-- hunger module by mewmew -- local math_random = math.random local starve_messages = {" ran out of foodstamps.", " starved.", " should not have skipped breakfast today."} local overfeed_messages = {" ate too much and exploded.", " needs to work on their bad eating habbits.", " should have skipped dinner today.", " forgot to count them calories."} local player_hunger_fish_food_value = 10 local player_hunger_spawn_value = 80 local player_hunger_stages = {} for x = 1, 200, 1 do if x <= 200 then player_hunger_stages[x] = "Obese" end if x <= 179 then player_hunger_stages[x] = "Stuffed" end if x <= 150 then player_hunger_stages[x] = "Bloated" end if x <= 130 then player_hunger_stages[x] = "Sated" end if x <= 110 then player_hunger_stages[x] = "Well Fed" end if x <= 89 then player_hunger_stages[x] = "Nourished" end if x <= 70 then player_hunger_stages[x] = "Hungry" end if x <= 35 then player_hunger_stages[x] = "Starving" end end local player_hunger_color_list = {} for x = 1, 50, 1 do player_hunger_color_list[x] = {r = 0.5 + x*0.01, g = x*0.01, b = x*0.005} player_hunger_color_list[50+x] = {r = 1 - x*0.02, g = 0.5 + x*0.01, b = 0.25} player_hunger_color_list[100+x] = {r = 0 + x*0.02, g = 1 - x*0.01, b = 0.25} player_hunger_color_list[150+x] = {r = 1 - x*0.01, g = 0.5 - x*0.01, b = 0.25 - x*0.005} end local player_hunger_buff = {} local max_buff = 0.50 local max_buff_high = 110 local max_buff_low = 89 local max_debuff = -0.85 local max_debuff_high = 180 local max_debuff_low = 20 for x = 1, max_debuff_low, 1 do player_hunger_buff[x] = max_debuff end for x = max_debuff_high, 200, 1 do player_hunger_buff[x] = max_debuff end for x = max_buff_low, max_buff_high, 1 do player_hunger_buff[x] = max_buff end for x = max_debuff_low, max_buff_low, 1 do local step = (max_buff - max_debuff) / (max_buff_low - max_debuff_low) player_hunger_buff[x] = math.round(max_debuff + (x - max_debuff_low) * step, 2) end for x = max_buff_high, max_debuff_high, 1 do local step = (max_buff - max_debuff) / (max_debuff_high - max_buff_high) player_hunger_buff[x] = math.round(max_buff - (x - max_buff_high) * step, 2) end local function create_hunger_gui(player) if player.gui.top["hunger_frame"] then player.gui.top["hunger_frame"].destroy() end local element = player.gui.top.add { type = "sprite-button", name = "hunger_frame", caption = " "} element.style.font = "default-bold" element.style.minimal_height = 38 element.style.minimal_width = 128 element.style.maximal_height = 38 element.style.padding = 0 element.style.margin = 0 element.style.vertical_align = "center" element.style.horizontal_align = "center" end local function update_hunger_gui(player) if not player.gui.top["hunger_frame"] then create_hunger_gui(player) end local str = tostring(global.player_hunger[player.name]) str = str .. "% " str = str .. player_hunger_stages[global.player_hunger[player.name]] player.gui.top["hunger_frame"].caption = str player.gui.top["hunger_frame"].style.font_color = player_hunger_color_list[global.player_hunger[player.name]] end function hunger_update(player, food_value) if not player.character then return end if food_value == -1 and player.character.driving == true then return end local past_hunger = global.player_hunger[player.name] global.player_hunger[player.name] = global.player_hunger[player.name] + food_value if global.player_hunger[player.name] > 200 then global.player_hunger[player.name] = 200 end if past_hunger == 200 and global.player_hunger[player.name] + food_value > 200 then global.player_hunger[player.name] = player_hunger_spawn_value player.surface.create_entity({name = "big-artillery-explosion", position = player.character.position}) player.character.die("player") game.print(player.name .. overfeed_messages[math.random(1,#overfeed_messages)], { r=0.75, g=0.0, b=0.0}) end if global.player_hunger[player.name] < 1 then global.player_hunger[player.name] = player_hunger_spawn_value player.character.die("player") game.print(player.name .. starve_messages[math.random(1,#starve_messages)], { r=0.75, g=0.0, b=0.0}) end if player.character then if player_hunger_stages[global.player_hunger[player.name]] ~= player_hunger_stages[past_hunger] then local print_message = "You are " .. player_hunger_stages[global.player_hunger[player.name]] .. "." if player_hunger_stages[global.player_hunger[player.name]] == "Obese" then print_message = "You have become " .. player_hunger_stages[global.player_hunger[player.name]] .. "." end if player_hunger_stages[global.player_hunger[player.name]] == "Starving" then print_message = "You are starving!" game.print(player.name .. " is starving!", player_hunger_color_list[global.player_hunger[player.name]]) end player.print(print_message, player_hunger_color_list[global.player_hunger[player.name]]) end end if not player.character then return end if player_hunger_buff[global.player_hunger[player.name]] < 0 then global.player_modifiers[player.index].character_running_speed_modifier["hunger"] = player_hunger_buff[global.player_hunger[player.name]] * 0.75 else global.player_modifiers[player.index].character_running_speed_modifier["hunger"] = player_hunger_buff[global.player_hunger[player.name]] * 0.15 end global.player_modifiers[player.index].character_mining_speed_modifier["hunger"] = player_hunger_buff[global.player_hunger[player.name]] update_player_modifiers(player) update_hunger_gui(player) end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.player_hunger then global.player_hunger = {} end if player.online_time == 0 then global.player_hunger[player.name] = player_hunger_spawn_value hunger_update(player, 0) end update_hunger_gui(player) end local function on_player_used_capsule(event) if event.item.name == "raw-fish" then local player = game.players[event.player_index] if player.character.health < 250 then return end hunger_update(player, player_hunger_fish_food_value) player.play_sound{path="utility/armor_insert", volume_modifier=0.9} end end local function on_player_respawned(event) local player = game.players[event.player_index] global.player_hunger[player.name] = player_hunger_spawn_value hunger_update(player, 0) end local function on_tick() for _, player in pairs(game.connected_players) do if player.afk_time < 18000 then hunger_update(player, -1) end end end local event = require 'utils.event' event.on_nth_tick(3600, on_tick) event.add(defines.events.on_player_respawned, on_player_respawned) event.add(defines.events.on_player_used_capsule, on_player_used_capsule) event.add(defines.events.on_player_joined_game, on_player_joined_game)