Added explicit support to LIR

This commit is contained in:
Pao
2023-02-03 19:09:00 +01:00
parent c3e977a10a
commit 6d18dc87a1
4 changed files with 63 additions and 48 deletions

View File

@@ -2,7 +2,14 @@
-- Compatibility for various mods
---------------------------------
local function OverrideFancyHandwork()
TOC_ModTable = {
FancyHandwork = false,
LeftIsRight = false,
}
local function SetCompatibilityFancyHandwork()
if getActivatedMods():contains('FancyHandwork') == false then return end
require "TimedActions/FHSwapHandsAction"
@@ -43,7 +50,7 @@ local function OverrideFancyHandwork()
equip = false
end
if mod then
print("TOC: Fancy Handwork modifier")
--print("TOC: Fancy Handwork modifier")
-- If we still have something equipped in secondary, unequip
if secondary and equip and can_be_held["Left"] then
ISTimedActionQueue.add(ISUnequipAction:new(self.chr, secondary, 20))
@@ -86,4 +93,14 @@ local function OverrideFancyHandwork()
end
Events.OnGameStart.Add(OverrideFancyHandwork)
local function SetCompatibilityLeftIsRight()
if getActivatedMods():contains('LeftIsRight') == false then return end
-- This check is needed since we're gonna add a little check in adjustMaxTime
-- to prevent problems with maxTime scaling
TOC_ModTable.LeftIsRight = true
end
Events.OnGameStart.Add(SetCompatibilityFancyHandwork)
Events.OnGameStart.Add(SetCompatibilityLeftIsRight)

View File

@@ -3,52 +3,53 @@ require "TimedActions/ISEquipWeaponAction"
require "TimedActions/ISUnequipAction"
require "ISUI/ISInventoryPaneContextMenu"
local og_ISEquipTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
local og_ISBaseTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
function ISBaseTimedAction:adjustMaxTime(maxTime)
-- TODO Make the malus for time a little less awful and add some other malus, like fitness and stuff
--print("TOC: Input max time " .. tostring(maxTime))
local original_max_time = og_ISEquipTimedActionAdjustMaxTime(self, maxTime)
--print("TOC: Return original max time: " .. tostring(original_max_time))
local original_max_time = og_ISBaseTimedActionAdjustMaxTime(self, maxTime)
if original_max_time ~= -1 then
local mod_data = getPlayer():getModData()
----------------------
-- MOD SUPPORT ACTIONS
----------------------
-- LIR
if TOC_ModTable.LeftIsRight then
if mod_data.LIR.is_attacking then
-- TODO we need to check if we're doing that specific action
return original_max_time
end
end
----------------------------------
local limbs_data = mod_data.TOC.Limbs
local modified_max_time = original_max_time
local burn_factor = 1.3 -- TODO Move this crap
local part_data = getPlayer():getModData().TOC.Limbs
local burn_factor = 1.3
-- if it's -1, it should be instant.
-- 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 part_data[part_name].is_cut then
if part_data[part_name].is_prosthesis_equipped then
modified_max_time = modified_max_time * part_data[part_name].equipped_prosthesis.prosthesis_factor
for _, part_name in pairs(GetBodyParts()) do
if limbs_data[part_name].is_cut then
--Equipped prosthesis or not
if limbs_data[part_name].is_prosthesis_equipped then
modified_max_time = modified_max_time * limbs_data[part_name].equipped_prosthesis.prosthesis_factor
else
modified_max_time = modified_max_time * 1.5 -- TODO make this lower
-- TODO this should depend on the limb?
modified_max_time = modified_max_time * 1.5
end
if part_data[part_name].is_cauterized then
-- Cauterization check
if limbs_data[part_name].is_cauterized then
modified_max_time = modified_max_time * burn_factor
end
-- Perk scaling
if part_name == "Right_Hand" or part_name == "Left_Hand" then
modified_max_time = modified_max_time *
@@ -57,20 +58,17 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
end
end
if modified_max_time > 10 * original_max_time then modified_max_time = 10 * original_max_time end
--print("TOC: Modified Max Time " .. modified_max_time)
return modified_max_time
else
return original_max_time
end
end
return original_max_time
end
-------------------------------------------------
-- Block access to drag, picking, inspecting, etc to amputated limbs
local og_ISInventoryPaneOnMouseDoubleClick = ISInventoryPane.onMouseDoubleClick
@@ -81,7 +79,7 @@ function ISInventoryPane:onMouseDoubleClick(x, y)
if instanceof(item_to_check, "InventoryItem") then
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
elseif CheckIfItemIsAmputatedLimb(item_to_check.items[1]) or CheckIfItemIsInstalledProsthesis(item_to_check.items[1]) then
print("TOC: Can't double click this item")
--print("TOC: Can't double click this item")
else
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
@@ -114,7 +112,7 @@ ISInventoryPaneContextMenu.onInspectClothing = function(playerObj, cloth
-- Inspect menu bypasses getActualItems, so we need to add that workaround here too
local clothing_full_type = clothing:getFullType()
if CheckIfItemIsAmputatedLimb(clothing) or CheckIfItemIsInstalledProsthesis(clothing) then
print("TOC: Can't inspect this!")
--print("TOC: Can't inspect this!")
else
og_ISInventoryPaneContextMenuOnInspectClothing(playerObj, clothing)

View File

@@ -220,9 +220,9 @@ local function TocUpdateEveryTenMinutes()
local modifier = SandboxVars.TOC.CicatrizationSpeedMultiplier - item_bloodyness - item_dirtyness
print("TOC: Type " .. amputated_limb_item:getFullType())
print("TOC: Dirtyness " .. item_dirtyness)
print("TOC: Bloodyness " .. item_bloodyness)
--print("TOC: Type " .. amputated_limb_item:getFullType())
--print("TOC: Dirtyness " .. item_dirtyness)
--print("TOC: Bloodyness " .. item_bloodyness)
part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_time - modifier

View File

@@ -24,7 +24,7 @@ function TocSetCorrectTextureForAmputation(item, player, cicatrized)
end
end
print("TOC: Setting texture " .. matched_index)
--print("TOC: Setting texture " .. matched_index)
item:getVisual():setTextureChoice(tonumber(matched_index - 1)) -- it counts from 0, so we have to subtract 1
end
@@ -43,7 +43,7 @@ function TocSetBloodOnAmputation(player, body_part)
end
print("TOC: Adding blood based on " .. tostring(body_part_type))
--print("TOC: Adding blood based on " .. tostring(body_part_type))
player:addBlood(blood_body_part_type, false, true, false)
player:addBlood(BloodBodyPartType.Torso_Lower, false, true, false)