Revert "Added tests for blood on limbs"

This reverts commit 3d4a54418c.
This commit is contained in:
ZioPao
2024-05-05 18:03:08 +02:00
parent 3d4a54418c
commit 2ea03601f5
3 changed files with 23 additions and 65 deletions

View File

@@ -145,8 +145,8 @@ end
local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
function ISClothingExtraAction:perform() function ISClothingExtraAction:perform()
local extraItem = InventoryItemFactory.CreateItem(self.extra) --local extraItem = InventoryItemFactory.CreateItem(self.extra)
local isProst = ProsthesisHandler.SearchAndSetupProsthesis(extraItem, true) local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, true)
local group local group
if isProst then if isProst then
group = BodyLocations.getGroup("Human") group = BodyLocations.getGroup("Human")

View File

@@ -156,30 +156,28 @@ end)
TestFramework.registerTestModule("Various", "Visuals", function() TestFramework.registerTestModule("Various", "Visuals", function()
local Tests = {} local Tests = {}
function Tests.AddBloodLeftForearm() function Tests.AddBloodRightForearm()
local playerObj = getPlayer() local playerObj = getPlayer()
local limbName = "ForeArm_L" -- local wornItems = playerObj:getWornItems()
local fullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName -- local limbName = "ForeArm_R"
-- local fullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
local item = playerObj:getInventory():FindAndReturn(fullType) -- for i = 1, wornItems:size() do
if instanceof(item, "Clothing") then -- local it = wornItems:get(i - 1)
-- if it then
---@cast item Clothing -- local wornItem = wornItems:get(i - 1):getItem()
-- TOC_DEBUG.print(wornItem:getFullType())
print("Found limb to add blood onto") -- if wornItem:getFullType() == fullType then
item:setBloodLevel(100) -- TOC_DEBUG.print("Found amputation item for " .. limbName)
local coveredParts = BloodClothingType.getCoveredParts(item:getBloodClothingType())
if coveredParts then -- -- change it here
for j=0,coveredParts:size()-1 do -- wornItem:setBloodLevel
item:setBlood(coveredParts:get(j), 100) -- wornItem:getVisual():setTextureChoice(texId)
item:setDirt(coveredParts:get(j), 100) -- playerObj:resetModelNextFrame() -- necessary to update the model
end -- return
end -- end
-- end
end -- end
playerObj:resetModelNextFrame()
end end
return Tests return Tests

View File

@@ -3,7 +3,6 @@ local StaticData = require("TOC/StaticData")
-- Since amputations are actually clothing items, we need to override ISWashYourself to account for that -- Since amputations are actually clothing items, we need to override ISWashYourself to account for that
-- TODO Clean this up
local og_ISWashYourself_perform = ISWashYourself.perform local og_ISWashYourself_perform = ISWashYourself.perform
function ISWashYourself:perform() function ISWashYourself:perform()
@@ -30,11 +29,6 @@ function ISWashYourself:perform()
foundItem:setBloodLevel(0) foundItem:setBloodLevel(0)
foundItem:setDirtyness(0) -- TODO Integrate with other dirtyness foundItem:setDirtyness(0) -- TODO Integrate with other dirtyness
local coveredParts = BloodClothingType.getCoveredParts(foundItem:getBloodClothingType())
for j=0, coveredParts:size() - 1 do
foundItem:setBlood(coveredParts:get(j), 0)
foundItem:setDirt(coveredParts:get(j), 0)
end
end end
end end
@@ -43,38 +37,4 @@ function ISWashYourself:perform()
og_ISWashYourself_perform(self) og_ISWashYourself_perform(self)
end
local og_ISWashYourself_GetRequiredWater = ISWashYourself.GetRequiredWater
---@param character IsoPlayer
---@return integer
function ISWashYourself.GetRequiredWater(character)
local units = og_ISWashYourself_GetRequiredWater(character)
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(character:getUsername())
local plInv = character:getInventory()
for limbName, _ in pairs(amputatedLimbs) do
TOC_DEBUG.print("Checking if " .. limbName .. " is in inventory and washing it")
-- get clothing item
local item = plInv:FindAndReturn(StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
if item and instanceof(item, "Clothing") then
local coveredParts = BloodClothingType.getCoveredParts(item:getBloodClothingType())
if coveredParts then
for i=1,coveredParts:size() do
local part = coveredParts:get(i-1)
if item:getBlood(part) > 0 then
units = units + 1
end
end
end
end
end
return units
end end