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RedMew/features/corpse_util.lua
2021-03-02 21:00:02 +00:00

182 lines
5.3 KiB
Lua

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 Settings = require 'utils.redmew_settings'
local Public = {}
local ping_own_death_name = 'corpse_util.ping_own_death'
local ping_other_death_name = 'corpse_util.ping_other_death'
Public.ping_own_death_name = ping_own_death_name
Public.ping_other_death_name = ping_other_death_name
Settings.register(ping_own_death_name, Settings.types.boolean, true, 'corpse_util.ping_own_death')
Settings.register(ping_other_death_name, Settings.types.boolean, false, 'corpse_util.ping_other_death')
local player_corpses = {}
Global.register(player_corpses, function(tbl)
player_corpses = tbl
end)
local function player_died(event)
local player_index = event.player_index
local player = game.get_player(player_index)
if not player or not player.valid then
return
end
local pos = player.position
local entities = player.surface.find_entities_filtered {
area = {{pos.x - 0.5, pos.y - 0.5}, {pos.x + 0.5, pos.y + 0.5}},
name = 'character-corpse'
}
local tick = game.tick
local entity
for _, e in ipairs(entities) do
if e.character_corpse_player_index == event.player_index and e.character_corpse_tick_of_death == tick then
entity = e
break
end
end
if not entity or not entity.valid then
return
end
local text = player.name .. "'s corpse"
local position = entity.position
local tag = player.force.add_chart_tag(player.surface, {
icon = {type = 'item', name = 'power-armor-mk2'},
position = position,
text = text
})
if not tag then
return
end
if Settings.get(player_index, ping_own_death_name) then
player.print({
'corpse_util.own_corpse_location',
string.format('%.1f', position.x),
string.format('%.1f', position.y),
player.surface.name
})
end
for _, other_player in pairs(player.force.players) do
if other_player ~= player and Settings.get(other_player.index, ping_other_death_name) then
other_player.print({
'corpse_util.other_corpse_location',
player.name,
string.format('%.1f', position.x),
string.format('%.1f', position.y),
player.surface.name
})
end
end
player_corpses[player_index * 0x100000000 + tick] = tag
end
local function remove_tag(player_index, tick)
local index = player_index * 0x100000000 + tick
local tag = player_corpses[index]
player_corpses[index] = nil
if not tag or not tag.valid then
return
end
tag.destroy()
end
local function corpse_expired(event)
local entity = event.corpse
if entity and entity.valid then
remove_tag(entity.character_corpse_player_index, entity.character_corpse_tick_of_death)
end
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
-- 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 = entity.character_corpse_player_index,
tick = entity.character_corpse_tick_of_death
})
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 player = game.get_player(player_index)
local corpse_owner = game.get_player(corpse_owner_index)
if player and corpse_owner and entity.active == true then
local message = table.concat {player.name, ' has looted ', corpse_owner.name, "'s corpse"}
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 player = game.get_player(player_index)
local corpse_owner = game.get_player(corpse_owner_index)
if player and corpse_owner and entity.active == true then
local message = table.concat {player.name, ' is looting ', corpse_owner.name, "'s corpse"}
Utils.action_warning('[Corpse]', message)
end
end
Event.add(defines.events.on_player_died, player_died)
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)
function Public.clear()
table.clear_table(player_corpses)
end
Public._player_died = player_died
Public.player_corpses = player_corpses
return Public