112 lines
3.2 KiB
Plaintext
112 lines
3.2 KiB
Plaintext
local ceil = math.ceil
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local get_game_factor = game_difficulties.get_game_factor
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local weights = {
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carry_weight = 0,
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--max_walk_weight = 0
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}
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local weight_adders = {}
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local weight_multipliers = {}
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local not_first_update = true
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local function actor_on_first_update()
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weights.carry_weight = get_game_factor("weight") or 20
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--weights.max_walk_weight = weights.carry_weight + (ceil(weights.carry_weight * 0.2) * 2)
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not_first_update = false
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end
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local function update_weights()
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if not_first_update then
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actor_on_first_update()
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end
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local weight_multiply = 1
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for k,v in pairs(weight_multipliers) do
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weight_multiply = weight_multiply * v
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end
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local weight_add = 0
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for k,v in pairs(weight_adders) do
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weight_add = weight_add + v
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end
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local result_weight = weights.carry_weight * weight_multiply + weight_add
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local max_walk_weight = result_weight + (ceil(result_weight * 0.2) * 2)
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-- printf("base speed: "..speeds[0])
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local actor = db.actor
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actor:set_actor_max_weight(result_weight)
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actor:set_actor_max_walk_weight(max_walk_weight)
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end
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local function refresh_weights()
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actor_on_first_update()
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update_weights()
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end
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-- Usage: Add a weight.
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-- Once a weight is added, it will be recalculated and set.
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-- Params:
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-- key - Name of weight addition you want to add
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-- amount - Amount to add
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-- force - Boolean, will overwrite existing key.
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-- Returns true if added successfully, false if key already exists (and nothing happens as result)
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function add_weight(key, amount, force)
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if force or not weight_adders[key] then
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-- printf("sprint: " .. speed_key .. " " .. speed_mult)
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weight_adders[key] = amount
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update_weights()
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return true
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else
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return false
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end
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end
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-- Usage: Multiply initial weight by amount.
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-- Once a weight is multiplied, it will be recalculated and set.
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-- Params:
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-- key - Name of weight multiplier
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-- multiplier - Multiplier amount
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-- force - Boolean, will overwrite existing key.
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-- Returns true if added successfully, false if key already exists (and nothing happens as result)
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function multiply_weight(key, multiplier, force)
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if force or not weight_multipliers[key] then
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-- printf("sprint: " .. speed_key .. " " .. speed_mult)
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weight_multipliers[key] = multiplier
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update_weights()
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return true
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else
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return false
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end
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end
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-- Usage: Drop a weight. Once a weight addition is dropped, it will be recalculated and set.
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-- Params
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-- key - Name to drop.
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function remove_weight(key)
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weight_adders[key] = nil
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weight_multipliers[key] = nil
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update_weights()
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end
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-- function print()
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-- local run_coef = 1
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-- for k,v in pairs(run_modifiers) do
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-- printf("Run modifier %s, val %s", k, v)
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-- run_coef = run_coef * v
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-- end
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-- printf("final run: %s", run_coef)
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-- local spr_coef = 1
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-- for k,v in pairs(sprint_modifiers) do
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-- printf("Sprint modifier %s, val %s", k, v)
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-- spr_coef = spr_coef * v
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-- end
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-- printf("final sprint: %s", spr_coef)
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-- end
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function on_game_start()
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RegisterScriptCallback("on_option_change", refresh_weights)
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RegisterScriptCallback("actor_on_first_update",actor_on_first_update)
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end |