Reorganizing
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154
media/lua/client/TOC/Handlers/PlayerHandler.lua
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154
media/lua/client/TOC/Handlers/PlayerHandler.lua
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local CommonMethods = require("TOC/CommonMethods")
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local StaticData = require("TOC/StaticData")
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-----------
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-- TODO We should instantiate this anyway if we want to keep track of cut limbs here. Doing so, we would be able to handle other players too
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-- LIST OF STUFF THAT THIS CLASS NEEDS TO DO
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-- Keep track of cut limbs so that we don't have to loop through all of them all the time
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-- Update current player status (infection checks)
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-- handle stats increase\decrease
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---@class PlayerHandler
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---@field modDataHandler ModDataHandler
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---@field playerObj IsoPlayer
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local PlayerHandler = {}
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---Setup player modData
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---@param _ nil
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---@param playerObj IsoPlayer
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---@param isForced boolean?
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function PlayerHandler.InitializePlayer(_, playerObj, isForced)
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PlayerHandler.modDataHandler = ModDataHandler:new(playerObj) -- TODO This isn't gonna work for MP purposes
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PlayerHandler.modDataHandler:setup(isForced)
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PlayerHandler.playerObj = playerObj
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-- Calculate amputated limbs at startup
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PlayerHandler.amputatedLimbs = {}
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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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if PlayerHandler.modDataHandler:getIsCut(limbName) then
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PlayerHandler.AddLocalAmputatedLimb(limbName)
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end
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end
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-- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too
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if isForced then
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ISHealthPanel.highestAmputations = {}
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local ItemsHandler = require("TOC/Handlers/ItemsHandler")
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ItemsHandler.DeleteAllOldAmputationItems(playerObj)
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end
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end
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---Handles the traits
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---@param playerObj IsoPlayer
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function PlayerHandler.ManageTraits(playerObj)
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local AmputationHandler = require("Handlers/TOC_AmputationHandler")
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for k, v in pairs(StaticData.TRAITS_BP) do
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if playerObj:HasTrait(k) then
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-- Once we find one, we should be done.
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local tempHandler = AmputationHandler:new(v)
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tempHandler:execute(false) -- No damage
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tempHandler:close()
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return
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end
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end
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end
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---Cache the currently amputated limbs
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---@param limbName string
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function PlayerHandler.AddLocalAmputatedLimb(limbName)
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print("TOC: added " .. limbName .. " to known amputated limbs")
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table.insert(PlayerHandler.amputatedLimbs, limbName) -- TODO This should be player specific, not generic
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end
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--* Getters *--
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---Get a table with the strings of the cached amputated limbs
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---@return table
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function PlayerHandler.GetAmputatedLimbs()
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return PlayerHandler.amputatedLimbs or {}
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end
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--* Events *--
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---Check if the player has an infected (as in, zombie infection) body part
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---@param character IsoGameCharacter
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function PlayerHandler.CheckInfection(character)
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-- This fucking event barely works. Bleeding seems to be the only thing that triggers it
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if character ~= getPlayer() then return end
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local bd = character:getBodyDamage()
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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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local bptEnum = StaticData.BODYPARTSTYPES_ENUM[limbName]
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local bodyPart = bd:getBodyPart(bptEnum)
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if bodyPart:bitten() or bodyPart:IsInfected() then
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if PlayerHandler.modDataHandler:getIsCut(limbName) then
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bodyPart:SetBitten(false)
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else
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PlayerHandler.modDataHandler:setIsInfected(limbName, true)
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end
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end
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end
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-- Check other body parts that are not included in the mod, if there's a bite there then the player is fucked
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-- We can skip this loop if the player has been infected. The one before we kinda need it to handle correctly the bites in case the player wanna cut stuff off anyway
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if PlayerHandler.modDataHandler:getIsIgnoredPartInfected() then return end
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for i=1, #StaticData.IGNORED_PARTS_STRINGS do
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local bodyPartType = BodyPartType[StaticData.IGNORED_PARTS_STRINGS[i]]
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local bodyPart = bd:getBodyPart(bodyPartType)
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if bodyPart and (bodyPart:bitten() or bodyPart:IsInfected()) then
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PlayerHandler.modDataHandler:setIsIgnoredPartInfected(true)
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end
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end
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end
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Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection)
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--* Overrides *--
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local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
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--- Adjust time
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function ISBaseTimedAction:adjustMaxTime(maxTime)
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local time = og_ISBaseTimedAction_adjustMaxTime(self, maxTime)
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local modDataHandler = ModDataHandler.GetInstance()
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if time ~= -1 and modDataHandler and modDataHandler:getIsAnyLimbCut() then
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local pl = getPlayer()
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for i=1, #PlayerHandler.amputatedLimbs do
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local limbName = PlayerHandler.amputatedLimbs[i]
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if modDataHandler:getIsCut(limbName) then
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local perk = Perks["Side_" .. CommonMethods.GetSide(limbName)]
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local perkLevel = pl:getPerkLevel(perk)
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local perkLevelScaled
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if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end
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time = time * (StaticData.LIMBS_TIME_MULTIPLIER[limbName] - perkLevelScaled)
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end
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end
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end
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return time
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end
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local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform
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--- After each action, level up perks
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function ISBaseTimedAction:perform()
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og_ISBaseTimedAction_perform(self)
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if PlayerHandler.modDataHandler:getIsAnyLimbCut() then
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for side, _ in pairs(StaticData.SIDES_STRINGS) do
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local limbName = "Hand_" .. side
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if ModDataHandler.GetInstance():getIsCut(limbName) then
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PlayerHandler.playerObj:getXp():AddXP(Perks["Side_" .. side], 2) -- TODO Make it dynamic
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end
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end
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end
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end
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return PlayerHandler
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