Wasn't this forked from the same project as Pokévision? So therefore it'd show the same spawns Pokevision does and omit the same spawns, no?
The reason these things don't show lure Pokémon is because it only parses what the server sends back is nearby and the server doesn't send info about those unless you're really close to them. One potential fix for people working on the code would be to store a list of active lured Pokéstops (which the code already does) and iterate through telling the server that's were the player is.
The core code base already allows for this. The code loops through all the objects which include both stops/gyms (forts) and pokemans. Each stop has a lured info object (used to be active pokemon object) that tells it the current active pokemon and when it'll expire (changes every 3 minutes). Latest versions of PokemonMap or whatever the repo is called do show which pokemon is active on a lured stop (hover over tooltip) but they don't push the information to the pokemon array.
I'm not completely sure why they don't just push the pokemon to the array to be displayed. Maybe because the pokemon overlaps or there aren't lat/long (you can kind of assume it's the same lat/long as the pokestop but it really isn't).
If you're running your own python server you can just open up the example.py or whatever it's called now, find where it iterates through lured stops and add code to push a pokemon object to the pokemons array if you want it to show up. I think it'd be interesting to datamine lured pokemon spawns only but because of their fast spawn (3m) you'd need a LOT of bots to scrape any sizable area.
Anyway, there are some versions of the code with really buggy step logic so some scanners might not show all the available pokemon because there are gaps when the bot steps around.