Moved everything to common.
This commit is contained in:
@@ -0,0 +1,287 @@
|
||||
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
|
||||
Reference in New Issue
Block a user