Overrided mods instead of just replacing them

This commit is contained in:
Pao
2023-01-17 01:31:49 +01:00
parent 505a3cc7e2
commit 64c2010a60
5 changed files with 104 additions and 169 deletions

View File

@@ -1,164 +0,0 @@
require "TimedActions/ISBaseTimedAction"
require "TimedActions/ISEquipWeaponAction"
local burnFact = 1.3
function ISBaseTimedAction:adjustMaxTime(maxTime)
if maxTime ~= -1 then
local maxTime_org = maxTime
-- add a slight maxtime if the character is unhappy
maxTime = maxTime + ((self.character:getMoodles():getMoodleLevel(MoodleType.Unhappy)) * 10)
-- add more time if the character have his hands wounded
if not self.ignoreHandsWounds then
for i=BodyPartType.ToIndex(BodyPartType.Hand_L), BodyPartType.ToIndex(BodyPartType.ForeArm_R) do
local part = self.character:getBodyDamage():getBodyPart(BodyPartType.FromIndex(i));
maxTime = maxTime + part:getPain();
end
end
-- Apply a multiplier based on body temperature.
maxTime = maxTime * self.character:getTimedActionTimeModifier();
if self.noAfectByCut then return maxTime; end
--Added if cut
local modData = getPlayer():getModData()
local protPartNames = {"RightHand", "RightForearm", "LeftHand", "LeftForearm"}
local otherPartNames = {"RightArm", "LeftArm"}
--TODO this is dumb, it just makes action a lot slower, without checking for special cases like reading. Find a better way
for i,name in ipairs(protPartNames) do
if modData.TOC[name].is_cut then
if modData.TOC[name].is_prosthesis_equipped then
maxTime = maxTime * modData.TOC[name].prosthesis_factor
else
maxTime = maxTime * 2;
end
if modData.TOC[name].is_cauterized then maxTime = maxTime * burnFact end
end
end
for i,name in ipairs(otherPartNames) do
if modData.TOC[name].is_cut then
maxTime = maxTime * 2
if modData.TOC[name].is_cauterized then maxTime = maxTime * burnFact end
end
end
-- Protheses perks stuff
if modData.TOC.RightHand.is_cut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.RightHand)) / 20) end
if modData.TOC.LeftHand.is_cut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.LeftHand)) / 20) end
if maxTime > 10 * maxTime_org then maxTime = 10 * maxTime_org end
end
return maxTime;
end
function ISEquipWeaponAction:perform()
if self.sound then
self.character:getEmitter():stopSound(self.sound)
end
self.item:setJobDelta(0.0);
if self:isAlreadyEquipped(self.item) then
ISBaseTimedAction.perform(self);
return
end
if self.character:isEquippedClothing(self.item) then
self.character:removeWornItem(self.item)
triggerEvent("OnClothingUpdated", self.character)
end
self.item:getContainer():setDrawDirty(true);
forceDropHeavyItems(self.character)
if self.fromHotbar then
local hotbar = getPlayerHotbar(self.character:getPlayerNum());
hotbar.chr:removeAttachedItem(self.item);
self:setOverrideHandModels(self.item, nil)
end
if not self.twoHands then
-- equip primary weapon
if(self.primary) then
-- if the previous weapon need to be equipped in both hands, we then remove it
if self.character:getSecondaryHandItem() and self.character:getSecondaryHandItem():isRequiresEquippedBothHands() then
self.character:setSecondaryHandItem(nil);
end
-- if this weapon is already equiped in the 2nd hand, we remove it
if(self.character:getSecondaryHandItem() == self.item or self.character:getSecondaryHandItem() == self.character:getPrimaryHandItem()) then
self.character:setSecondaryHandItem(nil);
end
if not self.character:getPrimaryHandItem() or self.character:getPrimaryHandItem() ~= self.item then
self.character:setPrimaryHandItem(nil);
self.character:setPrimaryHandItem(self.item);
end
else -- second hand weapon
-- if the previous weapon need to be equipped in both hands, we then remove it
if self.character:getPrimaryHandItem() and self.character:getPrimaryHandItem():isRequiresEquippedBothHands() then
self.character:setPrimaryHandItem(nil);
end
-- if this weapon is already equiped in the 1st hand, we remove it
if(self.character:getPrimaryHandItem() == self.item or self.character:getSecondaryHandItem() == self.character:getPrimaryHandItem()) then
self.character:setPrimaryHandItem(nil);
end
if not self.character:getSecondaryHandItem() or self.character:getSecondaryHandItem() ~= self.item then
self.character:setSecondaryHandItem(nil);
self.character:setSecondaryHandItem(self.item);
end
end
else
self.character:setPrimaryHandItem(nil);
self.character:setSecondaryHandItem(nil);
self.character:setPrimaryHandItem(self.item);
self.character:setSecondaryHandItem(self.item);
end
local modData = self.character:getModData()
if not self.item:isRequiresEquippedBothHands() then
if modData.TOC.RightHand.is_cut then
if modData.TOC.RightForearm.is_cut then
if not modData.TOC.RightForearm.is_prosthesis_equipped then
self.character:setPrimaryHandItem(nil);
self.character:setSecondaryHandItem(self.item);
end
else
if not modData.TOC.RightHand.is_prosthesis_equipped then
self.character:setPrimaryHandItem(nil);
self.character:setSecondaryHandItem(self.item);
end
end
end
if modData.TOC.LeftHand.is_cut then
if modData.TOC.LeftForearm.is_cut then
if not modData.TOC.LeftForearm.is_prosthesis_equipped then
self.character:setPrimaryHandItem(self.item);
self.character:setSecondaryHandItem(nil);
end
else
if not modData.TOC.LeftHand.is_prosthesis_equipped then
self.character:setPrimaryHandItem(self.item);
self.character:setSecondaryHandItem(nil);
end
end
end
if (modData.TOC.RightHand.is_cut and not (modData.TOC.RightHand.is_prosthesis_equipped or modData.TOC.RightForearm.is_prosthesis_equipped)) and (modData.TOC.LeftHand.is_cut and not (modData.TOC.LeftHand.is_prosthesis_equipped or modData.TOC.LeftForearm.is_prosthesis_equipped)) then
self.character:dropHandItems();
end
end
if self.item:isRequiresEquippedBothHands() and ((modData.TOC.RightHand.is_cut and not modData.TOC.RightHand.is_prosthesis_equipped) or (modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.is_prosthesis_equipped) or (modData.TOC.LeftHand.is_cut and not modData.TOC.LeftHand.is_prosthesis_equipped) or (modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.is_prosthesis_equipped)) then
self.character:dropHandItems();
end
--if self.item:canBeActivated() and ((instanceof("Drainable", self.item) and self.item:getUsedDelta() > 0) or not instanceof("Drainable", self.item)) then
if self.item:canBeActivated() then
self.item:setActivated(true);
end
getPlayerInventory(self.character:getPlayerNum()):refreshBackpacks();
-- needed to remove from queue / start next.
ISBaseTimedAction.perform(self);
end

View File

@@ -47,7 +47,7 @@ function ISInstallProsthesis:perform()
if part_name then if part_name then
toc_data[part_name].is_prosthesis_equipped = true 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[part_name].prosthesis_factor = TocFindProsthesisFactorFromItem(self.cloth)
self.character:getInventory():Remove(self.item) self.character:getInventory():Remove(self.item)

View File

@@ -43,13 +43,13 @@ function ISUninstallProsthesis:perform()
local toc_data = self.character:getModData().TOC local toc_data = self.character:getModData().TOC
local body_part_type = self.bodyPart:getType() local body_part_type = self.bodyPart:getType()
local accepting_body_parts = GetAcceptingProsthesisBodyParts() local accepting_body_parts = GetAcceptingProsthesisBodyPartTypes()
if accepting_body_parts == nil then if accepting_body_parts == nil then
return -- should never happen return -- should never happen
end end
for _, v in ipairs(GetAcceptingProsthesisBodyParts()) do for _, v in ipairs(GetAcceptingProsthesisBodyPartTypes()) do
if self.bodyPart:getType() == v then if self.bodyPart:getType() == v then
local part_name = FindTocBodyPartNameFromBodyPartType(v) local part_name = FindTocBodyPartNameFromBodyPartType(v)

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@@ -0,0 +1,94 @@
require "TimedActions/ISBaseTimedAction"
require "TimedActions/ISEquipWeaponAction"
local og_ISEquipTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
function ISBaseTimedAction:adjustMaxTime(maxTime)
local original_max_time = og_ISEquipTimedActionAdjustMaxTime(self, maxTime) -- TODO will it work?
local modified_max_time = original_max_time
local toc_data = getPlayer():getModData().TOC
local burn_factor = 1.3
-- To make it faster, let's have everything already written in another func
local all_body_parts = GetBodyParts()
-- TODO this gets awfully slow really quick, doesn't even make much sense.
for _, part_name in ipairs(all_body_parts) do
if toc_data[part_name].is_cut then
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
modified_max_time = modified_max_time * burn_factor
end
-- Perk scaling
if part_name == "RightHand" or part_name == "LeftHand" then
modified_max_time = modified_max_time * (1 + (9 - self.character:getPerkLevel(Perks[part_name])) / 20 )
end
end
end
if modified_max_time > 10 * original_max_time then modified_max_time = 10 * original_max_time end
return modified_max_time
end
local og_ISEquipWeaponActionPerform = ISEquipWeaponAction.perform
function ISEquipWeaponAction:perform()
og_ISEquipWeaponActionPerform(self)
local toc_data = self.character:getModData().TOC
local can_be_held = {}
for _, side in ipairs ({"Left", "Right"}) do
can_be_held[side] = true
if toc_data[side .. "Hand"].is_cut then
if toc_data[side .. "Forearm"].is_cut then
if not toc_data[side .. "Forearm"].is_prosthesis_equipped then
can_be_held[side] = false
end
elseif not toc_data[side .. "Hand"].is_prosthesis_equipped then
can_be_held[side] = false
end
end
end
if not self.item:isRequiresEquippedBothHands() then
if can_be_held["Right"] and not can_be_held["Left"] then
self.character:setPrimaryHandItem(self.item)
self.character:setSecondaryHandItem(nil)
elseif not can_be_held["Right"] and can_be_held["Left"] then
self.character:setPrimaryHandItem(nil)
self.character:setSecondaryHandItem(nil)
elseif not can_be_held["Left"] and not can_be_held["Right"] then
self.character:dropHandItems()
end
else
if (can_be_held["Right"] and not can_be_held["Left"]) or
(not can_be_held["Right"] and can_be_held["Left"]) or
(not can_be_held["Left"] and not can_be_held["Right"]) then
self.character:dropHandItems()
end
end
end

View File

@@ -24,7 +24,7 @@ function GetOtherBodyPartTypes()
end end
function GetAcceptingProsthesisBodyParts() function GetAcceptingProsthesisBodyPartTypes()
return {BodyPartType.Hand_R, BodyPartType.ForeArm_R, return {BodyPartType.Hand_R, BodyPartType.ForeArm_R,
@@ -33,8 +33,13 @@ function GetAcceptingProsthesisBodyParts()
end end
function GetAcceptingProsthesisBodyParts()
return {"RightHand", "RightForearm", "LeftHand", "LeftForearm"}
end
function GetNonAcceptingProsthesisBodyParts()
return {"RightArm", "LeftArm"}
end
local function PartNameToBodyLocation(name) local function PartNameToBodyLocation(name)
if name == "RightHand" then return "ArmRight_Prot" end if name == "RightHand" then return "ArmRight_Prot" end
if name == "RightForearm" then return "ArmRight_Prot" end if name == "RightForearm" then return "ArmRight_Prot" end