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Move files to exp_legacy
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149
exp_legacy/module/modules/addons/death-logger.lua
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149
exp_legacy/module/modules/addons/death-logger.lua
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--- Makes markers on the map where places have died and reclaims items if not recovered
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-- @addon Death-Logger
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local Event = require 'utils.event' --- @dep utils.event
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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_stack --- @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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}
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Global.register(deaths, function(tbl)
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deaths = tbl
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end)
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--- Creates a new death marker and saves it to the given death
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local function create_map_tag(death)
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local player = game.players[death.player_name]
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local message = player.name..' died'
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if config.include_time_of_death then
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local time = format_time(death.time_of_death, {hours=true, minutes=true, string=true})
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message = message..' at '..time
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end
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death.tag = player.force.add_chart_tag(player.surface, {
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position=death.position,
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icon=config.map_icon,
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text=message
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})
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end
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--- Checks that all map tags are present and valid
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-- adds missing ones, deletes expired ones
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local function check_map_tags()
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for index, death in ipairs(deaths) do
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local map_tag = death.tag
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local corpse = death.corpse
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-- Check the corpse is valid
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if corpse and corpse.valid then
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-- Corpse is valid check the map tag
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if not map_tag or not map_tag.valid then
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-- Map tag is not valid make a new one
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create_map_tag(death)
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end
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else
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-- Corpse is not valid so remove the map tag
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if map_tag and map_tag.valid then
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map_tag.destroy()
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end
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-- Move the death to the archive
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death.corpse = nil
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death.tag = nil
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table.insert(deaths.archive, death)
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table.remove(deaths, index)
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end
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end
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end
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-- when a player dies a new death is added to the records and a map marker is made
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Event.add(defines.events.on_player_died, function(event)
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local player = game.players[event.player_index]
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local corpse = player.surface.find_entity('character-corpse', player.position)
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if config.use_chests_as_bodies then
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local items = corpse.get_inventory(defines.inventory.character_corpse)
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local chest = move_items(items, corpse.surface, corpse.position)
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chest.destructible = false
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corpse.destroy()
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corpse = chest
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end
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local death = {
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player_name = player.name,
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time_of_death = event.tick,
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position = player.position,
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corpse = corpse
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}
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if config.show_map_markers then
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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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Event.on_nth_tick(check_period, function()
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check_map_tags()
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end)
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end
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if config.auto_collect_bodies then
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Event.add(defines.events.on_character_corpse_expired, function(event)
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local corpse = event.corpse
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local items = corpse.get_inventory(defines.inventory.character_corpse)
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move_items(items, corpse.surface, {x=0, y=0})
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end)
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end
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-- this is so other modules can access the logs
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return deaths
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