Big todos and double amputations for zombies
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@@ -9,6 +9,15 @@ local function PredicateAmputationItems(item)
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end
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local function PredicateAmputationItemLeft(item)
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return item:getType():contains("Amputation_") and item:getType():contains("_L")
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end
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local function PredicateAmputationItemRight(item)
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return item:getType():contains("Amputation_") and item:getType():contains("_R")
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end
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---@param zombie IsoZombie|IsoGameCharacter|IsoMovingObject|IsoObject
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---@return integer trueID
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local function GetZombieID(zombie)
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@@ -25,69 +34,105 @@ local function GetZombieID(zombie)
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return trueID
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end
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-------------------------------
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---@param zombie IsoZombie
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function HandleZombiesAmputations(zombie, character, bodyPartType, handWeapon)
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local function SpawnAmputation(zombie, side)
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local index = ZombRand(1, #StaticData.PARTS_STR)
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local limb = StaticData.PARTS_STR[index] .. "_" .. side
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local amputationFullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limb
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ItemsController.Zombie.SpawnAmputationItem(zombie, amputationFullType)
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-- Add reference and transmit it to server
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local pID = GetZombieID(zombie)
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local zombieKey = CommandsData.GetZombieKey()
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local zombiesMD = ModData.getOrCreate(zombieKey)
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if zombiesMD[pID] == nil then zombiesMD[pID] = {} end
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zombiesMD[pID][side] = amputationFullType
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ModData.add(zombieKey, zombiesMD)
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ModData.transmit(zombieKey)
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end
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-------------------------------
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---@param player IsoGameCharacter
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---@param zombie IsoZombie
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function HandleZombiesAmputations(player, zombie, handWeapon, damage)
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if not instanceof(zombie, "IsoZombie") or not instanceof(player, "IsoPlayer") then return end
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if player ~= getPlayer() then return end
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if damage < 3 or ZombRand(0,100) < 25 then return end
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local zombieInv = zombie:getInventory()
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local foundItem = zombieInv:containsEvalRecurse(PredicateAmputationItems)
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if foundItem then
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print("Item already in")
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-- Check left or right
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local leftItem = zombieInv:containsEval(PredicateAmputationItemLeft)
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if not leftItem then
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SpawnAmputation(zombie, "L")
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return
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else
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local clothingItemFullTypes = {}
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-- Common function?
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for i=1, #StaticData.LIMBS_STR do
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local limbName = StaticData.LIMBS_STR[i]
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local clothingName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
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table.insert(clothingItemFullTypes, clothingName)
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end
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local index = ZombRand(1, #clothingItemFullTypes)
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local amputationFullType = clothingItemFullTypes[index]
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end
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ItemsController.Zombie.SpawnAmputationItem(zombie, amputationFullType)
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-- TODO Add reference and transmit it to server
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local pID = GetZombieID(zombie)
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local zombieKey = CommandsData.GetZombieKey()
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local zombiesMD = ModData.getOrCreate(zombieKey)
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zombiesMD[pID] = amputationFullType
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ModData.add(zombieKey, zombiesMD)
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ModData.transmit(zombieKey)
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local rightItem = zombieInv:containsEval(PredicateAmputationItemRight)
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if not rightItem then
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SpawnAmputation(zombie, "R")
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return
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end
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end
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Events.OnHitZombie.Add(HandleZombiesAmputations)
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Events.OnWeaponHitCharacter.Add(HandleZombiesAmputations)
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-----------------------------
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local localOnlyZombiesMD
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local function SetupZombiesModData()
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local zombieKey = CommandsData.GetZombieKey()
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localOnlyZombiesMD = ModData.getOrCreate(zombieKey)
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end
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Events.OnInitGlobalModData.Add(SetupZombiesModData)
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---@param zombie IsoZombie
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local function ReapplyAmputation(zombie)
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local zombieKey = CommandsData.GetZombieKey()
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local zombiesMD = ModData.getOrCreate(zombieKey)
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local pID = GetZombieID(zombie)
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-- TODO Remove already checked zombies
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if zombiesMD[pID] ~= nil then
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if localOnlyZombiesMD[pID] ~= nil then
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-- check if zombie has amputation
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local fullType = zombiesMD[pID]
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local zombiesAmpData = localOnlyZombiesMD[pID]
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local zombieInv = zombie:getInventory()
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local foundItem = zombieInv:containsEvalRecurse(PredicateAmputationItems)
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if foundItem then
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return
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else
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AddZombieAmp(zombie, fullType)
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local leftAmp = zombiesAmpData['L']
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if leftAmp then
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ItemsController.Zombie.SpawnAmputationItem(zombie, leftAmp)
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end
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local rightAmp = zombiesAmpData['R']
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if rightAmp then
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ItemsController.Zombie.SpawnAmputationItem(zombie, rightAmp)
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end
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-- Removes reference, local only
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localOnlyZombiesMD[pID] = nil
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end
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end
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end
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Events.OnZombieUpdate.Add(ReapplyAmputation)
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@@ -12,6 +12,7 @@ require("TOC/Debug")
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local group = BodyLocations.getGroup("Human")
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-- TODO Breaks if both arms are cut with one prost!!!
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-- TODO Breaks even if you have both amputations in general. We need a way to fix this piece of shit before realising
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group:getOrCreateLocation("TOC_Arm_R")
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group:getOrCreateLocation("TOC_Arm_L")
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@@ -24,6 +24,7 @@ StaticData.MOD_NAME = "TOC"
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-------------------------
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--* Base
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StaticData.SIDES_IND_STR = {
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R = "R",
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L = "L"
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@@ -33,6 +34,13 @@ StaticData.PARTS_IND_STR = {
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ForeArm = "ForeArm",
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UpperArm = "UpperArm"
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}
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StaticData.PARTS_STR = {
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"Hand",
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"ForeArm",
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"UpperArm"
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}
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StaticData.MOD_BODYLOCS_BASE_IND_STR = {
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TOC_ArmProst = "TOC_ArmProst",
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TOC_Arm = "TOC_Arm",
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