Reorganizing
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104
media/lua/client/TOC/Handlers/AmputationHandler.lua
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104
media/lua/client/TOC/Handlers/AmputationHandler.lua
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local ItemsHandler = require("TOC/Handlers/ItemsHandler")
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local PlayerHandler = require("TOC/Handlers/PlayerHandler")
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local StaticData = require("TOC/StaticData")
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---------------------------
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-- TODO Add Bandages, Torniquet, etc.
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--- This will be run EXCLUSIVELY on the client which is getting the amputation
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---@class AmputationHandler
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---@field patient IsoPlayer
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---@field limbName string
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---@field bodyPartType BodyPartType
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---@field surgeonPl IsoPlayer?
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local AmputationHandler = {}
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---@param limbName string
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---@param surgeonPl IsoPlayer?
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---@return AmputationHandler
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function AmputationHandler:new(limbName, surgeonPl)
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local o = {}
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setmetatable(o, self)
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self.__index = self
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o.patient = getPlayer()
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o.limbName = limbName
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o.bodyPartType = BodyPartType[self.limbName]
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if surgeonPl then
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o.surgeonPl = surgeonPl
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else
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o.surgeonPl = o.patient
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end
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AmputationHandler.instance = o
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return o
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end
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--* Main methods *--
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---Starts bleeding from the point where the saw is being used
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function AmputationHandler:damageDuringAmputation()
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print("TOC: Damage patient")
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local bodyDamage = self.patient:getBodyDamage()
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local bodyDamagePart = bodyDamage:getBodyPart(self.bodyPartType)
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bodyDamagePart:setBleeding(true)
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bodyDamagePart:setCut(true)
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bodyDamagePart:setBleedingTime(ZombRand(10, 20))
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end
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---Execute the amputation
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---@param damagePlayer boolean?
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function AmputationHandler:execute(damagePlayer)
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-- TODO Calculate surgeonStats
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-- TODO Cap it to a certain amount, it shouldn't be more than ...?
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local surgeonFactor = 1
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if damagePlayer == nil then damagePlayer = true end -- Default at true
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if damagePlayer then
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local patientStats = self.patient:getStats()
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local bd = self.patient:getBodyDamage()
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local bodyPart = bd:getBodyPart(self.bodyPartType)
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local baseDamage = StaticData.LIMBS_BASE_DAMAGE[self.limbName]
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-- Set the bleeding and all the damage stuff in that part
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bodyPart:AddDamage(baseDamage - surgeonFactor)
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bodyPart:setAdditionalPain(baseDamage - surgeonFactor)
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bodyPart:setBleeding(true)
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bodyPart:setBleedingTime(baseDamage - surgeonFactor)
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bodyPart:setDeepWounded(true)
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bodyPart:setDeepWoundTime(baseDamage - surgeonFactor)
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patientStats:setEndurance(surgeonFactor)
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patientStats:setStress(baseDamage - surgeonFactor)
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end
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-- Set the data in modData
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ModDataHandler.GetInstance():setCutLimb(self.limbName, false, false, false, surgeonFactor)
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-- Give the player the correct amputation item
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ItemsHandler.DeleteOldAmputationItem(self.patient, self.limbName)
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ItemsHandler.SpawnAmputationItem(self.patient, self.limbName)
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-- Add it to the list of cut limbs
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PlayerHandler.AddLocalAmputatedLimb(self.limbName)
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-- Set the highest amputation and caches them.
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ISHealthPanel.GetHighestAmputation()
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end
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---Deletes the instance
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function AmputationHandler:close()
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AmputationHandler.instance = nil
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end
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--* Events *--
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function AmputationHandler.UpdateCicatrization()
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if ModDataHandler.GetInstance():getIsAnyLimbCut() == false then return end
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end
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return AmputationHandler
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