DogFoodIsntThatBad/media/lua/client/DogFoodIsntThatBad.lua
Nettika f981c23379 Add "Refined Palate" trait
- Increase or decrease happiness for a variety of foods and food
categories based on subjective quality when the Refined Palate trait is
active.
- Move the trait definition to the shared code.
- Add icons for the "Refined Palate" and "Not a Picky Eater" traits.
2025-10-11 19:57:08 -07:00

177 lines
5 KiB
Lua

local function adjustFoodNotPicky(item)
print("adjust not picky")
item:setUnhappyChange(math.min(item:getUnhappyChange(), 0))
item:setBoredomChange(math.min(item:getBoredomChange(), 0))
end
local function adjustFoodVeryPicky(item)
print("adjust very picky")
local unhappyChange = item:getUnhappyChange()
local boredomChange = item:getBoredomChange()
-- Microwaved food is gross
if item:isCookedInMicrowave() then
unhappyChange = unhappyChange + 5
boredomChange = boredomChange + 10
print("microwaved")
end
-- Canned food is gross
if string.match(item:getDisplayName(), "Canned ") then
unhappyChange = unhappyChange + 5
boredomChange = boredomChange + 10
print("canned")
end
-- Dog food is very gross
if string.match(item:getDisplayName(), "Dog Food") then
unhappyChange = unhappyChange + 20
print("dog food")
end
-- Tea Bag is very gross
if item:getDisplayName() == "Tea Bag" then
unhappyChange = unhappyChange + 20
print("tea bag")
end
-- Dry Ramen Noodles are pretty gross
if item:getDisplayName() == "Dry Ramen Noodles" then
unhappyChange = unhappyChange + 10
boredomChange = boredomChange + 10
print("dry ramen")
end
-- Pickled jars are a little gross
if string.match(item:getDisplayName(), "Jar of ") then
unhappyChange = unhappyChange + 10
boredomChange = boredomChange + 10
print("jar")
end
-- Fried food is a little gross
if string.match(item:getDisplayName(), "Fried ") then
unhappyChange = unhappyChange + 10
boredomChange = boredomChange + 10
print("fried")
end
-- Beer is a little gross
if item:getFoodType() == "Beer" then
unhappyChange = unhappyChange + 10
print("beer")
end
-- Wine is very good
if item:getFoodType() == "Wine" then
unhappyChange = unhappyChange - 15
boredomChange = boredomChange - 5
print("wine")
end
-- Vegetables are pretty good
if item:getFoodType() == "Vegetables" then
unhappyChange = unhappyChange - 5
boredomChange = boredomChange - 10
print("vegetables")
end
-- Fruits are pretty good
if item:getFoodType() == "Fruits" then
unhappyChange = unhappyChange - 5
boredomChange = boredomChange - 10
print("fruits")
end
-- Egg is pretty good
if item:getFoodType() == "Egg" then
unhappyChange = unhappyChange - 5
print("egg")
end
-- Bread is pretty good
if item:getFoodType() == "Bread" then
unhappyChange = unhappyChange - 5
print("bread")
end
-- Processed Cheese food is gross
if item:getDisplayName() == "Processed Cheese" then
unhappyChange = unhappyChange + 5
boredomChange = boredomChange + 10
print("processed cheese")
end
-- Candy is a little gross
if item:getFoodType() == "Candy" then
unhappyChange = unhappyChange + 5
print("candy")
end
-- Dead critters are extremely gross
if string.match(item:getDisplayName(), "Dead ") then
unhappyChange = unhappyChange + 40
print("dead")
end
-- Increase negative effects by 50%
if unhappyChange > 0 then
unhappyChange = unhappyChange * 1.5
end
if boredomChange > 0 then
boredomChange = boredomChange * 1.5
end
item:setUnhappyChange(unhappyChange)
item:setBoredomChange(boredomChange)
end
local base_tooltip_render = ISToolTipInv.render
function ISToolTipInv:render()
local origUnhappyChange = self.item:getUnhappyChange()
local origBoredomChange = self.item:getBoredomChange()
-- Adjust food effects based on traits
if self.item:getType() == "Food" then
local traits = getPlayer():getTraits()
if traits:contains("NotAPickyEater") then
adjustFoodNotPicky(self.item)
elseif traits:contains("RefinedPalate") then
adjustFoodVeryPicky(self.item)
end
end
-- Call original function
base_tooltip_render(self)
-- Reset food effects
self.item:setUnhappyChange(origUnhappyChange)
self.item:setBoredomChange(origBoredomChange)
end
local base_perform = ISEatFoodAction.perform
function ISEatFoodAction:perform()
local origUnhappyChange = self.item:getUnhappyChange()
local origBoredomChange = self.item:getBoredomChange()
-- Adjust food effects based on traits
local traits = getPlayer():getTraits()
if traits:contains("NotAPickyEater") then
adjustFoodNotPicky(self.item)
print("negated negative emotional effects")
elseif traits:contains("RefiendPalate") then
adjustFoodVeryPicky(self.item)
print("amplified negative emotional effects")
end
-- Call original function
base_perform(self)
-- Reset food effects
self.item:setUnhappyChange(origUnhappyChange)
self.item:setBoredomChange(origBoredomChange)
end