247 lines
7.5 KiB
Plaintext
247 lines
7.5 KiB
Plaintext
-- Changed for IMM by Faustle (2018)
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-- Edited by Tronex
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-- Date: 2018/11/7
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-- Sleep deprivation
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-- Updated: 2021/14/03
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-- By: TKCrits
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-- Addon: Immersive Sleep v1.0.1b
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local last_sleep, last_sleep_chk, pwr_chk
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local feature_state
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-- Default 27. Runs 192 times for 16 hours. Adding up to 5184.
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local up_sleep = 27 -- step
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-- Default 1400. 625 will be for perfect 8 hour sleep,
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-- 510 = 4080, because the zone is not the most comfortable.
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-- Food also increases sleepiness.
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-- Should look into how bedrolls can improve sleep
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local in_hour = 510 -- amount decreased every sleep hour
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local start_blur_1 = 5000 -- value at which gray indicator appear
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local start_blur_2 = 6250 -- value at which yellow indicator appear
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local start_blur_3 = 7500 -- value at which orange indicator appear
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local start_blur_4 = 8750 -- value at which red indicator appear
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local force = 9000 -- value at which player is forced to sleep
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local force_slp = 10001
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local sleep_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_sleepiness_mul = 1000
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local pwr_rate,rng_factor = -0.00010, 0.08
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local comfy = 0
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function create()
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printdbg("- Sleep deprivation | Enabled")
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feature_state = true
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last_sleep = last_sleep 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("Sleep",{
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index= 4,
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typ= "state",
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functor= {"actor_status_sleep","get_sleep_deprivation",true},
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icon= "ui_inGame2_indicator_sleep",
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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("- Sleep deprivation | Disabled")
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feature_state = false
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last_sleep = 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().sleep = nil
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actor_status.add_indicator("Sleep",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_sleep >= start_blur_1 then
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level.add_pp_effector("yantar_underground_psi.ppe", 39568, false)
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if last_sleep >= start_blur_1 and last_sleep < start_blur_2 then
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level.remove_pp_effector(39568)
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-- level.set_pp_effector_factor(39568, (last_sleep-start_blur_1) * itn_mul)
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elseif last_sleep >= start_blur_2 and last_sleep < start_blur_3 then
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--level.set_pp_effector_factor(39568, (last_sleep-start_blur_1) * itn_mul)
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-- actor_menu.set_msg(1, game.translate_string("You have not had a sleep, you should sleep"),3)
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elseif last_sleep >= start_blur_3 and last_sleep < start_blur_4 then
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level.set_pp_effector_factor(39568, (last_sleep-start_blur_1) * itn_mul)
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-- actor_menu.set_msg(1, game.translate_string("You have not had a sleep, you should sleep"),5)
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elseif last_sleep >= start_blur_4 and last_sleep < force then
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level.set_pp_effector_factor(39568, (last_sleep-start_blur_1) * itn_mul)
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elseif last_sleep >= 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_slp2")
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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 sleep!"),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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actor_menu.set_msg(1, game.translate_string("st_sleep_deprived"),5)
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disable_info("force_slp2")
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end
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function get_sleep_deprivation(visual)
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if (not last_sleep) 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_sleep <= start_blur_1 then return 0
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elseif last_sleep <= start_blur_2 then return 1
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elseif last_sleep <= start_blur_3 then return 2
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elseif last_sleep <= 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_sleep, 0, 10000) , 0 , 1)
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end
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-- Immersive Sleep
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function get_last_sleep()
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return last_sleep or 0
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end
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function get_sleep_deprivation_level()
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local sleep_level = 0
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if (not last_sleep) then
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return 0
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end
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if last_sleep > start_blur_1 then sleep_level = 1
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elseif last_sleep > start_blur_2 then sleep_level = 2
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elseif last_sleep > start_blur_3 then sleep_level = 3
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elseif last_sleep > start_blur_4 then sleep_level = 4
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end
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return sleep_level
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end
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function set_rest_per_hour(rest)
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in_hour = rest
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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 sleep = {}
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sleep.last_sleep = last_sleep
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sleep.chk_sleep = last_sleep_chk and utils_data.CTime_to_table(last_sleep_chk)
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m_data.sleep = sleep
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printdbg("# SAVING: Sleep deprivation | last_sleep: %s",tostring(last_sleep))
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end
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end
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function load_state(m_data)
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local sleep = m_data.sleep
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if sleep then
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last_sleep = sleep.last_sleep or 0
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last_sleep_chk = sleep.chk_sleep and utils_data.CTime_from_table(sleep.chk_sleep) or nil
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printdbg("# LOADING: Sleep deprivation | last_sleep: %s",tostring(last_sleep))
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end
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end
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function actor_on_sleep(hours)
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printdbg("# Immersive Sleep | Rest per hour: %s",tostring(in_hour))
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if (not db.actor:has_info("force_slp2")) then
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printdbg("/ Sleep deprivation | Reduced sleepiness by sleeping: %s - old sleepiness level: %s", hours*(in_hour/2), last_sleep)
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last_sleep = last_sleep and math.ceil(last_sleep - hours*((in_hour or 510)/2)) or 0 -- Default 1400, changed to 510
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if (last_sleep < 0) then
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last_sleep = 0
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elseif (last_sleep > 10000) then
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last_sleep = 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_sleepiness = (ini_sys:r_float_ex(sec,"eat_sleepiness") or 0) * eat_sleepiness_mul
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if eat_sleepiness and (eat_sleepiness ~= 0) then
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printdbg("/ Sleep deprivation | item used: %s - old sleepiness level: %s - sleepiness level change: %s", sec, last_sleep, eat_sleepiness)
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last_sleep = last_sleep + eat_sleepiness
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if (last_sleep < 0) then
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last_sleep = 0
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elseif (last_sleep > 10000) then
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last_sleep = 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()
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--printf("last_sleep_chk=%s last_sleep=%s",last_sleep_chk and game.get_game_time():diffSec(last_sleep_chk) or "nil",last_sleep)
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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_sleep > 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_sleep-start_blur_2)*rng_factor)/10)
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--db.actor:change_health(pwr_rate*((last_sleep-start_blur_2)*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_sleep_chk and curr_time:diffSec(last_sleep_chk) < sleep_chk) then
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return
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end
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last_sleep_chk = curr_time
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-- log(" !The usual increase in sleep is 6. Sleep before: " .. "last_sleep)
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last_sleep = last_sleep + up_sleep
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if (last_sleep < 0) then
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last_sleep = 0
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elseif (last_sleep > 10000) then
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last_sleep = 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("sleep") 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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