Divergent/mods/Anomaly Speed/gamedata/scripts/outfit_speed_mcm.script

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2024-03-17 20:18:03 -04:00
local DEBUG = false
local ini_speed = ini_file("items\\outfit_speed\\importer.ltx")
function print_dbg(txt, ...)
if get_config("debug") then
printf("speed | %s | " .. txt, time_global(), ...)
end
end
local last_check = nil
local check_freq = 1000
local function actor_on_update()
local tg = time_global()
if not last_check then
last_check = tg
end
if tg < last_check + check_freq then
return
end
last_check = tg
manage_weapon_speed()
manage_encumbrance()
end
function actor_item_to_ruck()
manage_outfit_speed()
manage_encumbrance()
end
function actor_item_to_slot()
manage_outfit_speed()
manage_encumbrance()
end
function actor_item_to_belt()
manage_encumbrance()
end
function actor_on_item_use()
manage_encumbrance()
end
local last_outfit = 0
function manage_outfit_speed()
local outfit = db.actor:item_in_slot(7)
local outfit_id = outfit and outfit:id() or 0
local outfit_sec = outfit and outfit:section() or "no outfit"
if last_outfit ~= outfit_id then
last_outfit = outfit_id
local coef = outfit and get_outfit_speed(outfit, outfit_sec, false) or 1
local sprint_coef = outfit and get_outfit_speed(outfit, outfit_sec, true) or 1
print_dbg("Speed for %s is %s, sprint speed is %s", outfit_sec, coef, sprint_coef)
speed.add_speed("outfit_speed", coef, false, true)
speed.add_speed("outfit_sprint_speed", sprint_coef, true, true)
end
end
local last_weapon = 0
function manage_weapon_speed()
if not get_config("weapon") then
speed.remove_speed("weapon_speed", coef, true, true)
return
end
local weapon = db.actor:active_item()
local weapon_id = weapon and weapon:id() or 0
if weapon_id ~= last_weapon then
local coef = 1
last_weapon = weapon_id
weapon_sec = (weapon and IsWeapon(weapon)) and weapon:section() or "no weapon"
local kind = weapon_sec == "no weapon" and weapon_sec or ini_sys:r_string_ex(weapon_sec,"kind")
if kind == "w_pistol" or kind == "w_melee" or kind == "no weapon" then
coef = 1.08
elseif kind == "w_smg" then
coef = 1.04
else
local weight = weapon:weight()
if weight <= 3.5 then
coef = 1
elseif weight <= 5.86 then
coef = 0.96
else
coef = 0.92
end
end
speed.add_speed("weapon_speed", coef, true, true)
end
end
local enc_table = {
1.08, -- 12% boost light
1,
0.92, -- 12% penalty heavy
0.84, -- 24% penalty fat
-- exos
1.04, -- 6% boost light
1,
0.96, -- 6% penalty heavy
0.92 -- 12% penalty fat
}
local last_tot_weight = 0
local last_max_weight = 0
function manage_encumbrance()
if not get_config("encumbrance") then
speed.remove_speed("encumbrance", coef, false, true)
return
end
local actor = db.actor
local tot_weight = actor:get_total_weight()
local max_weight = actor:get_actor_max_weight()
local outfit = actor:item_in_slot(7)
local backpack = actor:item_in_slot(13)
max_weight = max_weight + (outfit and outfit:get_additional_max_weight() or 0)
max_weight = max_weight + (backpack and backpack:get_additional_max_weight() or 0)
actor:iterate_belt( function(owner, obj)
local c_arty = obj:cast_Artefact()
max_weight = max_weight + (c_arty and c_arty:AdditionalInventoryWeight() or 0)
end)
actor:cast_Actor():conditions():BoosterForEach( function(booster_type, booster_time, booster_value)
if (booster_type == 4) then --eBoostMaxWeight
max_weight = max_weight + booster_value
end
end)
if (tot_weight == last_tot_weight) and (max_weight == last_max_weight) then
return
else
last_tot_weight = tot_weight
last_max_weight = max_weight
end
local coef = tot_weight / max_weight
-- printf("Total weight is %s, max weight is %s.", tot_weight, max_weight)
local state = 0
if coef < 0.25 then
state = 1
elseif coef < 0.71 then
state = 2
elseif coef < 1 then
state = 3
else
state = 4
end
if outfit and SYS_GetParam(0, outfit:section(), "repair_type") == "outfit_exo" then
state = state + 4
end
-- printf("Actor did something. Weight coef is %s. Update speed to %s",coef, speed_table[state])
speed.add_speed("encumbrance", enc_table[state], false, true)
end
-- local outfits = {}
function get_outfit_speed(obj, sec, sprint)
if not sec then sec = obj:section() end
local kind = SYS_GetParam(0, sec, "kind")
-- check for specific outfit
if ini_speed:section_exist(sec) then
-- do nothing
print_dbg("%s has custom speed", sec)
elseif ini_speed:section_exist(kind) then
sec = kind
end
local to_search = sprint and "sprint_speed" or "speed"
return ini_speed:r_float_ex(sec, to_search) or 1
end
PrepStats = utils_ui.prepare_stats_table
function utils_ui.prepare_stats_table()
PrepStats()
if not utils_ui.stats_table.outfit.speed then
utils_ui.stats_table.outfit.speed = { index= 19, typ= "float", name= "ui_inv_outfit_speed", icon_p= "ui_am_prop_sprint", icon_n= "", track= false, magnitude= 100, unit= "%", compare= false, sign= false, show_always= false , value_functor= {"outfit_speed_mcm","get_outfit_speed"}}
end
end
-- If you don't use MCM, change your defaults from here.
local defaults = {
["weapon"] = true,
["encumbrance"] = true,
["debug"] = false
}
function get_config(key)
if ui_mcm then return ui_mcm.get("speed/"..key) else return defaults[key] end
end
function on_mcm_load()
op = { id= "speed",sh=true ,gr={
{ id= "title",type= "slide",link= "ui_options_slider_player",text="ui_mcm_speed_title",size= {512,50},spacing= 20 },
{id = "weapon", type = "check", val = 1, def = true},
{id = "encumbrance", type = "check", val = 1, def = false},
{id = "debug", type = "check", val = 1, def = false}
}
}
return op
end
function on_game_start()
RegisterScriptCallback("actor_on_update",actor_on_update)
RegisterScriptCallback("actor_item_to_ruck",actor_item_to_ruck)
RegisterScriptCallback("actor_item_to_slot",actor_item_to_slot)
RegisterScriptCallback("actor_item_to_belt",actor_item_to_belt)
RegisterScriptCallback("actor_on_item_use",actor_on_item_use)
end