number
--- The last seen contents of each ammo slot, keyed by player index then slot index
local ammo_slots = {} --- @type table<uint, table<uint, ExpScenario_DeconstructionLog.AmmoSlot>>
Storage.register(ammo_slots, function(tbl)
ammo_slots = tbl
end)
--- Read the ammo slots of a player, empty while they have no character
--- @param player LuaPlayer
--- @return table<uint, ExpScenario_DeconstructionLog.AmmoSlot>
local function read_ammo_slots(player)
local slots = {}
if not player.character then return slots end
local character_ammo = assert(player.get_inventory(defines.inventory.character_ammo))
for index = 1, #character_ammo do
local stack = character_ammo[index --[[@as uint]]]
if stack.valid_for_read then
slots[index] = { name = stack.name, count = stack.count }
end
end
return slots
end
--- Log a shot, there is no fired event so a slot losing one of the same ammo is taken as a shot
--- @param event EventData.on_player_ammo_inventory_changed
local function on_player_ammo_inventory_changed(event)
local player = get_log_player(event)
if not player or not player.character then return end
if not player then return end
local character_ammo = assert(player.get_inventory(defines.inventory.character_ammo))
local gun_index = player.character.selected_gun_index --[[@as uint]]
local item = character_ammo[gun_index]
if not item or not item.valid or not item.valid_for_read then
return
local previous_slots = ammo_slots[player.index] or {}
local slots = read_ammo_slots(player)
ammo_slots[player.index] = slots
for index, previous in pairs(previous_slots) do
local current = slots[index]
local fired = nil --- @type string?
if current then
if previous.name == current.name and previous.count == current.count + 1 then
fired = current.name
end
elseif previous.count == 1 then
fired = previous.name
end
if fired and logged_ammo[fired] then
add_log_line(player, "shot-" .. fired, format_position(player.physical_position), format_position(player.shooting_state.position))
end
end
local action_name = "shot-" .. item.name
if not config.fired_rocket and action_name == "shot-rocket" then
return
elseif not config.fired_explosive_rocket and action_name == "shot-explosive-rocket" then
return
elseif not config.fired_nuke and action_name == "shot-atomic-bomb" then
return
end
add_log_line(player, action_name, format_position(player.physical_position), format_position(player.shooting_state.position))
end
--- Read the ammo of a player when they join or get a new character, so the first shot afterwards is seen
--- @param event EventData.on_player_joined_game | EventData.on_player_respawned
local function on_player_character_changed(event)
local player = assert(game.get_player(event.player_index))
ammo_slots[player.index] = read_ammo_slots(player)
end
--- Forget the ammo of a player who left
--- @param event EventData.on_player_left_game
local function on_player_left_game(event)
ammo_slots[event.player_index] = nil
end
local e = defines.events
local events = {
@@ -175,6 +224,9 @@ end
if config.fired_rocket or config.fired_explosive_rocket or config.fired_nuke then
events[e.on_player_ammo_inventory_changed] = on_player_ammo_inventory_changed
events[e.on_player_joined_game] = on_player_character_changed
events[e.on_player_respawned] = on_player_character_changed
events[e.on_player_left_game] = on_player_left_game
end
return {