Redoing user experience

This commit is contained in:
ZioPao
2023-11-06 14:28:03 +01:00
parent 4035423590
commit 0ef3f7284f
9 changed files with 337 additions and 12 deletions

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@@ -0,0 +1,128 @@
-- Had to cop and paste this stuff from the base game since this is a local only class. Kinda shit, but eh
local BaseHandler = ISBaseObject:derive("BaseHandler")
function BaseHandler:new(panel, bodyPart)
local o = {}
setmetatable(o, self)
self.__index = self
o.panel = panel
o.bodyPart = bodyPart
o.items = {}
return o
end
function BaseHandler:isInjured()
local bodyPart = self.bodyPart
return (bodyPart:HasInjury() or bodyPart:stitched() or bodyPart:getSplintFactor() > 0) and not bodyPart:bandaged()
end
function BaseHandler:checkItems()
for k,v in pairs(self.items) do
table.wipe(v)
end
local containers = ISInventoryPaneContextMenu.getContainers(self:getDoctor())
local done = {}
local childContainers = {}
for i=1,containers:size() do
local container = containers:get(i-1)
done[container] = true
table.wipe(childContainers)
self:checkContainerItems(container, childContainers)
for _,container2 in ipairs(childContainers) do
if not done[container2] then
done[container2] = true
self:checkContainerItems(container2, nil)
end
end
end
end
function BaseHandler:checkContainerItems(container, childContainers)
local containerItems = container:getItems()
for i=1,containerItems:size() do
local item = containerItems:get(i-1)
if item:IsInventoryContainer() then
if childContainers then
table.insert(childContainers, item:getInventory())
end
else
self:checkItem(item)
end
end
end
function BaseHandler:dropItems(items)
return false
end
function BaseHandler:addItem(items, item)
table.insert(items, item)
end
function BaseHandler:getAllItemTypes(items)
local done = {}
local types = {}
for _,item in ipairs(items) do
if not done[item:getFullType()] then
table.insert(types, item:getFullType())
done[item:getFullType()] = true
end
end
return types
end
function BaseHandler:getItemOfType(items, type)
for _,item in ipairs(items) do
if item:getFullType() == type then
return item
end
end
return nil
end
function BaseHandler:getItemOfTag(items, type)
for _,item in ipairs(items) do
if item:hasTag(type) then
return item
end
end
return nil
end
function BaseHandler:getAllItemsOfType(items, type)
local items = {}
for _,item in ipairs(items) do
if item:getFullType() == type then
table.insert(items, item)
end
end
return items
end
function BaseHandler:onMenuOptionSelected(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8)
ISTimedActionQueue.add(HealthPanelAction:new(self:getDoctor(), self, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8))
end
function BaseHandler:toPlayerInventory(item, previousAction)
if item:getContainer() ~= self:getDoctor():getInventory() then
local action = ISInventoryTransferAction:new(self:getDoctor(), item, item:getContainer(), self:getDoctor():getInventory())
ISTimedActionQueue.addAfter(previousAction, action)
-- FIXME: ISHealthPanel.actions never gets cleared
self.panel.actions = self.panel.actions or {}
self.panel.actions[action] = self.bodyPart
return action
end
return previousAction
end
function BaseHandler:getDoctor()
return self.panel.otherPlayer or self.panel.character
end
function BaseHandler:getPatient()
return self.panel.character
end
return BaseHandler

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@@ -22,6 +22,7 @@ function Main.SetupTraits()
for i=1, #traitsTable do
local t = traitsTable[i]
---@diagnostic disable-next-line: undefined-field
t:addXPBoost(Perks.Left_Hand, 4)
t:addXPBoost(Perks.Fitness, -1)
t:addXPBoost(Perks.Strength, -1)

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@@ -18,6 +18,7 @@ function ModDataHandler:new(playerObj)
self.__index = self
o.playerObj = playerObj
ModDataHandler.instance = o
return o
@@ -25,7 +26,8 @@ end
---Setup a newly instanced ModDataHandler
function ModDataHandler:setup()
if self.modData == nil then self:createData() end
local modData = self.playerObj:getModData()[StaticData.MOD_NAME]
if modData == nil then self:createData() end
-- TODO Check compatibility or do we just skip it at this point?
end
@@ -35,27 +37,62 @@ function ModDataHandler:createData()
self.playerObj:getModData()[StaticData.MOD_NAME] = {}
---@type amputationTable
local defaultParams = {isCut = false, isInfected = false, isOperated = false, isCicatrized = false, isCauterized = false, isDependant = false}
-- Initialize limbs
for i=1, #StaticData.LIMBS_STRINGS do
self:setLimbParams(StaticData.LIMBS_STRINGS[i], false, false, false, false, false, false)
self:setLimbParams(StaticData.LIMBS_STRINGS[i], defaultParams, 0)
end
end
-----------------
--* Setters *--
---Set isCut
---@param limbName string
---@param isCut boolean
function ModDataHandler:setIsCut(limbName, isCut)
self.playerObj:getModData()[StaticData.MOD_NAME][limbName].isCut = isCut
end
---Set isInfected
---@param limbName string
---@param isInfected boolean
function ModDataHandler:setIsInfected(limbName, isInfected)
self.playerObj:getModData()[StaticData.MOD_NAME][limbName].isInfected = isInfected
end
-----------------
--* Getters *--
---Get isCut
---@param limbName string
---@return boolean
function ModDataHandler:getIsCut(limbName)
return self.playerObj:getModData()[StaticData.MOD_NAME][limbName].isCut
end
--* Limbs data handling *--
---Set a limb and its dependend limbs as cut
---@param limbName string
---@param ampStatus amputationTable {isOperated, isCicatrized, isCauterized}
---@param surgeonFactor number
function ModDataHandler:setCutLimb(limbName, ampStatus, surgeonFactor)
local cicatrizationTime = -1
if ampStatus.isCicatrized == false or ampStatus.isCauterized == false then
---@param isOperated boolean
---@param isCicatrized boolean
---@param isCauterized boolean
---@param surgeonFactor number?
function ModDataHandler:setCutLimb(limbName, isOperated, isCicatrized, isCauterized, surgeonFactor)
local cicatrizationTime = 0
if isCicatrized == false or isCauterized == false then
cicatrizationTime = StaticData.LIMBS_CICATRIZATION_TIME[limbName] - surgeonFactor
end
---@type amputationTable
local params = {isCut = true, isInfected = false, isOperated = ampStatus.isOperated, isCicatrized = ampStatus.isCicatrized, isCauterized = ampStatus.isCauterized, isDependant = false}
local params = {isCut = true, isInfected = false, isOperated = isOperated, isCicatrized = isCicatrized, isCauterized = isCauterized, isDependant = false}
self:setLimbParams(limbName, params, cicatrizationTime)

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@@ -41,6 +41,7 @@ function PlayerHandler.CutLimb(patient, surgeon, limbName, surgeryHelpItems)
-- TODO Get surgeon ability from his aid skill
local surgeonSkill = 50
local surgeonFactor = surgeonSkill - 1 -- TODO Should be decided by surgeryHelpItems
local bd = patient:getBodyDamage()
local bodyPart = bd:getBodyPart(BodyPartType[limbName])
@@ -56,9 +57,7 @@ function PlayerHandler.CutLimb(patient, surgeon, limbName, surgeryHelpItems)
patientStats:setEndurance(surgeonSkill)
patientStats:setStress(baseDamage - surgeonSkill)
---@type amputationTable
local amputationValues = {isOperated = false, isCicatrized = false, isCauterized = false}
PlayerHandler.modDataHandler:setCutLimb(limbName, amputationValues)
PlayerHandler.modDataHandler:setCutLimb(limbName, false, false, false, surgeonFactor)
end
@@ -70,4 +69,36 @@ function PlayerHandler.ForceCutLimb(limbName)
-- TODO Spawn amputation item
end
--* Events *--
---Check if the player has an infected (as in, zombie infection) body part
---@param character IsoGameCharacter
---@param damageType string
---@param damage number
function PlayerHandler.CheckInfection(character, damageType, damage)
-- This fucking event barely works. Bleeding seems to be the only thing that triggers it
-- TODO Check other body parts that are not included in the mod, if there's a bite there then the player is fucked
local bd = character:getBodyDamage()
for i=1, #StaticData.LIMBS_STRINGS do
local limbName = StaticData.LIMBS_STRINGS[i]
local bptEnum = StaticData.BODYPARTSTYPES_ENUM[limbName]
local bodyPart = bd:getBodyPart(bptEnum)
if bodyPart:bitten() then
if PlayerHandler.modDataHandler:getIsCut(limbName) then
bodyPart:SetBitten(false)
else
PlayerHandler.modDataHandler:setIsInfected(limbName, true)
end
end
end
end
Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection)
return PlayerHandler

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@@ -16,6 +16,7 @@ StaticData.SIDES_STRINGS = {
-- Assembled BodyParts string
---@enum
StaticData.LIMBS_STRINGS = {}
StaticData.BODYPARTSTYPES_ENUM = {}
StaticData.LIMBS_DEPENDENCIES = {}
StaticData.LIMBS_CICATRIZATION_TIME = {}
@@ -27,6 +28,7 @@ for i = 1, #StaticData.SIDES_STRINGS do
-- Assembled strings
StaticData.LIMBS_STRINGS[assembledName] = assembledName
StaticData.BODYPARTSTYPES_ENUM[assembledName] = BodyPartType[assembledName]
-- Dependencies and cicatrization time
if part == StaticData.PARTS_STRINGS.Hand then

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@@ -0,0 +1,56 @@
local CutLimbHandler = require("TOC_UIHandler")
-- TODO Use this to replace the sprites once a limb is cut
ISHealthBodyPartPanel = ISBodyPartPanel:derive("ISHealthBodyPartPanel")
function ISHealthBodyPartPanel:onMouseUp(x, y)
if self.selectedBp then
local dragging = ISInventoryPane.getActualItems(ISMouseDrag.dragging)
self.parent:dropItemsOnBodyPart(self.selectedBp.bodyPart, dragging)
end
end
function ISHealthBodyPartPanel:prerender()
self.nodeAlpha = 0.0
self.selectedAlpha = 0.1
if self.selectedBp then
for index,item in ipairs(self.parent.listbox.items) do
if item.item.bodyPart == self.selectedBp.bodyPart then
self.nodeAlpha = 1.0
self.selectedAlpha = 0.5
break
end
end
end
ISBodyPartPanel.prerender(self)
end
function ISHealthBodyPartPanel:cbSetSelected(bp)
if bp == nil then
self.parent.listbox.selected = 0
return
end
for index,item in ipairs(self.parent.listbox.items) do
if item.item.bodyPart == bp.bodyPart then
self.parent.listbox.selected = index
break
end
end
end
local og_ISHealthPanel_dropItemsOnBodyPart = ISHealthPanel.dropItemsOnBodyPart
function ISHealthPanel:dropItemsOnBodyPart(bodyPart, items)
og_ISHealthPanel_dropItemsOnBodyPart(self, bodyPart, items)
local cutLimbHandler = CutLimbHandler:new(self, bodyPart)
for _,item in ipairs(items) do
cutLimbHandler:checkItem(item)
end
if cutLimbHandler:dropItems(items) then
return
end
end

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@@ -0,0 +1,62 @@
local BaseHandler = require("TOC_HealthPanelBaseHandler")
local CutLimbAction = require("TOC_CutLimbAction")
---@class CutLimbHandler
local CutLimbHandler = BaseHandler:derive("CutLimbHandler")
local contextMenuCutLimb = "Cut"
---Creates new CutLimbHandler
---@param panel any
---@param bodyPart any
---@return CutLimbHandler
function CutLimbHandler:new(panel, bodyPart)
local o = BaseHandler.new(self, panel, bodyPart)
o.items.ITEMS = {}
return o
end
function CutLimbHandler:checkItem(item)
local itemType = item:getType()
if itemType == "Saw" or itemType == "GardenSaw" or itemType == "Chainsaw" then
self:addItem(self.items.ITEMS, item)
end
end
function CutLimbHandler:addToMenu(context)
local types = self:getAllItemTypes(self.items.ITEMS)
if #types > 0 then
local option = context:addOption(contextMenuCutLimb, nil)
local subMenu = context:getNew(context)
context:addSubMenu(option, subMenu)
for i=1,#types do
local item = self:getItemOfType(self.items.ITEMS, types[i])
subMenu:addOption(item:getName(), self, self.onMenuOptionSelected, item:getFullType())
end
end
end
function CutLimbHandler:dropItems(items)
local types = self:getAllItemTypes(items)
if #self.items.ITEMS > 0 and #types == 1 then
self:onMenuOptionSelected(types[1])
return true
end
return false
end
function CutLimbHandler:isValid(itemType)
return self:isInjured() and self:getItemOfType(self.items.ITEMS, itemType)
end
function CutLimbHandler:perform(previousAction, itemType)
local item = self:getItemOfType(self.items.ITEMS, itemType)
previousAction = self:toPlayerInventory(item, previousAction)
local action = CutLimbAction:new(self:getPatient(), self:getDoctor(), self.bodyPart)
ISTimedActionQueue.addAfter(previousAction, action)
end
return CutLimbHandler

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@@ -0,0 +1,8 @@
require "TimedActions/ISBaseTimedAction"
local CutLimbAction = ISBaseTimedAction:derive("CutLimbAction")
function CutLimbAction:new(patient, surgeon, partName)
end
return CutLimbAction