Merge pull request #144 from ZioPao/dev

v2.1.3
This commit is contained in:
Pao
2024-10-17 23:52:07 +02:00
committed by GitHub
7 changed files with 257 additions and 55 deletions

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@@ -59,7 +59,17 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
local perkLevelScaled local perkLevelScaled
if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end
time = time * (StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[limbName] - perkLevelScaled) TOC_DEBUG.print("Perk Level: " .. tostring(perkLevel))
TOC_DEBUG.print("OG time: " .. tostring(time))
-- Modified Time shouldn't EVER be lower compared to the og one.
local modifiedTime = time * (StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[limbName] - perkLevelScaled)
if modifiedTime >= time then
time = modifiedTime
end
--TOC_DEBUG.print("Modified time: " .. tostring(time))
end end
end end

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@@ -1,3 +1,8 @@
-- TODO This section must be overhauled
-- local DataController = require("TOC/Controllers/DataController")
-- local StaticData = require("TOC/StaticData")
---@diagnostic disable: duplicate-set-field ---@diagnostic disable: duplicate-set-field
-- Bunch of actions shouldn't be modified by the adjusted time -- Bunch of actions shouldn't be modified by the adjusted time
@@ -8,51 +13,70 @@
---ISEquipWeaponAction ---ISEquipWeaponAction
---ISUnequipAction ---ISUnequipAction
--- We're forced to re-run this crap to fix it -- --- We're forced to re-run this crap to fix it
---@param action ISBaseTimedAction -- ---@param action ISBaseTimedAction
local function HandleSpeedSpecificAction(action) -- local function HandleSpeedSpecificAction(action, time)
action.skipTOC = true -- action.skipTOC = true
action.animSpeed = action.maxTime / action:adjustMaxTime(action.maxTime) -- action.maxTime = time
action.maxTime = -1 -- action.animSpeed = 1.0
end -- end
local og_ISAttachItemHotbar_new = ISAttachItemHotbar.new -- local og_ISAttachItemHotbar_new = ISAttachItemHotbar.new
function ISAttachItemHotbar:new(character, item, slot, slotIndex, slotDef) -- function ISAttachItemHotbar:new(character, item, slot, slotIndex, slotDef)
local action = og_ISAttachItemHotbar_new(self, character, item, slot, slotIndex, slotDef) -- local action = og_ISAttachItemHotbar_new(self, character, item, slot, slotIndex, slotDef)
HandleSpeedSpecificAction(action) -- HandleSpeedSpecificAction(action, -1)
return action -- return action
end -- end
local og_ISDetachItemHotbar_new = ISDetachItemHotbar.new -- local og_ISDetachItemHotbar_new = ISDetachItemHotbar.new
function ISDetachItemHotbar:new(character, item) -- function ISDetachItemHotbar:new(character, item)
local action = og_ISDetachItemHotbar_new(self, character, item) -- local action = og_ISDetachItemHotbar_new(self, character, item)
HandleSpeedSpecificAction(action) -- HandleSpeedSpecificAction(action, -1)
return action -- return action
end -- end
local og_ISEquipWeaponAction_new = ISEquipWeaponAction.new
function ISEquipWeaponAction:new(character, item, time, primary, twoHands)
local action = og_ISEquipWeaponAction_new(self, character, item, time, primary, twoHands)
--TOC_DEBUG.print("Override ISEquipWeaponAction")
if not twoHands then
HandleSpeedSpecificAction(action)
end
return action
end
local og_ISUnequipAction_new = ISUnequipAction.new -- local og_ISEquipWeaponAction_new = ISEquipWeaponAction.new
function ISUnequipAction:new(character, item, time) -- function ISEquipWeaponAction:new(character, item, time, primary, twoHands)
local action = og_ISUnequipAction_new(self, character, item, time)
---@cast item InventoryItem
-- For some reason (I have no clue why), if we re-run the method it breaks basically every unequip clothing action. Not for weapons though. -- local action = og_ISEquipWeaponAction_new(self, character, item, time, primary, twoHands)
if instanceof(item, 'HandWeapon') then -- TOC_DEBUG.print("Override ISEquipWeaponAction New")
--print("Running handlespeedspecificaction")
HandleSpeedSpecificAction(action)
end
return action
end -- -- check if right arm is cut off or not. if it is, penality shall apply
-- -- if we got here, the action is valid, so we know that we have a prosthesis.
-- local dcInst = DataController.GetInstance()
-- if not dcInst:getIsCut(StaticData.LIMBS_IND_STR.Hand_R) then
-- action.skipTOC = true
-- action.maxTime = time
-- action.animSpeed = 1.0
-- TOC_DEBUG.print("Skipping TOC for ISEquipWeaponAction new")
-- end
-- -- if not twoHands then
-- -- TOC_DEBUG.print("Not a two handed action, re-adding skip TOC")
-- -- HandleSpeedSpecificAction(action)
-- -- end
-- return action
-- end
-- local og_ISUnequipAction_new = ISUnequipAction.new
-- function ISUnequipAction:new(character, item, time)
-- local action = og_ISUnequipAction_new(self, character, item, time)
-- ---@cast item InventoryItem
-- -- For some reason (I have no clue why), if we re-run the method it breaks basically every unequip clothing action. Not for weapons though.
-- if instanceof(item, 'HandWeapon') then
-- --print("Running handlespeedspecificaction")
-- HandleSpeedSpecificAction(action)
-- end
-- return action
-- end
------------------------------------------------------ ------------------------------------------------------
--- Normal cases --- Normal cases

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@@ -0,0 +1,116 @@
---@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, "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, "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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@@ -1,11 +1,12 @@
local BaseHandler = require("TOC/UI/Interactions/HealthPanelBaseHandler") local BaseHandler = require("TOC/UI/Interactions/HealthPanelBaseHandler")
local StaticData = require("TOC/StaticData") local StaticData = require("TOC/StaticData")
local DataController = require("TOC/Controllers/DataController") local DataController = require("TOC/Controllers/DataController")
local ConfirmationPanel = require("TOC/UI/ConfirmationPanel")
local CutLimbAction = require("TOC/TimedActions/CutLimbAction") local CutLimbAction = require("TOC/TimedActions/CutLimbAction")
--------------------- ---------------------
-- TODO Add interaction to cut and bandage!
--* Various functions to help during these pesky checks --* Various functions to help during these pesky checks
@@ -61,6 +62,12 @@ local function GetStitchesConsumableItem(player)
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 ---Add the action to the queue
---@param limbName string ---@param limbName string
---@param surgeon IsoPlayer ---@param surgeon IsoPlayer
@@ -69,24 +76,32 @@ end
---@param stitchesItem InventoryItem? ---@param stitchesItem InventoryItem?
---@param bandageItem InventoryItem? ---@param bandageItem InventoryItem?
local function PerformAction(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem) local function PerformAction(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem)
-- 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)) 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 end
local textAmp = getText("ContextMenu_Amputate")
local textAmpBandage = getText("ContextMenu_Amputate_Bandage")
local textAmpStitch = getText("ContextMenu_Amputate_Stitch")
local textAmpStitchBandage = getText("ContextMenu_Amputate_Stitch_Bandage")
---Adds the actions to the inventory context menu ---Adds the actions to the inventory context menu
---@param player IsoPlayer ---@param player IsoPlayer
@@ -214,6 +229,18 @@ function CutLimbInteractionHandler:checkItem(item)
end end
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 ---@param context ISContextMenu
function CutLimbInteractionHandler:addToMenu(context) function CutLimbInteractionHandler:addToMenu(context)
--TOC_DEBUG.print("CutLimbInteractionHandler addToMenu") --TOC_DEBUG.print("CutLimbInteractionHandler addToMenu")
@@ -221,8 +248,12 @@ function CutLimbInteractionHandler:addToMenu(context)
local patientUsername = self:getPatient():getUsername() 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 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") TOC_DEBUG.print("addToMenu, types > 0")
local x = (getCore():getScreenWidth() - 500) / 2
local y = getCore():getScreenHeight() / 2
for i=1, #types do for i=1, #types do
context:addOption(getText("ContextMenu_Amputate"), self, self.onMenuOptionSelected, types[i]) context:addOption(getText("ContextMenu_Amputate"), self, self.openConfirmation, x, y, types[i])
end end
end end
end end

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@@ -15,4 +15,6 @@ IG_UI_EN = {
IGUI_HealthPanel_WoundDirtyness = "Wound Dirtyness", IGUI_HealthPanel_WoundDirtyness = "Wound Dirtyness",
IGUI_HealthPanel_ProstEquipped = "Prosthesis Equipped", IGUI_HealthPanel_ProstEquipped = "Prosthesis Equipped",
IGUI_Confirmation_Amputate = " <CENTRE> Do you really want to amputate that limb?"
} }

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@@ -3,5 +3,8 @@ Sandbox_UA = {
Sandbox_TOC_CicatrizationSpeed = "Øâèäê³ñòü ðóáöþâàííÿ", Sandbox_TOC_CicatrizationSpeed = "Øâèäê³ñòü ðóáöþâàííÿ",
Sandbox_TOC_WoundDirtynessMultiplier = "Ìíîæíèê çàáðóäíåííÿ ðàíè", Sandbox_TOC_WoundDirtynessMultiplier = "Ìíîæíèê çàáðóäíåííÿ ðàíè",
Sandbox_TOC_SurgeonAbilityImportance = "Âàæëèâ³ñòü ìåäè÷íèõ íàâè÷îê ë³êàðÿ", Sandbox_TOC_SurgeonAbilityImportance = "Âàæëèâ³ñòü ìåäè÷íèõ íàâè÷îê ë³êàðÿ",
Sandbox_TOC_EnableZombieAmputations = "Óâ³ìêíóòè àìïóòàö³¿ çîìá³",
Sandbox_TOC_ZombieAmputationDamageThreshold = "Ïîð³ã øêîäè ïðè àìïóòàö³¿ çîìá³",
Sandbox_TOC_ZombieAmputationDamageChance = "Øàíñ íàíåñåííÿ øêîäè ïðè àìïóòàö³¿ çîìá³",
} }

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@@ -0,0 +1,16 @@
UI_UA = {
UI_trait_Amputee_Hand = "Àìïóòîâàíà ˳âà Ðóêà",
UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_ForeArm = "Àìïóòîâàíå ˳âå Ïåðåäïë³÷÷ÿ",
UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Àìïóòîâàíå ˳âå Ïëå÷å",
UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Íå÷óòëèâèé",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "ß íå ìîæó âñòàíîâèòè öå òàêèì ÷èíîì..."
}