Reworked some stuff for MP
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@@ -15,61 +15,36 @@ local StaticData = require("TOC/StaticData")
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---@field playerObj IsoPlayer
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local PlayerHandler = {}
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PlayerHandler.amputatedLimbs = {}
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---Setup the Player Handler and 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.SetupModData(playerObj, isForced)
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PlayerHandler.playerObj = playerObj
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function PlayerHandler.InitializePlayer(playerObj, isForced)
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local username = playerObj:getUsername()
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TOC_DEBUG.print("initializing " .. username)
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local modDataHandler = ModDataHandler:new(username, 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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PlayerHandler.amputatedLimbs[username] = {}
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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 ModDataHandler.GetInstance():getIsCut(limbName) then
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PlayerHandler.AddLocalAmputatedLimb(limbName)
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if modDataHandler:getIsCut(limbName) then
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PlayerHandler.AddLocalAmputatedLimb(username, 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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--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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---Setup TOC mod data to a local client
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---@param playerObj IsoPlayer
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---@param isForced boolean?
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function PlayerHandler.SetupModData(playerObj, isForced)
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local tocData = playerObj:getModData()[StaticData.MOD_NAME]
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if isForced or tocData == nil or tocData.Hand_L == nil or tocData.Hand_L.isCut == nil then
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local modData = 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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---@type partData
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local defaultParams = {isCut = false, isInfected = false, isOperated = false, isCicatrized = false, isCauterized = false, isVisible = false}
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-- We're gonna make a instance of ModDataHandler to setup this player
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local plUsername = playerObj:getUsername()
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local dataHandler = ModDataHandler:new(plUsername, modData[StaticData.MOD_NAME])
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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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dataHandler:setLimbParams(StaticData.LIMBS_STRINGS[i], defaultParams, 0)
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end
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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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@@ -87,9 +62,9 @@ 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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TOC_DEBUG.print("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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function PlayerHandler.AddLocalAmputatedLimb(username, limbName)
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TOC_DEBUG.print("added " .. limbName .. " to known amputated limbs for " .. username)
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table.insert(PlayerHandler.amputatedLimbs[username], limbName) -- TODO This should be player specific, not generic
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end
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--* Getters *--
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@@ -108,16 +83,18 @@ 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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local modDataHandler = ModDataHandler.GetInstance()
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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 ModDataHandler.GetInstance():getIsCut(limbName) then
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if modDataHandler:getIsCut(limbName) then
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bodyPart:SetBitten(false)
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else
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ModDataHandler.GetInstance():setIsInfected(limbName, true)
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modDataHandler:setIsInfected(limbName, true)
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end
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end
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end
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