Reorganizing
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179
media/lua/client/TOC/Handlers/ModDataHandler.lua
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179
media/lua/client/TOC/Handlers/ModDataHandler.lua
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local StaticData = require("TOC/StaticData")
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----------------
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---@alias partData { isCut : boolean?, isInfected : boolean?, isOperated : boolean?, isCicatrized : boolean?, isCauterized : boolean?, isVisible : boolean?, cicatrizationTime : number }
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---@alias tocModData {Hand_L : partData, ForeArm_L : partData, UpperArm_L : partData, Hand_R : partData, ForeArm_R : partData, UpperArm_R : partData, isIgnoredPartInfected : boolean, isAnyLimbCut : boolean}
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----------------
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-- TODO This class should handle all the stuff related to the mod data
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---@class ModDataHandler
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---@field playerObj IsoPlayer
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---@field tocData tocModData
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local ModDataHandler = {}
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---@param playerObj IsoPlayer
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---@return ModDataHandler
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function ModDataHandler:new(playerObj)
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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.playerObj = playerObj
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o.tocData = playerObj:getModData()[StaticData.MOD_NAME]
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ModDataHandler.instance = o
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return o
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end
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---Setup a newly instanced ModDataHandler
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---@param force boolean?
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function ModDataHandler:setup(force)
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local tocData = self.playerObj:getModData()[StaticData.MOD_NAME]
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if force or tocData == nil or tocData.Hand_L == nil or tocData.Hand_L.isCut == nil then
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self:createData()
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end
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-- TODO Check compatibility or do we just skip it at this point?
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end
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function ModDataHandler:createData()
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print("TOC: createData")
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local modData = self.playerObj:getModData()
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modData[StaticData.MOD_NAME] = {
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-- Generic stuff that does not belong anywhere else
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isIgnoredPartInfected = false,
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isAnyLimbCut = false
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}
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-- Set a reference to TOC data in ModData
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self.tocData = self.playerObj:getModData()[StaticData.MOD_NAME]
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---@type partData
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local defaultParams = {isCut = false, isInfected = false, isOperated = false, isCicatrized = false, isCauterized = false, isVisible = false}
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-- Initialize limbs
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for i=1, #StaticData.LIMBS_STRINGS do
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local limbName = StaticData.LIMBS_STRINGS[i]
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modData[StaticData.MOD_NAME][limbName] = {}
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self:setLimbParams(StaticData.LIMBS_STRINGS[i], defaultParams, 0)
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end
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end
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-----------------
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--* Setters *--
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---Set a generic boolean that toggles varies function of the mod
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---@param isAnyLimbCut boolean
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function ModDataHandler:setIsAnyLimbCut(isAnyLimbCut)
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self.tocData.isAnyLimbCut = true
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end
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---Set isCut
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---@param limbName string
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---@param isCut boolean
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function ModDataHandler:setIsCut(limbName, isCut)
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self.tocData[limbName].isCut = isCut
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end
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---Set isInfected
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---@param limbName string
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---@param isInfected boolean
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function ModDataHandler:setIsInfected(limbName, isInfected)
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self.tocData[limbName].isInfected = isInfected
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end
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---Set isIgnoredPartInfected
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---@param isIgnoredPartInfected boolean
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function ModDataHandler:setIsIgnoredPartInfected(isIgnoredPartInfected)
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self.tocData.isIgnoredPartInfected = isIgnoredPartInfected
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end
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-----------------
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--* Getters *--
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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 ModDataHandler:getIsAnyLimbCut()
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return self.tocData.isAnyLimbCut
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end
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---Get isCut
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---@param limbName string
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---@return boolean
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function ModDataHandler:getIsCut(limbName)
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return self.tocData[limbName].isCut
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end
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---Get isIgnoredPartInfected
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---@return boolean
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function ModDataHandler:getIsIgnoredPartInfected()
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return self.tocData.isIgnoredPartInfected
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end
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---Get isVisible
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---@return boolean
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function ModDataHandler:getIsVisible(limbName)
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return self.tocData[limbName].isVisible
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end
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--* Limbs data handling *--
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---Set a limb and its dependend limbs as cut
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---@param limbName string
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---@param isOperated boolean
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---@param isCicatrized boolean
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---@param isCauterized boolean
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---@param surgeonFactor number?
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function ModDataHandler:setCutLimb(limbName, isOperated, isCicatrized, isCauterized, surgeonFactor)
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local cicatrizationTime = 0
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if isCicatrized == false or isCauterized == false then
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cicatrizationTime = StaticData.LIMBS_CICATRIZATION_TIME[limbName] - surgeonFactor
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end
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---@type partData
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local params = {isCut = true, isInfected = false, isOperated = isOperated, isCicatrized = isCicatrized, isCauterized = isCauterized, isVisible = true}
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self:setLimbParams(limbName, params, cicatrizationTime)
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for i=1, #StaticData.LIMBS_DEPENDENCIES[limbName] do
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local dependedLimbName = StaticData.LIMBS_DEPENDENCIES[limbName][i]
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-- We don't care about isOperated, isCicatrized, isCauterized since this is depending on another limb
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-- Same story for cicatrizationTime, which will be 0
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self:setLimbParams(dependedLimbName, {isCut = true, isInfected = false, isVisible = false}, 0)
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end
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-- Set that a limb has been cut, to activate some functions without having to loop through the parts
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self:setIsAnyLimbCut(true)
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end
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---Internal use only, set a limb data
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---@param limbName string
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---@param ampStatus partData {isCut, isInfected, isOperated, isCicatrized, isCauterized, isVisible}
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---@param cicatrizationTime integer?
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---@private
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function ModDataHandler:setLimbParams(limbName, ampStatus, cicatrizationTime)
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local limbData = self.tocData[limbName]
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if ampStatus.isCut ~= nil then limbData.isCut = ampStatus.isCut end
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if ampStatus.isInfected ~= nil then limbData.isInfected = ampStatus.isInfected end
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if ampStatus.isOperated ~= nil then limbData.isOperated = ampStatus.isOperated end
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if ampStatus.isCicatrized ~= nil then limbData.isCicatrized = ampStatus.isCicatrized end
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if ampStatus.isCauterized ~= nil then limbData.isCauterized = ampStatus.isCauterized end
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if ampStatus.isVisible ~= nil then limbData.isVisible = ampStatus.isVisible end
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if cicatrizationTime ~= nil then limbData.cicatrizationTime = cicatrizationTime end
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end
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---@return ModDataHandler
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function ModDataHandler.GetInstance()
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if ModDataHandler.instance ~= nil then
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return ModDataHandler.instance
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else
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return ModDataHandler:new(getPlayer())
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end
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end
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return ModDataHandler
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