Merge pull request #232 from Windsinger1985/patch-1
Update deconlog.lua
This commit is contained in:
@@ -5,5 +5,7 @@ return {
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decon_area = true, ---@setting decon_area whether to log when an area is being deconstructed
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decon_area = true, ---@setting decon_area whether to log when an area is being deconstructed
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built_entity = true, ---@setting built_entity whether to log when an entity is built
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built_entity = true, ---@setting built_entity whether to log when an entity is built
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mined_entity = true, ---@setting mined_entity whether to log when an entity is mined
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mined_entity = true, ---@setting mined_entity whether to log when an entity is mined
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fired_rocket = true, ---@setting fired_nuke whether to log when a rocket is fired
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fired_explosive_rocket = true, ---@setting fired_nuke whether to log when a explosive rocket is fired
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fired_nuke = true, ---@setting fired_nuke whether to log when a nuke is fired
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fired_nuke = true, ---@setting fired_nuke whether to log when a nuke is fired
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}
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}
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@@ -26,7 +26,7 @@ if config.decon_area then
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Event.add(defines.events.on_player_deconstructed_area, function (e)
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Event.add(defines.events.on_player_deconstructed_area, function (e)
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local player = game.get_player(e.player_index)
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local player = game.get_player(e.player_index)
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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add_log(get_secs() .. player.name .. ",decon_area," .. pos_tostring(e.area.left_top) .. "," .. pos_tostring(e.area.right_bottom))
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add_log(get_secs() .. "," .. player.name .. ",decon_area," .. pos_tostring(e.area.left_top) .. "," .. pos_tostring(e.area.right_bottom))
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end)
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end)
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end
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end
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@@ -36,7 +36,7 @@ if config.built_entity then
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local player = game.get_player(e.player_index)
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local player = game.get_player(e.player_index)
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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local ent = e.created_entity
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local ent = e.created_entity
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add_log(get_secs() .. player.name .. ",built_entity," .. ent.name .. "," .. pos_tostring(ent.position) .. "," .. tostring(ent.direction) .. "," .. tostring(ent.orientation))
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add_log(get_secs() .. "," .. player.name .. ",built_entity," .. ent.name .. "," .. pos_tostring(ent.position) .. "," .. tostring(ent.direction) .. "," .. tostring(ent.orientation))
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end)
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end)
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end
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end
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@@ -45,20 +45,45 @@ if config.mined_entity then
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local player = game.get_player(e.player_index)
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local player = game.get_player(e.player_index)
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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local ent = e.entity
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local ent = e.entity
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add_log(get_secs() .. player.name .. ",mined_entity," .. ent.name .. "," .. pos_tostring(ent.position) .. "," .. tostring(ent.direction) .. "," .. tostring(ent.orientation))
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add_log(get_secs() .. "," .. player.name .. ",mined_entity," .. ent.name .. "," .. pos_tostring(ent.position) .. "," .. tostring(ent.direction) .. "," .. tostring(ent.orientation))
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end)
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end
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if config.fired_rocket then
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Event.add(defines.events.on_player_ammo_inventory_changed, function (e)
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local player = game.get_player(e.player_index)
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo)
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local item = ammo_inv[player.character.selected_gun_index]
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if not item or not item.valid or not item.valid_for_read then return end
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if item.name == "rocket" then
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add_log(get_secs() .. "," .. player.name .. ",shot-rocket," .. pos_tostring(player.position) .. "," .. pos_tostring(player.shooting_state.position))
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end
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end)
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end
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if config.fired_explosive_rocket then
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Event.add(defines.events.on_player_ammo_inventory_changed, function (e)
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local player = game.get_player(e.player_index)
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo)
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local item = ammo_inv[player.character.selected_gun_index]
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if not item or not item.valid or not item.valid_for_read then return end
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if item.name == "explosive-rocket" then
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add_log(get_secs() .. "," .. player.name .. ",shot-explosive-rocket," .. pos_tostring(player.position) .. "," .. pos_tostring(player.shooting_state.position))
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end
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end)
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end)
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end
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end
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if config.fired_nuke then
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if config.fired_nuke then
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Event.add(defines.events.on_player_ammo_inventory_changed, function (e)
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Event.add(defines.events.on_player_ammo_inventory_changed, function (e)
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-- this works only if the player took more than one nuke, which they usually do
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local player = game.get_player(e.player_index)
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local player = game.get_player(e.player_index)
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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if Roles.player_has_flag(player, "deconlog-bypass") then return end
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo)
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local ammo_inv = player.get_inventory(defines.inventory.character_ammo)
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local item = ammo_inv[player.character.selected_gun_index]
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local item = ammo_inv[player.character.selected_gun_index]
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if not item or not item.valid or not item.valid_for_read then return end
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if not item or not item.valid or not item.valid_for_read then return end
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if item.name == "atomic-bomb" then
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if item.name == "atomic-bomb" then
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add_log(get_secs() .. player.name .. ",shot-bomb," .. pos_tostring(player.position) .. "," .. pos_tostring(player.shooting_state.position))
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add_log(get_secs() .. "," .. player.name .. ",shot-nuke," .. pos_tostring(player.position) .. "," .. pos_tostring(player.shooting_state.position))
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end
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end
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end)
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end)
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end
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end
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