--- 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 Game = require 'utils.game' --- @dep utils.game
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 --- @dep expcore.common

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.get_player_from_any(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.get_player_by_index(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).get_contents()
        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)
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(event)
        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).get_contents()
        move_items(items,corpse.surface,{x=0,y=0})
    end)
end

-- this is so other modules can access the logs
return deaths