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