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RedMew/features/corpse_util.lua

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local Event = require 'utils.event'
local Global = require 'utils.global'
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local Task = require 'utils.task'
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local Token = require 'utils.token'
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local table = require 'utils.table'
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local Utils = require 'utils.core'
local Public = {}
local player_corpses = {}
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Global.register(player_corpses, function(tbl)
player_corpses = tbl
end)
local function get_index(player_index, tick)
return player_index * 0x100000000 + tick
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end
local function get_data(player_index, tick)
local index = get_index(player_index, tick)
return player_corpses[index]
end
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local function remove_tag(player_index, tick)
local index = get_index(player_index, tick)
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local data = player_corpses[index]
if not data then
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return
end
local tag = data.tag
player_corpses[index] = nil
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if not tag or not tag.valid then
return
end
tag.destroy()
end
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local function remove_corpse_tag(corpse)
if corpse and corpse.valid then
remove_tag(corpse.character_corpse_player_index, corpse.character_corpse_tick_of_death)
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end
end
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local function corpse_expired(event)
remove_corpse_tag(event.corpse)
end
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local corpse_util_mined_entity = Token.register(function(data)
if not data.entity.valid then
remove_tag(data.player_index, data.tick)
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end
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end)
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local function mined_entity(event)
local entity = event.entity
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if not entity or not entity.valid or entity.name ~= 'character-corpse' then
return
end
local corpse_owner_index = entity.character_corpse_player_index
local death_tick = entity.character_corpse_tick_of_death
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-- The corpse may be mined but not removed (if player doesn't have inventory space)
-- so we wait one tick to see if the corpse is gone.
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Task.set_timeout_in_ticks(1, corpse_util_mined_entity, {
entity = entity,
player_index = corpse_owner_index,
tick = death_tick
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})
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local player_index = event.player_index
if player_index == corpse_owner_index then
return
end
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local data = get_data(corpse_owner_index, death_tick)
if not data or not data.alert_looting then
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return
end
local player = game.get_player(player_index)
local corpse_owner = game.get_player(corpse_owner_index)
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if player and corpse_owner then
local position = entity.position
local message = table.concat {
player.name,
' has looted ',
corpse_owner.name,
"'s corpse.",
' [gps=',
string.format('%.1f', position.x),
',',
string.format('%.1f', position.y),
',',
entity.surface.name,
']'
}
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Utils.action_warning('[Corpse]', message)
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end
end
local function on_gui_opened(event)
local entity = event.entity
if not entity or not entity.valid or entity.name ~= 'character-corpse' then
return
end
local player_index = event.player_index
local corpse_owner_index = entity.character_corpse_player_index
if player_index == corpse_owner_index then
return
end
local death_tick = entity.character_corpse_tick_of_death
local data = get_data(corpse_owner_index, death_tick)
if not data or not data.alert_looting then
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return
end
local player = game.get_player(player_index)
local corpse_owner = game.get_player(corpse_owner_index)
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if player and corpse_owner then
local position = entity.position
local message = table.concat {
player.name,
' is looting ',
corpse_owner.name,
"'s corpse.",
' [gps=',
string.format('%.1f', position.x),
',',
string.format('%.1f', position.y),
',',
entity.surface.name,
']'
}
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Utils.action_warning('[Corpse]', message)
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end
end
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local function on_gui_closed(event)
local player = game.get_player(event.player_index)
if not player or not player.valid then
return
end
local entity = event.entity
if not entity or not entity.valid or entity.name ~= 'character-corpse' then
return
end
local inv_corpse = entity.get_inventory(defines.inventory.character_corpse)
if not inv_corpse or not inv_corpse.valid then
return
end
if inv_corpse.is_empty() then
remove_corpse_tag(entity)
entity.destroy()
end
end
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Event.add(defines.events.on_character_corpse_expired, corpse_expired)
Event.add(defines.events.on_pre_player_mined_item, mined_entity)
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Event.add(defines.events.on_gui_opened, on_gui_opened)
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Event.add(defines.events.on_gui_closed, on_gui_closed)
function Public.clear()
table.clear_table(player_corpses)
end
function Public.add_tag(tag, player_index, death_tick, alert_looting)
local index = get_index(player_index, death_tick)
player_corpses[index] = { tag = tag, alert_looting = alert_looting }
end
return Public