150 lines
4.8 KiB
Plaintext
150 lines
4.8 KiB
Plaintext
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function arszi_get_env_rads()
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-- printf("override get_env_rads")
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return arszi_radiation.environmental_radiation
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end
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function actor_on_first_update()
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-- Special tactics - override "level" engine namespace for item_device
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-- put custom get_env_rads function there
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-- in case of looking for another function, it will be referred back to engine namespace via metatables
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local item_device_level = item_device.level
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local overrideLevel = setmetatable({
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get_env_rads = arszi_get_env_rads
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}, {
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__index = item_device_level
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})
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item_device.level = overrideLevel
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local ui_dosimeter_level = ui_dosimeter.level
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local overrideLevel = setmetatable({
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get_env_rads = arszi_get_env_rads
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}, {
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__index = ui_dosimeter_level
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})
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ui_dosimeter.level = overrideLevel
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end
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rad_zones = {
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["zone_field_radioactive"] = true,
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["zone_field_radioactive_very_weak"] = true,
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["zone_field_radioactive_weak"] = true,
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["zone_field_radioactive_below_average"] = true,
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["zone_field_radioactive_average"] = true,
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["zone_field_radioactive_above_average"] = true,
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["zone_field_radioactive_strong"] = true,
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["zone_field_radioactive_lethal"] = true,
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["zone_radioactive"] = true,
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["zone_radioactive_very_weak"] = true,
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["zone_radioactive_weak"] = true,
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["zone_radioactive_below_average"] = true,
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["zone_radioactive_average"] = true,
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["zone_radioactive_above_average"] = true,
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["zone_radioactive_strong"] = true,
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["zone_radioactive_lethal"] = true
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}
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function on_anomaly_touch(obj, flags)
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-- printf("overriding on_anomaly_touch")
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--Notice: Geiger sounds were moved into arszi_radiation.script
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if obj then
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-- Don't play gieger sound if player don't have a geiger counter
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if rad_zones[obj:section()] then
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if game_difficulties.get_game_factor("notify_geiger") then
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local obj_geiger = item_device.device_geiger and db.actor:object(item_device.device_geiger)
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if not (obj_geiger and item_device.drain_device_on_event(obj_geiger, item_device.device_geiger, 1)) then
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flags.ret_value = false
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return
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end
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end
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-- Anomaly detector
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elseif (not game_difficulties.get_game_factor("notify_anomaly")) then
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flags.ret_value = false
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return
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end
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end
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flags.ret_value = true
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end
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item_device_og_RSC = item_device.RegisterScriptCallback
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item_device.RegisterScriptCallback = function(k, f)
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if item_device_og_RSC ~= _G.RegisterScriptCallback then item_device_og_RSC(k, f) end
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if k == "actor_on_feeling_anomaly" then return end
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return _G.RegisterScriptCallback(k, f)
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end
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ui_sleep_dialog_test_and_show = ui_sleep_dialog.UISleep.TestAndShow
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ui_sleep_dialog.UISleep.TestAndShow = function(self, force)
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if (force ~= true) then
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-- Immersive Sleep Patch
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if actor_status_sleep.get_last_sleep then
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local last_sleep = actor_status_sleep.get_last_sleep()
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printdbg("#Immersive Sleep | last_sleep: %s",tostring(last_sleep))
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if(last_sleep < 3000) then
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actor_menu.set_msg(1, game.translate_string("st_sleep_awake"),4)
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disable_info("sleep_active")
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return
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end
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end
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local bleeding = db.actor.bleeding > 0
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local radiation = db.actor.radiation > 0
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-- Prevent sleep if bleeding and/or iradiated.
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if arszi_radiation and (arszi_radiation.settings.sleepWithRads == 1 and db.actor.radiation <= arszi_radiation.settings.RADIATION_THRESHOLD or arszi_radiation.settings.sleepWithRads == 2) then
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if (bleeding) then
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actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding"),4)
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disable_info("sleep_active")
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return
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end
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else
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if (bleeding or radiation) then
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if (bleeding and radiation) then
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actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding_irradiated"),5)
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elseif (bleeding) then
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actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding"),4)
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elseif (radiation) then
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actor_menu.set_msg(1, game.translate_string("st_sleep_irradiated"),4)
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end
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disable_info("sleep_active")
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return
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end
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end
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-- Check if actor is inside a safe zone
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local actor_hide = GetEvent("current_safe_cover") and true or false
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-- Check if actor is inside a tent
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if (not actor_hide) then
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actor_hide = item_tent.get_nearby_tent(1.5)
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end
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-- If all is no, dont sleep
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if (not actor_hide) then
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actor_menu.set_msg(1, game.translate_string("st_cant_sleep_find_shelter_mlr"),4)
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disable_info("sleep_active")
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return
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end
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end
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self:Initialize()
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self:ShowDialog(true)
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Register_UI("UISleep","ui_sleep_dialog")
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end
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agony_is_bleeding = gamemode_agony.is_bleeding
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gamemode_agony.is_bleeding = function(flags)
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-- Prevent saving if bleeding
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local bleeding = db.actor.bleeding > 0
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if (bleeding) then
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flags.str = game.translate_string("st_ui_no_save_bleed")
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flags.ret = true
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return true
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end
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return false
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end
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function on_game_start()
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RegisterScriptCallback("actor_on_feeling_anomaly", on_anomaly_touch)
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RegisterScriptCallback("actor_on_first_update", actor_on_first_update)
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end
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