466 lines
14 KiB
Plaintext
466 lines
14 KiB
Plaintext
-- map of exoskeletons to their power supplies
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--[[
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key: id
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value: {
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current power
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supply: {
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name
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drain mult
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max
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}
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}
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]]
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local exo_devices = {}
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-- cached properties of exo devices
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local cache = {}
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local warn = false
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local threshold = 25
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local gc = game.translate_string
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function print_dbg(txt, ...)
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if exo_mcm.get_config("debug") then
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printf("arti_exo | %s | " .. txt, time_global(), ...)
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end
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end
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function init()
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local ini_exo_device = ini_file("items\\settings\\exo_devices.ltx")
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-- amper_factor = ini_device:r_float_ex("settings","amper_factor") or 1000
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-- map psu props
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local n = ini_exo_device:line_count("dev_props")
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for i=0,n-1 do
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local result, sec, value = ini_exo_device:r_line_ex("dev_props",i,"","")
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local vals = str_explode(value, ",")
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cache[sec] = {
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["name"] = sec,
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["drain"] = tonumber(vals[1]) or 1,
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["max"] = tonumber(vals[2]) or 100
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}
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end
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n = ini_exo_device:line_count("spec_props")
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for i=0,n-1 do
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local result, sec, value = ini_exo_device:r_line_ex("spec_props",i,"","")
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cache[sec].ability = value
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end
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-- map exo drain base
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n = ini_exo_device:line_count("suit_drain")
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for i=0,n-1 do
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local result, sec, value = ini_exo_device:r_line_ex("suit_drain",i,"","")
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cache[sec] = tonumber(value)
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end
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end
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-- data management
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function get_data(id)
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if exo_devices[id] then
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return dup_table(exo_devices[id])
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end
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end
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function set_data(id, data)
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-- validate the data first
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if not data then
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print_dbg("No data set for id %s, initializing", id)
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data = {}
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data.power = 0
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end
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if data.supply then
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local name = data.supply.name
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if not cache[name] then
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data.supply = nil
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end
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end
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exo_devices[id] = data
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end
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function init_data(id)
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local data = {}
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data.power = 0
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set_data(id, data)
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return data
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end
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-- helpers
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-- check if obj is exo outfit
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function is_exo(obj)
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local section = obj and obj:section() or false
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if section then
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return SYS_GetParam(0, section, "repair_type") == "outfit_exo"
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end
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return false
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end
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-- check if actor is wearing exo
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function is_wearing_exo()
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local outfit = db.actor:item_in_slot(7)
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return is_exo(outfit)
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end
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-- right-click options
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-- remove supply from exo
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function check_remove_psu(obj)
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local p = obj:parent()
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if not (p and p:id() == AC_ID) then return false end
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local id = obj:id()
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local data = get_data(id)
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if not data or is_empty(data) then return end
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if not data.supply then return end
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return "st_remove_psu"
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end
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function remove_psu(obj)
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local id = obj:id()
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local data = get_data(id)
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if not data or is_empty(data) then return end
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if not data.supply then return end
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if data.power > 100 then data.power = 100 end
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alife_create_item(data.supply.name, db.actor)
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data.supply = nil
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set_data(id, data)
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-- adjust_weight(obj)
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end
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function install_psu(suit, data, psu)
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if data.supply ~= nil then
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remove_psu(suit)
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end
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local sec_p = psu:section()
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if cache[sec_p] then
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data.supply = dup_table(cache[sec_p])
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print_dbg("Installing PSU %s with drain %s, capacity %s", data.supply.name, data.supply.drain, data.supply.max)
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set_data(suit:id(), data)
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-- adjust_weight(suit)
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alife_release(psu)
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-- play some sound?
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xr_sound.set_sound_play(AC_ID,"inv_aam_open")
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end
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end
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-- Update the weight of an exoskeleton factoring in the weight of the PSU
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-- function adjust_weight(obj)
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-- print_dbg("begin adjust weight for %s", obj:section())
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-- if not is_exo(obj) then return end
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-- local base_weight = SYS_GetParam(2, obj:section(), "inv_weight")
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-- local upgrades = utils_item.get_upgrades_installed(obj)
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-- local add_inv_weight = 0
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-- for _, upgrade in pairs(upgrades) do
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-- local section = ini_sys:r_string_ex(upgrade, "section")
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-- local weight_adj = ini_sys:r_string_ex(section,"inv_weight")
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-- if weight_adj then
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-- local op = string.sub(weight_adj, 1, 1)
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-- local val = tonumber(string.sub(weight_adj, 2))
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-- add_inv_weight = op == "+" and add_inv_weight + val or add_inv_weight - val
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-- end
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-- --printf(add_inv_weight)
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-- end
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-- local data = exo_devices[obj:id()]
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-- base_weight = base_weight + add_inv_weight
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-- if data and data.supply and data.supply.name then
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-- base_weight = base_weight + SYS_GetParam(2, data.supply.name, "inv_weight")
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-- end
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-- print_dbg("set weight of %s to %s", obj:section(), base_weight)
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-- obj:set_weight(base_weight)
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-- end
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-- charge exo with battery
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function menu_battery(obj)
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local p = obj:parent()
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if not (p and p:id() == AC_ID) then
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return false
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end
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local suit = db.actor:item_in_slot(7)
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if not is_exo(suit) then return end
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local id = suit:id()
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local data = get_data(id)
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if not data then data = init_data(id) end
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local max_power = data.supply and data.supply.max or 100
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if data.power < max_power then
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return "st_charge_exo"
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end
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return false
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end
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function func_battery(obj)
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local p = obj:parent()
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if not (p and p:id() == AC_ID) then
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return
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end
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local suit = db.actor:item_in_slot(7)
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if not is_exo(suit) then return end
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local id = suit:id()
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local data = get_data(id)
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if not data then data = init_data(id) end
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charge_exo(obj, suit, data)
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end
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-- install psu
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function check_install_psu(obj)
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local p = obj:parent()
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if not (p and p:id() == AC_ID) then
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return
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end
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local suit = db.actor:item_in_slot(7)
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if not is_exo(suit) then return false end
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local id = suit:id()
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local data = get_data(id)
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if not data then data = init_data(id) end
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return "st_install_psu"
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end
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function func_install_psu(obj)
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local p = obj:parent()
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if not (p and p:id() == AC_ID) then
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return
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end
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local suit = db.actor:item_in_slot(7)
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if not is_exo(suit) then return end
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local data = get_data(suit:id())
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if not data then data = init_data(suit:id()) end
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install_psu(suit, data, obj)
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end
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-- use the battery to charge the suit
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function charge_exo(battery, suit, data)
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print_dbg("begin charge exo")
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local max_restorable = (data.supply and data.supply.max or 100) - data.power
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local batt_power = math.ceil(battery:condition() * 100)
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local to_restore = math.min(max_restorable, batt_power)
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print_dbg("max_restorable is %s, battery power is %s. restoring %s", max_restorable, batt_power, to_restore)
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if to_restore > 0 then
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data.power = data.power + to_restore
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batt_power = batt_power - to_restore
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if batt_power == 0 then
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alife_release(battery)
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else
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battery:set_condition(batt_power/100)
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end
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set_data(suit:id(), data)
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actor_effects.play_item_fx("batteries_dead")
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utils_obj.play_sound("interface\\inv_batt")
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end
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end
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local current_outfit
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-- function on_move(obj)
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-- if is_exo(obj) then
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-- adjust_weight(obj)
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-- end
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-- end
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function actor_on_first_update()
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init()
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-- local suit = db.actor:item_in_slot(7)
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-- if suit then
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-- print_dbg("doing one time weight mgmt")
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-- actor_item_to_slot(suit)
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-- end
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end
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-- drag battery onto suit, or power device onto suit
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local function on_item_drag_dropped(obj_d, obj_o, slot_from, slot_to)
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-- Check capability
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if not (slot_from == EDDListType.iActorBag and (slot_to == EDDListType.iActorBag or slot_to == EDDListType.iActorSlot)) then
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return
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end
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if ui_inventory.GUI and ui_inventory.GUI.mode == "trade" then return end
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local sec_d = obj_d:section() -- battery or device
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local sec_o = obj_o:section() -- suit
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print_dbg("dragged %s on %s", sec_d, sec_o)
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if is_exo(obj_o) then
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local id = obj_o:id()
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local data = get_data(id)
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if not data then data = init_data(id) end
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if sec_d == "batteries_exo" then
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-- charge exo
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charge_exo(obj_d, obj_o, data)
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elseif SYS_GetParam(1, sec_d, "is_psu") then
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-- replace the psu
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install_psu(obj_o, data, obj_d)
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end
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end
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end
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-- player slowing management
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local slow_coef = 0.1
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local is_player_slowed = false
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local function slow_player()
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if not is_player_slowed then
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print_dbg("slowing player")
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is_player_slowed = true
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speed.add_speed("exo_speed", slow_coef, false, true)
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end
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end
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local function reset_speed()
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if is_player_slowed then
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print_dbg("restoring speed")
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is_player_slowed = false
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speed.add_speed("exo_speed", 1, false, true)
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end
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end
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local updated = 0
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local interval = 400
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function actor_on_update()
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if time_global() < updated then return end
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updated = time_global() + interval
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-- update power
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if is_wearing_exo() then
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manage_drain()
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end
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-- update speed
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if (not is_wearing_exo()) then
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reset_speed()
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else
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if exo_charged() then reset_speed() else slow_player() end
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end
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end
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function exo_charged()
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local exosuit = db.actor:item_in_slot(7)
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if exosuit and is_exo(exosuit) then
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local id = exosuit:id()
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local data = get_data(id)
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if not data then data = init_data(id) end
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return data.power > 0
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end
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return false
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end
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-- modify drain by
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local function modify_drain(base_drain, data)
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local drain_mult = exo_mcm.get_config("drain") or 1
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if data.supply then base_drain = base_drain * data.supply.drain end
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if IsMoveState("mcSprint") then
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local fast_mult = exo_mcm.get_config("sprint_drain")
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return base_drain * fast_mult * drain_mult
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elseif IsMoveState("mcAnyMove") then
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return base_drain * drain_mult
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end
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if data.supply and data.supply.ability == "recharge" then return -0.05
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else return 0 end
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end
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-- every tick, update the supply power accordingly
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function manage_drain()
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local exosuit = db.actor:item_in_slot(7)
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if exosuit and is_exo(exosuit) then
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local id = exosuit:id()
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local sec = exosuit:section()
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local data = get_data(id)
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if not data then data = init_data(id) end
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local base_drain = cache[sec] or 0.01
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base_drain = modify_drain(base_drain, data)
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data.power = clamp(data.power - base_drain, 0, 400)
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set_data(id, data)
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if warn and data.power > threshold then
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warn = false
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end
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-- low power warn
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if not warn and data.power < threshold then
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warn = true
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news_manager.send_tip(db.actor, gc("st_low_power"), nil, "swiss_knife", 6000)
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end
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end
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end
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CanRepair = inventory_upgrades.can_repair_item
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function inventory_upgrades.can_repair_item( sec, cond, mechanic )
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if sec == "batteries_exo" then return false
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else return CanRepair(sec, cond, mechanic) end
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end
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NameCustom = ui_inventory.UIInventory.Name_Custom
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-- hijack functions for exos
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function ui_inventory.UIInventory:Name_Custom(obj, bag, temp, i)
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obj = self:CheckItem(obj,"Name_Custom " .. i)
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if i == 3 and is_exo(obj) then
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return check_remove_psu(obj)
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else
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return NameCustom(self, obj, bag, temp, i)
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end
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end
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ActionCustom = ui_inventory.UIInventory.Action_Custom
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function ui_inventory.UIInventory:Action_Custom(obj, bag, temp, i)
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obj = self:CheckItem(obj,"Action_Custom " .. i)
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if i == 3 and is_exo(obj) then
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remove_psu(obj)
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else
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ActionCustom(self, obj, bag, temp, i)
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end
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end
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local clr_r = utils_xml.get_color("d_red")
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local clr_g = utils_xml.get_color("d_green")
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local clr_y = utils_xml.get_color("yellow")
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local clr_2 = utils_xml.get_color("ui_gray_1")
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original_build_desc_header = ui_item.build_desc_header
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function ui_item.build_desc_header(obj, sec, str)
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local _str = ""
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local _str2 = original_build_desc_header(obj, sec, str)
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-- display power + psu
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if obj and is_exo(obj) then
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local data = get_data(obj:id())
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if not data then data = init_data(obj:id()) end
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local display_str = ""
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local power = string.format("%.2f", data.power)
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local max_power = data.supply and data.supply.max or 100
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local clr = utils_xml.get_color_con((data.power/max_power) * 100)
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display_str = display_str .." " .. clr_y .. gc("st_dot") .. " " .. clr_2 .. gc("st_power") .. " ".. clr .. power .. "/" .. max_power .. "\\n"
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local psu = gc("st_equipped_none")
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clr = clr_r
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if data.supply then
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psu = ui_item.get_sec_name(data.supply.name)
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clr = clr_g
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end
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display_str = display_str .. " " .. clr_y .. gc("st_dot") .. " " .. clr_2 .. gc("st_equipped_supply") .. " " .. clr .. psu .. clr_2 .. "\\n \\n"
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_str = _str .. display_str
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end
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_str = _str2 .. _str
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return _str
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end
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local function se_device_on_unregister(se_obj, typ)
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local id = se_obj.id
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exo_devices[id] = nil
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end
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local function save_state(mdata)
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mdata.exo_devices = exo_devices
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end
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local function load_state(mdata)
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exo_devices = mdata.exo_devices or {}
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end
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function on_game_start()
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RegisterScriptCallback("save_state",save_state)
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RegisterScriptCallback("load_state",load_state)
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RegisterScriptCallback("ActorMenu_on_item_drag_drop",on_item_drag_dropped)
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RegisterScriptCallback("server_entity_on_unregister",se_device_on_unregister)
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RegisterScriptCallback("actor_on_update",actor_on_update)
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RegisterScriptCallback("actor_item_to_slot",on_move)
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RegisterScriptCallback("actor_item_to_ruck",on_move)
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RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
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end |