local Event = require 'utils.event' local Global = require 'utils.global' local Task = require 'utils.task' local Token = require 'utils.token' local table = require 'utils.table' local Utils = require 'utils.core' local Public = {} local player_corpses = {} Global.register(player_corpses, function(tbl) player_corpses = tbl end) local function get_index(player_index, tick) return player_index * 0x100000000 + tick end local function get_data(player_index, tick) local index = get_index(player_index, tick) return player_corpses[index] end local function remove_tag(player_index, tick) local index = get_index(player_index, tick) local data = player_corpses[index] if not data then return end local tag = data.tag player_corpses[index] = nil if not tag or not tag.valid then return end tag.destroy() end 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) end end local function corpse_expired(event) remove_corpse_tag(event.corpse) end local corpse_util_mined_entity = Token.register(function(data) if not data.entity.valid then remove_tag(data.player_index, data.tick) end end) local function mined_entity(event) local entity = event.entity 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 -- 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. Task.set_timeout_in_ticks(1, corpse_util_mined_entity, { entity = entity, player_index = corpse_owner_index, tick = death_tick }) local player_index = event.player_index if player_index == corpse_owner_index then return end local data = get_data(corpse_owner_index, death_tick) if not data or not data.alert_looting then return end local player = game.get_player(player_index) local corpse_owner = game.get_player(corpse_owner_index) 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, ']' } Utils.action_warning('[Corpse]', message) 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 return end local player = game.get_player(player_index) local corpse_owner = game.get_player(corpse_owner_index) 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, ']' } Utils.action_warning('[Corpse]', message) end end 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 Event.add(defines.events.on_character_corpse_expired, corpse_expired) Event.add(defines.events.on_pre_player_mined_item, mined_entity) Event.add(defines.events.on_gui_opened, on_gui_opened) 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