Divergent/mods/Immersive Sleep/gamedata/scripts/actor_status_sleep.script

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-- Changed for IMM by Faustle (2018)
-- Edited by Tronex
-- Date: 2018/11/7
-- Sleep deprivation
-- Updated: 2021/14/03
-- By: TKCrits
-- Addon: Immersive Sleep v1.0.1b
local last_sleep, last_sleep_chk, pwr_chk
local feature_state
-- Default 27. Runs 192 times for 16 hours. Adding up to 5184.
local up_sleep = 27 -- step
-- Default 1400. 625 will be for perfect 8 hour sleep,
-- 510 = 4080, because the zone is not the most comfortable.
-- Food also increases sleepiness.
-- Should look into how bedrolls can improve sleep
local in_hour = 510 -- amount decreased every sleep hour
local start_blur_1 = 5000 -- value at which gray indicator appear
local start_blur_2 = 6250 -- value at which yellow indicator appear
local start_blur_3 = 7500 -- value at which orange indicator appear
local start_blur_4 = 8750 -- value at which red indicator appear
local force = 9000 -- value at which player is forced to sleep
local force_slp = 10001
local sleep_chk = 300 -- amount of in-game seconds where indicator value increase
local itn_mul = 0.001
local eat_sleepiness_mul = 1000
local pwr_rate,rng_factor = -0.00010, 0.08
local comfy = 0
function create()
printdbg("- Sleep deprivation | Enabled")
feature_state = true
last_sleep = last_sleep 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("Sleep",{
index= 4,
typ= "state",
functor= {"actor_status_sleep","get_sleep_deprivation",true},
icon= "ui_inGame2_indicator_sleep",
background= "ui_inGame2_indicator_slot",
anim_icon= false,
anim_bk= false,
})
end
function destroy()
printdbg("- Sleep deprivation | Disabled")
feature_state = false
last_sleep = 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().sleep = nil
actor_status.add_indicator("Sleep",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_sleep >= start_blur_1 then
level.add_pp_effector("yantar_underground_psi.ppe", 39568, false)
if last_sleep >= start_blur_1 and last_sleep < start_blur_2 then
level.remove_pp_effector(39568)
-- level.set_pp_effector_factor(39568, (last_sleep-start_blur_1) * itn_mul)
elseif last_sleep >= start_blur_2 and last_sleep < start_blur_3 then
--level.set_pp_effector_factor(39568, (last_sleep-start_blur_1) * itn_mul)
-- actor_menu.set_msg(1, game.translate_string("You have not had a sleep, you should sleep"),3)
elseif last_sleep >= start_blur_3 and last_sleep < start_blur_4 then
level.set_pp_effector_factor(39568, (last_sleep-start_blur_1) * itn_mul)
-- actor_menu.set_msg(1, game.translate_string("You have not had a sleep, you should sleep"),5)
elseif last_sleep >= start_blur_4 and last_sleep < force then
level.set_pp_effector_factor(39568, (last_sleep-start_blur_1) * itn_mul)
elseif last_sleep >= force and math.random(100) <= force_slp and not db.actor:has_info("actor_is_sleeping")==true then
db.actor:give_info_portion("force_slp2")
force_sleep()
-- actor_menu.set_msg(1, game.translate_string("You are extremely depleted - you need to sleep!"),5)
end
end
end
function force_sleep()
ui_sleep_dialog.sleep_forced()
actor_menu.set_msg(1, game.translate_string("st_sleep_deprived"),5)
disable_info("force_slp2")
end
function get_sleep_deprivation(visual)
if (not last_sleep) then
return 0
end
if visual then -- indicator
if last_sleep <= start_blur_1 then return 0
elseif last_sleep <= start_blur_2 then return 1
elseif last_sleep <= start_blur_3 then return 2
elseif last_sleep <= start_blur_4 then return 3
else return 4
end
end
return clamp( normalize(last_sleep, 0, 10000) , 0 , 1)
end
-- Immersive Sleep
function get_last_sleep()
return last_sleep or 0
end
function get_sleep_deprivation_level()
local sleep_level = 0
if (not last_sleep) then
return 0
end
if last_sleep > start_blur_1 then sleep_level = 1
elseif last_sleep > start_blur_2 then sleep_level = 2
elseif last_sleep > start_blur_3 then sleep_level = 3
elseif last_sleep > start_blur_4 then sleep_level = 4
end
return sleep_level
end
function set_rest_per_hour(rest)
in_hour = rest
end
-------------------------------------------------------------------
-- Callbacks
-------------------------------------------------------------------
function save_state(m_data)
if (USE_MARSHAL) and feature_state then
local sleep = {}
sleep.last_sleep = last_sleep
sleep.chk_sleep = last_sleep_chk and utils_data.CTime_to_table(last_sleep_chk)
m_data.sleep = sleep
printdbg("# SAVING: Sleep deprivation | last_sleep: %s",tostring(last_sleep))
end
end
function load_state(m_data)
local sleep = m_data.sleep
if sleep then
last_sleep = sleep.last_sleep or 0
last_sleep_chk = sleep.chk_sleep and utils_data.CTime_from_table(sleep.chk_sleep) or nil
printdbg("# LOADING: Sleep deprivation | last_sleep: %s",tostring(last_sleep))
end
end
function actor_on_sleep(hours)
printdbg("# Immersive Sleep | Rest per hour: %s",tostring(in_hour))
if (not db.actor:has_info("force_slp2")) then
printdbg("/ Sleep deprivation | Reduced sleepiness by sleeping: %s - old sleepiness level: %s", hours*(in_hour/2), last_sleep)
last_sleep = last_sleep and math.ceil(last_sleep - hours*((in_hour or 510)/2)) or 0 -- Default 1400, changed to 510
if (last_sleep < 0) then
last_sleep = 0
elseif (last_sleep > 10000) then
last_sleep = 10000
end
end
end
function actor_on_item_use(item)
local sec = item:section()
local eat_sleepiness = (ini_sys:r_float_ex(sec,"eat_sleepiness") or 0) * eat_sleepiness_mul
if eat_sleepiness and (eat_sleepiness ~= 0) then
printdbg("/ Sleep deprivation | item used: %s - old sleepiness level: %s - sleepiness level change: %s", sec, last_sleep, eat_sleepiness)
last_sleep = last_sleep + eat_sleepiness
if (last_sleep < 0) then
last_sleep = 0
elseif (last_sleep > 10000) then
last_sleep = 10000
end
test_blur()
end
end
function actor_on_update()
--printf("last_sleep_chk=%s last_sleep=%s",last_sleep_chk and game.get_game_time():diffSec(last_sleep_chk) or "nil",last_sleep)
-- 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_sleep > 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_sleep-start_blur_2)*rng_factor)/10)
--db.actor:change_health(pwr_rate*((last_sleep-start_blur_2)*rng_factor)/100)
end
pwr_chk = tg + 100
end
end
if (last_sleep_chk and curr_time:diffSec(last_sleep_chk) < sleep_chk) then
return
end
last_sleep_chk = curr_time
-- log(" !The usual increase in sleep is 6. Sleep before: " .. "last_sleep)
last_sleep = last_sleep + up_sleep
if (last_sleep < 0) then
last_sleep = 0
elseif (last_sleep > 10000) then
last_sleep = 10000
end
test_blur()
end
function on_game_start()
local function on_game_load()
if game_difficulties.get_game_factor("sleep") then
create()
end
end
--RegisterScriptCallback("on_game_load",on_game_load)
RegisterScriptCallback("load_state",load_state)
RegisterScriptCallback("save_state",save_state)
end