Base for working UI
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@@ -2,7 +2,6 @@ local ModDataHandler = require("TOC_ModDataHandler")
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local StaticData = require("TOC_StaticData")
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-----------
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---@class PlayerHandler
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local PlayerHandler = {}
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@@ -27,16 +26,26 @@ function PlayerHandler.ManageTraits(playerObj)
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end
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end
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--* Amputations *--
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---comment
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---Starts bleeding from the point where the saw is being used
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---@param patient IsoPlayer
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---@param limbName string
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function PlayerHandler.DamageDuringAmputation(patient, limbName)
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local bodyDamage = patient:getBodyDamage()
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local bodyDamagePart = bodyDamage:getBodyPart(BodyPartType[limbName])
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bodyDamagePart:setBleeding(true)
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bodyDamagePart:setCut(true)
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bodyDamagePart:setBleedingTime(ZombRand(10, 20))
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end
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---Do the amputation
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---@param patient IsoPlayer
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---@param surgeon IsoPlayer
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---@param limbName string
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---@param surgeryHelpItems table
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function PlayerHandler.CutLimb(patient, surgeon, limbName, surgeryHelpItems)
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-- TODO Start bleeding and crap like that
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local patientStats = patient:getStats()
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-- TODO Get surgeon ability from his aid skill
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@@ -78,8 +87,10 @@ end
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---@param damageType string
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---@param damage number
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function PlayerHandler.CheckInfection(character, damageType, damage)
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-- This fucking event barely works. Bleeding seems to be the only thing that triggers it
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if character ~= getPlayer() then return end
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local bd = character:getBodyDamage()
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for i=1, #StaticData.LIMBS_STRINGS do
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@@ -73,4 +73,13 @@ for side, _ in pairs(StaticData.SIDES_STRINGS) do
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end
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--- Textures
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StaticData.HEALTH_PANEL_TEXTURES = {
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Hand_L = getTexture("media/ui/Hand_L.png"),
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ForeArm_L = getTexture("media/ui/ForeArm_L.png"),
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UpeerArm_L = getTexture("media/ui/UpperArm_L.png")
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}
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return StaticData
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@@ -1,9 +1,55 @@
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local PlayerHandler = require("TOC_PlayerHandler")
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require "TimedActions/ISBaseTimedAction"
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---@class CutLimbAction
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---@field patient IsoPlayer
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---@field surgeon IsoPlayer
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---@field limbName string
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local CutLimbAction = ISBaseTimedAction:derive("CutLimbAction")
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function CutLimbAction:new(patient, surgeon, partName)
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print("CUTLIMBACTION")
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---Starts CutLimbAction
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---@param patient IsoPlayer
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---@param surgeon IsoPlayer
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---@param limbName string
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---@return CutLimbAction
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function CutLimbAction:new(patient, surgeon, limbName)
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local o = {}
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setmetatable(o, self)
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self.__index = self
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o.patient = patient
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o.surgeon = surgeon
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o.limbName = limbName
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o.stopOnWalk = true
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o.stopOnRun = true
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if o.surgeon:isTimedActionInstant() then o.maxTime = 1 end
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return o
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end
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function CutLimbAction:isValid()
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-- TODO Surgeon should be close to patient
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return true
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end
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function CutLimbAction:start()
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print("Damage patient")
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if self.patient == self.surgeon then
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-- Self
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PlayerHandler.DamageDuringAmputation(self.patient, self.limbName)
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else
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-- Other player
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-- TODO Send Damage
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end
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end
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function CutLimbAction:perform()
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PlayerHandler.CutLimb(self.patient, self.surgeon, self.limbName, {})
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ISBaseTimedAction.perform(self)
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end
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return CutLimbAction
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@@ -1,3 +1,6 @@
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local PlayerHandler = require("TOC_PlayerHandler")
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local StaticData = require("TOC_StaticData")
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---@diagnostic disable: duplicate-set-field
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local CutLimbHandler = require("UI/TOC_CutLimbHandler")
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@@ -35,18 +38,55 @@ end
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-- TODO We need male variations
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local handL = getTexture("media/ui/Hand_L.png")
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local forearmL = getTexture("media/ui/ForeArm_L.png")
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local upperarmL = getTexture("media/ui/UpperArm_L.png")
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---@return {partL : string?, partR : string?}
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local function GetHighestAmputation()
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-- TODO Cache this instead of doing it here!
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local tab = {}
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local prevDepSize = {}
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for i=1, #StaticData.LIMBS_STRINGS do
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local limbName = StaticData.LIMBS_STRINGS[i]
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local index
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if string.find(limbName, "_L") then index = "L" else index = "R" end
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if PlayerHandler.modDataHandler:getIsCut(limbName) then
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if tab[index] ~= nil then
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local cDependencySize = #StaticData.LIMBS_DEPENDENCIES[limbName]
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if cDependencySize > prevDepSize[index] then
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tab[index] = limbName
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prevDepSize[index] = StaticData.LIMBS_DEPENDENCIES[limbName]
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end
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else
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tab[index] = limbName
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prevDepSize[index] = #StaticData.LIMBS_DEPENDENCIES[limbName]
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end
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end
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end
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return tab
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end
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local og_ISHealthPanel_render = ISHealthPanel.render
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function ISHealthPanel:render()
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og_ISHealthPanel_render(self)
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-- TODO Handle another player health panel
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local highestAmputations = GetHighestAmputation()
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-- Left Texture
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if highestAmputations["L"] then
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local textureL = StaticData.HEALTH_PANEL_TEXTURES[highestAmputations["L"]]
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self:drawTextureScaled(textureL, self.healthPanel.x/2 - 2, self.healthPanel.y/2, 123, 302, 1, 1, 0, 0)
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end
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if highestAmputations["R"] then
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end
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--self:drawTextureScaled(forearmL, self.healthPanel.x/2 - 2, self.healthPanel.y/2, 123, 302, 1, 1, 0, 0)
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-- Right Texture
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