Files
factorio-scenario-ExpCluster/exp_legacy/module/modules/addons/death-logger.lua
2025-01-14 13:26:49 +09:00

166 lines
5.8 KiB
Lua

--- Makes markers on the map where places have died and reclaims items if not recovered
-- @addon Death-Logger
local ExpUtil = require("modules/exp_util")
local Event = require("modules/exp_legacy/utils/event") --- @dep utils.event
local Storage = require("modules/exp_util/storage")
local config = require("modules.exp_legacy.config.death_logger") --- @dep config.death_logger
-- 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}
}
Storage.register(deaths, function(tbl)
deaths = tbl
end)
local map_tag_time_format = ExpUtil.format_time_factory{ format = "short", hours = true, minutes = true }
--- 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 = map_tag_time_format(death.time_of_death)
message = message .. " at " .. time
end
death.tag = player.force.add_chart_tag(player.physical_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
--- @param event EventData.on_player_died
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.physical_position)
if not corpse or not corpse.valid then return end
if config.use_chests_as_bodies then
local inventory = assert(corpse.get_inventory(defines.inventory.character_corpse))
local chest = ExpUtil.transfer_inventory_to_surface{
inventory = inventory,
surface = corpse.surface,
position = corpse.position,
name = "steel-chest",
allow_creation = true,
}
corpse.destroy()
corpse = chest
end
local death = {
player_name = player.name,
time_of_death = event.tick,
position = player.physical_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
--- @param event EventData.on_character_corpse_expired
Event.add(defines.events.on_character_corpse_expired, function(event)
local corpse = event.corpse
local inventory = assert(corpse.get_inventory(defines.inventory.character_corpse))
ExpUtil.transfer_inventory_to_surface{
inventory = inventory,
surface = corpse.surface,
name = "steel-chest",
allow_creation = true,
}
end)
end
-- this is so other modules can access the logs
return deaths