--- Log certain actions into a file when events are triggered -- @addon Deconlog local Event = require 'utils.event' --- @dep utils.event local Roles = require 'expcore.roles' --- @dep expcore.roles local format_time = _C.format_time local config = require 'config.deconlog' --- @dep config.deconlog local filepath = "log/decon.log" local function add_log(data) game.write_file(filepath, data .. "\n", true, 0) -- write data end local function get_secs() return format_time(game.tick, { hours = true, minutes = true, seconds = true, string = true }) end local function pos_to_string(pos) return tostring(pos.x) .. "," .. tostring(pos.y) end local function pos_to_gps_string(pos) return '[gps=' .. string.format('%.1f', pos.x) .. ',' .. string.format('%.1f', pos.y) .. ']' end --- Print a message to all players who match the value of admin local function print_to_players(admin, message) for _, player in ipairs(game.connected_players) do if player.admin == admin then player.print(message) end end end Event.on_init(function() game.write_file(filepath, "\n", false, 0) -- write data end) if config.decon_area then Event.add(defines.events.on_player_deconstructed_area, function (e) if e.alt then return end local player = game.get_player(e.player_index) if Roles.player_has_flag(player, "deconlog-bypass") then return end local items = e.surface.find_entities_filtered{area=e.area, force=player.force} if #items > 250 then print_to_players(true, player.name .. ' tried to deconstruct the area ' .. pos_to_gps_string(e.area.left_top) .. ' to ' .. pos_to_gps_string(e.area.right_bottom) .. ' that have ' .. #items .. ' items, but were not allowed.') end add_log(get_secs() .. "," .. player.name .. ",decon_area," .. pos_to_string(e.area.left_top) .. "," .. pos_to_string(e.area.right_bottom)) end) end if config.built_entity then Event.add(defines.events.on_built_entity, function (e) if not e.player_index then return end local player = game.get_player(e.player_index) if Roles.player_has_flag(player, "deconlog-bypass") then return end local ent = e.created_entity add_log(get_secs() .. "," .. player.name .. ",built_entity," .. ent.name .. "," .. pos_to_string(ent.position) .. "," .. tostring(ent.direction) .. "," .. tostring(ent.orientation)) end) end if config.mined_entity then Event.add(defines.events.on_player_mined_entity, function (e) local player = game.get_player(e.player_index) if Roles.player_has_flag(player, "deconlog-bypass") then return end local ent = e.entity add_log(get_secs() .. "," .. player.name .. ",mined_entity," .. ent.name .. "," .. pos_to_string(ent.position) .. "," .. tostring(ent.direction) .. "," .. tostring(ent.orientation)) end) end if config.fired_rocket then Event.add(defines.events.on_player_ammo_inventory_changed, function (e) local player = game.get_player(e.player_index) if Roles.player_has_flag(player, "deconlog-bypass") then return end local ammo_inv = player.get_inventory(defines.inventory.character_ammo) local item = ammo_inv[player.character.selected_gun_index] if not item or not item.valid or not item.valid_for_read then return end if item.name == "rocket" then add_log(get_secs() .. "," .. player.name .. ",shot-rocket," .. pos_to_string(player.position) .. "," .. pos_to_string(player.shooting_state.position)) end end) end if config.fired_explosive_rocket then Event.add(defines.events.on_player_ammo_inventory_changed, function (e) local player = game.get_player(e.player_index) if Roles.player_has_flag(player, "deconlog-bypass") then return end local ammo_inv = player.get_inventory(defines.inventory.character_ammo) local item = ammo_inv[player.character.selected_gun_index] if not item or not item.valid or not item.valid_for_read then return end if item.name == "explosive-rocket" then add_log(get_secs() .. "," .. player.name .. ",shot-explosive-rocket," .. pos_to_string(player.position) .. "," .. pos_to_string(player.shooting_state.position)) end end) end if config.fired_nuke then Event.add(defines.events.on_player_ammo_inventory_changed, function (e) local player = game.get_player(e.player_index) if Roles.player_has_flag(player, "deconlog-bypass") then return end local ammo_inv = player.get_inventory(defines.inventory.character_ammo) local item = ammo_inv[player.character.selected_gun_index] if not item or not item.valid or not item.valid_for_read then return end if item.name == "atomic-bomb" then add_log(get_secs() .. "," .. player.name .. ",shot-nuke," .. pos_to_string(player.position) .. "," .. pos_to_string(player.shooting_state.position)) end end) end