mirror of
https://github.com/Refactorio/RedMew.git
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ac78f22277
- Turn dump_offline_inventories on by default. - Reduce corpse_util to storing and removing corpse tags. - Add death_corpse_tags which handles adding tags for dead players. This prevents dump_offline_inventories from needing a dependency on what is now death_corpse_tags. - If a player dies with no items, don't create a map tag and remove the corpse. - Changed the message slightly for dump_offline_inventories to make it consistent with the other corpse messages.
161 lines
4.3 KiB
Lua
161 lines
4.3 KiB
Lua
local Event = require 'utils.event'
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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'
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local Public = {}
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local player_corpses = {}
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Global.register(player_corpses, function(tbl)
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player_corpses = tbl
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end)
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local function get_index(player_index, tick)
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return player_index * 0x100000000 + tick
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end
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local function get_data(player_index, tick)
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local index = get_index(player_index, tick)
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return player_corpses[index]
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end
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local function remove_tag(player_index, tick)
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local index = get_index(player_index, tick)
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local data = player_corpses[index]
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if not data then
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return
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end
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local tag = data.tag
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player_corpses[index] = nil
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if not tag or not tag.valid then
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return
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end
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tag.destroy()
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end
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local function remove_corpse_tag(corpse)
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if corpse and corpse.valid then
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remove_tag(corpse.character_corpse_player_index, corpse.character_corpse_tick_of_death)
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end
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end
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local function corpse_expired(event)
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remove_corpse_tag(event.corpse)
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end
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local corpse_util_mined_entity = Token.register(function(data)
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if not data.entity.valid then
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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)
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local entity = event.entity
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if not entity or not entity.valid or entity.name ~= 'character-corpse' then
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return
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end
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local corpse_owner_index = entity.character_corpse_player_index
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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)
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-- 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, {
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entity = entity,
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player_index = corpse_owner_index,
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tick = death_tick
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})
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local player_index = event.player_index
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if player_index == corpse_owner_index then
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return
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end
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local data = get_data(corpse_owner_index, death_tick)
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if not data or not data.alert_looting then
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return
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end
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local player = game.get_player(player_index)
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local corpse_owner = game.get_player(corpse_owner_index)
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if player and corpse_owner then
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local message = table.concat {player.name, ' has looted ', corpse_owner.name, "'s corpse"}
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Utils.action_warning('[Corpse]', message)
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end
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end
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local function on_gui_opened(event)
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local entity = event.entity
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if not entity or not entity.valid or entity.name ~= 'character-corpse' then
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return
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end
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local player_index = event.player_index
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local corpse_owner_index = entity.character_corpse_player_index
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if player_index == corpse_owner_index then
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return
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end
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local death_tick = entity.character_corpse_tick_of_death
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local data = get_data(corpse_owner_index, death_tick)
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if not data or not data.alert_looting then
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return
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end
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local player = game.get_player(player_index)
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local corpse_owner = game.get_player(corpse_owner_index)
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if player and corpse_owner then
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local message = table.concat {player.name, ' is looting ', corpse_owner.name, "'s corpse"}
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Utils.action_warning('[Corpse]', message)
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end
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end
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local function on_gui_closed(event)
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local player = game.get_player(event.player_index)
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if not player or not player.valid then
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return
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end
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local entity = event.entity
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if not entity or not entity.valid or entity.name ~= 'character-corpse' then
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return
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end
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local inv_corpse = entity.get_inventory(defines.inventory.character_corpse)
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if not inv_corpse or not inv_corpse.valid then
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return
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end
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if inv_corpse.is_empty() then
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remove_corpse_tag(entity)
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entity.destroy()
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end
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end
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Event.add(defines.events.on_character_corpse_expired, corpse_expired)
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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)
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function Public.clear()
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table.clear_table(player_corpses)
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end
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function Public.add_tag(tag, player_index, death_tick, alert_looting)
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local index = get_index(player_index, death_tick)
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player_corpses[index] = {tag = tag, alert_looting = alert_looting}
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end
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return Public
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