I think I got almost everything. Now to check it

This commit is contained in:
Pao
2023-01-18 02:56:09 +01:00
parent 45e4aff79d
commit 5b3e10c0db
13 changed files with 352 additions and 378 deletions

View File

@@ -1,5 +1,6 @@
function GetBodyParts()
local bodyparts = { "RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"}
local bodyparts = { "Right_Hand", "Right_LowerArm", "Right_UpperArm",
"Left_Hand", "Left_LowerArm", "Left_UpperArm"}
return bodyparts
end
@@ -18,25 +19,35 @@ function GetOtherBodyPartTypes()
end
function FindTocDataPartNameFromBodyPartType(toc_data, bodyPartType)
if bodyPartType == BodyPartType.Hand_R then return toc_data.RightHand
elseif bodyPartType == BodyPartType.ForeArm_R then return toc_data.RightForearm
elseif bodyPartType == BodyPartType.UpperArm_R then return toc_data.RightArm
elseif bodyPartType == BodyPartType.Hand_L then return toc_data.LeftHand
elseif bodyPartType == BodyPartType.ForeArm_L then return toc_data.LeftForearm
elseif bodyPartType == BodyPartType.UpperArm_L then return toc_data.LeftArm
function GetAcceptingProsthesisBodyPartTypes()
return {BodyPartType.Hand_R, BodyPartType.ForeArm_R,
BodyPartType.Hand_L, BodyPartType.ForeArm_L}
end
-- TODO Change name
function FindTocDataPartNameFromBodyPartType(toc_limbs_data, bodyPartType)
if bodyPartType == BodyPartType.Hand_R then return toc_limbs_data.Right_Hand
elseif bodyPartType == BodyPartType.ForeArm_R then return toc_limbs_data.Right_LowerArm
elseif bodyPartType == BodyPartType.UpperArm_R then return toc_limbs_data.Right_UpperArm
elseif bodyPartType == BodyPartType.Hand_L then return toc_limbs_data.Left_Hand
elseif bodyPartType == BodyPartType.ForeArm_L then return toc_limbs_data.Left_LowerArm
elseif bodyPartType == BodyPartType.UpperArm_L then return toc_limbs_data.Left_UpperArm
else return nil
end
end
function FindTocBodyPartNameFromBodyPartType(bodyPartType)
if bodyPartType == BodyPartType.Hand_R then return "RightHand"
elseif bodyPartType == BodyPartType.ForeArm_R then return "RightForearm"
elseif bodyPartType == BodyPartType.UpperArm_R then return "RightArm"
elseif bodyPartType == BodyPartType.Hand_L then return "LeftHand"
elseif bodyPartType == BodyPartType.ForeArm_L then return "LeftForearm"
elseif bodyPartType == BodyPartType.UpperArm_L then return "LeftArm"
if bodyPartType == BodyPartType.Hand_R then return "Right_Hand"
elseif bodyPartType == BodyPartType.ForeArm_R then return "Right_LowerArm"
elseif bodyPartType == BodyPartType.UpperArm_R then return "Right_UpperArm"
elseif bodyPartType == BodyPartType.Hand_L then return "Left_Hand"
elseif bodyPartType == BodyPartType.ForeArm_L then return "Left_LowerArm"
elseif bodyPartType == BodyPartType.UpperArm_L then return "Left_UpperArm"
else return nil
end
end

View File

@@ -4,121 +4,131 @@ function TestStuffToc()
local mod_data = player:getModData().TOC
mod_data.TOC = {}
mod_data.TOC = {
if mod_data.TOC == nil then
mod_data.TOC = {}
Limbs = {},
Prosthesis = {},
Generic = {},
}
mod_data.TOC = {
Limbs = {},
Prosthesis = {},
Generic = {},
}
--------
-- NEW NAMING SCHEME
--------
-- NEW NAMING SCHEME
---- Amputations
---- Amputations
-- Amputation_Left_Hand
-- Amputation_Right_UpperArm
-- Amputation_Left_Hand
-- Amputation_Right_UpperArm
---- Prosthesis to equip
-- Prost_Left_Hand_MetalHook
-- Prost_Right_Forearm_WoodenHook
---- Prosthesis to equip
-- Prost_Left_Hand_MetalHook
-- Prost_Right_Forearm_WoodenHook
--- Objects
-- Prost_Object_WoddenHook
--- Objects
-- Prost_Object_WoddenHook
local sides = {"Left", "Right"}
local limbs = {"Hand", "LowerArm", "UpperArm"} -- Let's follow their naming
local sides = {"Left", "Right"}
local limbs = {"Hand", "LowerArm", "UpperArm"} -- Let's follow their naming
local prosthesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
local prosthesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_hand = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_lowerarm = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_upperarm = {} -- For future stuff
local accepted_prosthesis_hand = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_lowerarm = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_upperarm = {} -- For future stuff
for _, side in ipairs(sides) do
for _, limb in ipairs(limbs) do
for _, side in ipairs(sides) do
for _, limb in ipairs(limbs) do
local part_name = side .. "_" .. limb
local part_name = side .. "_" .. limb
mod_data.TOC.Limbs[part_name].is_cut = false
mod_data.TOC.Limbs[part_name].is_infected = false
mod_data.TOC.Limbs[part_name].is_operated = false
mod_data.TOC.Limbs[part_name].is_cicatrized = false
mod_data.TOC.Limbs[part_name].is_cauterized = false
mod_data.TOC.Limbs[part_name].is_amputation_shown = false
mod_data.TOC.Limbs[part_name].is_cut = false
mod_data.TOC.Limbs[part_name].is_infected = false
mod_data.TOC.Limbs[part_name].is_operated = false
mod_data.TOC.Limbs[part_name].is_cicatrized = false
mod_data.TOC.Limbs[part_name].is_cauterized = false
mod_data.TOC.Limbs[part_name].is_amputation_shown = false
mod_data.TOC.Limbs[part_name].cicatrization_time = 0
mod_data.TOC.Limbs[part_name].cicatrization_time = 0
mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
mod_data.TOC.Limbs[part_name].prosthesis_factor = 1.0
mod_data.TOC.Limbs[part_name].prosthesis_material_id = nil
mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
mod_data.TOC.Limbs[part_name].prosthesis_factor = 1.0
mod_data.TOC.Limbs[part_name].prosthesis_material_id = nil
-- Even if there are some duplicates, this is just easier in the end since we're gonna get fairly easily part_name
if limb == "Hand" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1700
mod_data.TOC.Limbs[part_name].depends_on = {}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_hand
elseif limb == "LowerArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1800
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_lowerarm
elseif limb == "UpperArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand", side .. "_LowerArm",}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_upperarm
-- Even if there are some duplicates, this is just easier in the end since we're gonna get fairly easily part_name
if limb == "Hand" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1700
mod_data.TOC.Limbs[part_name].depends_on = {}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_hand
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.5
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.3
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
elseif limb == "LowerArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1800
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_lowerarm
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.65
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.45
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.25
elseif limb == "UpperArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand", side .. "_LowerArm",}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_upperarm
end
end
end
end
for _, v in ipairs(prosthesis_list) do
-- Setup traits
if player:HasTrait("Amputee_Hand") then
mod_data.TOC.Prosthesis[v].prosthesis_factor = 1.0 -- Default
mod_data.TOC.Limbs[v].prosthesis_material_id = nil -- Set texture?
-- TODO Something else?
-- TODO override AddItem so we can change the texture dynamically based on skin color
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_Hand")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_Hand.is_cut = true
mod_data.TOC.Left_Hand.is_operated = true
mod_data.TOC.Left_Hand.is_amputation_shown = true
mod_data.TOC.Left_Hand.is_cicatrized = true
elseif player:HasTrait("Amputee_LowerArm") then
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_LowerArm")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_LowerArm.is_cut = true
mod_data.TOC.Left_LowerArm.is_operated = true
mod_data.TOC.Left_LowerArm.is_amputation_shown = true
mod_data.TOC.Left_LowerArm.is_cicatrized = true
elseif player:HasTrait("Amputee_UpperArm") then
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_UpperArm")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_UpperArm.is_cut = true
mod_data.TOC.Left_UpperArm.is_operated = true
mod_data.TOC.Left_UpperArm.is_amputation_shown = true
mod_data.TOC.Left_UpperArm.is_cicatrized = true
end
end
-- Setup traits
if player:HasTrait("Amputee_Hand") then
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_Hand")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_Hand.is_cut = true
mod_data.TOC.Left_Hand.is_operated = true
mod_data.TOC.Left_Hand.is_amputation_shown = true
mod_data.TOC.Left_Hand.is_cicatrized = true
elseif player:HasTrait("Amputee_LowerArm") then
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_LowerArm")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_LowerArm.is_cut = true
mod_data.TOC.Left_LowerArm.is_operated = true
mod_data.TOC.Left_LowerArm.is_amputation_shown = true
mod_data.TOC.Left_LowerArm.is_cicatrized = true
elseif player:HasTrait("Amputee_UpperArm") then
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_UpperArm")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_UpperArm.is_cut = true
mod_data.TOC.Left_UpperArm.is_operated = true
mod_data.TOC.Left_UpperArm.is_amputation_shown = true
mod_data.TOC.Left_UpperArm.is_cicatrized = true
end
end

View File

@@ -36,11 +36,11 @@ end
------------------------------
-- UI Visible stuff functions
local function GetImageName(part_name, toc_data)
local part_data = toc_data[part_name];
local part_data = toc_data.Limbs[part_name]
local name = ""
if part_data.is_cut and part_data.is_cicatrized and part_data.is_prosthesis_equipped then -- Cut and equip
if part_name == "RightHand" or part_name == "LeftHand" then
if part_name == "Right_Hand" or part_name == "Left_Hand" then
name = "media/ui/TOC/" .. part_name .. "/Hook.png"
else
name = "media/ui/TOC/" .. part_name .. "/Prothesis.png"
@@ -60,12 +60,12 @@ local function GetImageName(part_name, toc_data)
end
-- If foreaerm equip, change hand
if part_name == "RightHand" and toc_data["RightForearm"].is_prosthesis_equipped then
if part_name == "Right_Hand" and toc_data["Right_LowerArm"].is_prosthesis_equipped then
name = "media/ui/TOC/" .. part_name .. "/Hook.png"
elseif part_name == "LeftHand" and toc_data["LeftForearm"].is_prosthesis_equipped then
elseif part_name == "Left_Hand" and toc_data["Left_LowerArm"].is_prosthesis_equipped then
name = "media/ui/TOC/" .. part_name .. "/Hook.png"
end
return name;
return name
end
@@ -221,28 +221,28 @@ function CreateTocMainUI()
main_ui:setWidthPercent(0.1)
main_ui:addImageButton("b11", "", OnClickTocMainUI)
main_ui["b11"]:addArg("part_name", "RightArm")
main_ui["b11"]:addArg("part_name", "Right_UpperArm")
main_ui:addImageButton("b12", "", OnClickTocMainUI)
main_ui["b12"]:addArg("part_name", "LeftArm")
main_ui["b12"]:addArg("part_name", "Left_UpperArm")
main_ui:nextLine()
main_ui:addImageButton("b21", "", OnClickTocMainUI)
main_ui["b21"]:addArg("part_name", "RightForearm")
main_ui["b21"]:addArg("part_name", "Right_LowerArm")
main_ui:addImageButton("b22", "", OnClickTocMainUI)
main_ui["b22"]:addArg("part_name", "LeftForearm")
main_ui["b22"]:addArg("part_name", "Left_LowerArm")
main_ui:nextLine()
main_ui:addImageButton("b31", "", OnClickTocMainUI)
main_ui["b31"]:addArg("part_name", "RightHand")
main_ui["b31"]:addArg("part_name", "Right_Hand")
main_ui:addImageButton("b32", "", OnClickTocMainUI)
main_ui["b32"]:addArg("part_name", "LeftHand")
main_ui["b32"]:addArg("part_name", "Left_Hand")
main_ui:saveLayout()
@@ -353,14 +353,14 @@ function SetupTocMainUI(surgeon, patient, toc_data)
main_ui["b31"]:addArg("toc_data", toc_data)
main_ui["b32"]:addArg("toc_data", toc_data)
main_ui["b11"]:setPath(GetImageName("RightArm", toc_data))
main_ui["b12"]:setPath(GetImageName("LeftArm", toc_data))
main_ui["b11"]:setPath(GetImageName("Right_UpperArm", toc_data))
main_ui["b12"]:setPath(GetImageName("Left_UpperArm", toc_data))
main_ui["b21"]:setPath(GetImageName("RightForearm", toc_data))
main_ui["b22"]:setPath(GetImageName("LeftForearm", toc_data))
main_ui["b21"]:setPath(GetImageName("Right_LowerArm", toc_data))
main_ui["b22"]:setPath(GetImageName("Left_LowerArm", toc_data))
main_ui["b31"]:setPath(GetImageName("RightHand", toc_data))
main_ui["b32"]:setPath(GetImageName("LeftHand", toc_data))
main_ui["b31"]:setPath(GetImageName("Right_Hand", toc_data))
main_ui["b32"]:setPath(GetImageName("Left_Hand", toc_data))
end
@@ -368,7 +368,7 @@ function SetupTocMainUI(surgeon, patient, toc_data)
end
function SetupTocDescUI(surgeon, patient, toc_data, part_name)
local part_data = toc_data[part_name]
local part_data = toc_data.Limbs[part_name]
desc_ui["textTitle"]:setText(TocGetDisplayText(part_name))
desc_ui.part_name = part_name
desc_ui.surgeon = surgeon
@@ -387,7 +387,7 @@ function SetupTocDescUI(surgeon, patient, toc_data, part_name)
desc_ui["status"]:setColor(1, 0, 1, 0)
-- Another check for UpperArm
if part_name == "RightArm" or part_name == "LeftArm" then
if part_name == "Right_UpperArm" or part_name == "Left_UpperArm" then
desc_ui["b1"]:setVisible(false)
else
desc_ui["b1"]:setText("Equip")
@@ -458,18 +458,18 @@ function SetupTocDescUI(surgeon, patient, toc_data, part_name)
-- Prosthesis Level
if string.find(part_name, "Right") then
local lv = patient:getPerkLevel(Perks.RightHand) + 1
local lv = patient:getPerkLevel(Perks.Right_Hand) + 1
desc_ui["textLV2"]:setText("Level: " .. lv .. " / 10")
local xp = patient:getXp():getXP(Perks.RightHand)
local xp = patient:getXp():getXP(Perks.Right_Hand)
local min, max = FindMinMax(lv)
desc_ui["pbarNLV"]:setMinMax(min, max)
desc_ui["pbarNLV"]:setValue(xp)
else
local lv = patient:getPerkLevel(Perks.LeftHand) + 1
local lv = patient:getPerkLevel(Perks.Left_Hand) + 1
desc_ui["textLV2"]:setText("Level: " .. lv .. " / 10")
local xp = patient:getXp():getXP(Perks.LeftHand)
local xp = patient:getXp():getXP(Perks.Left_Hand)
local min, max = FindMinMax(lv)
desc_ui["pbarNLV"]:setMinMax(min, max)
desc_ui["pbarNLV"]:setValue(xp)

View File

@@ -33,7 +33,7 @@ function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
local body_damage = player:getBodyDamage()
for _, v in ipairs(GetLimbsBodyPartTypes()) do
local toc_bodypart = FindTocDataPartNameFromBodyPartType(toc_data, v)
local toc_bodypart = FindTocDataPartNameFromBodyPartType(toc_data.Limbs, v)
if body_damage:getBodyPart(v):bitten() and toc_bodypart ~= nil then
if toc_bodypart.is_cut == false then
toc_bodypart.is_infected = true
@@ -212,17 +212,21 @@ function TheOnlyCure.UpdateEveryTenMinutes()
if player == nil then
return
end
local toc_data = player:getModData().TOC
local part_data = player:getModData().TOC.Limbs
--Experience for prosthesis
if toc_data.RightHand.is_prosthesis_equipped or toc_data.RightForearm.is_prosthesis_equipped then player:getXp():AddXP(Perks.RightHand, 4) end
if toc_data.LeftHand.is_prosthesis_equipped or toc_data.LeftForearm.is_prosthesis_equipped then player:getXp():AddXP(Perks.LeftHand, 4) end
--Experience for prosthesis user
for _, side in ipairs({"Left", "Right"}) do
if part_data[side .. "_Hand"].is_prosthesis_equipped or part_data[side .. "_LowerArm"].is_prosthesis_equipped then
player:getXp():AddXP(Perks[side .. "_Hand"], 4)
end
-- Updates the cicatrization timesssss
end
-- Updates the cicatrization time
for _, part_name in pairs(GetBodyParts()) do
if toc_data[part_name].is_cut and not toc_data[part_name].is_cicatrized then
toc_data[part_name].cicatrization_time = toc_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic"
if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then
part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic"
end

View File

@@ -14,124 +14,142 @@ Arm = "Arm"
function TheOnlyCure.InitTheOnlyCure(_, player)
local mod_data = player:getModData()
--local toc_data = player:getModData().TOC
if mod_data.TOC == nil then
mod_data.TOC = {}
print("CREATING NEW TOC STUF")
local rightHand = "RightHand"
local rightForearm = "RightForearm"
local rightArm = "RightArm"
local leftHand = "LeftHand"
local leftForearm = "LeftForearm"
local leftArm = "LeftArm"
local prothesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
mod_data.TOC = {
RightHand = {},
RightForearm = {},
RightArm = {},
LeftHand = {},
LeftForearm = {},
LeftArm = {},
is_other_bodypart_infected = false
Limbs = {},
Prosthesis = {},
Generic = {},
}
--------
-- NEW NAMING SCHEME
for _ ,v in pairs(GetBodyParts()) do
mod_data.TOC[v].is_cut = false
mod_data.TOC[v].is_infected = false
mod_data.TOC[v].is_operated = false
mod_data.TOC[v].is_cicatrized = false
mod_data.TOC[v].is_cauterized = false
mod_data.TOC[v].is_amputation_shown = false
---- Amputations
mod_data.TOC[v].cicatrization_time = 0
-- Amputation_Left_Hand
-- Amputation_Right_UpperArm
mod_data.TOC[v].is_prosthesis_equipped = false
mod_data.TOC[v].prosthesis_factor = 1.0
mod_data.TOC[v].prosthesis_material_id = nil
---- Prosthesis to equip
-- Prost_Left_Hand_MetalHook
-- Prost_Right_Forearm_WoodenHook
--- Objects
-- Prost_Object_WoddenHook
local sides = {"Left", "Right"}
local limbs = {"Hand", "LowerArm", "UpperArm"} -- Let's follow their naming
local prosthesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_hand = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_lowerarm = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_upperarm = {} -- For future stuff
for _, side in ipairs(sides) do
for _, limb in ipairs(limbs) do
local part_name = side .. "_" .. limb
mod_data.TOC.Limbs[part_name].is_cut = false
mod_data.TOC.Limbs[part_name].is_infected = false
mod_data.TOC.Limbs[part_name].is_operated = false
mod_data.TOC.Limbs[part_name].is_cicatrized = false
mod_data.TOC.Limbs[part_name].is_cauterized = false
mod_data.TOC.Limbs[part_name].is_amputation_shown = false
mod_data.TOC.Limbs[part_name].cicatrization_time = 0
mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
mod_data.TOC.Limbs[part_name].equipped_prosthesis = {}
-- Even if there are some duplicates, this is just easier in the end since we're gonna get fairly easily part_name
if limb == "Hand" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1700
mod_data.TOC.Limbs[part_name].depends_on = {}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_hand
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.5
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.3
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
elseif limb == "LowerArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1800
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_lowerarm
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.65
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.45
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.25
elseif limb == "UpperArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand", side .. "_LowerArm",}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_upperarm
end
end
end
-- Setup traits
if player:HasTrait("Amputee_Hand") then
-- Manual stuff, just a temporary fix since this is kinda awful
mod_data.TOC[rightHand].depends_on = {}
mod_data.TOC[rightForearm].depends_on = {rightHand}
mod_data.TOC[rightArm].depends_on = { rightHand, rightForearm }
mod_data.TOC[leftHand].depends_on = {}
mod_data.TOC[leftForearm].depends_on = { leftHand }
mod_data.TOC[leftArm].depends_on = { leftHand, leftForearm }
-- Setup cicatrization times
mod_data.TOC[rightHand].cicatrization_base_time = 1700
mod_data.TOC[leftHand].cicatrization_base_time = 1700
mod_data.TOC[rightForearm].cicatrization_base_time = 1800
mod_data.TOC[leftForearm].cicatrization_base_time = 1800
mod_data.TOC[rightArm].cicatrization_base_time = 2000
mod_data.TOC[leftArm].cicatrization_base_time = 2000
-- Setup a table with all the acceptable prosthesis
mod_data.TOC.prosthesis_table = {}
for _, v in ipairs(prothesis_list) do
mod_data.TOC.prosthesis_table[v] = {
material_id = 1,
something = "Something"
}
-- TODO override AddItem so we can change the texture dynamically based on skin color
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_Hand")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_Hand.is_cut = true
mod_data.TOC.Left_Hand.is_operated = true
mod_data.TOC.Left_Hand.is_amputation_shown = true
mod_data.TOC.Left_Hand.is_cicatrized = true
elseif player:HasTrait("Amputee_LowerArm") then
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_LowerArm")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_LowerArm.is_cut = true
mod_data.TOC.Left_LowerArm.is_operated = true
mod_data.TOC.Left_LowerArm.is_amputation_shown = true
mod_data.TOC.Left_LowerArm.is_cicatrized = true
elseif player:HasTrait("Amputee_UpperArm") then
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_UpperArm")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_UpperArm.is_cut = true
mod_data.TOC.Left_UpperArm.is_operated = true
mod_data.TOC.Left_UpperArm.is_amputation_shown = true
mod_data.TOC.Left_UpperArm.is_cicatrized = true
end
-- Traits setup
if player:HasTrait("amputee1") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand")
player:setWornItem(cloth:getBodyLocation(), cloth)
mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true; mod_data.TOC.LeftHand.is_amputation_shown=true; mod_data.TOC.LeftHand.is_cicatrized=true
player:getInventory():AddItem("TOC.MetalHook")
end
if player:HasTrait("amputee2") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noForearm")
player:setWornItem(cloth:getBodyLocation(), cloth)
mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true
mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true; mod_data.TOC.LeftForearm.is_amputation_shown=true; mod_data.TOC.LeftForearm.is_cicatrized=true
player:getInventory():AddItem("TOC.MetalHook")
end
if player:HasTrait("amputee3") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noArm")
player:setWornItem(cloth:getBodyLocation(), cloth)
mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true
mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true
mod_data.TOC.LeftArm.is_cut=true; mod_data.TOC.LeftArm.is_operated=true; mod_data.TOC.LeftArm.is_amputation_shown=true; mod_data.TOC.LeftArm.is_cicatrized=true
player:getInventory():AddItem("TOC.MetalHook")
end
player:transmitModData()
end
end
function TheOnlyCure.DeclareTraits()
local amp1 = TraitFactory.addTrait("amputee1", getText("UI_trait_Amputee1"), -8, getText("UI_trait_Amputee1desc"), false, false)
amp1:addXPBoost(Perks.LeftHand, 4)
local amp2 = TraitFactory.addTrait("amputee2", getText("UI_trait_Amputee2"), -10, getText("UI_trait_Amputee2desc"), false, false)
amp2:addXPBoost(Perks.LeftHand, 4)
local amp3 = TraitFactory.addTrait("amputee3", getText("UI_trait_Amputee3"), -20, getText("UI_trait_Amputee3desc"), false, false)
amp3:addXPBoost(Perks.LeftHand, 4)
local amp1 = TraitFactory.addTrait("Amputee_Hand", getText("UI_trait_Amputee_Hand"), -8, getText("UI_trait_Amputee_Hand_desc"), false, false)
amp1:addXPBoost(Perks.Left_Hand, 4)
local amp2 = TraitFactory.addTrait("Amputee_LowerArm", getText("UI_trait_Amputee_LowerArm"), -10, getText("UI_trait_Amputee_LowerArm_desc"), false, false)
amp2:addXPBoost(Perks.Left_Hand, 4)
local amp3 = TraitFactory.addTrait("Amputee_UpperArm", getText("UI_trait_Amputee_UpperArm"), -20, getText("UI_trait_Amputee_UpperArm_desc"), false, false)
amp3:addXPBoost(Perks.Left_Hand, 4)
TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false, false)
TraitFactory.setMutualExclusive("amputee1", "amputee2")
TraitFactory.setMutualExclusive("amputee1", "amputee3")
TraitFactory.setMutualExclusive("amputee2", "amputee3")
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_LowerArm")
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_UpperArm")
TraitFactory.setMutualExclusive("Amputee_LowerArm", "Amputee_UpperArm")
end

View File

@@ -40,15 +40,15 @@ function ISInstallProsthesis:perform()
return
end
local prosthesis_name =TocFindCorrectClothingProsthesis(self.item:getType(), part_name)
local prosthesis_name =TocFindCorrectClothingProsthesis(prosthesis_base_name, part_name)
self.cloth = self.character:getInventory():AddItem(prosthesis_name)
if self.cloth ~= nil then
if part_name then
toc_data[part_name].is_prosthesis_equipped = true -- TODO should we show that the hand has a prost too if it's installed in the forearm?
toc_data[part_name].prosthesis_factor = TocFindProsthesisFactorFromItem(self.cloth)
toc_data.Limbs[part_name].is_prosthesis_equipped = true -- TODO should we show that the hand has a prost too if it's installed in the forearm?
toc_data.Limbs[part_name].equipped_prosthesis = toc_data.Prosthesis[prosthesis_base_name][part_name]
self.character:getInventory():Remove(self.item)
self.character:setWornItem(self.cloth:getBodyLocation(), self.cloth)

View File

@@ -55,8 +55,8 @@ function ISUninstallProsthesis:perform()
print("Found prost in " .. part_name)
if part_name then
toc_data[part_name].is_prosthesis_equipped = false
toc_data[part_name].prosthesis_factor = 1
toc_data.Limbs[part_name].is_prosthesis_equipped = false
--toc_data.Limbs[part_name].prosthesis_factor = 1 -- TODO This is wrong
--local side = string.gsub(part_name, "Hand" or "Forearm", "")
local item_full_type = self.item:getFullType()

View File

@@ -22,21 +22,22 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
for _, part_name in ipairs(all_body_parts) do
if toc_data[part_name].is_cut then
if toc_data.Limbs[part_name].is_cut then
if toc_data.Limbs[part_name].is_prosthesis_equipped then
modified_max_time = modified_max_time * toc_data.Limbs[part_name].equipped_prosthesis.prosthesis_factor
if toc_data[part_name].is_prosthesis_equipped then
modified_max_time = modified_max_time * toc_data[part_name].prosthesis_factor
else
modified_max_time = modified_max_time * 2
end
if toc_data[part_name].is_cauterized then
if toc_data.Limbs[part_name].is_cauterized then
modified_max_time = modified_max_time * burn_factor
end
-- Perk scaling
if part_name == "RightHand" or part_name == "LeftHand" then
if part_name == "Right_Hand" or part_name == "Left_Hand" then
modified_max_time = modified_max_time * (1 + (9 - self.character:getPerkLevel(Perks[part_name])) / 20 )
end

View File

@@ -1,9 +1,3 @@
function GetBodyParts()
local bodyparts = { "RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"}
return bodyparts
end
-- TODO Find a better name
function GetProsthesisLisHumanReadable()
return {"WoodenHook", "MetalHook", "MetalHand"}
@@ -21,6 +15,8 @@ end
function GetInstallableProsthesisList()
-- TODO Delete this and re do it
-- To make it future proof since i'm gonna add stuff, let's cycle through already known prosthesis
local prosthesis_list = GetProsthesisList()
@@ -45,53 +41,17 @@ function GetInstallableProsthesisList()
end
function GetLimbsBodyPartTypes()
return {BodyPartType.Hand_R, BodyPartType.ForeArm_R, BodyPartType.UpperArm_R,
BodyPartType.Hand_L, BodyPartType.ForeArm_L, BodyPartType.UpperArm_L}
end
function GetOtherBodyPartTypes()
return {BodyPartType.Torso_Upper, BodyPartType.Torso_Lower, BodyPartType.Head, BodyPartType.Neck,
BodyPartType.Groin, BodyPartType.UpperLeg_L, BodyPartType.UpperLeg_R, BodyPartType.LowerLeg_L,
BodyPartType.LowerLeg_R, BodyPartType.Foot_L, BodyPartType.Foot_R, BodyPartType.Back}
end
function GetAcceptingProsthesisBodyPartTypes()
return {BodyPartType.Hand_R, BodyPartType.ForeArm_R,
BodyPartType.Hand_L, BodyPartType.ForeArm_L}
end
function GetAcceptingProsthesisBodyParts()
return {"RightHand", "RightForearm", "LeftHand", "LeftForearm"}
end
function GetNonAcceptingProsthesisBodyParts()
return {"RightArm", "LeftArm"}
end
function GetAmputatedLimbFullTypes()
return {"TOC.ArmRight_noHand", "TOC.ArmRight_noForearm", "TOC.ArmRight_noArm",
"TOC.ArmLeft_noHand", "TOC.ArmLeft_noForearm", "TOC.ArmLeft_noArm"}
end
local function PartNameToBodyLocation(name)
if name == "RightHand" then return "ArmRight_Prot" end
if name == "RightForearm" then return "ArmRight_Prot" end
if name == "RightArm" then return "ArmRight_Prot" end
if name == "LeftHand" then return "ArmLeft_Prot" end
if name == "LeftForearm" then return "ArmLeft_Prot" end
if name == "LeftArm" then return "ArmLeft_Prot" end
if name == "Right_Hand" then return "ArmRight_Prot" end
if name == "Right_LowerArm" then return "ArmRight_Prot" end
if name == "Right_UpperArm" then return "ArmRight_Prot" end
if name == "Left_Hand" then return "ArmLeft_Prot" end
if name == "Left_LowerArm" then return "ArmLeft_Prot" end
if name == "Left_UpperArm" then return "ArmLeft_Prot" end
end
@@ -111,12 +71,12 @@ end
function TocGetPartNameFromBodyPartType(body_part)
if body_part == BodyPartType.Hand_R then return "RightHand"
elseif body_part == BodyPartType.ForeArm_R then return "RightForearm"
elseif body_part == BodyPartType.UpperArm_R then return "RightArm"
elseif body_part == BodyPartType.Hand_L then return "LeftHand"
elseif body_part == BodyPartType.ForeArm_L then return "LeftForearm"
elseif body_part == BodyPartType.UpperArm_L then return "LeftArm"
if body_part == BodyPartType.Hand_R then return "Right_Hand"
elseif body_part == BodyPartType.ForeArm_R then return "Right_LowerArm"
elseif body_part == BodyPartType.UpperArm_R then return "Right_UpperArm"
elseif body_part == BodyPartType.Hand_L then return "Left_Hand"
elseif body_part == BodyPartType.ForeArm_L then return "Left_LowerArm"
elseif body_part == BodyPartType.UpperArm_L then return "Left_UpperArm"
else return nil
end
@@ -143,33 +103,23 @@ function find_clothName_TOC(bodyPart)
end
function TocGetDisplayText(part_name)
if part_name == "RightHand" then return getText("UI_ContextMenu_RightHand") end
if part_name == "RightForearm" then return getText("UI_ContextMenu_RightForearm") end
if part_name == "RightArm" then return getText("UI_ContextMenu_RightArm") end
if part_name == "LeftHand" then return getText("UI_ContextMenu_LeftHand") end
if part_name == "LeftForearm" then return getText("UI_ContextMenu_LeftForearm") end
if part_name == "LeftArm" then return getText("UI_ContextMenu_LeftArm") end
return getText("UI_ContextMenu_" .. part_name)
end
function TocGetBodyPartTypeFromBodyPart(part_name)
if part_name == "RightHand" then return BodyPartType.Hand_R end
if part_name == "RightForearm" then return BodyPartType.ForeArm_R end
if part_name == "RightArm" then return BodyPartType.UpperArm_R end
if part_name == "LeftHand" then return BodyPartType.Hand_L end
if part_name == "LeftForearm" then return BodyPartType.ForeArm_L end
if part_name == "LeftArm" then return BodyPartType.UpperArm_L end
if part_name == "Right_Hand" then return BodyPartType.Hand_R end
if part_name == "Right_LowerArm" then return BodyPartType.ForeArm_R end
if part_name == "Right_UpperArm" then return BodyPartType.UpperArm_R end
if part_name == "Left_Hand" then return BodyPartType.Hand_L end
if part_name == "Left_LowerArm" then return BodyPartType.ForeArm_L end
if part_name == "Left_UpperArm" then return BodyPartType.UpperArm_L end
end
function TocFindAmputatedClothingFromPartName(part_name)
if part_name == "RightHand" then return "TOC.ArmRight_noHand" end
if part_name == "RightForearm" then return "TOC.ArmRight_noForearm" end
if part_name == "RightArm" then return "TOC.ArmRight_noArm" end
if part_name == "LeftHand" then return "TOC.ArmLeft_noHand" end
if part_name == "LeftForearm" then return "TOC.ArmLeft_noForearm" end
if part_name == "LeftArm" then return "TOC.ArmLeft_noArm" end
return "TOC.Amputation_" .. part_name
end
-- TODO finish this
@@ -190,6 +140,10 @@ end
function TocFindProsthesisFactorFromItem(item)
local itemType = item:getType()
-- TODO change this
if string.find(itemType, "WoodenHook") and string.find(itemType, "noHand") then return 1.5
elseif string.find(itemType, "WoodenHook") and string.find(itemType, "noForearm") then return 1.65
elseif string.find(itemType, "MetalHook") and string.find(itemType, "noHand") then return 1.3
@@ -202,32 +156,7 @@ end
function TocFindCorrectClothingProsthesis(item_name, part_name)
-- for _, v in ipairs(GetProsthesisList()) do
-- if string.find(item, v)
-- end
local lowered_part_name = string.lower(part_name)
local side = string.match(lowered_part_name, "left")
if side == nil then
side = "right"
end
local limb = string.match(part_name, "Hand")
if limb == nil then
limb = "Forearm"
end
-- Just to accomodate this horrendous naming scheme, let's have Hand or Forearm again... Jesus dude
-- if limb then
-- limb = limb:gsub("^%l", string.upper)
-- end
local correct_name = "TOC." .. item_name .. "_" .. side .. "_no" .. limb
local correct_name = "TOC." .. item_name .. "_" .. part_name
return correct_name
end

View File

@@ -7,6 +7,7 @@
local group = BodyLocations.getGroup("Human")
-- TODO Change these names too, jesus they suck so bad
group:getOrCreateLocation("ArmRight")
group:getOrCreateLocation("ArmLeft")
group:getOrCreateLocation("LegRight")

View File

@@ -12,7 +12,7 @@ IGUI_EN = {
IGUI_char_Hand_multi = "Time multi due to amp/tot",
IGUI_perks_RightHand = "Right hand",
IGUI_perks_LeftHand = "Left hand",
IGUI_perks_Protheses = "Protheses skills",
IGUI_perks_Right_Hand = "Right hand",
IGUI_perks_Left_Hand = "Left hand",
IGUI_perks_Prosthesis_Skill_desc = "Prosthesis skills",
}

View File

@@ -17,12 +17,12 @@ UI_EN = {
UI_trait_Insensitive = "Insensitive to pain",
UI_trait_Insensitivedesc = "Reduces maximum pain.",
UI_ContextMenu_RightHand = "Right hand",
UI_ContextMenu_RightForearm = "Right forearm",
UI_ContextMenu_RightArm = "Right arm",
UI_ContextMenu_LeftHand = "Left hand",
UI_ContextMenu_LeftForearm = "Left forearm",
UI_ContextMenu_LeftArm = "Left arm",
UI_ContextMenu_Right_Hand = "Right hand",
UI_ContextMenu_Right_LowerArm = "Right forearm",
UI_ContextMenu_Right_UpperArm = "Right arm",
UI_ContextMenu_Left_Hand = "Left hand",
UI_ContextMenu_Left_LowerArm = "Left forearm",
UI_ContextMenu_Left_UpperArm = "Left arm",
UI_ContextMenu_My = "My ",
UI_ContextMenu_Now_cut = " is now healed!",

View File

@@ -17,7 +17,7 @@ perk Protheses
xp10 = 0,
}
perk LeftHand
perk Left_Hand
{
parent = Protheses,
name = LeftHand,
@@ -35,7 +35,7 @@ perk LeftHand
xp10 = 9000,
}
perk RightHand
perk Right_Hand
{
parent = Protheses,
name = RightHand,