Init for SP and MP working, may rework it though
This commit is contained in:
@@ -96,11 +96,14 @@ end
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---@param key string
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function DataController:loadLocalData(key)
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self.tocData = ModData.get(key)
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if self.tocData ~= nil and self.tocData ~= {} then
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TOC_DEBUG.printTable(self.tocData)
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TOC_DEBUG.printTable(self.tocData)
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if self.tocData and self.tocData.limbs then
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TOC_DEBUG.print("Found and loaded local data")
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else
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TOC_DEBUG.print("Local data failed to load!")
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TOC_DEBUG.print("Local data failed to load! Running setup")
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self:setup(key)
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end
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end
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-----------------
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@@ -196,13 +199,14 @@ end
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---Set a generic boolean that toggles varies function of the mod
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---@return boolean
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function DataController:getIsAnyLimbCut()
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--if self.isDataReady == false then return false end
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if not self.isDataReady then return false end
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return self.tocData.isAnyLimbCut
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end
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---Get isIgnoredPartInfected
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---@return boolean
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function DataController:getIsIgnoredPartInfected()
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if not self.isDataReady then return false end
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return self.tocData.isIgnoredPartInfected
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end
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@@ -211,7 +215,6 @@ end
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---@return boolean
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function DataController:getIsCut(limbName)
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if not self.isDataReady then return false end
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if self.tocData.limbs[limbName] then
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return self.tocData.limbs[limbName].isCut
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else
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@@ -224,7 +227,6 @@ end
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---@return boolean
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function DataController:getIsVisible(limbName)
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if not self.isDataReady then return false end
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return self.tocData.limbs[limbName].isVisible
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end
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@@ -232,6 +234,7 @@ end
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---@param limbName string
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---@return boolean
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function DataController:getIsCicatrized(limbName)
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if not self.isDataReady then return false end
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return self.tocData.limbs[limbName].isCicatrized
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end
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@@ -239,6 +242,7 @@ end
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---@param limbName string
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---@return boolean
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function DataController:getIsCauterized(limbName)
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if not self.isDataReady then return false end
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return self.tocData.limbs[limbName].isCauterized
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end
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@@ -246,6 +250,7 @@ end
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---@param limbName string
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---@return number
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function DataController:getWoundDirtyness(limbName)
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if not self.isDataReady then return -1 end
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return self.tocData.limbs[limbName].woundDirtyness
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end
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@@ -254,6 +259,7 @@ end
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---@param limbName string
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---@return number
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function DataController:getCicatrizationTime(limbName)
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if not self.isDataReady then return -1 end
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return self.tocData.limbs[limbName].cicatrizationTime
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end
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@@ -345,7 +351,7 @@ function DataController.ReceiveData(key, data)
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TOC_DEBUG.print("ReceiveData for " .. key)
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if data == {} or data == nil then
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error("Data is nil, something is very wrong")
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error("Data is nil, new character or something is wrong")
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end
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-- Get DataController instance if there was none for that user and reapply the correct ModData table as a reference
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@@ -357,10 +363,11 @@ function DataController.ReceiveData(key, data)
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-- so for now, I'm gonna assume that the local data (for the local client) is the
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-- most recent (and correct) one instead of trying to fetch it from the server every single time
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if handler.isResetForced or data == nil or data == {} or data == false then
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handler:setup(key)
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elseif username == getPlayer():getUsername() then
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if username == getPlayer():getUsername() and not handler.isResetForced then
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handler:loadLocalData(key)
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elseif handler.isResetForced or data == nil or #data == 0 then
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TOC_DEBUG.print("Data is nil or empty!")
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handler:setup(key)
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else
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handler:applyOnlineData(data)
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end
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@@ -38,9 +38,6 @@ function Main.Start()
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TOC_DEBUG.print("running Start method")
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Main.SetupTraits()
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Main.SetupEvents()
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-- Starts initialization for local client
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Events.OnGameStart.Add(Main.Initialize)
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end
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function Main.SetupEvents()
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@@ -48,7 +45,7 @@ function Main.SetupEvents()
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Events.OnReceivedTocData.Add(CachedDataHandler.CalculateHighestAmputatedLimbs)
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end
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function Main.Initialize()
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function Main.InitializePlayer()
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---Looop until we've successfully initialized the mod
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local function TryToInitialize()
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local pl = getPlayer()
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@@ -66,16 +63,30 @@ end
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---Clean the TOC table for that SP player, to prevent from clogging it up
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---@param player IsoPlayer
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function Main.WipeSinglePlayerData(player)
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function Main.WipeData(player)
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TOC_DEBUG.print("Wiping data after death")
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local key = CommandsData.GetKey(player:getUsername())
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ModData.remove(key)
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ModData.transmit(key)
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--ModData.remove(key)
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if not isClient() then
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-- For SP, it's enough just removing the data this way
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ModData.remove(key)
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else
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-- Different story for MP, we're gonna 'force' it to reload it
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-- at the next character by passing an empty mod data
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ModData.add(key, {})
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ModData.transmit(key)
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end
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end
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--* Events *--
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Events.OnGameBoot.Add(Main.Start) -- TODO Does this apply after death?
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Events.OnGameStart.Add(Main.Start)
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Events.OnCreatePlayer.Add(Main.InitializePlayer)
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Events.OnPlayerDeath.Add(Main.WipeData)
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-- TODO Disable windows interaction when no hands
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if not isClient() and not isServer() then
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Events.OnPlayerDeath.Add(Main.WipeSinglePlayerData)
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end
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@@ -143,6 +143,15 @@ TestFramework.registerTestModule("TimedActions", "CauterizeAction", function()
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end)
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TestFramework.registerTestModule("Various", "Player", function()
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local Tests = {}
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function Tests.Kill()
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getPlayer():Kill(getPlayer())
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end
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return Tests
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end)
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--------------------------------------------------------------------------------------
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if not getActivatedMods():contains("PerfTestFramework") or not isDebugEnabled() then return end
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local PerfTest = require("PerfTest/main") -- SHould be global anyway
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