Added tests for blood on limbs
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@@ -145,8 +145,8 @@ end
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local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
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function ISClothingExtraAction:perform()
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--local extraItem = InventoryItemFactory.CreateItem(self.extra)
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local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, true)
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local extraItem = InventoryItemFactory.CreateItem(self.extra)
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local isProst = ProsthesisHandler.SearchAndSetupProsthesis(extraItem, true)
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local group
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if isProst then
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group = BodyLocations.getGroup("Human")
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@@ -156,28 +156,30 @@ end)
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TestFramework.registerTestModule("Various", "Visuals", function()
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local Tests = {}
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function Tests.AddBloodRightForearm()
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function Tests.AddBloodLeftForearm()
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local playerObj = getPlayer()
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-- local wornItems = playerObj:getWornItems()
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-- local limbName = "ForeArm_R"
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-- local fullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
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local limbName = "ForeArm_L"
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local fullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
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-- for i = 1, wornItems:size() do
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-- local it = wornItems:get(i - 1)
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-- if it then
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-- local wornItem = wornItems:get(i - 1):getItem()
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-- TOC_DEBUG.print(wornItem:getFullType())
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-- if wornItem:getFullType() == fullType then
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-- TOC_DEBUG.print("Found amputation item for " .. limbName)
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-- -- change it here
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-- wornItem:setBloodLevel
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-- wornItem:getVisual():setTextureChoice(texId)
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-- playerObj:resetModelNextFrame() -- necessary to update the model
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-- return
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-- end
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-- end
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-- end
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local item = playerObj:getInventory():FindAndReturn(fullType)
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if instanceof(item, "Clothing") then
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---@cast item Clothing
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print("Found limb to add blood onto")
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item:setBloodLevel(100)
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local coveredParts = BloodClothingType.getCoveredParts(item:getBloodClothingType())
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if coveredParts then
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for j=0,coveredParts:size()-1 do
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item:setBlood(coveredParts:get(j), 100)
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item:setDirt(coveredParts:get(j), 100)
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end
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end
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end
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playerObj:resetModelNextFrame()
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end
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return Tests
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@@ -3,6 +3,7 @@ local StaticData = require("TOC/StaticData")
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-- Since amputations are actually clothing items, we need to override ISWashYourself to account for that
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-- TODO Clean this up
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local og_ISWashYourself_perform = ISWashYourself.perform
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function ISWashYourself:perform()
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@@ -29,6 +30,11 @@ function ISWashYourself:perform()
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foundItem:setBloodLevel(0)
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foundItem:setDirtyness(0) -- TODO Integrate with other dirtyness
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local coveredParts = BloodClothingType.getCoveredParts(foundItem:getBloodClothingType())
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for j=0, coveredParts:size() - 1 do
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foundItem:setBlood(coveredParts:get(j), 0)
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foundItem:setDirt(coveredParts:get(j), 0)
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end
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end
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end
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@@ -38,3 +44,37 @@ function ISWashYourself:perform()
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end
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local og_ISWashYourself_GetRequiredWater = ISWashYourself.GetRequiredWater
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---@param character IsoPlayer
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---@return integer
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function ISWashYourself.GetRequiredWater(character)
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local units = og_ISWashYourself_GetRequiredWater(character)
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(character:getUsername())
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local plInv = character:getInventory()
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for limbName, _ in pairs(amputatedLimbs) do
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TOC_DEBUG.print("Checking if " .. limbName .. " is in inventory and washing it")
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-- get clothing item
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local item = plInv:FindAndReturn(StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
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if item and instanceof(item, "Clothing") then
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local coveredParts = BloodClothingType.getCoveredParts(item:getBloodClothingType())
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if coveredParts then
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for i=1,coveredParts:size() do
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local part = coveredParts:get(i-1)
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if item:getBlood(part) > 0 then
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units = units + 1
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end
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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 units
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end
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