mirror of
https://github.com/Refactorio/RedMew.git
synced 2024-12-14 10:13:13 +02:00
182 lines
5.3 KiB
Lua
182 lines
5.3 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 Settings = require 'utils.redmew_settings'
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local Public = {}
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local ping_own_death_name = 'corpse_util.ping_own_death'
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local ping_other_death_name = 'corpse_util.ping_other_death'
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Public.ping_own_death_name = ping_own_death_name
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Public.ping_other_death_name = ping_other_death_name
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Settings.register(ping_own_death_name, Settings.types.boolean, true, 'corpse_util.ping_own_death')
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Settings.register(ping_other_death_name, Settings.types.boolean, false, 'corpse_util.ping_other_death')
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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 player_died(event)
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local player_index = event.player_index
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local player = game.get_player(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 pos = player.position
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local entities = player.surface.find_entities_filtered {
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area = {{pos.x - 0.5, pos.y - 0.5}, {pos.x + 0.5, pos.y + 0.5}},
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name = 'character-corpse'
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}
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local tick = game.tick
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local entity
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for _, e in ipairs(entities) do
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if e.character_corpse_player_index == event.player_index and e.character_corpse_tick_of_death == tick then
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entity = e
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break
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end
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end
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if not entity or not entity.valid then
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return
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end
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local text = player.name .. "'s corpse"
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local position = entity.position
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local tag = player.force.add_chart_tag(player.surface, {
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icon = {type = 'item', name = 'power-armor-mk2'},
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position = position,
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text = text
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})
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if not tag then
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return
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end
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if Settings.get(player_index, ping_own_death_name) then
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player.print({
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'corpse_util.own_corpse_location',
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string.format('%.1f', position.x),
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string.format('%.1f', position.y),
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player.surface.name
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})
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end
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for _, other_player in pairs(player.force.players) do
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if other_player ~= player and Settings.get(other_player.index, ping_other_death_name) then
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other_player.print({
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'corpse_util.other_corpse_location',
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player.name,
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string.format('%.1f', position.x),
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string.format('%.1f', position.y),
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player.surface.name
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})
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end
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end
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player_corpses[player_index * 0x100000000 + tick] = tag
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end
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local function remove_tag(player_index, tick)
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local index = player_index * 0x100000000 + tick
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local tag = player_corpses[index]
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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 corpse_expired(event)
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local entity = event.corpse
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if entity and entity.valid then
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remove_tag(entity.character_corpse_player_index, entity.character_corpse_tick_of_death)
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end
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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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-- 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 = entity.character_corpse_player_index,
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tick = entity.character_corpse_tick_of_death
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})
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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 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 and entity.active == true 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 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 and entity.active == true 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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Event.add(defines.events.on_player_died, player_died)
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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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function Public.clear()
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table.clear_table(player_corpses)
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end
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Public._player_died = player_died
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Public.player_corpses = player_corpses
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return Public
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