Files
factorio-scenario-ExpCluster/exp_scenario/module/control/deconstruction_log.lua
Cooldude2606 9bd699ebf1 Refactor legacy addons into Clusterio format (#413)
* Refactor custom start

* Refactor afk kick

* Fix use of assert get player

* Refactor chat popup

* Refactor chat auto reply

* Refactor help bubbles

* Refactor damage popups

* Refactor death markers

* Refactor deconstruction log

* Remove FAGC logging

* Refactor discord alerts

* Refactor insert pickup

* Refactor inventory clear

* Refactor extra logging

* Refactor nuke protection

* Refactor pollution grading

* Refactor protection jail

* Refactor report jail

* Refactor mine depletion

* Refactor degrading tiles

* Refactor station auto name

* Refactor spawn area

* Refactor fast deconstruction

* Bug Fixes
2025-12-02 18:34:24 +00:00

182 lines
5.4 KiB
Lua

--[[-- Control - Deconstruction Log
Log certain actions into a file when events are triggered
]]
local ExpUtil = require("modules/exp_util")
local Roles = require("modules.exp_legacy.expcore.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
--- @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_flag(player, "deconlog-bypass") 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
--- Log when rocket is fired
--- @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 or not player.character then return end
local character_ammo = assert(player.get_inventory(defines.inventory.character_ammo))
local item = character_ammo[player.character.selected_gun_index]
if not item or not item.valid or not item.valid_for_read then
return
end
local action_name = "shot-" .. item.name
if not config.fired_rocket and action_name == "shot-rocket" then
return
elseif not config.fired_explosive_rocket and action_name == "shot-explosive-rocket" then
return
elseif not config.fired_nuke and action_name == "shot-atomic-bomb" then
return
end
add_log_line(player, action_name, format_position(player.physical_position), format_position(player.shooting_state.position))
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
end
return {
events = events,
}