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Remove useless melatonin tablet iuse, external opt
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There wasn't really any reason for the melatonin tablet to have a
separate iuse, instead of using the consume drug actor.

The external option for sleep deprivation was also not very useful, and
was removed as such.

While converting the melatonin tablet to the consume drug iuse, I
noticed it could not use time_duration strings, so I enabled the use of
those for it.

Making these changes trigerred test failures, so I made adjustments to
the tests to fix those.
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anothersimulacrum committed Jan 26, 2020
1 parent 63458a7 commit a3ce6fd
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Showing 7 changed files with 52 additions and 60 deletions.
7 changes: 0 additions & 7 deletions data/json/game_balance.json
Expand Up @@ -125,13 +125,6 @@
"stype": "bool",
"value": false
},
{
"type": "EXTERNAL_OPTION",
"name": "SLEEP_DEPRIVATION",
"info": "Enables sleep deprivation mechanics. If true, stimulants will only help you so far, and you might have to enforce proper sleep hygiene for a while.",
"stype": "bool",
"value": true
},
{
"type": "EXTERNAL_OPTION",
"name": "CBM_SLOTS_ENABLED",
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5 changes: 0 additions & 5 deletions data/json/item_actions.json
Expand Up @@ -54,11 +54,6 @@
"id": "PICKAXE",
"name": "Dig through rock"
},
{
"type": "item_action",
"id": "MELATONIN_TABLET",
"name": "Take a melatonin tablet"
},
{
"type": "item_action",
"id": "PACK_CBM",
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6 changes: 5 additions & 1 deletion data/json/items/comestibles/med.json
Expand Up @@ -27,7 +27,11 @@
"stack_size": 30,
"symbol": "!",
"color": "yellow",
"use_action": "MELATONIN_TABLET"
"use_action": {
"type": "consume_drug",
"activation_message": "You pop a melatonin tablet.",
"effects": [ { "id": "melatonin", "duration": "16 h" } ]
}
},
{
"id": "adderall",
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82 changes: 38 additions & 44 deletions src/character.cpp
Expand Up @@ -3569,10 +3569,6 @@ int Character::get_fatigue() const

int Character::get_sleep_deprivation() const
{
if( !get_option< bool >( "SLEEP_DEPRIVATION" ) ) {
return 0;
}

return sleep_deprivation;
}

Expand Down Expand Up @@ -3913,18 +3909,17 @@ void Character::update_needs( int rate_multiplier )
int fatigue_roll = roll_remainder( rates.fatigue * rate_multiplier );
mod_fatigue( fatigue_roll );

if( get_option< bool >( "SLEEP_DEPRIVATION" ) ) {
// Synaptic regen bionic stops SD while awake and boosts it while sleeping
if( !has_active_bionic( bio_synaptic_regen ) ) {
// fatigue_roll should be around 1 - so the counter increases by 1 every minute on average,
// but characters who need less sleep will also get less sleep deprived, and vice-versa.
// Synaptic regen bionic stops SD while awake and boosts it while sleeping
if( !has_active_bionic( bio_synaptic_regen ) ) {
// fatigue_roll should be around 1 - so the counter increases by 1 every minute on average,
// but characters who need less sleep will also get less sleep deprived, and vice-versa.

// Note: Since needs are updated in 5-minute increments, we have to multiply the roll again by
// 5. If rate_multiplier is > 1, fatigue_roll will be higher and this will work out.
mod_sleep_deprivation( fatigue_roll * 5 );
}
// Note: Since needs are updated in 5-minute increments, we have to multiply the roll again by
// 5. If rate_multiplier is > 1, fatigue_roll will be higher and this will work out.
mod_sleep_deprivation( fatigue_roll * 5 );
}


if( npc_no_food && get_fatigue() > TIRED ) {
set_fatigue( TIRED );
set_sleep_deprivation( 0 );
Expand All @@ -3942,41 +3937,40 @@ void Character::update_needs( int rate_multiplier )
recovered *= .5;
}
mod_fatigue( -recovered );
if( get_option< bool >( "SLEEP_DEPRIVATION" ) ) {
// Sleeping on the ground, no bionic = 1x rest_modifier
// Sleeping on a bed, no bionic = 2x rest_modifier
// Sleeping on a comfy bed, no bionic= 3x rest_modifier

// Sleeping on the ground, bionic = 3x rest_modifier
// Sleeping on a bed, bionic = 6x rest_modifier
// Sleeping on a comfy bed, bionic = 9x rest_modifier
float rest_modifier = ( has_active_bionic( bio_synaptic_regen ) ? 3 : 1 );
// Melatonin supplements also add a flat bonus to recovery speed
if( has_effect( effect_melatonin_supplements ) ) {
rest_modifier += 1;
}

comfort_level comfort = base_comfort_value( pos() );
// Sleeping on the ground, no bionic = 1x rest_modifier
// Sleeping on a bed, no bionic = 2x rest_modifier
// Sleeping on a comfy bed, no bionic= 3x rest_modifier

// Sleeping on the ground, bionic = 3x rest_modifier
// Sleeping on a bed, bionic = 6x rest_modifier
// Sleeping on a comfy bed, bionic = 9x rest_modifier
float rest_modifier = ( has_active_bionic( bio_synaptic_regen ) ? 3 : 1 );
// Melatonin supplements also add a flat bonus to recovery speed
if( has_effect( effect_melatonin_supplements ) ) {
rest_modifier += 1;
}

if( comfort >= comfort_level::very_comfortable ) {
rest_modifier *= 3;
} else if( comfort >= comfort_level::comfortable ) {
rest_modifier *= 2.5;
} else if( comfort >= comfort_level::slightly_comfortable ) {
rest_modifier *= 2;
}
comfort_level comfort = base_comfort_value( pos() );

// If we're just tired, we'll get a decent boost to our sleep quality.
// The opposite is true for very tired characters.
if( get_fatigue() < DEAD_TIRED ) {
rest_modifier += 2;
} else if( get_fatigue() >= EXHAUSTED ) {
rest_modifier = ( rest_modifier > 2 ) ? rest_modifier - 2 : 1;
}
if( comfort >= comfort_level::very_comfortable ) {
rest_modifier *= 3;
} else if( comfort >= comfort_level::comfortable ) {
rest_modifier *= 2.5;
} else if( comfort >= comfort_level::slightly_comfortable ) {
rest_modifier *= 2;
}

// Recovered is multiplied by 2 as well, since we spend 1/3 of the day sleeping
mod_sleep_deprivation( -rest_modifier * ( recovered * 2 ) );
// If we're just tired, we'll get a decent boost to our sleep quality.
// The opposite is true for very tired characters.
if( get_fatigue() < DEAD_TIRED ) {
rest_modifier += 2;
} else if( get_fatigue() >= EXHAUSTED ) {
rest_modifier = ( rest_modifier > 2 ) ? rest_modifier - 2 : 1;
}

// Recovered is multiplied by 2 as well, since we spend 1/3 of the day sleeping
mod_sleep_deprivation( -rest_modifier * ( recovered * 2 ) );

}
}
}
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1 change: 0 additions & 1 deletion src/item_factory.cpp
Expand Up @@ -803,7 +803,6 @@ void Item_factory::init()
add_iuse( "WEED_CAKE", &iuse::weed_cake );
add_iuse( "XANAX", &iuse::xanax );
add_iuse( "BREAK_STICK", &iuse::break_stick );
add_iuse( "MELATONIN_TABLET", &iuse::melatonin_tablet );

add_actor( std::make_unique<ammobelt_actor>() );
add_actor( std::make_unique<bandolier_actor>() );
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9 changes: 7 additions & 2 deletions src/iuse_actor.cpp
Expand Up @@ -561,8 +561,13 @@ std::unique_ptr<iuse_actor> consume_drug_iuse::clone() const

static effect_data load_effect_data( const JsonObject &e )
{
return effect_data( efftype_id( e.get_string( "id" ) ),
time_duration::from_turns( e.get_int( "duration", 0 ) ),
time_duration time;
if( e.has_string( "duration" ) ) {
time = read_from_json_string<time_duration>( *e.get_raw( "duration" ), time_duration::units );
} else {
time = time_duration::from_turns( e.get_int( "duration", 0 ) );
}
return effect_data( efftype_id( e.get_string( "id" ) ), time,
get_body_part_token( e.get_string( "bp", "NUM_BP" ) ), e.get_bool( "permanent", false ) );
}

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2 changes: 2 additions & 0 deletions tests/stomach_contents_test.cpp
Expand Up @@ -50,6 +50,8 @@ static time_duration time_until_hungry( player &p )
{
unsigned int thirty_minutes = 0;
do {
p.set_sleep_deprivation( 0 );
p.set_fatigue( 0 );
pass_time( p, 30_minutes );
thirty_minutes++;
} while( p.get_hunger() < 40 ); // hungry
Expand Down

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