Even more renaming

This commit is contained in:
Pao
2023-02-28 02:18:25 +01:00
parent 15dea9f57a
commit 672a6c9aac
66 changed files with 189 additions and 247 deletions

View File

@@ -10,12 +10,8 @@ end
local function TocCheckIfStillInfected(limbs_data)
if limbs_data == nil then
local function CheckIfStillInfected(limbsData)
if limbsData == nil then
return
end
-- Check ALL body part types to check if the player is still gonna die
@@ -23,54 +19,51 @@ local function TocCheckIfStillInfected(limbs_data)
for _, v in pairs(JCIO_Common.GetPartNames()) do
if limbs_data[v].is_infected then
if limbsData[v].isInfected then
check = true
end
end
if limbs_data.is_other_bodypart_infected then
if limbsData.isOtherBodypartInfected then
check = true
end
return check
end
local function TocCureInfection(body_damage, part_name)
local function CureInfection(bodyDamage, partName)
local body_part_type = body_damage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(part_name))
local bodyPartType = bodyDamage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName))
body_damage:setInfected(false)
body_part_type:SetInfected(false)
body_damage:setInfectionMortalityDuration(-1)
body_damage:setInfectionTime(-1)
body_damage:setInfectionLevel(0)
local body_part_types = body_damage:getBodyParts()
bodyDamage:setInfected(false)
bodyPartType:SetInfected(false)
bodyDamage:setInfectionMortalityDuration(-1)
bodyDamage:setInfectionTime(-1)
bodyDamage:setInfectionLevel(0)
local bodypartTypesTable = bodyDamage:getBodyParts()
-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
for i = body_part_types:size() - 1, 0, -1 do
local bodyPart = body_part_types:get(i)
for i = bodypartTypesTable:size() - 1, 0, -1 do
local bodyPart = bodypartTypesTable:get(i)
bodyPart:SetInfected(false)
end
if body_part_type:scratched() then body_part_type:setScratched(false, false) end
if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end
if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
if body_part_type:getFractureTime() > 0 then body_part_type:setFractureTime(0) end
if bodyPartType:scratched() then bodyPartType:setScratched(false, false) end
if bodyPartType:haveGlass() then bodyPartType:setHaveGlass(false) end
if bodyPartType:haveBullet() then bodyPartType:setHaveBullet(false, 0) end
if bodyPartType:isInfectedWound() then bodyPartType:setInfectedWound(false) end
if bodyPartType:isBurnt() then bodyPartType:setBurnTime(0) end
if bodyPartType:isCut() then bodyPartType:setCut(false, false) end --Lacerations
if bodyPartType:getFractureTime() > 0 then bodyPartType:setFractureTime(0) end
end
local function TocDeleteOtherAmputatedLimbs(side)
local function DeleteOtherAmputatedLimbs(side)
-- if left hand is cut and we cut left lowerarm, then delete hand
for _, limb in pairs(JCIO.limbNames) do
local part_name = "TOC.Amputation_" .. side .. "_" .. limb
local amputated_limb = getPlayer():getInventory():FindAndReturn(part_name)
if amputated_limb then
getPlayer():getInventory():Remove(amputated_limb)
local partName = "JCIO.Amputation_" .. side .. "_" .. limb
local amputatedLimbItem = getPlayer():getInventory():FindAndReturn(partName)
if amputatedLimbItem then
getPlayer():getInventory():Remove(amputatedLimbItem)
end
end
@@ -81,43 +74,43 @@ end
---@param perk any The perk to scale down
local function LosePerkLevel(player, perk)
player:LoseLevel(perk)
local actual_level = player:getPerkLevel(perk)
local perk_xp = player:getXp()
perk_xp:setXPToLevel(perk, actual_level)
local actualLevel = player:getPerkLevel(perk)
local perkXp = player:getXp()
perkXp:setXPToLevel(perk, actualLevel)
SyncXp(player)
end
---@param heal_bite boolean
local function TocSetParametersForMissingLimb(body_part, heal_bite)
body_part:setBleeding(false)
body_part:setBleedingTime(0)
body_part:setDeepWounded(false)
body_part:setDeepWoundTime(0)
body_part:setScratched(false, false) -- why the fuck are there 2 booleans TIS?
body_part:setScratchTime(0)
body_part:setCut(false)
body_part:setCutTime(0)
---@param isHealingBite boolean
local function SetParametersForMissingLimb(bodyPart, isHealingBite)
bodyPart:setBleeding(false)
bodyPart:setBleedingTime(0)
bodyPart:setDeepWounded(false)
bodyPart:setDeepWoundTime(0)
bodyPart:setScratched(false, false) -- why the fuck are there 2 booleans TIS?
bodyPart:setScratchTime(0)
bodyPart:setCut(false)
bodyPart:setCutTime(0)
if heal_bite then
body_part:SetBitten(false)
body_part:setBiteTime(0)
if isHealingBite then
bodyPart:SetBitten(false)
bodyPart:setBiteTime(0)
end
end
function TocDamagePlayerDuringAmputation(patient, part_name)
function JCIO.DamagePlayerDuringAmputation(patient, partName)
-- Since we're cutting that specific part, it only makes sense that the bleeding starts from there.
-- Then, we just delete the bleeding somewhere else before applying the other damage to to upper part of the limb
local body_part_type = JCIO_Common.GetBodyPartFromPartName(part_name)
local body_damage = patient:getBodyDamage()
local body_damage_part = body_damage:getBodyPart(body_part_type)
local bodyPartType = JCIO_Common.GetBodyPartFromPartName(partName)
local bodyDamage = patient:getBodyDamage()
local bodyDamagePart = bodyDamage:getBodyPart(bodyPartType)
body_damage_part:setBleeding(true)
body_damage_part:setCut(true)
body_damage_part:setBleedingTime(ZombRand(10, 20))
bodyDamagePart:setBleeding(true)
bodyDamagePart:setCut(true)
bodyDamagePart:setBleedingTime(ZombRand(10, 20))
end
local function FindTourniquetInWornItems(patient, side)
@@ -171,7 +164,7 @@ JCIO.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
-- Reset the status of the first body part, since we just cut it off it shouldn't be bleeding anymore
-- The bit will be checked later since we're not sure if the player is not infected from another wound
TocSetParametersForMissingLimb(bodyPart, false)
SetParametersForMissingLimb(bodyPart, false)
-- Use a tourniquet if available
local tourniquetItem = FindTourniquetInWornItems(player, JCIO_Common.GetSideFromPartName(partName))
@@ -232,7 +225,7 @@ JCIO.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
local canHealDependedV = limbsData[depended_v].isInfected and
bodyDamage:getInfectionLevel() < 20
local depended_body_part = bodyDamage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(depended_v))
TocSetParametersForMissingLimb(depended_body_part, canHealDependedV)
SetParametersForMissingLimb(depended_body_part, canHealDependedV)
if canHealDependedV then
limbsData[depended_v].isInfected = false
@@ -253,8 +246,8 @@ JCIO.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
bodyPart:setBiteTime(0)
-- Second check, let's see if there is any other infected limb.
if TocCheckIfStillInfected(limbsData) == false then
TocCureInfection(body_damage, partName)
if CheckIfStillInfected(limbsData) == false then
CureInfection(body_damage, partName)
getPlayer():Say("I'm gonna be fine...") -- TODO Make it visible to other players, check True Actions as reference
else
getPlayer():Say("I'm still gonna die...")
@@ -265,19 +258,19 @@ JCIO.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
-- Check for older amputation models and deletes them from player's inventory
local side = string.match(partName, '(%w+)_')
TocDeleteOtherAmputatedLimbs(side)
DeleteOtherAmputatedLimbs(side)
--Equip new model for amputation
local amputation_clothing_item_name = JCIO_Common.FindAmputatedClothingName(partName)
print(amputation_clothing_item_name)
local amputation_clothing_item = player:getInventory():AddItem(amputation_clothing_item_name)
TocSetCorrectTextureForAmputation(amputation_clothing_item, player, false)
JCIO_Visuals.SetTextureForAmputation(amputation_clothing_item, player, false)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
-- Set blood on the amputated limb
TocSetBloodOnAmputation(getPlayer(), adjacentBodyPart)
JCIO_Visuals.SetBloodOnAmputation(getPlayer(), adjacentBodyPart)
if partName == "Left_Foot" or partName == "Right_Foot" then
JCIO_Anims.SetMissingFootAnimation(true)