--- Makes markers on the map where places have died and reclaims items if not recovered -- @addon Death-Logger local Event = require 'utils.event' --- @dep utils.event local Global = require 'utils.global' --- @dep utils.global local config = require 'config.death_logger' --- @dep config.death_logger local format_time, move_items = _C.format_time, _C.move_items_stack --- @dep expcore.common -- Max amount of ticks a corpse can be alive local corpse_lifetime = 60*60*15 local deaths = { archive={} -- deaths moved here after body is gone --{player_name='Cooldude2606', time_of_death='15H 15M', position={x=0, y=0}, corpse=LuaEntity, tag=LuaCustomChartTag} } Global.register(deaths, function(tbl) deaths = tbl end) --- Creates a new death marker and saves it to the given death local function create_map_tag(death) local player = game.players[death.player_name] local message = player.name..' died' if config.include_time_of_death then local time = format_time(death.time_of_death, {hours=true, minutes=true, string=true}) message = message..' at '..time end death.tag = player.force.add_chart_tag(player.surface, { position=death.position, icon=config.map_icon, text=message }) end --- Checks that all map tags are present and valid -- adds missing ones, deletes expired ones local function check_map_tags() for index, death in ipairs(deaths) do local map_tag = death.tag local corpse = death.corpse -- Check the corpse is valid if corpse and corpse.valid then -- Corpse is valid check the map tag if not map_tag or not map_tag.valid then -- Map tag is not valid make a new one create_map_tag(death) end else -- Corpse is not valid so remove the map tag if map_tag and map_tag.valid then map_tag.destroy() end -- Move the death to the archive death.corpse = nil death.tag = nil table.insert(deaths.archive, death) table.remove(deaths, index) end end end -- when a player dies a new death is added to the records and a map marker is made Event.add(defines.events.on_player_died, function(event) local player = game.players[event.player_index] local corpse = player.surface.find_entity('character-corpse', player.position) if config.use_chests_as_bodies then local items = corpse.get_inventory(defines.inventory.character_corpse) local chest = move_items(items, corpse.surface, corpse.position) chest.destructible = false corpse.destroy() corpse = chest end local death = { player_name = player.name, time_of_death = event.tick, position = player.position, corpse = corpse } if config.show_map_markers then create_map_tag(death) end table.insert(deaths, death) -- Draw a light attached to the corpse with the player color if config.show_light_at_corpse then rendering.draw_light{ sprite = 'utility/light_medium', color = player.color, target = corpse, force = player.force, surface = player.surface } end end) -- Draw lines to the player corpse if config.show_line_to_corpse then Event.add(defines.events.on_player_respawned, function(event) local player = game.players[event.player_index] -- New deaths are added at the end of the deaths array, this is why -- we are itterating over the array in reverse. This saves on the amount -- of itterations we do. for index = #deaths, 1, -1 do local death = deaths[index] -- If the corpse has already expired break out of the loop because -- all the deaths that will follow will be expired. if game.tick - death.time_of_death > corpse_lifetime then break end -- Check if the death body is from the player -- Check if the corpse entity is still valid if death.player_name == player.name and death.corpse and death.corpse.valid then local line_color = player.color line_color.a = .3 rendering.draw_line{ color = line_color, from = player.character, to = death.corpse, players = { event.player_index }, width = 2, dash_length = 1, gap_length = 1, surface = player.surface, draw_on_ground = true } end end end) end -- every 5 min all bodies are checked for valid map tags if config.show_map_markers then local check_period = 60*60*5 -- five minutes Event.on_nth_tick(check_period, function() check_map_tags() end) end if config.auto_collect_bodies then Event.add(defines.events.on_character_corpse_expired, function(event) local corpse = event.corpse local items = corpse.get_inventory(defines.inventory.character_corpse) move_items(items, corpse.surface, {x=0, y=0}) end) end -- this is so other modules can access the logs return deaths