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wnsrc/gamemodes/darkrp/plugins/fatigue_system/sh_overrides.lua
lifestorm 94063e4369 Upload
2024-08-04 22:55:00 +03:00

187 lines
5.5 KiB
Lua

--[[
| This file was obtained through the combined efforts
| of Madbluntz & Plymouth Antiquarian Society.
|
| Credits: lifestorm, Gregory Wayne Rossel JR.,
| Maloy, DrPepper10 @ RIP, Atle!
|
| Visit for more: https://plymouth.thetwilightzone.ru/
--]]
local PLUGIN = PLUGIN
function ix.storage.Open(client, inventory, info) -- libs/sh_storage.lua
assert(IsValid(client) and client:IsPlayer(), "expected valid player")
assert(type(inventory) == "table" and inventory:IsInstanceOf(ix.meta.inventory), "expected valid inventory")
if (!inventory.storageInfo) then
info = info or {}
-- I, perosnally, dislike storage context system at all, because it's not designed for flexible multiple users interaction, but editing is another task completely, so yeah...
if (isnumber(info.searchTime) and info.searchTime != 0) then
local character = client:GetCharacter()
info.searchTime = character:GetActionTimeInfluencedByEnergyLevel(info.searchTime)
end
ix.storage.CreateContext(inventory, info)
end
local storageInfo = inventory.storageInfo
if (storageInfo.bMultipleUsers or !ix.storage.InUse(inventory)) then
ix.storage.AddReceiver(client, inventory, true)
else
client:NotifyLocalized("storageInUse")
return
end
if (storageInfo.searchTime > 0) then
client:SetAction(storageInfo.searchText, storageInfo.searchTime)
client:DoStaredAction(storageInfo.entity, function()
if (IsValid(client) and IsValid(storageInfo.entity) and inventory.storageInfo) then
ix.storage.Sync(client, inventory)
end
end, storageInfo.searchTime, function()
if (IsValid(client)) then
ix.storage.RemoveReceiver(client, inventory)
client:SetAction()
end
end)
else
ix.storage.Sync(client, inventory)
end
end
function PLUGIN:InitializedPlugins2() -- plugins/willard_skills/meta/sh_character.lua
local charMeta = ix.meta.character
function charMeta:GetSkillBoostLevels(skillID)
local skill = ix.skill:Find(skillID)
if (!skill) then return end
local boostExp
if (self:IsAffectedByFatigue()) then
local energy = self:GetEnergy()
if (energy > 100) then
local energyBuffs = PLUGIN.energySkillShifts.buffs
boostExp = energyBuffs[skillID] or energyBuffs.base
else
boostExp = 0
end
else
boostExp = 0
end
for _, attr in ipairs(skill.attributes) do
boostExp = boostExp + self:GetAttrBoostLevels(attr, skill)
end
return boostExp
end
function charMeta:GetSkillNeedsReducing(skillID)
local skill = ix.skill:Find(skillID)
if (!skill) then return end
local levelReduction = 0
local realLevel = self:GetSkill(skillID)
local reducedEnergy reducedHunger, reducedThirst, reducedGas, reducedHealth = false, false, false, false, false
if (realLevel == 0) then
return levelReduction, reducedEnergy, reducedHunger, reducedThirst, reducedGas, reducedHealth
end
if (self:IsAffectedByFatigue()) then
local energy = self:GetEnergy()
local energyLevelToApplyDebuffs = ix.config.Get("energyLevelToApplyDebuffs", 50)
if (energy < energyLevelToApplyDebuffs) then
local energyDebuffs = PLUGIN.energySkillShifts.debuffs
reducedEnergy = realLevel * (energyDebuffs[skillID] or energyDebuffs.base) * (1 - energy / energyLevelToApplyDebuffs)
levelReduction = levelReduction + reducedEnergy
end
end
if (self.GetHunger and self.GetThirst) then
local hunger, thirst = self:GetHunger(), self:GetThirst()
if (hunger > 50) then
reducedHunger = realLevel * 0.5 * (1 - (math.min(hunger, 100) - 50) / 50)
levelReduction = levelReduction + reducedHunger
end
if (thirst > 50) then
reducedThirst = realLevel * 0.5 * (1 - (math.min(thirst, 100) - 50) / 50)
levelReduction = levelReduction + reducedThirst
end
end
if (self.GetGasPoints) then
local gasPointFraction = self:GetGasPoints() / 120
if (gasPointFraction > 0.3) then
reducedGas = realLevel * 0.4 * ((math.min(gasPointFraction, 1) - 0.3) / 0.7)
levelReduction = levelReduction + reducedGas
end
end
local client = self:GetPlayer()
local health, maxHealth = client:Health(), client:GetMaxHealth()
local halfMaxHealth = math.floor(maxHealth / 2)
if (health < halfMaxHealth) then
reducedHealth = realLevel * 0.5 * (1 - health / maxHealth)
levelReduction = levelReduction + reducedHealth
end
return math.min(math.Round(levelReduction, 1), realLevel), reducedEnergy, reducedHunger, reducedThirst, reducedGas, reducedHealth
end
if (self.InitializedPlugins3) then
self:InitializedPlugins3()
end
end
do
local charMeta = ix.meta.character
-- plugins/stamina_enhanced.lua
function charMeta:GetMaxStamina()
local client = self:GetPlayer()
local hunger, thirst, health, maxHealth = self:GetHunger(), self:GetThirst(), client:Health(), client:GetMaxHealth()
local stamina = 100
if (self:IsAffectedByFatigue()) then
local energy = self:GetEnergy()
local energyLevelToApplyDebuffs = ix.config.Get("energyLevelToApplyDebuffs", 50)
if (energy < energyLevelToApplyDebuffs) then
stamina = stamina * (1 - PLUGIN.energyMaxStaminaOffsetDebuff * (1 - energy / energyLevelToApplyDebuffs))
elseif (energy > 100) then
stamina = stamina + math.floor(stamina * PLUGIN.energyMaxStaminaOffsetBuff)
end
end
if (hunger > 50) then
stamina = stamina * (1 - 0.4 * (math.min(hunger - 50, 50) / 50))
end
if (thirst > 50) then
stamina = stamina * (1 - 0.4 * (math.min(thirst - 50, 50) / 50))
end
local halfMaxHealth = math.floor(maxHealth * 0.5)
if (health < halfMaxHealth) then
stamina = stamina * (1 - 0.4 * (1 - health / halfMaxHealth))
end
return stamina
end
end