reworking

This commit is contained in:
ZioPao
2023-11-06 04:16:43 +01:00
parent d79dfcc509
commit 875e0fdceb
207 changed files with 113 additions and 2 deletions

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------------------------------------------
-------------- THE ONLY CURE -------------
------------------------------------------
require "TimedActions/ISBaseTimedAction"
TOC_CutLimbAction = ISBaseTimedAction:derive("TOC_CutLimbAction")
function TOC_CutLimbAction:isValid()
return self.patientX == self.patient:getX() and self.patientY == self.patient:getY()
end
function TOC_CutLimbAction:waitToStart()
if self.patient == self.surgeon then
return false
end
self.surgeon:faceThisObject(self.patient)
return self.surgeon:shouldBeTurning()
end
function TOC_CutLimbAction:update()
if self.patient ~= self.surgeon then
self.surgeon:faceThisObject(self.patient)
end
-- Sound handling
if self.soundTime < getTimestamp() then
self.soundTime = getTimestamp()
if not self.character:getEmitter():isPlaying(self.sawSound) then
--print("TOC: Running sound again")
self.sawSound = self.character:getEmitter():playSound("Amputation_Sound")
addSound(self.surgeon, self.surgeon:getX(), self.surgeon:getY(), self.surgeon:getZ(), 3, 3)
end
end
end
function TOC_CutLimbAction:stop()
--print("Stopping ISCutLimb")
-- Handles sound
if self.sawSound and self.sawSound ~= 0 and self.surgeon:getEmitter():isPlaying(self.sawSound) then
self.surgeon:getEmitter():stopSound(self.sawSound)
end
-- TODO test this with more than 2 players
-- TODO this gets bugged when player dies while amputating
end
function TOC_CutLimbAction:start()
-- TODO Add a check so you can't cut your arm if you don't have hands or if you only have one arm and want to cut that same arm.
self:setActionAnim("SawLog")
local sawItem = TOC_Common.GetSawInInventory(self.surgeon)
self.soundTime = 0
self.worldSoundTime = 0
self.sawSound = self.surgeon:getEmitter():playSound("Amputation_Sound")
-- Return whatever object we've got in the inventory
if self.surgeon:getPrimaryHandItem() then
ISTimedActionQueue.add(ISUnequipAction:new(self.surgeon, self.surgeon:getPrimaryHandItem(), 2));
end
if self.surgeon:getSecondaryHandItem() and self.surgeon:getSecondaryHandItem() ~= self.surgeon:getPrimaryHandItem() then
ISTimedActionQueue.add(ISUnequipAction:new(self.surgeon, self.surgeon:getSecondaryHandItem(), 2));
end
if sawItem then
self:setOverrideHandModels(sawItem:getStaticModel(), nil)
end
if self.patient == self.surgeon then
TOC.DamagePlayerDuringAmputation(self.patient, self.partName)
else
sendClientCommand(self.surgeon, "TOC", "AskDamageOtherPlayer", {self.patient:getOnlineID(), self.partName})
end
end
function TOC_CutLimbAction:findArgs()
local surgeonFactor = self.surgeon:getPerkLevel(Perks.Doctor)
if self.surgeon:getDescriptor():getProfession() == "surgeon" then surgeonFactor = surgeonFactor + 15 end
if self.surgeon:getDescriptor():getProfession() == "doctor" then surgeonFactor = surgeonFactor + 9 end
if self.surgeon:getDescriptor():getProfession() == "nurse" then surgeonFactor = surgeonFactor + 4 end
local bandageTable = {
useBandage = false,
bandageType = nil,
isBandageSterilized = nil
}
local painkiller_table = {}
local bandage = self.surgeon:getInventory():FindAndReturn('Bandage')
local sterilizedBandage = self.surgeon:getInventory():FindAndReturn('AlcoholBandage')
--local ripped_sheets = self.surgeon:getInventory():FindAndReturn("...")
if sterilizedBandage then
bandageTable.bandageType = sterilizedBandage:getType()
bandageTable.isBandageSterilized = true
bandageTable.useBandage = true
self.surgeon:getInventory():Remove(sterilizedBandage)
surgeonFactor = surgeonFactor + 4
elseif bandage then
bandageTable.bandageType = bandage:getType()
bandageTable.isBandageSterilized = false
bandageTable.useBandage = true
self.surgeon:getInventory():Remove(bandage)
surgeonFactor = surgeonFactor + 2
else
bandageTable.bandageType = ""
bandageTable.useBandage = false
bandageTable.isBandageSterilized = false
end
-- local painkiller = self.surgeon:getInventory():FindAndReturn('Pills');
-- if painkiller then
-- usePainkiller = true;
-- painkillerCount = painkiller:getRemainingUses();
-- end
return surgeonFactor, bandageTable, painkiller_table
end
function TOC_CutLimbAction:perform()
local surgeonFactor, bandageTable, painkillerTable = self:findArgs()
if self.patient ~= self.surgeon and isClient() then
SendCutLimb(self.patient, self.partName, surgeonFactor, bandageTable, painkillerTable)
sendClientCommand(self.surgeon, "TOC", "AskStopAmputationSound", {surgeonID = self.surgeon:getOnlineID()})
else
TOC.CutLimb(self.partName, surgeonFactor, bandageTable, painkillerTable)
end
self.surgeon:getEmitter():stopSoundByName("Amputation_Sound")
self.surgeon:getXp():AddXP(Perks.Doctor, 400)
ISBaseTimedAction.perform(self)
end
function TOC_CutLimbAction:new(patient, surgeon, partName)
-- TODO align surgeon, patient not patient, surgeon
local o = {}
setmetatable(o, self)
self.__index = self
o.partName = partName
o.character = surgeon -- For anim
o.surgeon = surgeon; -- Surgeon or player that make the operation
o.patient = patient; -- Player to amputate
o.patientX = patient:getX()
o.patientY = patient:getY()
o.maxTime = 1000 - (surgeon:getPerkLevel(Perks.Doctor) * 50)
o.stopOnWalk = true
o.stopOnRun = true
o.ignoreHandsWounds = false
o.fromHotbar = true
if o.patient:isTimedActionInstant() then o.maxTime = 1 end
return o
end

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require "TimedActions/ISBaseTimedAction"
TOC_InstallProsthesisAction = ISBaseTimedAction:derive("TOC_InstallProsthesisAction")
function TOC_InstallProsthesisAction:isValid()
-- TODO add here conditions if the action can be performed or not, so if thing is in inventory
-- TODO 'not sure about multiplayer, maybe an overriding check?
return true
end
function TOC_InstallProsthesisAction:update()
self.item:setJobDelta(self:getJobDelta())
end
function TOC_InstallProsthesisAction:start()
self.item:setJobType("Install prosthesis")
self.item:setJobDelta(0.0)
self:setActionAnim("WearClothing")
self:setAnimVariable("WearClothingLocation", "Jacket")
end
function TOC_InstallProsthesisAction:stop()
ISBaseTimedAction.stop(self)
self.item:setJobDelta(0.0)
end
function TOC_InstallProsthesisAction:perform()
local prosthesisBaseName = self.item:getType()
self.item:setJobDelta(0.0)
-- local toc_data = self.character:getModData().TOC
--local partName = TocGetPartNameFromBodyPartType(self.bodyPart:getType())
local bodyPartType = TOC_Common.GetBodyPartFromPartName(self.partName)
-- Check if can be performed. This shouldn't be necessary, but just to be sure
if bodyPartType == BodyPartType.UpperArm_L or bodyPartType == BodyPartType.UpperArm_R then
print("Can't equip prosthesis")
return
end
if self.patient ~= self.surgeon and isClient() then
SendEquipProsthesis(self.patient, self.partName, self.item, prosthesisBaseName)
else
TOC.EquipProsthesis(self.partName, self.item, prosthesisBaseName)
end
self.surgeon:getInventory():Remove(prosthesisBaseName) -- Removes the base item after we transferred everything
-- needed to remove from queue / start next.
ISBaseTimedAction.perform(self)
end
function TOC_InstallProsthesisAction:new(surgeon, patient, item, partName)
local o = ISBaseTimedAction.new(self, patient)
o.character = surgeon -- For animation, since self.startAnim or whatever relies on this
o.surgeon = surgeon
o.patient = patient
o.item = item
o.partName = partName
--o.bodyPart = bodyPart
o.maxTime = 100
o.stopOnWalk = true
o.stopOnRun = true
o.cloth = nil
o.ignoreHandsWounds = false
o.fromHotbar = true -- just to disable hotbar:update() during the wearing
if o.character:isTimedActionInstant() then o.maxTime = 1 end
return o
end

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require "TimedActions/ISBaseTimedAction"
TOC_OperateLimbAction = ISBaseTimedAction:derive("TOC_OperateLimbAction")
function TOC_OperateLimbAction:isValid()
return self.patientX == self.patient:getX() and self.patientY == self.patient:getY()
end
function TOC_OperateLimbAction:waitToStart()
if self.patient == self.surgeon then
return false
end
self.surgeon:faceThisObject(self.patient)
return self.surgeon:shouldBeTurning()
end
function TOC_OperateLimbAction:update()
if self.patient ~= self.surgeon then
self.surgeon:faceThisObject(self.patient)
end
end
function TOC_OperateLimbAction:start()
self:setActionAnim("MedicalCheck")
if self.useOven then
self.sound = self.patient:getEmitter():playSound("Burn_sound")
self:forceComplete()
end
end
function TOC_OperateLimbAction:findArgs()
local surgeonFactor = self.surgeon:getPerkLevel(Perks.Doctor)
if self.useOven then
surgeonFactor = surgeonFactor + 100
else
if self.kit then
local weight = math.floor(self.kit:getWeight() * 10 + 0.5)
if weight == 1 then
surgeonFactor = surgeonFactor + 2
elseif weight == surgeonFactor then
surgeonFactor = surgeonFactor + 4
elseif weight == 3 then
surgeonFactor = surgeonFactor + 6
end
end
if self.surgeon:getDescriptor():getProfession() == "surgeon" then surgeonFactor = surgeonFactor + 10 end
if self.surgeon:getDescriptor():getProfession() == "doctor" then surgeonFactor = surgeonFactor + 5 end
if self.surgeon:getDescriptor():getProfession() == "nurse" then surgeonFactor = surgeonFactor + 2 end
end
return surgeonFactor, self.useOven;
end
function TOC_OperateLimbAction:perform()
local surgeonFactor, useOven = self:findArgs()
if self.patient ~= self.surgeon and isClient() then
SendOperateLimb(self.patient, self.partName, surgeonFactor, useOven)
else
TOC.OperateLimb(self.partName, surgeonFactor, useOven)
end
self.surgeon:getXp():AddXP(Perks.Doctor, 400)
if self.kit and not useOven then
self.surgeon:getInventory():Remove(self.kit)
end
ISBaseTimedAction.perform(self)
end
function TOC_OperateLimbAction:new(patient, surgeon, kit, partName, useOven)
local o = ISBaseTimedAction.new(self, patient)
o.partName = partName
o.patient = patient
o.character = surgeon -- For anim
o.patientX = patient:getX()
o.patientY = patient:getY()
o.surgeon = surgeon
o.kit = kit
o.useOven = useOven
--o.useOven = useOven;
if useOven then
o.maxTime = 30
else
o.maxTime = 200 - (surgeon:getPerkLevel(Perks.Doctor) * 10)
end
o.stopOnWalk = true
o.stopOnRun = true
o.ignoreHandsWounds = false
o.fromHotbar = true
if o.patient:isTimedActionInstant() then
o.maxTime = 1
end
return o
end

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require "TimedActions/ISBaseTimedAction"
TOC_UninstallProsthesisAction = ISBaseTimedAction:derive("TOC_UninstallProsthesisAction")
function TOC_UninstallProsthesisAction:isValid()
if self.item ~= nil and self.isProsthesisEquipped then
return true
else
return false
end
end
function TOC_UninstallProsthesisAction:update()
self.item:setJobDelta(self:getJobDelta())
end
function TOC_UninstallProsthesisAction:start()
self.item:setJobType("Uninstall prothesis")
self.item:setJobDelta(0.0);
self:setActionAnim("WearClothing");
if self.item:IsClothing() then
self:setAnimVariable("WearClothingLocation", "Jacket")
elseif self.item:IsInventoryContainer() and self.item:canBeEquipped() ~= "" then
self:setAnimVariable("WearClothingLocation", "Jacket")
end
self.character:setPrimaryHandItem(nil)
self.character:setSecondaryHandItem(self.item)
end
function TOC_UninstallProsthesisAction:stop()
ISBaseTimedAction.stop(self);
self.item:setJobDelta(0.0);
end
function TOC_UninstallProsthesisAction:perform()
self.item:getContainer():setDrawDirty(true)
self.item:setJobDelta(0.0)
if instanceof(self.item, "InventoryContainer") and self.item:canBeEquipped() ~= "" then
self.character:removeFromHands(self.item)
self.character:setWornItem(self.item:canBeEquipped(), self.item)
getPlayerInventory(self.character:getPlayerNum()):refreshBackpacks()
elseif self.item:getCategory() == "Clothing" then
if self.item:getBodyLocation() ~= "" then
self.character:setWornItem(self.item:getBodyLocation(), self.item)
end
end
if self.patient ~= self.surgeon and isClient() then
SendUnequipProsthesis(self.patient, self.partName, self.item)
else
TOC.OperateLimb(self.patient, self.partName, self.item)
end
ISBaseTimedAction.perform(self)
end
function TOC_UninstallProsthesisAction:new(surgeon, patient, partName)
local o = ISBaseTimedAction.new(self, surgeon)
local limbsData = patient:getModData().TOC.limbs
o.item = TOC_Common.FindItemInProstBodyLocation(partName, patient)
o.character = surgeon -- For animation purposes
o.patient = patient
o.surgeon = surgeon
o.partName = partName
o.isProsthesisEquipped = limbsData[partName].isProsthesisEquipped
o.maxTime = 100;
o.stopOnWalk = true
o.stopOnRun = true
o.ignoreHandsWounds = false
o.fromHotbar = true -- just to disable hotbar:update() during the wearing
if o.character:isTimedActionInstant() then o.maxTime = 1 end
return o
end