456 lines
12 KiB
Plaintext
456 lines
12 KiB
Plaintext
--[[
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Modified by Tronex
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Last modification: 2018/5/23
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Prevent sleeping abuse of Ironman Life Granter feature
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--]]
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local last_sleep, last_sleep_chk, pwr_chk
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------------------------------------------------------------
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-- UI
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------------------------------------------------------------
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GUI = nil -- instance, don't touch
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class "UISleep" (CUIScriptWnd)
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function UISleep:__init() super()
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self:InitControls()
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self:InitCallbacks()
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end
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function UISleep:__finalize()
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GUI = nil
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end
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function UISleep:InitControls()
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self:SetWndRect(Frect():set(0,0,1024,768))
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self.wide = (device().width/device().height) > (1024/768 + 0.01)
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self:SetAutoDelete(true)
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local xml = CScriptXmlInit()
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xml:ParseFile("ui_sleep_dialog.xml")
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self.back = xml:InitStatic("background", self)
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-- self.sleep_static = xml:InitSleepStatic("sleep_static", self.back)
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self.sleep_static = xml:InitStatic("sleep_static", self.back)
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self.sleep_static2 = xml:InitStatic("sleep_static", self.back)
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self.static_cover = xml:InitStatic("static_cover", self.back)
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self.st_marker = xml:InitStatic("st_marker", self.static_cover)
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self.sleep_st_tbl = {}
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for i = 1, 24 do
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self.sleep_st_tbl[i] = xml:InitStatic("sleep_st_"..i, self.back)
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end
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self.time_track = xml:InitTrackBar("time_track", self.back)
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self:Register(self.time_track, "time_track")
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self.btn_sleep = xml:Init3tButton("btn_sleep", self.back)
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self:Register(self.btn_sleep, "btn_sleep")
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self.btn_cancel = xml:Init3tButton("btn_cancel", self.back)
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self:Register(self.btn_cancel, "btn_cancel")
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end
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function UISleep:InitCallbacks()
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self:AddCallback("btn_sleep", ui_events.BUTTON_CLICKED, self.OnButtonSleep, self)
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self:AddCallback("btn_cancel", ui_events.BUTTON_CLICKED, self.Close, self)
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end
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function UISleep:Initialize()
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local cur_hours = level.get_time_hours()
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for i = 1, 24 do
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local hours = cur_hours + i
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if (hours >= 24) then
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hours = hours - 24
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end
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self.sleep_st_tbl[i]:TextControl():SetText(hours..game.translate_string("st_sleep_hours"))
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end
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local delta = math.floor(591/24*cur_hours)
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local r = Frect():set(delta,413,591,531)
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self.sleep_static:SetTextureRect(r)
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local width = 591-delta
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if (self.wide) then
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width = width * 0.8
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end
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self.sleep_static:SetWndSize(vector2():set(width, 118))
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r = Frect():set(0,413,delta,531)
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self.sleep_static2:SetTextureRect(r)
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local width = delta
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if (self.wide) then
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width = width * 0.8
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end
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self.sleep_static2:SetWndSize(vector2():set(width, 118))
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local pos = self.sleep_static2:GetWndPos()
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pos.x = self.sleep_static:GetWndPos().x+self.sleep_static:GetWidth()
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self.sleep_static2:SetWndPos(pos)
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end
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function UISleep:TestAndShow(force)
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local last_sleep = actor_status_sleep.get_last_sleep()
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printdbg("#Immersive Sleep | last_sleep: %s",tostring(last_sleep))
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if(last_sleep < 3000) then
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actor_menu.set_msg(1, game.translate_string("st_sleep_awake"),4)
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return
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end
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if (force ~= true) then
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local bleeding = db.actor.bleeding > 0
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local radiation = db.actor.radiation > 0
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-- Prevent sleep if bleeding and/or iradiated.
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if (bleeding or radiation) then
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if (bleeding and radiation) then
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actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding_irradiated"),5)
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elseif (bleeding) then
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actor_menu.set_msg(1, game.translate_string("st_sleep_bleeding"),4)
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elseif (radiation) then
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actor_menu.set_msg(1, game.translate_string("st_sleep_irradiated"),4)
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end
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return
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end
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-- Check if actor is inside a safe zone
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local actor_hide = GetEvent("current_safe_cover") and true or false
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-- Check if actor is inside a tent
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if (not actor_hide) then
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actor_hide = item_tent.get_nearby_tent(1.5)
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end
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-- If all is no, dont sleep
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if (not actor_hide) then
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actor_menu.set_msg(1, game.translate_string("st_cant_sleep_find_shelter_mlr"),4)
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return
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end
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end
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self:Initialize()
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self:ShowDialog(true)
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Register_UI("UISleep","ui_sleep_dialog")
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end
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function UISleep:Update()
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CUIScriptWnd.Update(self)
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if self:IsShown() then
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local sleep_time = self.time_track:GetIValue()-1
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local x = math.floor(591/24 * sleep_time)
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if (x==0) then
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x = 5
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end
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if (self.wide) then
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x = x * 0.8
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end
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self.st_marker:SetWndPos(vector2():set(x, 0))
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end
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end
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function UISleep:OnTrackButton()
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end
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function UISleep:OnButtonSleep()
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if self:IsShown() then
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self:HideDialog()
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Unregister_UI("UISleep")
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end
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save_var(db.actor,"heli_enemy_flag",nil)
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xr_effects.disable_ui(db.actor, nil)
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level.add_cam_effector("camera_effects\\sleep.anm", 10, false, "ui_sleep_dialog.dream_callback")
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level.add_pp_effector("sleep_fade.ppe", 11, false)
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_G.mus_vol = get_console_cmd(2,"snd_volume_music")
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_G.amb_vol = get_console_cmd(2,"snd_volume_eff")
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exec_console_cmd("snd_volume_music 0")
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exec_console_cmd("snd_volume_eff 0")
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if self.forced then
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level.add_cam_effector("camera_effects\\surge_02.anm", 10, false, "ui_sleep_dialog.dream_callback")
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else
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level.add_cam_effector("camera_effects\\sleep.anm", 10, false, "ui_sleep_dialog.dream_callback")
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exec_console_cmd("snd_volume_music 0")
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exec_console_cmd("snd_volume_eff 0")
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db.actor:activate_slot(0) -- hide weapon
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local flist = getFS():file_list_open_ex("$game_saves$", bit_or(FS.FS_ListFiles,FS.FS_RootOnly),"*".. ui_load_dialog.saved_game_extension)
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local f_cnt = flist and flist:Size() or 0
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local inc = 0
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if (f_cnt > 0) then
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flist:Sort(FS.FS_sort_by_modif_down)
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for it=0, f_cnt-1 do
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local file_name = flist:GetAt(it):NameFull():sub(0,-6):lower()
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-- grab last modified quicksave increment count
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local d = tonumber( string.match(file_name,"sleep_autosave(%d+)") )
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if (d) then
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inc = d
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break
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end
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end
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end
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inc = (inc >= ui_options.get("other/quicksave_cnt")) and 1 or inc + 1
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end
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level.add_pp_effector("surge_fade.ppe", 11, false) --sleep_fade.ppe
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db.actor:give_info_portion("actor_is_sleeping")
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end
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function UISleep:OnKeyboard(dik, keyboard_action)
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local res = CUIScriptWnd.OnKeyboard(self,dik,keyboard_action)
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if (res == false) then
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local bind = dik_to_bind(dik)
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if keyboard_action == ui_events.WINDOW_KEY_PRESSED then
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if dik == DIK_keys.DIK_ESCAPE then
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self:Close()
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end
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end
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end
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return res
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end
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function UISleep:Close()
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if (self:IsShown()) then
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self:HideDialog()
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end
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--db.actor:give_info_portion("tutorial_sleep")
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disable_info("actor_is_sleeping")
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disable_info("sleep_active")
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Unregister_UI("UISleep")
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end
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------------------------------------------------------------
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-- Utilities
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------------------------------------------------------------
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-- Immersive Sleep By TKCrits
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-- v1.2
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function get_immersive_sleep_hours(hours)
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local sleepiness = actor_status_sleep.get_last_sleep() or 0
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local hours_fully_rested = 0
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local max_sleep_percentage = 0.9 -- 90% of total hours
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local comfy = 0
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local comfy0_rest = 520
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local comfy1_rest = 624 -- 520 +20% (104) = 624
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local comfy2_rest = 676 -- 520 +30% (156) = 676
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local rest_per_hour = comfy0_rest
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local early_wakeup_percentage = 0 -- 0% chance of waking early (base value)
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local early_wakeup_multiplier = 8.3 -- hours * 8.3 = percentage (12 * 8.3 = 100)
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local early_wakeup_hour = 0.63 -- 63% of total hours
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--------------------------------------------------------
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-- Get Comfort
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-- Comfy sleep (bedspread / sleeping bag)
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-- Sleeping bag = +20% comfort
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-- Sleeping bag & bedspread = +30% comfort
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printdbg("#Immersive Sleep | Sleeping Bag: %s",tostring(GUI.ph_sleepbag_id))
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if((GUI.ph_sleepbag_id or 0) > 0) then
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comfy = 1
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rest_per_hour = comfy1_rest
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if(db.actor:object("beadspread")) then
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printdbg("#Immersive Sleep | Bedspread and Sleeping bag available")
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comfy = 2
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rest_per_hour = comfy2_rest
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end
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end
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-- Get fully rested hour
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if(sleepiness > 0) then
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hours_fully_rested = math.floor(sleepiness/rest_per_hour)
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end
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-- Dont sleep longer than fully rested
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if(hours > hours_fully_rested) then
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hours = hours_fully_rested
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end
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printdbg("#Immersive Sleep | Fully Rested: %s",tostring(hours_fully_rested))
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-- On comfort 0, don't sleep longer than 90% of fully rested hours
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if(comfy == 0) then
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hours = math.floor(hours * max_sleep_percentage)
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end
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-- Calculate Wakeup Chance (12 hrs * 8.3 = 100%)
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early_wakeup_percentage = early_wakeup_percentage + math.floor(hours * early_wakeup_multiplier)
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-- Set Comfort Bonuses
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if(comfy == 1) then
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early_wakeup_percentage = early_wakeup_percentage - 20
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actor_status_sleep.set_rest_per_hour(comfy1_rest)
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elseif (comfy == 2) then
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early_wakeup_percentage = early_wakeup_percentage - 30
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actor_status_sleep.set_rest_per_hour(comfy2_rest)
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else
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actor_status_sleep.set_rest_per_hour(comfy0_rest)
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end
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printdbg("#Immersive Sleep | Early Wakeup Chance: %s",tostring(early_wakeup_percentage))
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-- Random chance of waking up
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local woke_early = 0
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local rng = math.random(0,100)
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if (rng < early_wakeup_percentage) then
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woke_early = 1
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local min_wakeup_hour = math.floor(hours * early_wakeup_hour)
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hours = math.random(min_wakeup_hour,(hours-1))
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printdbg("#Immersive Sleep | Waking up early after: %s",tostring(hours))
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end
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if(woke_early == 1) then
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-- "Woke up early after "
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actor_menu.set_msg(1, string.format(game.translate_string("st_sleep_awake_woke_early"),tostring(hours)),4)
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elseif(comfy < 2) then
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-- "Slept for "
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actor_menu.set_msg(1, string.format(game.translate_string("st_sleep_awake_slept_for"),tostring(hours)),4)
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elseif(comfy == 2) then
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-- "Slept very well for "
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actor_menu.set_msg(1, string.format(game.translate_string("st_sleep_awake_slept_well"),tostring(hours)),4)
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end
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return hours
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end
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function dream_callback()
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if GUI.forced then
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level.add_cam_effector("camera_effects\\surge_01.anm", 10, false, "ui_sleep_dialog.dream_callback2")
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else
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level.add_cam_effector("camera_effects\\sleep.anm", 10, false, "ui_sleep_dialog.dream_callback2")
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end
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local hours = GUI.forced or GUI.time_track:GetIValue() --printf("dream_callback hours=%s",hours)
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hours = get_immersive_sleep_hours(hours)
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level.change_game_time(0,hours,0)
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db.actor.power = 1
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SendScriptCallback("actor_on_sleep",hours)
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end
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function dream_callback2()
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xr_effects.enable_ui(db.actor, nil)
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exec_console_cmd("snd_volume_music "..tostring(_G.mus_vol))
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exec_console_cmd("snd_volume_eff "..tostring(_G.amb_vol))
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exec_console_cmd("save " .. (user_name() or "") .. " - sleep")
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_G.amb_vol = 0
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_G.mus_vol = 0
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disable_info("tutorial_sleep")
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disable_info("actor_is_sleeping")
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disable_info("sleep_active")
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end
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function sleep(force)
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if (GUI == nil) then
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GUI = ui_sleep_dialog.UISleep()
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end
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GUI.forced = nil
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GUI.time_track:SetCurrentValue()
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GUI:TestAndShow(force)
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end
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function sleep_forced(hours)
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if (GUI == nil) then
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GUI = ui_sleep_dialog.UISleep()
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end
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GUI.forced = hours or math.random(3,9)
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GUI:OnButtonSleep()
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end
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function sleep_bag(ph_sleepbag_id, sec)
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if (GUI == nil) then
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GUI = ui_sleep_dialog.UISleep()
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end
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GUI.forced = nil
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GUI.item_section = sec
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GUI.ph_sleepbag_id = ph_sleepbag_id
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GUI.time_track:SetCurrentValue()
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GUI:TestAndShow()
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--return GUI
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end
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local sleep_zones = {
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"actor_surge_hide_2",
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"agr_army_sleep",
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"agr_sr_sleep_tunnel",
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"agr_sr_sleep_wagon",
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"bar_actor_sleep_zone",
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"cit_merc_sleep",
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"ds_farmhouse_sleep",
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"esc_basement_sleep_area",
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"esc_secret_sleep",
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"gar_angar_sleep",
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"gar_dolg_sleep",
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"jup_a6_sr_sleep",
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"mar_a3_sr_sleep",
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"mil_freedom_sleep",
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"mil_smart_terran_2_4_sleep",
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"pri_a16_sr_sleep",
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"pri_monolith_sleep",
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"pri_room27_sleep",
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"rad_sleep_room",
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"ros_vagon_sleep",
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"val_abandoned_house_sleep",
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"val_vagon_sleep",
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"yan_bunker_sleep_restrictor",
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"zat_a2_sr_sleep",
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"pol_secret_sleep"
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}
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function sleep_in_zone(actor, npc)
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for k,v in pairs(sleep_zones) do
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if utils_obj.npc_in_zone(db.actor, v) then
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sleep()
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give_info("sleep_active")
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break
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end
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end
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end
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function main()
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sleep()
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end
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------------------------------------------------------------
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-- Debug
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------------------------------------------------------------
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local function on_game_load()
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-- Debug Commands
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local CMD = debug_cmd_list.command_get_list()
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function CMD.sleep(_,__,x)
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sleep(true)
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x:SendOutput('-Sleeping time')
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end
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-- Debug Launcher executions
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ui_debug_launcher.inject("action", { name = "Sleep" , cmd = "sleep" , hide_ui = 2 } )
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end
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function on_game_start()
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if DEV_DEBUG then
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RegisterScriptCallback("on_game_load",on_game_load)
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end
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end |