222 lines
6.9 KiB
Plaintext
222 lines
6.9 KiB
Plaintext
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-- Changed for IMM by Faustle (2018)
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-- Edited by Tronex
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-- 2018/2/18 - modified indicator icon to show properly and work with HUD toggle
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-- 2018/11/7 - modified values for Anomaly
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-- Water deprivation
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local last_drink, last_drink_chk, pwr_chk
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local feature_state
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local up_drink = 30 -- step
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local in_hour = 600 -- amount increased every sleep hour
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local start_blur_1 = 1440 -- value at which gray indicator appear
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local start_blur_2 = 2880 -- value at which yellow indicator appear
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local start_blur_3 = 4320 -- value at which orange indicator appear
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local start_blur_4 = 5760 -- value at which red indicator appear
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local force = 7200 -- value at which player is forced to sleep
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local force_slp = 10001
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local drink_chk = 300 -- amount of in-game seconds where indicator value increase
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local itn_mul = 0.001
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local eat_thirstiness_mul = 1000
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local pwr_rate,rng_factor = -0.00010, 0.08
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local caff_max = 3
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local die_chance = 5
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function create()
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printdbg("- Water deprivation | Enabled")
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feature_state = true
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last_drink = last_drink or 0
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RegisterScriptCallback("actor_on_update",actor_on_update)
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RegisterScriptCallback("actor_on_item_use",actor_on_item_use)
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RegisterScriptCallback("actor_on_sleep",actor_on_sleep)
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actor_status.add_indicator("Thirst",{
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index= 3,
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typ= "state",
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functor= {"actor_status_thirst","get_water_deprivation",true},
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icon= "ui_inGame2_indicator_thirst",
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background= "ui_inGame2_indicator_slot",
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anim_icon= false,
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anim_bk= false,
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})
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end
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function destroy()
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printdbg("- Water deprivation | Disabled")
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feature_state = false
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last_drink = nil
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UnregisterScriptCallback("actor_on_update",actor_on_update)
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UnregisterScriptCallback("actor_on_item_use",actor_on_item_use)
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UnregisterScriptCallback("actor_on_sleep",actor_on_sleep)
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alife_storage_manager.get_state().drink = nil
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actor_status.add_indicator("Thirst",nil)
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end
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function toggle_feature(val)
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if val and (not feature_state) then
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create()
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elseif (not val) and feature_state then
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destroy()
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end
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end
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function test_blur()
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level.remove_pp_effector(39568)
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if last_drink >= start_blur_1 then
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level.add_pp_effector("yantar_underground_psi.ppe", 39568, false)
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if last_drink >= start_blur_1 and last_drink < start_blur_2 then
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level.remove_pp_effector(39568)
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-- level.set_pp_effector_factor(39568, (last_drink-start_blur_1) * itn_mul)
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elseif last_drink >= start_blur_2 and last_drink < start_blur_3 then
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--level.set_pp_effector_factor(39568, (last_drink-start_blur_1) * itn_mul)
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-- actor_menu.set_msg(1, game.translate_string("You have not had a drink, you should drink"),3)
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elseif last_drink >= start_blur_3 and last_drink < start_blur_4 then
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level.set_pp_effector_factor(39568, (last_drink-start_blur_1) * itn_mul)
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-- actor_menu.set_msg(1, game.translate_string("You have not had a drink, you should drink"),5)
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elseif last_drink >= start_blur_4 and last_drink < force then
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level.set_pp_effector_factor(39568, (last_drink-start_blur_1) * itn_mul)
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elseif last_drink >= force and math.random(100) <= force_slp and not db.actor:has_info("actor_is_sleeping")==true then
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db.actor:give_info_portion("force_slp")
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force_sleep()
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-- actor_menu.set_msg(1, game.translate_string("You are extremely depleted - you need to drink!"),5)
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end
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end
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end
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function force_sleep()
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ui_sleep_dialog.sleep_forced()
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if math.random(100) < die_chance then
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actor_menu.set_msg(1, game.translate_string("st_sleep_deprived"),5)
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db.actor:kill(db.actor)
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end
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disable_info("force_slp")
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end
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function get_water_deprivation(visual)
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if (not last_drink) then
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return 0
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end
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if visual then -- indicator
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if last_drink <= start_blur_1 then return 0
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elseif last_drink <= start_blur_2 then return 1
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elseif last_drink <= start_blur_3 then return 2
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elseif last_drink <= start_blur_4 then return 3
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else return 4
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end
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end
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return clamp( normalize(last_drink, 0, 10000) , 0 , 1)
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end
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function get_last_drink()
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return last_drink or 0
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end
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function get_thirst_blur_4()
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return start_blur_4 or 0
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end
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-------------------------------------------------------------------
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-- Callbacks
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-------------------------------------------------------------------
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function save_state(m_data)
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if (USE_MARSHAL) and feature_state then
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local drink = {}
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drink.last_drink = last_drink
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drink.chk_drink = last_drink_chk and utils_data.CTime_to_table(last_drink_chk)
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m_data.drink = drink
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printdbg("# SAVING: Water deprivation | last_drink: %s", tostring(last_drink))
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end
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end
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function load_state(m_data)
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local drink = m_data.drink
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if drink then
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last_drink = drink.last_drink or 0
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last_drink_chk = drink.chk_drink and utils_data.CTime_from_table(drink.chk_drink) or nil
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printdbg("# LOADING: Water deprivation | last_drink: %s", tostring(last_drink))
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end
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end
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function actor_on_sleep(hours)
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if (not db.actor:has_info("force_slp")) then
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printdbg("/ Water deprivation | Increased thirst by sleeping: %s - old thirst level: %s", hours*(in_hour/2), last_drink)
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last_drink = last_drink and math.ceil(last_drink + hours*((in_hour or 600)/2)) or 0
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if (last_drink < 0) then
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last_drink = 0
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elseif (last_drink > 10000) then
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last_drink = 10000
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end
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end
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end
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function actor_on_item_use(item)
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local sec = item:section()
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local eat_thirstiness = (ini_sys:r_float_ex(sec,"eat_thirstiness") or 0) * eat_thirstiness_mul
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if eat_thirstiness and eat_thirstiness ~= 0 then
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printdbg("/ Thirst deprivation | Item used: %s - old thirst level: %s - thirst level change: %s", sec, last_drink, eat_thirstiness)
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last_drink = last_drink + eat_thirstiness
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if (last_drink < 0) then
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last_drink = 0
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elseif (last_drink > 10000) then
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last_drink = 10000
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end
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test_blur()
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end
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end
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function actor_on_update(b,d)
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--printf("last_drink_chk=%s last_drink=%s",last_drink_chk and game.get_game_time():diffSec(last_drink_chk) or "nil",last_drink)
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-- God mode console command enabled.
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if (get_console_cmd(1,"g_god")) then
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return true
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end
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local curr_time = game.get_game_time()
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if last_drink > start_blur_2 then
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local tg = time_global()
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if (pwr_chk == nil or tg > pwr_chk) then
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if (db.actor.power > 0) then
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db.actor:change_power(pwr_rate*((last_drink-start_blur_1)*rng_factor)/10)
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db.actor:change_health(pwr_rate*((last_drink-start_blur_1)*rng_factor)/100)
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end
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pwr_chk = tg+100
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end
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end
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if (last_drink_chk and curr_time:diffSec(last_drink_chk) < drink_chk) then
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return
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end
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last_drink_chk = curr_time
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-- log(" !The usual increase in thirst is 6. Thirst before: " .. "last_drink)
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last_drink = last_drink + up_drink
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if (last_drink < 0) then
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last_drink = 0
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elseif (last_drink > 10000) then
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last_drink = 10000
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end
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test_blur()
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end
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function on_game_start()
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local function on_game_load()
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if game_difficulties.get_game_factor("thirst") then
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create()
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end
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end
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--RegisterScriptCallback("on_game_load",on_game_load)
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RegisterScriptCallback("load_state",load_state)
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RegisterScriptCallback("save_state",save_state)
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end
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