Divergent/mods/Arszis Radiation Overhaul -.../gamedata/scripts/no_escape_from_rads.script

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2024-03-17 20:18:03 -04:00
function get_rad_protection()
local hit_type_rad = HitTypeID["Radiation"]
local actor = db.actor
--Calculate new power
local hit_additional = 0
local defense = arszi_radiation and arszi_radiation.settings.radiationPenetrationDefense or 1
-- Outfit protection
local outfit = actor:item_in_slot(7)
if outfit then
local c_obj = outfit:cast_CustomOutfit()
local prot = c_obj and c_obj:GetDefHitTypeProtection(hit_type_rad) or 0
hit_additional = hit_additional + prot * defense * 100
end
-- Helmet protection
local helm = actor:item_in_slot(12)
if helm then
local c_obj = helm:cast_Helmet()
local prot = c_obj and c_obj:GetDefHitTypeProtection(hit_type_rad) or 0
hit_additional = hit_additional + prot * defense * 100
end
-- Artefacts protection
actor:iterate_belt(function(owner, obj)
local sec = obj:section()
local cond = obj:condition()
local immunities_sec = SYS_GetParam(0, sec, "hit_absorbation_sect", sec)
local prot = SYS_GetParam(2, immunities_sec, "radiation_immunity", 0) * cond
hit_additional = hit_additional + prot * defense * 100
end)
-- Booster protection
actor:cast_Actor():conditions():BoosterForEach(function(booster_type, booster_time, booster_value)
-- printf("%s, %s, %s", booster_type, booster_time, booster_value)
if booster_type == BoosterID["RadiationProtection"] then
-- printf("booster_value %s", booster_value)
hit_additional = hit_additional + booster_value * defense * 100
end
end)
-- Final modifier
local hit_modifier = hit_additional >= 0 and 1 + hit_additional or 1 / (1 - hit_additional)
return hit_modifier
end
function actor_on_before_hit(s_hit)
-- Check for Arszi Radiation Demonized Edition MCM
if arszi_radiation and not arszi_radiation.settings.radiationPenetration then
return
end
local hit_type_rad = HitTypeID["Radiation"]
--Check if damage source is radiation
local hit_power = s_hit.power * (arszi_radiation and arszi_radiation.settings.radiationPenetrationAmount or 0.15)
if s_hit.type ~= hit_type_rad or hit_power <= 0 then
return
end
local actor_hit_power = hit_power / get_rad_protection()
-- printf("rad hit %s", actor_hit_power)
db.actor:change_radiation(actor_hit_power)
end
enabled = true
if arszi_radiation then
arszi_before_hit = arszi_radiation.actor_on_before_hit
arszi_radiation.actor_on_before_hit = function(s_hit)
arszi_before_hit(s_hit)
actor_on_before_hit(s_hit)
end
enabled = false
end
function on_game_start()
if enabled then
RegisterScriptCallback("actor_on_before_hit", actor_on_before_hit)
end
end