moved folders
This commit is contained in:
58
42/media/lua/shared/TOC/BodyLocations.lua
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58
42/media/lua/shared/TOC/BodyLocations.lua
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@@ -0,0 +1,58 @@
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require("TOC/Debug")
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require("NPCs/BodyLocations")
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local BodyLocationsAPI = {}
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local function customGetVal(obj, int) return getClassFieldVal(obj, getClassField(obj, int)) end
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local group = BodyLocations.getGroup("Human")
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---@type ArrayList
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local list = customGetVal(group, 1)
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---@param toRelocateOrCreate string
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---@param locationElement string
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---@param afterBoolean boolean
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---@return BodyLocation
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function BodyLocationsAPI.MoveOrCreateBeforeOrAfter(toRelocateOrCreate, locationElement, afterBoolean)
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-- Check type of arg 2 == string - if not error out.
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if type(locationElement) ~= "string" then error("Argument 2 is not of type string. Please re-check!", 2) end
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local itemToMoveTo = group:getLocation(locationElement) -- get location to move to
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if itemToMoveTo ~= nil then
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-- Check type of arg 1 == string - if not, error out.
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if type(toRelocateOrCreate) ~= "string" then error("Argument 1 is not of type string. Please re-check!", 2) end
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local curItem = group:getOrCreateLocation(toRelocateOrCreate) -- get current item - or create
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list:remove(curItem) -- remove from the list
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local index = group:indexOf(locationElement) -- get current index after removal of the location to move to
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if afterBoolean then index = index + 1 end -- if we want it after it, we increase the index to move to by one
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list:add(index, curItem) -- we add the item again
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return curItem
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else -- we did not find the location to move to, so we throw an error.
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error("Could not find the BodyLocation [".. tostring(locationElement) .."] - please check the passed arguments!", 2)
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end
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end
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function TestBodyLocations()
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local group = BodyLocations.getGroup("Human")
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local x = group:getAllLocations()
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for i=0, x:size() -1 do
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---@type BodyLocation
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local bl = x:get(i)
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print(bl:getId())
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end
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end
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-- MultiItem causes a ton of issues... fucking hell
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BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_Arm", "FullTop", true)
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group:setMultiItem("TOC_Arm", true)
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BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_ArmProst", "TOC_Arm", true)
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group:setMultiItem("TOC_ArmProst", true)
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BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_ArmAccessory", "TOC_ArmProst", true)
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group:setMultiItem("TOC_ArmAccessory", true)
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57
42/media/lua/shared/TOC/CommandsData.lua
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57
42/media/lua/shared/TOC/CommandsData.lua
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@@ -0,0 +1,57 @@
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local StaticData = require("TOC/StaticData")
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------------------------
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local CommandsData = {}
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CommandsData.modules = {
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TOC_DEBUG = "TOC_DEBUG",
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TOC_RELAY = "TOC_RELAY"
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}
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CommandsData.client = {
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Relay = {
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ReceiveDamageDuringAmputation = "ReceiveDamageDuringAmputation", ---@alias receiveDamageDuringAmputationParams { limbName : string}
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ReceiveExecuteAmputationAction = "ReceiveExecuteAmputationAction", ---@alias receiveExecuteAmputationActionParams {surgeonNum : number, limbName : string, damagePlayer : boolean}
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--* APPLY *--
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ReceiveApplyFromServer = "ReceiveApplyFromServer",
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--* ADMIN ONLY --*
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ReceiveExecuteInitialization = "ReceiveExecuteInitialization",
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ReceiveForcedCicatrization = "ReceiveForcedCicatrization" ---@alias receiveForcedCicatrizationParams {limbName : string}
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}
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}
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CommandsData.server = {
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Debug = {
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PrintTocData = "PrintTocData", ---@alias printTocDataParams {username : string}
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PrintAllTocData = "PrintAllTocData"
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},
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Relay = {
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RelayDamageDuringAmputation = "RelayDamageDuringAmputation", ---@alias relayDamageDuringAmputationParams {patientNum : number, limbName : string}
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RelayExecuteAmputationAction = "RelayExecuteAmputationAction", ---@alias relayExecuteAmputationActionParams {patientNum : number, limbName : string}
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--* ADMIN ONLY *--
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RelayExecuteInitialization = "RelayExecuteInitialization", ---@alias relayExecuteInitializationParams {patientNum : number}
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RelayForcedAmputation = "RelayForcedAmputation" ---@alias relayForcedAmputationParams {patientNum : number, limbName : string}
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}
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}
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---Get the correct key for that particular player to be used in the global mod data table
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---@param username string
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---@return string
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function CommandsData.GetKey(username)
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return StaticData.MOD_NAME .. "_" .. username
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end
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function CommandsData.GetUsername(key)
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return string.sub(key, #StaticData.MOD_NAME + 2, #key) -- Not sure why +2... Something with kahlua, it should be +1
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end
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function CommandsData.GetZombieKey()
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return StaticData.MOD_NAME .. "_ZOMBIES"
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end
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return CommandsData
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110
42/media/lua/shared/TOC/Debug.lua
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110
42/media/lua/shared/TOC/Debug.lua
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@@ -0,0 +1,110 @@
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TOC_DEBUG = {}
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TOC_DEBUG.disablePaneMod = false
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TOC_DEBUG.enableHealthPanelDebug = false
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function TOC_DEBUG.TogglePaneMod()
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TOC_DEBUG.disablePaneMod = not TOC_DEBUG.disablePaneMod
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end
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function TOC_DEBUG.ToggleHealthPanelDebug()
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TOC_DEBUG.enableHealthPanelDebug = not TOC_DEBUG.enableHealthPanelDebug
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end
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---Print debug
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---@param string string
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function TOC_DEBUG.print(string)
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--if isDebugEnabled() then
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local runningFile = TOC_DEBUG.getRunningFile()
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print("[TOC]" .. "[" .. runningFile .. "] " .. tostring(string))
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--end
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end
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---Horrendous but I don't really care about performance for this
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---@return string
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function TOC_DEBUG.getRunningFile()
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local coroutine = getCurrentCoroutine()
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local o = getCoroutineObjStack(coroutine, 0)
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if o then
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local s = KahluaUtil.rawTostring2(o)
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local match = string.match(s, "file: (%w+)%.lua")
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if match then return match end
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end
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return ""
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end
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function TOC_DEBUG.printTable(table, indent)
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if not table then return end
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indent = indent or ""
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for key, value in pairs(table) do
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if type(value) == "table" then
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print(indent .. key .. " (table):")
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TOC_DEBUG.printTable(value, indent .. " ")
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else
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print(indent .. key .. ":", value)
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end
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end
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end
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---------------------------------
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--* Random debug commands *--
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function TOC_DEBUG.TestBodyDamage(id)
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local StaticData = require("TOC/StaticData")
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local pl = getPlayerByOnlineID(id)
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local bd = pl:getBodyDamage()
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TOC_DEBUG.print(tostring(bd))
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if bd then
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TOC_DEBUG.print("bd for " .. pl:getUsername() .. " exists")
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local bptEnum = StaticData.LIMBS_TO_BODYLOCS_IND_BPT["Hand_L"]
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local bodyPart = bd:getBodyPart(bptEnum)
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bodyPart:setBleeding(true)
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bodyPart:setCut(true)
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TOC_DEBUG.print(tostring(bodyPart))
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end
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end
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function TOC_DEBUG.TestBloodDrop()
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local pl = getPlayer()
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--IsoZombieGiblets.GibletType.A
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--local giblets = IsoZombieGiblets.new(getCell())
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local sq = pl:getSquare()
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local t = IsoZombieGiblets.class.GibletType
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print(t)
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--IsoBall.new(getCell(), pl:getX(), pl:)
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addBloodSplat(sq, 100)
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--pl:getChunk():addBloodSplat(pl:getX(), pl:getY(), pl:getZ(), 100)
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--IsoZombieGiblets.new(x, getCell(), pl:getX(), pl:getY(), pl:getZ(), 100, 1)
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end
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---------------------------------
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--* Debug server commands *--
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local CommandsData = require("TOC/CommandsData")
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function TOC_DEBUG.printPlayerServerModData(username)
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sendClientCommand(CommandsData.modules.TOC_DEBUG, CommandsData.server.Debug.PrintTocData, {username = username})
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end
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function TOC_DEBUG.printAllServerModData()
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sendClientCommand(CommandsData.modules.TOC_DEBUG, CommandsData.server.Debug.PrintAllTocData, {})
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end
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function TOC_DEBUG.testRelayDamage()
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---@type relayDamageDuringAmputationParams
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local params = {limbName = "Hand_R", patientNum = getPlayer():getOnlineID()}
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sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayDamageDuringAmputation, params)
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end
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293
42/media/lua/shared/TOC/StaticData.lua
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293
42/media/lua/shared/TOC/StaticData.lua
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@@ -0,0 +1,293 @@
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---@alias partDataType { isCut : boolean?, isInfected : boolean?, isOperated : boolean?, isCicatrized : boolean?, isCauterized : boolean?, isVisible : boolean?, woundDirtyness : number, cicatrizationTime : number }
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---@alias limbsTable {Hand_L : partDataType, ForeArm_L : partDataType, UpperArm_L : partDataType, Hand_R : partDataType, ForeArm_R : partDataType, UpperArm_R : partDataType }
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---@alias prosthesisData {isProstEquipped : boolean, prostFactor : number }
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---@alias prosthesesTable {Top_L : prosthesisData, Top_R : prosthesisData } -- TODO add Bottom_L and Bottom_R
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---@alias tocModDataType { limbs : limbsTable, prostheses : prosthesesTable, isIgnoredPartInfected : boolean, isAnyLimbCut : boolean, isUpdateFromServer : boolean, isInitializing : boolean}
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---------------------------
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-- _STR = Only strings, no index
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-- _IND_STR = indexed Strings
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-- _IND_BPT = Indexed BodyPartType
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-- PART = Single part, could be hand, forearm, etc
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-- LIMB = Part + side
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-- BODYLOCS = Body Locations
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local StaticData = {}
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---Mod name, used to setup Global Mod Data and various stuff
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StaticData.MOD_NAME = "TOC"
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-------------------------
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--* Base
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-- TODO Add references inside tables instead of making multiple tables
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StaticData.SIDES_IND_STR = {
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R = "R",
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L = "L"
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}
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StaticData.SIDES_STR = {
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"R", "L"
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}
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StaticData.PARTS_IND_STR = {
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Hand = "Hand",
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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_LegProst = "TOC_LegProst",
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TOC_Arm = "TOC_Arm",
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}
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-- No "MAX" here.
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StaticData.IGNORED_BODYLOCS_BPT = {
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BodyPartType.Foot_L, BodyPartType.Foot_R, BodyPartType.Groin, BodyPartType.Head,
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BodyPartType.LowerLeg_L, BodyPartType.LowerLeg_R, BodyPartType.Neck, BodyPartType.Torso_Lower,
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BodyPartType.Torso_Upper, BodyPartType.UpperLeg_L, BodyPartType.UpperLeg_R
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}
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-- Assembled BodyParts string
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StaticData.LIMBS_STR = {}
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StaticData.LIMBS_IND_STR = {}
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StaticData.LIMBS_DEPENDENCIES_IND_STR = {}
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StaticData.LIMBS_ADJACENT_IND_STR = {}
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StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM = {}
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM = {}
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM = {}
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StaticData.LIMBS_TO_BODYLOCS_IND_BPT = {} -- {limbName = bodyLoc}
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StaticData.BODYLOCS_TO_LIMBS_IND_STR = {} -- {bodyLoc = limbName}
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-- FIXME You weren't considering surgeonFactor, which decreases that base time. Fuck mod 60
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-- CicatrizationBaseTime should be mod 60 since we're using EveryHours to update the cicatrizationTime
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---@param assembledName string
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---@param side string
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local function AssembleHandData(assembledName, side)
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 60
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StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 120
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 2
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StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = {}
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StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = StaticData.PARTS_IND_STR.ForeArm .. "_" .. side
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end
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---@param assembledName string
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---@param side string
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local function AssembleForearmData(assembledName, side)
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 80
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StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 144
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 3
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StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = { StaticData.PARTS_IND_STR.Hand .. "_" .. side }
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StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = StaticData.PARTS_IND_STR.UpperArm .. "_" .. side
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end
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||||
---@param assembledName string
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---@param side string
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local function AssembleUpperarmData(assembledName, side)
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StaticData.LIMBS_BASE_DAMAGE_IND_NUM[assembledName] = 100
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||||
StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[assembledName] = 192
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StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[assembledName] = 4
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StaticData.LIMBS_DEPENDENCIES_IND_STR[assembledName] = { StaticData.PARTS_IND_STR.Hand .. "_" .. side,
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StaticData.PARTS_IND_STR.ForeArm .. "_" .. side }
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StaticData.LIMBS_ADJACENT_IND_STR[assembledName] = "Torso_Upper"
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||||
end
|
||||
|
||||
for side, _ in pairs(StaticData.SIDES_IND_STR) do
|
||||
for part, _ in pairs(StaticData.PARTS_IND_STR) do
|
||||
local assembledName = part .. "_" .. side
|
||||
|
||||
-- Assembled strings
|
||||
table.insert(StaticData.LIMBS_STR, assembledName) -- We need a table like this to cycle through it easily
|
||||
StaticData.LIMBS_IND_STR[assembledName] = assembledName
|
||||
|
||||
|
||||
-- BodyParts stuff
|
||||
---@type BodyPartType
|
||||
local bptType = BodyPartType[assembledName]
|
||||
local bptString = BodyPartType.ToString(bptType)
|
||||
|
||||
|
||||
StaticData.LIMBS_TO_BODYLOCS_IND_BPT[assembledName] = bptType
|
||||
StaticData.BODYLOCS_TO_LIMBS_IND_STR[bptString] = assembledName
|
||||
|
||||
-- Dependencies and cicatrization time
|
||||
if part == StaticData.PARTS_IND_STR.Hand then
|
||||
AssembleHandData(assembledName, side)
|
||||
elseif part == StaticData.PARTS_IND_STR.ForeArm then
|
||||
AssembleForearmData(assembledName, side)
|
||||
elseif part == StaticData.PARTS_IND_STR.UpperArm then
|
||||
AssembleUpperarmData(assembledName, side)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-----------------
|
||||
--* Amputation Groups
|
||||
|
||||
StaticData.AMP_GROUPS_BASE_IND_STR = {
|
||||
Top = "Top",
|
||||
Bottom = "Bottom"
|
||||
}
|
||||
|
||||
StaticData.AMP_GROUPS_IND_STR = {}
|
||||
StaticData.AMP_GROUPS_STR = {}
|
||||
|
||||
for side, _ in pairs(StaticData.SIDES_IND_STR) do
|
||||
for group, _ in pairs(StaticData.AMP_GROUPS_BASE_IND_STR) do
|
||||
local sidedGroup = group .. "_" .. side
|
||||
StaticData.AMP_GROUPS_IND_STR[sidedGroup] = sidedGroup
|
||||
table.insert(StaticData.AMP_GROUPS_STR, sidedGroup)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- TODO We can do this in one pass if we do it before
|
||||
|
||||
StaticData.AMP_GROUP_TO_LIMBS_MATCH_IND_STR = {} -- This is probably unnecessary
|
||||
StaticData.LIMBS_TO_AMP_GROUPS_MATCH_IND_STR = {}
|
||||
|
||||
for side, _ in pairs(StaticData.SIDES_IND_STR) do
|
||||
for part, _ in pairs(StaticData.PARTS_IND_STR) do
|
||||
local limbName = part .. "_" .. side
|
||||
local group
|
||||
if part == StaticData.PARTS_IND_STR.Hand or part == StaticData.PARTS_IND_STR.ForeArm or part == StaticData.PARTS_IND_STR.UpperArm then
|
||||
group = StaticData.AMP_GROUPS_BASE_IND_STR.Top
|
||||
else
|
||||
group = StaticData.AMP_GROUPS_BASE_IND_STR.Bottom
|
||||
end
|
||||
|
||||
local sidedGroup = group .. "_" .. side
|
||||
if StaticData.AMP_GROUP_TO_LIMBS_MATCH_IND_STR[sidedGroup] == nil then
|
||||
StaticData.AMP_GROUP_TO_LIMBS_MATCH_IND_STR[sidedGroup] = {}
|
||||
end
|
||||
table.insert(StaticData.AMP_GROUP_TO_LIMBS_MATCH_IND_STR[sidedGroup], limbName)
|
||||
|
||||
StaticData.LIMBS_TO_AMP_GROUPS_MATCH_IND_STR[limbName] = sidedGroup
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
StaticData.TOURNIQUET_BODYLOCS_TO_GROUPS_IND_STR = {
|
||||
["HandsLeft"] = StaticData.AMP_GROUPS_IND_STR.Top_L,
|
||||
["HandsRight"] = StaticData.AMP_GROUPS_IND_STR.Top_R
|
||||
}
|
||||
|
||||
|
||||
StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR = {}
|
||||
|
||||
local handsBodyLocs = {"Hands%s", "%s_MiddleFinger", "%s_RingFinger"}
|
||||
local foreArmBodyLocs = {"%sWrist"}
|
||||
|
||||
|
||||
|
||||
for side, _ in pairs(StaticData.SIDES_IND_STR) do
|
||||
for part, _ in pairs(StaticData.PARTS_IND_STR) do
|
||||
local limbName = part .. "_" .. side
|
||||
|
||||
local sideFull
|
||||
if side == 'R' then sideFull = "Right" else sideFull = "Left" end
|
||||
|
||||
if part == "Hand" then
|
||||
for i=1, #handsBodyLocs do
|
||||
local bl = string.format(handsBodyLocs[i], sideFull)
|
||||
StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[bl] = limbName
|
||||
end
|
||||
elseif part == "ForeArm" then
|
||||
-- -- UGLY very ugly
|
||||
-- for i=1, #handsBodyLocs do
|
||||
-- local bl = string.format(handsBodyLocs[i], sideFull)
|
||||
-- StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[bl] = limbName
|
||||
-- end
|
||||
for i=1, #foreArmBodyLocs do
|
||||
local bl = string.format(foreArmBodyLocs[i], sideFull)
|
||||
StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[bl] = limbName
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
-----------------
|
||||
--* Traits
|
||||
|
||||
-- Link a trait to a specific body part
|
||||
StaticData.TRAITS_BP = {
|
||||
Amputee_Hand = "Hand_L",
|
||||
Amputee_ForeArm = "ForeArm_L",
|
||||
Amputee_UpperArm = "UpperArm_L"
|
||||
}
|
||||
|
||||
-----------------
|
||||
--* Visuals and clothing
|
||||
|
||||
--- Textures
|
||||
StaticData.HEALTH_PANEL_TEXTURES = {
|
||||
|
||||
Female = {
|
||||
Hand_L = getTexture("media/ui/Female/Hand_L.png"),
|
||||
ForeArm_L = getTexture("media/ui/Female/ForeArm_L.png"),
|
||||
UpperArm_L = getTexture("media/ui/Female/UpperArm_L.png"),
|
||||
|
||||
Hand_R = getTexture("media/ui/Female/Hand_R.png"),
|
||||
ForeArm_R = getTexture("media/ui/Female/ForeArm_R.png"),
|
||||
UpperArm_R = getTexture("media/ui/Female/UpperArm_R.png")
|
||||
},
|
||||
|
||||
Male = {
|
||||
Hand_L = getTexture("media/ui/Male/Hand_L.png"),
|
||||
ForeArm_L = getTexture("media/ui/Male/ForeArm_L.png"),
|
||||
UpperArm_L = getTexture("media/ui/Male/UpperArm_L.png"),
|
||||
|
||||
Hand_R = getTexture("media/ui/Male/Hand_R.png"),
|
||||
ForeArm_R = getTexture("media/ui/Male/ForeArm_R.png"),
|
||||
UpperArm_R = getTexture("media/ui/Male/UpperArm_R.png")
|
||||
},
|
||||
|
||||
ProstArm = {
|
||||
L = getTexture("media/ui/ProstArm_L.png"),
|
||||
R = getTexture("media/ui/ProstArm_R.png")
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
StaticData.AMPUTATION_CLOTHING_ITEM_BASE = "TOC.Amputation_"
|
||||
|
||||
|
||||
------------------
|
||||
--* Items check
|
||||
|
||||
local sawObj = InventoryItemFactory.CreateItem("Base.Saw")
|
||||
local gardenSawObj = InventoryItemFactory.CreateItem("Base.GardenSaw")
|
||||
|
||||
StaticData.SAWS_NAMES_IND_STR = {
|
||||
saw = sawObj:getName(),
|
||||
gardenSaw = gardenSawObj:getName()
|
||||
}
|
||||
|
||||
StaticData.SAWS_TYPES_IND_STR = {
|
||||
saw = sawObj:getType(),
|
||||
gardenSaw = gardenSawObj:getType()
|
||||
}
|
||||
|
||||
|
||||
return StaticData
|
||||
49
42/media/lua/shared/TOC/Traits.lua
Normal file
49
42/media/lua/shared/TOC/Traits.lua
Normal file
@@ -0,0 +1,49 @@
|
||||
|
||||
---Setups the custom TOC traits
|
||||
|
||||
local TRAITS = {
|
||||
Amputee_Hand = "Amputee_Hand",
|
||||
Amputee_ForeArm = "Amputee_ForeArm",
|
||||
Amputee_UpperArm = "Amputee_UpperArm",
|
||||
--Insensitive = "Insensitive" -- TODO Disabled for now, until we reintroduce it
|
||||
}
|
||||
|
||||
|
||||
local function GetTraitText(trait)
|
||||
return getText("UI_trait_" .. trait)
|
||||
end
|
||||
|
||||
local function GetTraitDesc(trait)
|
||||
return getText("UI_trait_" .. trait .. "_desc")
|
||||
end
|
||||
|
||||
|
||||
local function SetupTraits()
|
||||
-- Perks.Left_Hand is defined in perks.txt
|
||||
|
||||
local traitsTable = {
|
||||
[1] = TraitFactory.addTrait(TRAITS.Amputee_Hand, GetTraitText(TRAITS.Amputee_Hand), -8, GetTraitDesc(TRAITS.Amputee_Hand), false, false),
|
||||
[2] = TraitFactory.addTrait(TRAITS.Amputee_ForeArm, GetTraitText(TRAITS.Amputee_ForeArm), -10, GetTraitDesc(TRAITS.Amputee_ForeArm), false, false),
|
||||
[3] = TraitFactory.addTrait(TRAITS.Amputee_UpperArm, GetTraitText(TRAITS.Amputee_UpperArm), -20, GetTraitDesc(TRAITS.Amputee_UpperArm), false, false)
|
||||
}
|
||||
|
||||
for i=1, #traitsTable do
|
||||
|
||||
---@type Trait
|
||||
local t = traitsTable[i]
|
||||
---@diagnostic disable-next-line: undefined-field
|
||||
t:addXPBoost(Perks.Left_Hand, 4)
|
||||
t:addXPBoost(Perks.Fitness, -1)
|
||||
t:addXPBoost(Perks.Strength, -1)
|
||||
end
|
||||
|
||||
--TraitFactory.addTrait(TRAITS.Insensitive, GetTraitText(TRAITS.Insensitive), 6, GetTraitDesc(TRAITS.Insensitive), false, false)
|
||||
|
||||
TraitFactory.setMutualExclusive(TRAITS.Amputee_Hand, TRAITS.Amputee_ForeArm)
|
||||
TraitFactory.setMutualExclusive(TRAITS.Amputee_Hand, TRAITS.Amputee_UpperArm)
|
||||
TraitFactory.setMutualExclusive(TRAITS.Amputee_ForeArm, TRAITS.Amputee_UpperArm)
|
||||
end
|
||||
|
||||
|
||||
|
||||
Events.OnGameBoot.Add(SetupTraits)
|
||||
Reference in New Issue
Block a user