Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/addons/deconlog.lua
2025-01-09 00:09:22 +09:00

121 lines
4.5 KiB
Lua

--- Log certain actions into a file when events are triggered
-- @addon Deconlog
local ExpUtil = require("modules/exp_util")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Roles = require("modules.exp_legacy.expcore.roles") --- @dep expcore.roles
local format_number = require("util").format_number --- @dep util
local config = require("modules.exp_legacy.config.deconlog") --- @dep config.deconlog
local write_file = helpers.write_file
local filepath = "log/decon.log"
local seconds_time_format = ExpUtil.format_time_factory{ format = "short", hours = true, minutes = true, seconds = true }
local function add_log(data)
write_file(filepath, data .. "\n", true, 0) -- write data
end
local function get_secs()
return seconds_time_format(game.tick)
end
local function pos_to_string(pos)
return tostring(pos.x) .. "," .. tostring(pos.y)
end
local function pos_to_gps_string(pos, surface_name)
return "[gps=" .. string.format("%.1f", pos.x) .. "," .. string.format("%.1f", pos.y) .. "," .. surface_name "]"
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()
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.players[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, {
"deconlog.decon",
player.name,
pos_to_gps_string(e.area.left_top, e.surface.name),
pos_to_gps_string(e.area.right_bottom, e.surface.name),
format_number(#items, false),
})
end
add_log(get_secs() .. "," .. player.name .. ",decon_area," .. e.surface.name .. "," .. 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.players[e.player_index]
if Roles.player_has_flag(player, "deconlog-bypass") then
return
end
local ent = e.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.players[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 or config.fired_explosive_rocket or config.fired_nuke then
Event.add(defines.events.on_player_ammo_inventory_changed, function(e)
local player = game.players[e.player_index]
if Roles.player_has_flag(player, "deconlog-bypass") then
return
end
if player.character then
local ammo_inv = player.get_inventory(defines.inventory.character_ammo) --- @cast ammo_inv -nil
local item = ammo_inv[player.character.selected_gun_index]
local action_name
if not item or not item.valid or not item.valid_for_read then
return
end
if config.fired_rocket and item.name == "rocket" then
action_name = ",shot-rocket,"
elseif config.fired_explosive_rocket and item.name == "explosive-rocket" then
action_name = ",shot-explosive-rocket,"
elseif config.fired_nuke and item.name == "atomic-bomb" then
action_name = ",shot-nuke,"
else
return
end
add_log(get_secs() .. "," .. player.name .. action_name .. pos_to_string(player.physical_position) .. "," .. pos_to_string(player.shooting_state.position))
end
end)
end