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