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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-01-06 00:23:49 +02:00
ComfyFactorio/modules/thirst.lua
2020-02-28 21:34:02 +01:00

116 lines
4.0 KiB
Lua

--Players will have to carry water barrels or stand next to a water tile, to keep themselves hydrated!
local Player_modifiers = require "player_modifiers"
local math_random = math.random
local tooltip = "How thirsty your character is.\nStand next to water,\nor keep water-barrels in your inventory to take a sip."
local water_tiles = {
["water"] = true,
["deepwater"] = true,
}
local function update_player_modifiers(player)
if global.hydration[player.index] <= 0 then
global.hydration[player.index] = 100
player.character.die()
game.print(player.name .. " forgot to take a sip.")
return
end
local m = ((global.hydration[player.index] - 100) * 0.01) + 0.2
local modifiers = Player_modifiers.get_table()
modifiers[player.index].character_mining_speed_modifier["thirst"] = m
modifiers[player.index].character_running_speed_modifier["thirst"] = m
modifiers[player.index].character_crafting_speed_modifier["thirst"] = m
Player_modifiers.update_player_modifiers(player)
end
local function update_hydration_meter(player)
local hydration_meter = player.gui.top.hydration_meter
if not hydration_meter then
global.hydration[player.index] = 100
hydration_meter = player.gui.top.add({type = "frame", name = "hydration_meter"})
hydration_meter.style.padding = 3
hydration_meter.tooltip = tooltip
local label = hydration_meter.add({type = "label", caption = "Hydration:"})
label.style.font = "heading-2"
label.style.font_color = {125, 125, 255}
label.tooltip = tooltip
local label = hydration_meter.add({type = "label", caption = 100})
label.style.font = "heading-2"
label.style.font_color = {175, 175, 175}
label.tooltip = tooltip
local label = hydration_meter.add({type = "label", caption = "%"})
label.style.font = "heading-2"
label.style.font_color = {175, 175, 175}
label.tooltip = tooltip
return
end
hydration_meter.children[2].caption = global.hydration[player.index]
end
local function sip(player)
if not global.hydration[player.index] then return end
if math_random(1, 4) == 1 then global.hydration[player.index] = global.hydration[player.index] - 1 end
if global.hydration[player.index] == 100 then return end
if player.surface.count_tiles_filtered({name = {"water", "deepwater"}, area = {{player.position.x - 1, player.position.y - 1}, {player.position.x + 1, player.position.y + 1}}}) > 0 then
global.hydration[player.index] = global.hydration[player.index] + 20
if global.hydration[player.index] > 100 then global.hydration[player.index] = 100 end
return
end
if global.hydration[player.index] > 80 then return end
local inventory = player.get_main_inventory()
local removed_count = inventory.remove({name = "water-barrel", count = 1})
if removed_count == 0 then return end
global.hydration[player.index] = global.hydration[player.index] + 20
player.play_sound{path="utility/armor_insert", volume_modifier=0.9}
local inserted_count = inventory.insert({name = "empty-barrel", count = 1})
if inserted_count > 0 then return end
player.surface.spill_item_stack(player.position, {name = "empty-barrel", count = 1}, true)
end
local function on_player_changed_position(event)
if math_random(1, 320) ~= 1 then return end
local player = game.players[event.player_index]
if not player.character then return end
if not player.character.valid then return end
if player.vehicle then return end
global.hydration[player.index] = global.hydration[player.index] - 1
end
local function on_player_died(event)
if not global.hydration[event.player_index] then return end
global.hydration[event.player_index] = 100
end
local function tick()
for _, player in pairs(game.connected_players) do
if player.character then
if player.character.valid then
sip(player)
update_hydration_meter(player)
update_player_modifiers(player)
end
end
end
end
local function on_init()
global.hydration = {}
end
local Event = require 'utils.event'
Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_player_died, on_player_died)
Event.on_nth_tick(120, tick)
Event.on_init(on_init)