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mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2025-03-17 20:58:13 +02:00
ComfyFactorio/modules/thirst.lua
2025-01-23 22:54:54 +01:00

163 lines
5.3 KiB
Lua

--Players will have to carry water barrels or stand next to a water tile, to keep themselves hydrated!
local Global = require 'utils.global'
local Event = require 'utils.event'
local Player_modifiers = require 'utils.player_modifiers'
local 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 this = {
hydration = {},
planet_thirstiness = {
custom = 1,
nauvis = 1,
gleba = 0.6,
vulcanus = 3,
aquilo = 0.8,
fulgora = 1.5,
platform = 0
}
}
Global.register(
this,
function (tbl)
this = tbl
end
)
local function update_player_modifiers(player)
if this.hydration[player.index] <= 0 then
this.hydration[player.index] = 500
player.character.die()
game.print(player.name .. ' forgot to take a sip.')
return
end
local m = ((this.hydration[player.index] - 1000) * 0.001) + 0.2
Player_modifiers.update_single_modifier(player, 'character_mining_speed_modifier', 'thirst', m)
Player_modifiers.update_single_modifier(player, 'character_running_speed_modifier', 'thirst', m)
Player_modifiers.update_single_modifier(player, '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
this.hydration[player.index] = 1000
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 label2 = hydration_meter.add({ type = 'label', caption = 100 })
label2.style.font = 'heading-2'
label2.style.font_color = { 175, 175, 175 }
label2.tooltip = tooltip
local label3 = hydration_meter.add({ type = 'label', caption = '%' })
label3.style.font = 'heading-2'
label3.style.font_color = { 175, 175, 175 }
label3.tooltip = tooltip
return
end
hydration_meter.children[2].caption = this.hydration[player.index] / 10
end
local function local_modifier(surface)
local planet_name = (surface.platform and 'platform') or (surface.planet and surface.planet.name) or 'custom'
local modifier = this.planet_thirstiness[planet_name] or this.planet_thirstiness['custom']
return modifier
end
local function sip(player)
if not this.hydration[player.index] then
return
end
if random(1, 4) == 1 then
this.hydration[player.index] = this.hydration[player.index] - (10 * local_modifier(player.physical_surface))
end
if this.hydration[player.index] == 1000 then
return
end
local water_tiles = player.surface.count_tiles_filtered({
name = { 'water', 'deepwater', 'water-mud', 'water-shallow' },
area = { { player.physical_position.x - 1, player.physical_position.y - 1 }, { player.physical_position.x + 1, player.physical_position.y + 1 } }
})
if water_tiles > 0 then
this.hydration[player.index] = this.hydration[player.index] + 200
if this.hydration[player.index] > 1000 then
this.hydration[player.index] = 1000
end
return
end
if this.hydration[player.index] > 900 then
return
end
local inventory = player and player.character and player.character.get_main_inventory()
if not inventory then
return
end
local removed_count = inventory.remove({ name = 'water-barrel', count = 1 })
if removed_count == 0 then
return
end
this.hydration[player.index] = this.hydration[player.index] + 100
player.play_sound { path = 'utility/armor_insert', volume_modifier = 0.9 }
local inserted_count = inventory.insert({ name = 'barrel', count = 1 })
if inserted_count > 0 then
return
end
player.surface.spill_item_stack(player.position, { name = 'barrel', count = 1 }, true)
end
local function on_player_changed_position(event)
if 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
this.hydration[player.index] = this.hydration[player.index] - (10 * local_modifier(player.physical_surface))
end
local function on_player_died(event)
if not this.hydration[event.player_index] then
return
end
this.hydration[event.player_index] = 500
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
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)