Files
factorio-scenario-ExpCluster/modules/addons/deconlog.lua
PHIDIAS 1de395b614 Decon log locale (#319)
* Update deconlog.lua

* Update addons.cfg

* Update addons.cfg

* Update addons.cfg

* Update deconlog.lua

* Update deconlog.lua

* Update addons.cfg

* Update addons.cfg

* Update addons.cfg

* Update modules/addons/deconlog.lua

---------

Co-authored-by: Cooldude2606 <25043174+Cooldude2606@users.noreply.github.com>
2024-09-01 22:18:14 +01:00

142 lines
4.7 KiB
Lua

--- 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 --- @dep expcore.common
local format_number = require('util').format_number --- @dep util
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, {'deconlog.decon', player.name, e.surface.name, pos_to_gps_string(e.area.left_top), pos_to_gps_string(e.area.right_bottom), format_number(#items)})
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.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