907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
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local stats = starlit.world.food.effectiveStats(fd)
return stack
end;
};
}
local biointerval = 3.0
starlit.startJob('starlit:bio', biointerval, function(delta)
for id, u in pairs(starlit.activeUsers) do
local p = u.pheno
local bmr = p:trait 'metabolism' * biointerval
-- TODO apply modifiers
local dehydration = p:trait 'dehydration' * biointerval
-- you dehydrate faster in higher temp
dehydration = dehydration * math.max(1, starlit.world.climate.temp(u.entity:get_pos()) / 10)
u:statDelta('nutrition', -bmr)
u:statDelta('hydration', -dehydration)
local moralePenalty = -1 -- 1min/min
local fatiguePenalty = 1 -- 1min/min
local heatPenalty = 1 -- stamina regen is divided by this
do local warmth = u:effectiveStat 'warmth'
local tempRange = u:species().tempRange
local tComfMin, tComfMax = tempRange.comfort[1], tempRange.comfort[2]
local tempDiff = 0
if warmth < tComfMin then
tempDiff = math.abs(warmth-tComfMin)
elseif warmth > tComfMax then
tempDiff = math.abs(warmth-tComfMax)
end
moralePenalty = moralePenalty + tempDiff
heatPenalty = heatPenalty + tempDiff
end
-- penalize heavy phys. activity
local stamina, sp = u:effectiveStat 'stamina'
fatiguePenalty = fatiguePenalty * (1 + 9*(1-sp))
local food = u:effectiveStat 'nutrition'
local water = u:effectiveStat 'hydration'
local rads = u:effectiveStat 'irradiation'
if food < 1000 then moralePenalty = moralePenalty + (1 - (food/1000)) * 5 end
if water < 1 then moralePenalty = moralePenalty + (1 - (water/1)) * 10 end
if rads > 0 then
u:statDelta('irradiation', -0.0001 * biointerval)
local moraleDrainFac = 2^(rads / 2)
moralePenalty = moralePenalty * moraleDrainFac
end
u:statDelta('morale', moralePenalty * biointerval)
u:statDelta('fatigue', fatiguePenalty * biointerval)
if food == 0 then -- starvation
u:statDelta('health', -5*biointerval)
end
if water == 0 then -- dying of thirst
u:statDelta('health', -20*biointerval)
end
if sp < 1.0 then
u:statDelta('stamina', u:effectiveStat 'staminaRegen' / heatPenalty)
end
end
end)
local cbit = {
up = 0x001;
down = 0x002;
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907
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910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
|
local stats = starlit.world.food.effectiveStats(fd)
return stack
end;
};
}
local biointerval = 1.0
starlit.startJob('starlit:bio', biointerval, function(delta)
for id, u in pairs(starlit.activeUsers) do
if u:effectiveStat 'health' ~= 0 then
local bmr = u:phenoTrait 'metabolism' * biointerval
-- TODO apply modifiers
local dehydration = u:phenoTrait 'dehydration' * biointerval
-- you dehydrate faster in higher temp
dehydration = dehydration * math.max(1, starlit.world.climate.temp(u.entity:get_pos()) / 10)
u:statDelta('nutrition', -bmr)
u:statDelta('hydration', -dehydration)
local moralePenalty = -1 -- 1min/min
local fatiguePenalty = 1 -- 1min/min
local heatPenalty = 1 -- stamina regen is divided by this
do local warmth = u:effectiveStat 'warmth'
local tempRange = u:species().tempRange
local tComfMin, tComfMax = tempRange.comfort[1], tempRange.comfort[2]
local tempDiff = 0
if warmth < tComfMin then
tempDiff = tComfMin - warmth
elseif warmth > tComfMax then
tempDiff = warmth-tComfMax
end
-- print('tempDiff', tComfMin, tComfMax, tempDiff)
local tempPenalty = tempDiff/3
moralePenalty = moralePenalty + tempPenalty
heatPenalty = heatPenalty + tempPenalty
end
-- penalize heavy phys. activity
local stamina, sp = u:effectiveStat 'stamina'
fatiguePenalty = fatiguePenalty * (1 + 9*(1-sp))
local food = u:effectiveStat 'nutrition'
local water = u:effectiveStat 'hydration'
local rads = u:effectiveStat 'irradiation'
if food < 1000 then moralePenalty = moralePenalty + (1 - (food/1000)) * 5 end
if water < 1 then moralePenalty = moralePenalty + (1 - (water/1)) * 10 end
if rads > 0 then
u:statDelta('irradiation', -0.0001 * biointerval)
local moraleDrainFac = 2^(rads / 2)
moralePenalty = moralePenalty * moraleDrainFac
end
u:statDelta('morale', moralePenalty * biointerval)
u:statDelta('fatigue', fatiguePenalty * biointerval)
if food == 0 then -- starvation
u:statDelta('health', -5*biointerval)
end
if water == 0 then -- dying of thirst
u:statDelta('health', -20*biointerval)
end
if sp < 1.0 then
u:statDelta('stamina', u:phenoTrait('staminaRegen',1) / heatPenalty)
-- print('stam', u:effectiveStat 'stamina', u:phenoTrait('staminaRegen',1) / heatPenalty, heatPenalty)
end
end
end
end)
local cbit = {
up = 0x001;
down = 0x002;
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