Files
factorio-scenario-ExpCluster/exp_scenario/module/control/deconstruction_log.lua
T
bbassie 397033e8a6 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.
2026-09-06 00:45:53 +00:00

235 lines
7.3 KiB
Lua

--[[-- Control - Deconstruction Log
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")
local seconds_time_format = ExpUtil.format_time_factory{ format = "short", hours = true, minutes = true, seconds = true }
local format_number = require("util").format_number
local write_file = helpers.write_file
local format_string = string.format
local concat = table.concat
local filepath = "log/deconstruction.log"
--- Clear the log file
local function clear_log()
helpers.remove_path(filepath)
end
--- Add a new line to the log
--- @param player LuaPlayer
--- @param action string
--- @param ... string
local function add_log_line(player, action, ...)
local text = concat({
seconds_time_format(game.tick),
player.name,
action,
...
}, ",")
write_file(filepath, text .. "\n", true, 0)
end
--- Convert a position to a string
--- @param pos MapPosition
--- @return string
local function format_position(pos)
return format_string("%.1f,%.1f", pos.x, pos.y)
end
--- Convert an area to a string
--- @param area BoundingBox.struct
--- @return string
local function format_area(area)
return format_string("%.1f,%.1f,%.1f,%.1f", area.left_top.x, area.left_top.y, area.right_bottom.x, area.right_bottom.y)
end
--- Convert an entity to a string
--- @param entity LuaEntity
--- @return string
local function format_entity(entity)
return format_string("%s,%.1f,%.1f,%s,%s", entity.name, entity.position.x, entity.position.y, entity.direction, entity.orientation)
end
--- Concert a position into a gps tag
--- @param pos MapPosition
--- @param surface_name string
--- @return string
local function format_position_gps(pos, surface_name)
return format_string("[gps=%.1f,%.1f,%s]", pos.x, pos.y, surface_name)
end
--- Print a message to all players who match the value of admin
--- @param message LocalisedString
local function admin_print(message)
for _, player in ipairs(game.connected_players) do
if player.admin then
player.print(message)
end
end
end
--- Check if a log should be created for a player
--- @param event { player_index: number }
--- @return LuaPlayer?
local function get_log_player(event)
local player = assert(game.get_player(event.player_index))
if Roles.player_has_permission(player, "exp_scenario.bypass.deconstruction_log") then
return nil
end
return player
end
--- Log when an area is deconstructed
--- @param event EventData.on_player_deconstructed_area
local function on_player_deconstructed_area(event)
local player = get_log_player(event)
if not player then return end
--- Don't log when a player clears a deconstruction
if event.alt then
return
end
local area = event.area
local surface_name = event.surface.name
local items = event.surface.find_entities_filtered{ area = area, force = player.force }
if #items > 250 then
admin_print{
"exp_deconstruction-log.chat-admin",
player.name,
format_position_gps(area.left_top, surface_name),
format_position_gps(area.right_bottom, surface_name),
format_number(#items, false),
}
end
add_log_line(player, "deconstructed_area", surface_name, format_area(area))
end
--- Log when an entity is built
--- @param event EventData.on_built_entity
local function on_built_entity(event)
local player = get_log_player(event)
if not player then return end
add_log_line(player, "built_entity", format_entity(event.entity))
end
--- Log when an entity is mined
--- @param event EventData.on_player_mined_entity
local function on_player_mined_entity(event)
local player = get_log_player(event)
if not player then return end
add_log_line(player, "mined_entity", format_entity(event.entity))
end
--- 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 then return end
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
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 = {
[e.on_multiplayer_init] = clear_log,
}
if config.decon_area then
events[e.on_player_deconstructed_area] = on_player_deconstructed_area
end
if config.built_entity then
events[e.on_built_entity] = on_built_entity
end
if config.mined_entity then
events[e.on_player_mined_entity] = on_player_mined_entity
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 {
events = events,
}