Added wrist watches and stuff drop

This commit is contained in:
ZioPao
2024-04-21 03:03:32 +02:00
parent 5c03cea8c4
commit 005d9e863e

View File

@@ -42,7 +42,6 @@ function LocalPlayerController.InitializePlayer(isForced)
-- Set a bool to use an overriding GetDamagedParts
SetHealthPanelTOC()
end
---Handles the traits
@@ -53,7 +52,7 @@ function LocalPlayerController.ManageTraits(playerObj)
if playerObj:HasTrait(k) then
-- Once we find one, we should be done.
local tempHandler = AmputationHandler:new(v)
tempHandler:execute(false) -- No damage
tempHandler:execute(false) -- No damage
tempHandler:close()
return
end
@@ -67,7 +66,6 @@ end
---Used to heal an area that has been cut previously. There's an exception for bites, those are managed differently
---@param bodyPart BodyPart
function LocalPlayerController.HealArea(bodyPart)
bodyPart:setFractureTime(0)
bodyPart:setScratched(false, true)
@@ -115,7 +113,7 @@ function LocalPlayerController.TryRandomBleed(character, limbName)
if cicTime == 0 then return end
-- TODO This is just a placeholder, we need to figure out a better way to calculate this chance
local normCicTime = CommonMethods.Normalize(cicTime, 0, StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[limbName])/2
local normCicTime = CommonMethods.Normalize(cicTime, 0, StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[limbName]) / 2
TOC_DEBUG.print("OG cicTime: " .. tostring(cicTime))
TOC_DEBUG.print("Normalized cic time : " .. tostring(normCicTime))
@@ -128,7 +126,6 @@ function LocalPlayerController.TryRandomBleed(character, limbName)
end
end
-------------------------
--* Damage handling *--
--- Locks OnPlayerGetDamage event, to prevent it from getting spammed constantly
@@ -144,12 +141,11 @@ function LocalPlayerController.HandleDamage(character)
local bd = character:getBodyDamage()
local dcInst = DataController.GetInstance()
local modDataNeedsUpdate = false
for i=1, #StaticData.LIMBS_STR do
for i = 1, #StaticData.LIMBS_STR do
local limbName = StaticData.LIMBS_STR[i]
local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName]
local bodyPart = bd:getBodyPart(bptEnum)
if dcInst:getIsCut(limbName) then
-- Generic injury, let's heal it since they already cut the limb off
if bodyPart:HasInjury() then
TOC_DEBUG.print("Healing area - " .. limbName)
@@ -173,7 +169,7 @@ function LocalPlayerController.HandleDamage(character)
-- We can skip this loop if the player has been infected. The one before we kinda need it to handle correctly the bites in case the player wanna cut stuff off anyway
if dcInst:getIsIgnoredPartInfected() then return end
for i=1, #StaticData.IGNORED_BODYLOCS_BPT do
for i = 1, #StaticData.IGNORED_BODYLOCS_BPT do
local bodyPartType = StaticData.IGNORED_BODYLOCS_BPT[i]
local bodyPart = bd:getBodyPart(bodyPartType)
if bodyPart and (bodyPart:bitten() or bodyPart:IsInfected()) then
@@ -189,7 +185,6 @@ function LocalPlayerController.HandleDamage(character)
-- Disable the lock
LocalPlayerController.hasBeenDamaged = false
end
---Setup HandleDamage, triggered by OnPlayerGetDamage
@@ -197,7 +192,6 @@ end
---@param damageType string
---@param damageAmount number
function LocalPlayerController.OnGetDamage(character, damageType, damageAmount)
-- TODO Check if other players in the online triggers this
if LocalPlayerController.hasBeenDamaged == false then
@@ -274,13 +268,12 @@ function LocalPlayerController.UpdateAmputations()
if needsUpdate then
TOC_DEBUG.print("updating modData from cicatrization loop")
dcInst:apply() -- TODO This is gonna be heavy. Not entirely sure
dcInst:apply() -- TODO This is gonna be heavy. Not entirely sure
else
TOC_DEBUG.print("Removing UpdateAmputations")
Events.EveryHours.Remove(LocalPlayerController.UpdateAmputations) -- We can remove it safely, no cicatrization happening here boys
Events.EveryHours.Remove(LocalPlayerController.UpdateAmputations) -- We can remove it safely, no cicatrization happening here boys
end
TOC_DEBUG.print("updating cicatrization and wound dirtyness!")
end
---Starts safely the loop to update cicatrzation
@@ -323,9 +316,8 @@ function LocalPlayerController.HandleTourniquet()
-- local wornItems = playerObj:getWornItems()
-- for j=1,wornItems:size() do
-- local wornItem = wornItems:get(j-1)
-- end
-- end
end
Events.OnPuttingTourniquet.Add(LocalPlayerController.HandleTourniquet)
@@ -333,12 +325,43 @@ Events.OnPuttingTourniquet.Add(LocalPlayerController.HandleTourniquet)
--* Object drop handling when amputation occurs
--- Drop all items from the affected limb
---@param limbName string
function LocalPlayerController.DropItemsAfterAmputation(limbName)
-- TODO Check for watches and stuff like that
TOC_DEBUG.print("Triggered DropItemsAfterAmputation")
local side = CommonMethods.GetSide(limbName)
local sideStr
if side == 'R' then
sideStr = "Right"
else
sideStr = 'Left'
end
local pl = getPlayer()
local wornItems = pl:getWornItems()
for i = 1, wornItems:size() do
local it = wornItems:get(i - 1)
if it then
local wornItem = wornItems:get(i - 1):getItem()
TOC_DEBUG.print(wornItem:getBodyLocation())
local bl = wornItem:getBodyLocation()
if string.contains(limbName, "Hand_") and (bl == sideStr .. "_MiddleFinger" or bl == sideStr .. "_RingFinger") then
pl:removeWornItem(wornItem)
end
if string.contains(limbName, "ForeArm_") and (bl == sideStr .. "Wrist") then
pl:removeWornItem(wornItem)
end
end
end
end
Events.OnAmputatedLimb.Add(LocalPlayerController.DropItemsAfterAmputation)
@@ -346,4 +369,4 @@ Events.OnAmputatedLimb.Add(LocalPlayerController.DropItemsAfterAmputation)
return LocalPlayerController
return LocalPlayerController