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Merge pull request #191 from bbassie/feature/corpse-finder
Corpse light and line addition
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@@ -10,5 +10,7 @@ return {
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auto_collect_bodies=true, --- @setting auto_collect_bodies enables items being returned to the spawn point in chests upon corpse expiring
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show_map_markers=true, --- @setting show_map_markers shows markers on the map where bodies are
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include_time_of_death=true, --- @setting include_time_of_death weather to include the time of death on the map marker
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map_icon=nil --- @setting map_icon the icon that the map marker shows; nil means no icon; format as a SingleID
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map_icon=nil, --- @setting map_icon the icon that the map marker shows; nil means no icon; format as a SingleID
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show_light_at_corpse=true, --- @setting show_light_at_corpse if a light should be rendered at the corpse
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show_line_to_corpse=true --- @setting show_line_to_corpse if a line should be rendered from you to your corpse
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}
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@@ -6,6 +6,9 @@ local Global = require 'utils.global' --- @dep utils.global
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local config = require 'config.death_logger' --- @dep config.death_logger
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local format_time, move_items = _C.format_time, _C.move_items --- @dep expcore.common
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-- Max amount of ticks a corpse can be alive
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local corpse_lifetime = 60*60*15
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local deaths = {
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archive={} -- deaths moved here after body is gone
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--{player_name='Cooldude2606', time_of_death='15H 15M', position={x=0, y=0}, corpse=LuaEntity, tag=LuaCustomChartTag}
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@@ -77,8 +80,55 @@ Event.add(defines.events.on_player_died, function(event)
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create_map_tag(death)
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end
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table.insert(deaths, death)
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-- Draw a light attached to the corpse with the player color
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if config.show_light_at_corpse then
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rendering.draw_light{
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sprite = 'utility/light_medium',
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color = player.color,
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target = corpse,
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force = player.force,
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surface = player.surface
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}
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end
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end)
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-- Draw lines to the player corpse
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if config.show_line_to_corpse then
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Event.add(defines.events.on_player_respawned, function(event)
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local player = game.players[event.player_index]
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-- New deaths are added at the end of the deaths array, this is why
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-- we are itterating over the array in reverse. This saves on the amount
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-- of itterations we do.
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for index = #deaths, 1, -1 do
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local death = deaths[index]
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-- If the corpse has already expired break out of the loop because
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-- all the deaths that will follow will be expired.
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if game.tick - death.time_of_death > corpse_lifetime then break end
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-- Check if the death body is from the player
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-- Check if the corpse entity is still valid
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if death.player_name == player.name and death.corpse and death.corpse.valid then
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local line_color = player.color
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line_color.a = .3
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rendering.draw_line{
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color = line_color,
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from = player.character,
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to = death.corpse,
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players = { event.player_index },
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width = 2,
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dash_length = 1,
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gap_length = 1,
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surface = player.surface,
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draw_on_ground = true
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}
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end
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end
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end)
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end
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-- every 5 min all bodies are checked for valid map tags
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if config.show_map_markers then
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local check_period = 60*60*5 -- five minutes
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