Bunch of stuff for the UI
BIN
dev_stuff/healthPanelHide.psd
Normal file
@@ -39,8 +39,6 @@ end
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function Main.Start()
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Main.SetupTraits()
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-- Starts initialization for local client
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Events.OnCreatePlayer.Add(PlayerHandler.InitializePlayer)
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@@ -1,13 +1,14 @@
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local StaticData = require("TOC_StaticData")
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----------------
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---@alias amputationTable { isCut : boolean?, isInfected : boolean?, isOperated : boolean?, isCicatrized : boolean?, isCauterized : boolean?, isDependant : boolean? }
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---@alias partData { isCut : boolean?, isInfected : boolean?, isOperated : boolean?, isCicatrized : boolean?, isCauterized : boolean?, isDependant : 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}
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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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@@ -18,6 +19,7 @@ function ModDataHandler:new(playerObj)
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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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@@ -25,9 +27,10 @@ function ModDataHandler:new(playerObj)
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end
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---Setup a newly instanced ModDataHandler
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function ModDataHandler:setup()
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local modData = self.playerObj:getModData()[StaticData.MOD_NAME]
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if modData == nil or modData.Hand_L == nil or modData.Hand_L.isCut == nil then
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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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@@ -44,7 +47,7 @@ function ModDataHandler:createData()
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isIgnoredPartInfected = false
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}
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---@type amputationTable
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---@type partData
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local defaultParams = {isCut = false, isInfected = false, isOperated = false, isCicatrized = false, isCauterized = false, isDependant = false}
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@@ -54,6 +57,8 @@ function ModDataHandler:createData()
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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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self.tocData = self.playerObj:getModData()[StaticData.MOD_NAME]
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end
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@@ -64,20 +69,20 @@ end
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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.playerObj:getModData()[StaticData.MOD_NAME][limbName].isCut = 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.playerObj:getModData()[StaticData.MOD_NAME][limbName].isInfected = isInfected
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self.tocData[limbName].isInfected = isInfected
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end
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---Set isInfected
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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.playerObj:getModData()[StaticData.MOD_NAME].setIsIgnoredPartInfected = isIgnoredPartInfected
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self.tocData.isIgnoredPartInfected = isIgnoredPartInfected
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end
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-----------------
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@@ -86,13 +91,13 @@ end
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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.playerObj:getModData()[StaticData.MOD_NAME][limbName].isCut
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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.playerObj:getModData()[StaticData.MOD_NAME].isIgnoredPartInfected
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return self.tocData.isIgnoredPartInfected
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end
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@@ -112,12 +117,10 @@ function ModDataHandler:setCutLimb(limbName, isOperated, isCicatrized, isCauteri
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cicatrizationTime = StaticData.LIMBS_CICATRIZATION_TIME[limbName] - surgeonFactor
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end
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---@type amputationTable
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---@type partData
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local params = {isCut = true, isInfected = false, isOperated = isOperated, isCicatrized = isCicatrized, isCauterized = isCauterized, isDependant = false}
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self:setLimbParams(limbName, params, cicatrizationTime)
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local t = StaticData.LIMBS_DEPENDENCIES
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print(t)
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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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@@ -125,16 +128,19 @@ function ModDataHandler:setCutLimb(limbName, isOperated, isCicatrized, isCauteri
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-- Same story for cicatrizationTime, which will be 0
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self:setLimbParams(dependedLimbName, {isCut = true, isInfected = false, isDependant = true}, 0)
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end
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-- Set the highest amputation and caches them.
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ISHealthPanel.GetHighestAmputation()
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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 amputationTable {isCut, isInfected, isOperated, isCicatrized, isCauterized, isDependant}
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---@param ampStatus partData {isCut, isInfected, isOperated, isCicatrized, isCauterized, isDependant}
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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.playerObj:getModData()[StaticData.MOD_NAME][limbName]
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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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@@ -9,9 +9,15 @@ 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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function PlayerHandler.InitializePlayer(_, playerObj)
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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)
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PlayerHandler.modDataHandler:setup()
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PlayerHandler.modDataHandler:setup(isForced)
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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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end
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end
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---Cut a limb for a trait
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@@ -78,7 +78,11 @@ end
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StaticData.HEALTH_PANEL_TEXTURES = {
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Hand_L = getTexture("media/ui/Hand_L.png"),
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ForeArm_L = getTexture("media/ui/ForeArm_L.png"),
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UpeerArm_L = getTexture("media/ui/UpperArm_L.png")
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UpeerArm_L = getTexture("media/ui/UpperArm_L.png"),
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Hand_R = getTexture("media/ui/Hand_R.png"),
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ForeArm_R = getTexture("media/ui/ForeArm_R.png"),
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UpeerArm_R = getTexture("media/ui/UpperArm_R.png")
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}
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@@ -10,12 +10,10 @@ TestFramework.registerTestModule("Functionality", "Amputation", function()
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local Tests = {}
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function Tests.InitializePlayer()
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return true
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-- TODO This breaks the Test Framework mod for some reason.
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-- local pl = getPlayer()
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-- PlayerHandler.InitializePlayer(nil, pl)
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-- return true
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local pl = getPlayer()
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PlayerHandler.InitializePlayer(_, pl, true)
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return true
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end
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function Tests.CutLeftHand()
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@@ -39,11 +39,11 @@ end
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-- TODO We need male variations
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---@return {partL : string?, partR : string?}
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local function GetHighestAmputation()
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function ISHealthPanel.GetHighestAmputation()
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-- TODO Cache this instead of doing it here!
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local tab = {}
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ISHealthPanel.highestAmputations = {}
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local prevDepSize = {}
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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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@@ -51,20 +51,19 @@ local function GetHighestAmputation()
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if string.find(limbName, "_L") then index = "L" else index = "R" end
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if PlayerHandler.modDataHandler:getIsCut(limbName) then
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if tab[index] ~= nil then
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if ISHealthPanel.highestAmputations[index] ~= nil then
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local cDependencySize = #StaticData.LIMBS_DEPENDENCIES[limbName]
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if cDependencySize > prevDepSize[index] then
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tab[index] = limbName
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ISHealthPanel.highestAmputations[index] = limbName
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prevDepSize[index] = StaticData.LIMBS_DEPENDENCIES[limbName]
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end
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else
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tab[index] = limbName
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ISHealthPanel.highestAmputations[index] = limbName
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prevDepSize[index] = #StaticData.LIMBS_DEPENDENCIES[limbName]
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end
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end
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end
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return tab
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end
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@@ -74,21 +73,25 @@ function ISHealthPanel:render()
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-- TODO Handle another player health panel
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local highestAmputations = GetHighestAmputation()
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-- Left Texture
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if highestAmputations["L"] then
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local textureL = StaticData.HEALTH_PANEL_TEXTURES[highestAmputations["L"]]
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self:drawTextureScaled(textureL, self.healthPanel.x/2 - 2, self.healthPanel.y/2, 123, 302, 1, 1, 0, 0)
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end
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if highestAmputations["R"] then
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if ISHealthPanel.highestAmputations then
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-- Left Texture
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if ISHealthPanel.highestAmputations["L"] then
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local textureL = StaticData.HEALTH_PANEL_TEXTURES[ISHealthPanel.highestAmputations["L"]]
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self:drawTextureScaled(textureL, self.healthPanel.x/2 - 2, self.healthPanel.y/2, 123, 302, 1, 1, 0, 0)
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end
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-- Right Texture
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if ISHealthPanel.highestAmputations["R"] then
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local textureR = StaticData.HEALTH_PANEL_TEXTURES[ISHealthPanel.highestAmputations["R"]]
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self:drawTextureScaled(textureR, self.healthPanel.x/2 - 2, self.healthPanel.y/2, 123, 302, 1, 1, 0, 0)
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end
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else
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ISHealthPanel.GetHighestAmputation()
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end
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-- Right Texture
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end
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BIN
media/ui/ForeArm_R.png
Normal file
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After Width: | Height: | Size: 3.1 KiB |
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Before Width: | Height: | Size: 3.7 KiB After Width: | Height: | Size: 3.8 KiB |
BIN
media/ui/Hand_R.png
Normal file
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After Width: | Height: | Size: 3.3 KiB |
BIN
media/ui/UpperArm_R.png
Normal file
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After Width: | Height: | Size: 3.2 KiB |
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Before Width: | Height: | Size: 3.4 KiB |
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Before Width: | Height: | Size: 2.0 KiB |