Moved everything to common.

This commit is contained in:
ZioPao
2025-03-31 02:36:15 +02:00
parent e919c8c01b
commit 71b854efe2
117 changed files with 1 additions and 906 deletions

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---@class ConfirmationPanel : ISPanel
local ConfirmationPanel = ISPanel:derive("ConfirmationPanel")
---Starts a new confirmation panel
---@param x number
---@param y number
---@param width number
---@param height number
---@param alertText string
---@param onConfirmFunc function
---@return ConfirmationPanel
function ConfirmationPanel:new(x, y, width, height, alertText, parentPanel, onConfirmFunc)
local o = ISPanel:new(x, y, width, height)
setmetatable(o, self)
self.__index = self
o:initialise()
o.alertText = alertText
o.onConfirmFunc = onConfirmFunc
o.parentPanel = parentPanel
ConfirmationPanel.instance = o
---@cast o ConfirmationPanel
return o
end
function ConfirmationPanel:createChildren()
ISPanel.createChildren(self)
self.borderColor = { r = 1, g = 0, b = 0, a = 1 }
self.textPanel = ISRichTextPanel:new(0, 0, self.width, self.height)
self.textPanel:initialise()
self:addChild(self.textPanel)
self.textPanel.defaultFont = UIFont.Medium
self.textPanel.anchorTop = true
self.textPanel.anchorLeft = false
self.textPanel.anchorBottom = true
self.textPanel.anchorRight = false
self.textPanel.marginLeft = 0
self.textPanel.marginTop = 10
self.textPanel.marginRight = 0
self.textPanel.marginBottom = 0
self.textPanel.autosetheight = false
self.textPanel.background = false
self.textPanel:setText(self.alertText)
self.textPanel:paginate()
local yPadding = 10
local xPadding = self:getWidth() / 4
local btnWidth = 100
local btnHeight = 25
local yButton = self:getHeight() - yPadding - btnHeight
self.btnYes = ISButton:new(xPadding, yButton, btnWidth, btnHeight, getText("IGUI_Yes"), self, self.onClick)
self.btnYes.internal = "YES"
self.btnYes:initialise()
self.btnYes.borderColor = { r = 1, g = 0, b = 0, a = 1 }
self.btnYes:setEnable(true)
self:addChild(self.btnYes)
self.btnNo = ISButton:new(self:getWidth() - xPadding - btnWidth, yButton, btnWidth, btnHeight, getText("IGUI_No"), self,
self.onClick)
self.btnNo.internal = "NO"
self.btnNo:initialise()
self.btnNo:setEnable(true)
self:addChild(self.btnNo)
end
function ConfirmationPanel:onClick(btn)
if btn.internal == 'YES' then
self.onConfirmFunc(self.parentPanel)
self:close()
elseif btn.internal == 'NO' then
self:close()
end
end
-------------------------
---@param alertText string
---@param x any
---@param y any
---@param parentPanel any
---@param onConfirmFunc any
---@return ConfirmationPanel
function ConfirmationPanel.Open(alertText, x, y, parentPanel, onConfirmFunc)
local width = 500
local height = 120
local screenWidth = getCore():getScreenWidth()
local screenHeight = getCore():getScreenHeight()
-- Check for oversize
if x+width > screenWidth then
x = screenWidth - width
end
if y+height > screenHeight then
y = screenHeight - height
end
local panel = ConfirmationPanel:new(x, y, width, height, alertText, parentPanel, onConfirmFunc)
panel:initialise()
panel:addToUIManager()
panel:bringToTop()
return panel
end
function ConfirmationPanel.Close()
ConfirmationPanel.instance:close()
end
return ConfirmationPanel

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local StaticData = require("TOC/StaticData")
local DataController = require("TOC/Controllers/DataController")
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local Compat = require("TOC/Compat")
local CutLimbInteractionHandler = require("TOC/UI/Interactions/CutLimbInteractionHandler")
local WoundCleaningInteractionHandler = require("TOC/UI/Interactions/WoundCleaningInteractionHandler")
------------------------
local isReady = false
function SetHealthPanelTOC()
-- depending on compatibility
isReady = true
end
-- We're overriding ISHealthPanel to add custom textures to the body panel.
-- By doing so we can show the player which limbs have been cut without having to use another menu
-- We can show prosthesis too this way
-- We also manage the drag'n drop of items on the body to let the players use the saw this way too
---@diagnostic disable: duplicate-set-field
--ISHealthBodyPartPanel = ISBodyPartPanel:derive("ISHealthBodyPartPanel")
--* Handling drag n drop of the saw *--
local og_ISHealthPanel_dropItemsOnBodyPart = ISHealthPanel.dropItemsOnBodyPart
function ISHealthPanel:dropItemsOnBodyPart(bodyPart, items)
og_ISHealthPanel_dropItemsOnBodyPart(self, bodyPart, items)
TOC_DEBUG.print("override to dropItemsOnBodyPart running")
local cutLimbInteraction = CutLimbInteractionHandler:new(self, bodyPart)
local woundCleaningInteraction = WoundCleaningInteractionHandler:new(self, bodyPart, self.character:getUsername())
for _,item in ipairs(items) do
cutLimbInteraction:checkItem(item)
woundCleaningInteraction:checkItem(item)
end
if cutLimbInteraction:dropItems(items) or woundCleaningInteraction:dropItems(items) then
return
end
end
local og_ISHealthPanel_doBodyPartContextMenu = ISHealthPanel.doBodyPartContextMenu
function ISHealthPanel:doBodyPartContextMenu(bodyPart, x, y)
og_ISHealthPanel_doBodyPartContextMenu(self, bodyPart, x, y)
local playerNum = self.otherPlayer and self.otherPlayer:getPlayerNum() or self.character:getPlayerNum()
-- To not recreate it but reuse the one that has been created in the original method
-- TODO This will work ONLY when an addOption has been already done in the og method.
local context = getPlayerContextMenu(playerNum)
context:bringToTop()
context:setVisible(true)
local cutLimbInteraction = CutLimbInteractionHandler:new(self, bodyPart)
self:checkItems({cutLimbInteraction})
cutLimbInteraction:addToMenu(context)
local woundCleaningInteraction = WoundCleaningInteractionHandler:new(self, bodyPart, self.character:getUsername())
self:checkItems({woundCleaningInteraction})
woundCleaningInteraction:addToMenu(context)
end
--* Modifications and additional methods to handle visible amputation on the health menu *--
---Get a value between 1 and 0.1 for the cicatrization time
---@param cicTime integer
---@return integer
local function GetColorFromCicatrizationTime(cicTime, limbName)
local defaultTime = StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[limbName]
local delta = cicTime/defaultTime
return math.max(0.15, math.min(delta, 1))
end
---Try to draw the highest amputation in the health panel, based on the cicatrization time
---@param side string L or R
---@param username string
function ISHealthPanel:tryDrawAmputation(highestAmputations, side, username)
local redColor
local texture
if TOC_DEBUG.enableHealthPanelDebug then
redColor = 1
texture = getTexture("media/ui/test_pattern.png")
else
if highestAmputations[side] == nil then return end
local limbName = highestAmputations[side]
--TOC_DEBUG.print("Drawing " .. tostring(limbName) .. " for " .. username)
local cicTime = DataController.GetInstance(username):getCicatrizationTime(limbName)
redColor = GetColorFromCicatrizationTime(cicTime, limbName)
local sexPl = self.character:isFemale() and "Female" or "Male"
texture = StaticData.HEALTH_PANEL_TEXTURES[sexPl][limbName]
end
-- B42, for some reason the positioning of the texture changed. Realigned it manually with those fixed values
self:drawTexture(texture, self.healthPanel.x - 5, self.healthPanel.y - 9, 1, redColor, 0, 0)
end
function ISHealthPanel:tryDrawProsthesis(highestAmputations, side, username)
local dc = DataController.GetInstance(username) -- TODO CACHE PROSTHESIS!!! Don't use DC here
local limbName = highestAmputations[side]
if limbName and dc:getIsProstEquipped(limbName) then
self:drawTexture(StaticData.HEALTH_PANEL_TEXTURES.ProstArm[side], self.healthPanel.x, self.healthPanel.y, 1, 1, 1, 1)
end
end
local og_ISHealthPanel_render = ISHealthPanel.render
function ISHealthPanel:render()
og_ISHealthPanel_render(self)
local username = self.character:getUsername()
local highestAmputations = CachedDataHandler.GetHighestAmputatedLimbs(username)
if highestAmputations ~= nil then
-- Left Texture
self:tryDrawAmputation(highestAmputations, "L", username)
self:tryDrawProsthesis(highestAmputations, "L", username)
-- Right Texture
self:tryDrawAmputation(highestAmputations, "R", username)
self:tryDrawProsthesis(highestAmputations, "R", username)
end
end
-- local og_ISHealthPanel_update = ISHealthPanel.update
-- function ISHealthPanel:update()
-- og_ISHealthPanel_update(self)
-- -- TODO Listen for changes on other player side instead of looping this
-- -- FIX Re-enable it, just for test
-- if self.character then
-- local locPlUsername = getPlayer():getUsername()
-- local remPlUsername = self.character:getUsername()
-- if locPlUsername ~= remPlUsername and self:isReallyVisible() then
-- -- Request update for TOC DATA
-- local key = CommandsData.GetKey(remPlUsername)
-- --ModData.request(key)
-- end
-- end
-- end
-- We need to override this to force the alpha to 1
local og_ISCharacterInfoWindow_render = ISCharacterInfoWindow.prerender
function ISCharacterInfoWindow:prerender()
og_ISCharacterInfoWindow_render(self)
self.backgroundColor.a = 1
end
-- We need to override this to force the alpha to 1 for the Medical Check in particular
local og_ISHealthPanel_prerender = ISHealthPanel.prerender
function ISHealthPanel:prerender()
og_ISHealthPanel_prerender(self)
self.backgroundColor.a = 1
end
--- The medical check wrap the health panel into this. We need to override its color
local overrideBackgroundColor = true
local og_ISUIElement_wrapInCollapsableWindow = ISUIElement.wrapInCollapsableWindow
---@param title string
---@param resizable any
---@param subClass any
---@return any
function ISUIElement:wrapInCollapsableWindow(title, resizable, subClass)
local panel = og_ISUIElement_wrapInCollapsableWindow(self, title, resizable, subClass)
if overrideBackgroundColor then
TOC_DEBUG.print("Overriding color for panel - " .. title)
self.backgroundColor.a = 1
panel.backgroundColor.a = 1
end
return panel
end
-- This is run when a player is trying the Medical Check action on another player
local og_ISMedicalCheckAction_perform = ISMedicalCheckAction.perform
function ISMedicalCheckAction:perform()
local username = self.otherPlayer:getUsername()
TOC_DEBUG.print("Medical Action on " .. username )
-- We need to recalculate them here before we can create the highest amputations point
CachedDataHandler.CalculateAmputatedLimbs(username)
og_ISMedicalCheckAction_perform(self)
end
local og_ISHealthBodyPartListBox_doDrawItem = ISHealthBodyPartListBox.doDrawItem
function ISHealthBodyPartListBox:doDrawItem(y, item, alt)
y = og_ISHealthBodyPartListBox_doDrawItem(self, y, item, alt)
y = y - 5
local x = 15
local fontHgt = getTextManager():getFontHeight(UIFont.Small)
local username = self.parent.character:getUsername()
--local amputatedLimbs = CachedDataHandler.GetIndexedAmputatedLimbs(username)
---@type BodyPart
local bodyPart = item.item.bodyPart
local bodyPartTypeStr = BodyPartType.ToString(bodyPart:getType())
local limbName = StaticData.LIMBS_IND_STR[bodyPartTypeStr]
-- We should cache a lot of other stuff to have this working with CacheDataHandler :(
if limbName then
local dcInst = DataController.GetInstance(username)
if dcInst:getIsCut(limbName) and dcInst:getIsVisible(limbName) then
if dcInst:getIsCicatrized(limbName) then
if dcInst:getIsCauterized(limbName) then
self:drawText("- " .. getText("IGUI_HealthPanel_Cauterized"), x, y, 0.58, 0.75, 0.28, 1, UIFont.Small)
else
self:drawText("- " .. getText("IGUI_HealthPanel_Cicatrized"), x, y, 0.28, 0.89, 0.28, 1, UIFont.Small)
end
y = y + fontHgt
else
local cicaTime = dcInst:getCicatrizationTime(limbName)
-- Show it in percentage
local maxCicaTime = StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[limbName]
local percentage = (1 - cicaTime/maxCicaTime) * 100
self:drawText("- " .. getText("IGUI_HealthPanel_Cicatrization") .. string.format(" %.2f", percentage) .. "%", x, y, 0.89, 0.28, 0.28, 1, UIFont.Small)
y = y + fontHgt
local scaledDirtyness = math.floor(dcInst:getWoundDirtyness(limbName) * 100)
self:drawText("- " .. getText("IGUI_HealthPanel_WoundDirtyness") .. string.format(" %d", scaledDirtyness) .. "%", x, y, 0.89, 0.28, 0.28, 1, UIFont.Small)
y = y + fontHgt
end
if dcInst:getIsProstEquipped(limbName) then
self:drawText("- " .. getText("IGUI_HealthPanel_ProstEquipped"), x, y, 0.28, 0.89, 0.28, 1, UIFont.Small)
y = y + fontHgt
end
end
end
y = y + 5
return y
end
local og_ISHealthPanel_getDamagedParts = ISHealthPanel.getDamagedParts
function ISHealthPanel:getDamagedParts()
-- check for imeds or if TOC is ready to display its stuff on the health panel
if isReady == false or Compat.handlers['iMeds'].isActive or Compat.handlers['iMedsFixed'].isActive then
return og_ISHealthPanel_getDamagedParts(self)
elseif isReady then
local result = {}
local bodyParts = self:getPatient():getBodyDamage():getBodyParts()
if isClient() and not self:getPatient():isLocalPlayer() then
bodyParts = self:getPatient():getBodyDamageRemote():getBodyParts()
end
local patientUsername = self:getPatient():getUsername()
local mdh = DataController.GetInstance(patientUsername)
for i=1,bodyParts:size() do
local bodyPart = bodyParts:get(i-1)
local bodyPartTypeStr = BodyPartType.ToString(bodyPart:getType())
local limbName = StaticData.LIMBS_IND_STR[bodyPartTypeStr]
if ISHealthPanel.cheat or bodyPart:HasInjury() or bodyPart:bandaged() or bodyPart:stitched() or bodyPart:getSplintFactor() > 0 or bodyPart:getAdditionalPain() > 10 or bodyPart:getStiffness() > 5 or (mdh:getIsCut(limbName) and mdh:getIsVisible(limbName)) then
table.insert(result, bodyPart)
end
end
return result
end
end

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local BaseHandler = require("TOC/UI/Interactions/HealthPanelBaseHandler")
local StaticData = require("TOC/StaticData")
local DataController = require("TOC/Controllers/DataController")
local ConfirmationPanel = require("TOC/UI/ConfirmationPanel")
local CutLimbAction = require("TOC/TimedActions/CutLimbAction")
---------------------
--* Various functions to help during these pesky checks
---Check if the item type corresponds to a compatible saw
---@param itemType string
local function CheckIfSaw(itemType)
return itemType == StaticData.SAWS_TYPES_IND_STR.saw
or itemType == StaticData.SAWS_TYPES_IND_STR.gardenSaw
end
---Return a compatible bandage
---@param player IsoPlayer
---@return InventoryItem?
local function GetBandageItem(player)
local plInv = player:getInventory()
local bandageItem = plInv:FindAndReturn("Base.Bandage") or plInv:FindAndReturn("Base.RippedSheets")
---@cast bandageItem InventoryItem
return bandageItem
end
---Return a suture needle or thread (only if the player has a needle too)
---@param player IsoPlayer
---@return InventoryItem?
local function GetStitchesConsumableItem(player)
local plInv = player:getInventory()
-- Suture needle has priority
local sutureNeedle = plInv:FindAndReturn("Base.SutureNeedle")
if sutureNeedle then
return sutureNeedle
else
-- Didn't find the suture one, so let's search for the normal one + thread
local needleItem = plInv:FindAndReturn("Base.Needle")
if needleItem == nil then return nil end
-- Found the normal one, searching for thread
local threadItem = plInv:FindAndReturn("Base.Thread")
---@cast threadItem DrainableComboItem
if threadItem and threadItem:getUsedDelta() > 0 then
return threadItem
end
end
end
local textConfirmAmp = getText("IGUI_Confirmation_Amputate")
local textAmp = getText("ContextMenu_Amputate")
local textAmpBandage = getText("ContextMenu_Amputate_Bandage")
local textAmpStitch = getText("ContextMenu_Amputate_Stitch")
local textAmpStitchBandage = getText("ContextMenu_Amputate_Stitch_Bandage")
---Add the action to the queue
---@param limbName string
---@param surgeon IsoPlayer
---@param patient IsoPlayer
---@param sawItem InventoryItem
---@param stitchesItem InventoryItem?
---@param bandageItem InventoryItem?
local function PerformAction(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem)
local x = (getCore():getScreenWidth() - 500) / 2
local y = getCore():getScreenHeight() / 2
ConfirmationPanel.Open(textConfirmAmp, x, y, nil, function()
-- get saw in hand
-- todo primary or secondary depending on amputation status of surgeon
ISTimedActionQueue.add(ISEquipWeaponAction:new(surgeon, sawItem, 50, true, false))
local lHandItem = surgeon:getSecondaryHandItem()
if lHandItem then
ISTimedActionQueue.add(ISUnequipAction:new(surgeon, lHandItem, 50))
end
ISTimedActionQueue.add(CutLimbAction:new(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem))
end)
end
---Adds the actions to the inventory context menu
---@param player IsoPlayer
---@param context ISContextMenu
---@param sawItem InventoryItem
---@param stitchesItem InventoryItem?
---@param bandageItem InventoryItem?
local function AddInvAmputationOptions(player, context, sawItem, stitchesItem, bandageItem)
local text
-- Set the correct text option
if stitchesItem and bandageItem then
--TOC_DEBUG.print("stitches and bandage")
text = textAmpStitchBandage
elseif not bandageItem and stitchesItem then
--TOC_DEBUG.print("only stitches")
text = textAmpStitch
elseif not stitchesItem and bandageItem then
--TOC_DEBUG.print("only bandages")
text = textAmpBandage
else
text = textAmp
end
TOC_DEBUG.print("Current text " .. tostring(text))
local option = context:addOption(text, nil)
local subMenu = context:getNew(context)
context:addSubMenu(option, subMenu)
-- TODO Separate into groups
-- Amputate -> Top/Bottom - > Left/Right - > Limb
-- for i=1, #StaticData.PROSTHESES_GROUPS_STR do
-- local group = StaticData.PROSTHESES_GROUPS_STR[i]
-- for j=1, #StaticData.SIDES_IND_STR do
-- end
-- end
-- for k,v in pairs(StaticData.LIMBS_TO_PROST_GROUP_MATCH_IND_STR) do
-- TOC_DEBUG.print(k)
-- end
local dc = DataController.GetInstance()
for i = 1, #StaticData.LIMBS_STR do
local limbName = StaticData.LIMBS_STR[i]
if not dc:getIsCut(limbName) then
local limbTranslatedName = getText("ContextMenu_Limb_" .. limbName)
subMenu:addOption(limbTranslatedName, player, PerformAction, player, limbName, sawItem, stitchesItem, bandageItem)
end
end
end
---Handler for OnFillInventoryObjectContextMenu
---@param playerNum number
---@param context ISContextMenu
---@param items table
local function AddInventoryAmputationMenu(playerNum, context, items)
local item
-- We can't access the item if we don't create the loop and start ipairs.
for _, v in ipairs(items) do
item = v
if not instanceof(v, "InventoryItem") then
item = v.items[1]
end
break
end
local itemType = item:getType()
if CheckIfSaw(itemType) then
local player = getSpecificPlayer(playerNum)
local sawItem = item
local stitchesItem = GetStitchesConsumableItem(player)
local bandageItem = GetBandageItem(player)
TOC_DEBUG.print("Stitches item: " .. tostring(stitchesItem))
TOC_DEBUG.print("Bandage item: " .. tostring(bandageItem))
AddInvAmputationOptions(player, context, sawItem, stitchesItem, bandageItem)
end
end
Events.OnFillInventoryObjectContextMenu.Add(AddInventoryAmputationMenu)
-------------------------------------
---@class CutLimbInteractionHandler : BaseHandler
---@field items table
---@field limbName string
---@field itemType string temporary
local CutLimbInteractionHandler = BaseHandler:derive("CutLimbInteractionHandler")
---Creates new CutLimbInteractionHandler
---@param panel ISUIElement
---@param bodyPart BodyPart
---@return CutLimbInteractionHandler
function CutLimbInteractionHandler:new(panel, bodyPart)
local o = BaseHandler.new(self, panel, bodyPart)
o.items.ITEMS = {}
o.limbName = BodyPartType.ToString(bodyPart:getType())
o.itemType = "Saw"
--TOC_DEBUG.print("init CutLimbInteractionHandler")
return o
end
---@param item InventoryItem
function CutLimbInteractionHandler:checkItem(item)
--TOC_DEBUG.print("CutLimbInteractionHandler checkItem")
local itemType = item:getType()
if CheckIfSaw(itemType) then
TOC_DEBUG.print("added to list -> " .. itemType)
self:addItem(self.items.ITEMS, item)
end
end
---@param x number
---@param y number
---@param type any
function CutLimbInteractionHandler:openConfirmation(x, y, type)
ConfirmationPanel.Open(textConfirmAmp, x, y, nil, function()
self.onMenuOptionSelected(self, type)
end)
end
---@param context ISContextMenu
function CutLimbInteractionHandler:addToMenu(context)
--TOC_DEBUG.print("CutLimbInteractionHandler addToMenu")
local types = self:getAllItemTypes(self.items.ITEMS)
local patientUsername = self:getPatient():getUsername()
if #types > 0 and StaticData.LIMBS_TO_BODYLOCS_IND_BPT[self.limbName] and not DataController.GetInstance(patientUsername):getIsCut(self.limbName) then
TOC_DEBUG.print("addToMenu, types > 0")
local x = (getCore():getScreenWidth() - 500) / 2
local y = getCore():getScreenHeight() / 2
for i=1, #types do
context:addOption(getText("ContextMenu_Amputate"), self, self.openConfirmation, x, y, types[i])
end
end
end
function CutLimbInteractionHandler:dropItems(items)
local types = self:getAllItemTypes(items)
if #self.items.ITEMS > 0 and #types == 1 and StaticData.LIMBS_TO_BODYLOCS_IND_BPT[self.limbName] then
self:onMenuOptionSelected(types[1])
return true
end
return false
end
---Check if CutLimbInteractionHandler is valid, the limb must not be cut to be valid
---@return boolean
function CutLimbInteractionHandler:isValid()
--TOC_DEBUG.print("CutLimbInteractionHandler isValid")
self:checkItems()
local patientUsername = self:getPatient():getUsername()
return not DataController.GetInstance(patientUsername):getIsCut(self.limbName)
end
function CutLimbInteractionHandler:perform(previousAction, itemType)
local item = self:getItemOfType(self.items.ITEMS, itemType)
previousAction = self:toPlayerInventory(item, previousAction)
TOC_DEBUG.print("Perform CutLimbInteractionHandler on " .. self.limbName)
local action = CutLimbAction:new(self:getDoctor(),self:getPatient(), self.limbName, item)
ISTimedActionQueue.addAfter(previousAction, action)
end
return CutLimbInteractionHandler

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-- Had to copy and paste this stuff from the base game since this is a local only class. Kinda shit, but eh
---@class BaseHandler : ISBaseObject
---@field panel ISUIElement
---@field bodyPart BodyPart
---@field items table
local BaseHandler = ISBaseObject:derive("BaseHandler")
---@param panel ISUIElement
---@param bodyPart BodyPart
---@return table
function BaseHandler:new(panel, bodyPart)
local o = {}
setmetatable(o, self)
self.__index = self
o.panel = panel
o.bodyPart = bodyPart
o.items = {}
return o
end
function BaseHandler:isInjured()
TOC_DEBUG.print("Running isInjured")
local bodyPart = self.bodyPart
return (bodyPart:HasInjury() or bodyPart:stitched() or bodyPart:getSplintFactor() > 0) and not bodyPart:bandaged()
end
function BaseHandler:checkItems()
for k,v in pairs(self.items) do
table.wipe(v)
end
local containers = ISInventoryPaneContextMenu.getContainers(self:getDoctor())
local done = {}
local childContainers = {}
for i=1,containers:size() do
local container = containers:get(i-1)
done[container] = true
table.wipe(childContainers)
self:checkContainerItems(container, childContainers)
for _,container2 in ipairs(childContainers) do
if not done[container2] then
done[container2] = true
self:checkContainerItems(container2, nil)
end
end
end
end
function BaseHandler:checkContainerItems(container, childContainers)
local containerItems = container:getItems()
for i=1,containerItems:size() do
local item = containerItems:get(i-1)
if item:IsInventoryContainer() then
if childContainers then
table.insert(childContainers, item:getInventory())
end
else
---@diagnostic disable-next-line: undefined-field
self:checkItem(item) -- This is in inherited classes, we never use this class by itself
end
end
end
function BaseHandler:dropItems(items)
return false
end
function BaseHandler:addItem(items, item)
table.insert(items, item)
end
function BaseHandler:getAllItemTypes(items)
local done = {}
local types = {}
for _,item in ipairs(items) do
if not done[item:getFullType()] then
table.insert(types, item:getFullType())
done[item:getFullType()] = true
end
end
return types
end
function BaseHandler:getItemOfType(items, type)
for _,item in ipairs(items) do
if item:getFullType() == type then
return item
end
end
return nil
end
function BaseHandler:getItemOfTag(items, type)
for _,item in ipairs(items) do
if item:hasTag(type) then
return item
end
end
return nil
end
function BaseHandler:getAllItemsOfType(items, type)
local items = {}
for _,item in ipairs(items) do
if item:getFullType() == type then
table.insert(items, item)
end
end
return items
end
function BaseHandler:onMenuOptionSelected(arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8)
ISTimedActionQueue.add(HealthPanelAction:new(self:getDoctor(), self, arg1, arg2, arg3, arg4, arg5, arg6, arg7, arg8))
end
function BaseHandler:toPlayerInventory(item, previousAction)
if item:getContainer() ~= self:getDoctor():getInventory() then
local action = ISInventoryTransferAction:new(self:getDoctor(), item, item:getContainer(), self:getDoctor():getInventory())
ISTimedActionQueue.addAfter(previousAction, action)
-- FIXME: ISHealthPanel.actions never gets cleared
self.panel.actions = self.panel.actions or {}
self.panel.actions[action] = self.bodyPart
return action
end
return previousAction
end
---@return IsoPlayer
function BaseHandler:getDoctor()
return self.panel.otherPlayer or self.panel.character
end
---@return IsoPlayer
function BaseHandler:getPatient()
return self.panel.character
end
return BaseHandler

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local BaseHandler = require("TOC/UI/Interactions/HealthPanelBaseHandler")
local CommonMethods = require("TOC/CommonMethods")
local DataController = require("TOC/Controllers/DataController")
local CleanWoundAction = require("TOC/TimedActions/CleanWoundAction")
-------------------------
---@class WoundCleaningInteractionHandler : BaseHandler
---@field username string
---@field limbName string
local WoundCleaningInteractionHandler = BaseHandler:derive("WoundCleaningInteractionHandler")
---@param panel any
---@param bodyPart any
---@param username string
---@return table
function WoundCleaningInteractionHandler:new(panel, bodyPart, username)
local o = BaseHandler.new(self, panel, bodyPart)
o.items.ITEMS = {}
o.username = username
o.limbName = CommonMethods.GetLimbNameFromBodyPart(bodyPart)
return o
end
function WoundCleaningInteractionHandler:checkItem(item)
-- Disinfected rag or bandage
--TOC_DEBUG.print("WoundCleaningInteractionHandler checkItem")
if item:getBandagePower() >=2 and item:isAlcoholic() then
--TOC_DEBUG.print("Adding " .. item:getName())
self:addItem(self.items.ITEMS, item)
end
end
function WoundCleaningInteractionHandler:addToMenu(context)
--TOC_DEBUG.print("WoundCleaningInteraction addToMenu")
local types = self:getAllItemTypes(self.items.ITEMS)
if #types > 0 and self:isValid() then
TOC_DEBUG.print("WoundCleaningInteraction inside addToMenu")
local option = context:addOption(getText("ContextMenu_CleanWound"), nil)
local subMenu = context:getNew(context)
context:addSubMenu(option, subMenu)
for i=1, #types do
local item = self:getItemOfType(self.items.ITEMS, types[i])
subMenu:addOption(item:getName(), self, self.onMenuOptionSelected, item:getFullType())
TOC_DEBUG.print(item:getName())
end
end
end
function WoundCleaningInteractionHandler:dropItems(items)
local types = self:getAllItemTypes(items)
if #self.items.ITEMS > 0 and #types == 1 and self:isActionValid() then
self:onMenuOptionSelected(types[1])
return true
end
return false
end
function WoundCleaningInteractionHandler:isValid()
self:checkItems()
return self:isActionValid()
end
function WoundCleaningInteractionHandler:isActionValid()
if self.limbName == nil then return false end
local dcInst = DataController.GetInstance(self.username)
local check = dcInst:getIsCut(self.limbName) and not dcInst:getIsCicatrized(self.limbName) and dcInst:getWoundDirtyness(self.limbName) > 0
--TOC_DEBUG.print("WoundCleaningInteraction isValid: " .. tostring(check))
return check
end
function WoundCleaningInteractionHandler:perform(previousAction, itemType)
local item = self:getItemOfType(self.items.ITEMS, itemType)
previousAction = self:toPlayerInventory(item, previousAction)
local action = CleanWoundAction:new(self:getDoctor(), self:getPatient(), item, self.bodyPart)
ISTimedActionQueue.addAfter(previousAction, action)
end
return WoundCleaningInteractionHandler

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local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local DataController = require("TOC/Controllers/DataController")
local CauterizeAction = require("TOC/TimedActions/CauterizeAction")
---------------
---@param tooltip ISToolTip
---@param desc string
local function AppendToDescription(tooltip, desc)
if tooltip.description == "" then
desc = string.upper(string.sub(desc, 1, 1)) .. string.sub(desc, 2)
tooltip.description = desc
else
desc = string.lower(string.sub(desc, 1, 1)) .. string.sub(desc, 2)
tooltip.description = tooltip.description .. getText("Tooltip_Surgery_And") .. desc
end
end
---@param playerNum number
---@param context ISContextMenu
---@param worldObjects any
---@param test any
local function AddStoveContextMenu(playerNum, context, worldObjects, test)
if test then return true end
local pl = getSpecificPlayer(playerNum)
local dcInst = DataController.GetInstance()
if not dcInst:getIsAnyLimbCut() then return end
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername())
---@type IsoStove?
local stoveObj = nil
for _, obj in pairs(worldObjects) do
if instanceof(obj, "IsoStove") then
stoveObj = obj
break
end
end
if stoveObj == nil then return end
local tempTooltip = ISToolTip:new()
tempTooltip:initialise()
tempTooltip.description = ""
tempTooltip:setVisible(false)
local addMainOption = false
local subMenu
for k, _ in pairs(amputatedLimbs) do
-- We need to let the player cauterize ONLY the visible one!
---@type string
local limbName = k
if dcInst:getIsVisible(limbName) and not dcInst:getIsCicatrized(limbName) then
if addMainOption == false then
-- Adds the cauterize option ONLY when it's needed
local optionMain = context:addOption(getText("ContextMenu_Cauterize"), nil)
subMenu = context:getNew(context)
context:addSubMenu(optionMain, subMenu)
addMainOption = true
end
local option = subMenu:addOption(getText("ContextMenu_Limb_" .. limbName), nil, function()
local adjacent = AdjacentFreeTileFinder.Find(stoveObj:getSquare(), pl)
ISTimedActionQueue.add(ISWalkToTimedAction:new(pl, adjacent))
ISTimedActionQueue.add(CauterizeAction:new(pl, limbName, stoveObj))
end)
-- Notifications, in case the player can't do the action
local isPlayerCourageous = pl:HasTrait("Brave") or pl:getPerkLevel(Perks.Strength) > 5
local isTempHighEnough = stoveObj:getCurrentTemperature() >= 250
local isLimbFree = not dcInst:getIsProstEquipped(limbName)
option.notAvailable = not(isPlayerCourageous and isTempHighEnough and isLimbFree)
if not isTempHighEnough then
AppendToDescription(tempTooltip, getText("Tooltip_Surgery_TempTooLow"))
end
if not isPlayerCourageous then
AppendToDescription(tempTooltip, getText("Tooltip_Surgery_Coward"))
end
if not isLimbFree then
AppendToDescription(tempTooltip, getText("Tooltip_Surgery_LimbNotFree"))
end
if option.notAvailable then
tempTooltip:setName(getText("Tooltip_Surgery_CantCauterize"))
option.toolTip = tempTooltip
end
end
end
end
Events.OnFillWorldObjectContextMenu.Add(AddStoveContextMenu)