Re-added context menus for saws
This commit is contained in:
@@ -86,6 +86,8 @@ function AmputationHandler:execute(damagePlayer)
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-- Add it to the list of cut limbs
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PlayerHandler.AddLocalAmputatedLimb(self.limbName)
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-- Set the highest amputation and caches them.
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ISHealthPanel.GetHighestAmputation()
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end
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---Deletes the instance
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@@ -155,8 +155,7 @@ function ModDataHandler:setCutLimb(limbName, isOperated, isCicatrized, isCauteri
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-- Set that a limb has been cut, to activate some functions without having to loop through the parts
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self:setIsAnyLimbCut(true)
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-- Set the highest amputation and caches them.
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ISHealthPanel.GetHighestAmputation()
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end
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@@ -7,12 +7,12 @@ local PlayerHandler = require("Handlers/TOC_PlayerHandler")
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local ProsthesisHandler = {}
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---Cache the correct texture for the Health Panel for the currently equipped prosthesis
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function ProsthesisHandler.SetHealthPanelTexture()
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-- TODO do it
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end
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---comment
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---Check if a prosthesis is equippable. It depends whether the player has a cut limb or not on that specific side. There's an exception for Upper arm, obviously
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---@param bodyLocation string
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---@return boolean
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function ProsthesisHandler.CheckIfEquippable(bodyLocation)
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@@ -33,9 +33,6 @@ end
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--* Overrides *--
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function ISWearClothing:isValid()
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local bodyLocation = self.item:getBodyLocation()
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if not string.contains(bodyLocation, "TOC_ArmProst") then
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@@ -45,7 +42,6 @@ function ISWearClothing:isValid()
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end
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end
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local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
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function ISClothingExtraAction:isValid()
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local bodyLocation = self.item:getBodyLocation()
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@@ -4,9 +4,9 @@ local AmputationHandler = require("Handlers/TOC_AmputationHandler")
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-----------------------------
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---@class CutLimbAction
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---@class CutLimbAction : ISBaseTimedAction
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---@field patient IsoPlayer
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---@field surgeon IsoPlayer
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---@field character IsoPlayer
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---@field limbName string
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local CutLimbAction = ISBaseTimedAction:derive("CutLimbAction")
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@@ -15,18 +15,21 @@ local CutLimbAction = ISBaseTimedAction:derive("CutLimbAction")
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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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function CutLimbAction:new(surgeon, patient, 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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-- We need to follow ISBaseTimedAction. self.character is gonna be the surgeon
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o.character = surgeon
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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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o.maxTime = 100
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if o.character:isTimedActionInstant() then o.maxTime = 1 end
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return o
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end
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@@ -37,7 +40,7 @@ function CutLimbAction:isValid()
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end
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function CutLimbAction:start()
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if self.patient == self.surgeon then
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if self.patient == self.character then
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-- Self
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self.handler = AmputationHandler:new(self.limbName)
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self.handler:damageDuringAmputation()
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@@ -1,57 +0,0 @@
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local BaseHandler = require("UI/TOC_HealthPanelBaseHandler")
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local CutLimbAction = require("TimedActions/TOC_CutLimbAction")
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---@class CutLimbHandler
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---@field panel any
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---@field bodyPart any
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local CutLimbHandler = BaseHandler:derive("CutLimbHandler")
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---Creates new CutLimbHandler
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---@param panel any
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---@param bodyPart any
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---@return CutLimbHandler
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function CutLimbHandler:new(panel, bodyPart)
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local o = BaseHandler.new(self, panel, bodyPart)
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o.items.ITEMS = {}
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return o
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end
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function CutLimbHandler:checkItem(item)
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local itemType = item:getType()
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if itemType == "Saw" or itemType == "GardenSaw" or itemType == "Chainsaw" then
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self:addItem(self.items.ITEMS, item)
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end
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end
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function CutLimbHandler:addToMenu(context)
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local types = self:getAllItemTypes(self.items.ITEMS)
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if #types > 0 then
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context:addOption(getText("ContextMenu_Amputate"), self, self.onMenuOptionSelected)
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end
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end
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function CutLimbHandler:dropItems(items)
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local types = self:getAllItemTypes(items)
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if #self.items.ITEMS > 0 and #types == 1 then
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self:onMenuOptionSelected(types[1])
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return true
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end
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return false
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end
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function CutLimbHandler:isValid(itemType)
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return self:getItemOfType(self.items.ITEMS, itemType)
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end
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function CutLimbHandler:perform(previousAction, itemType)
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print("perform cutlimbhandler")
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local item = self:getItemOfType(self.items.ITEMS, itemType)
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previousAction = self:toPlayerInventory(item, previousAction)
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local action = CutLimbAction:new(self:getPatient(), self:getDoctor(), self.bodyPart)
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ISTimedActionQueue.addAfter(previousAction, action)
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end
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return CutLimbHandler
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104
media/lua/client/UI/TOC_CutLimbInteractions.lua
Normal file
104
media/lua/client/UI/TOC_CutLimbInteractions.lua
Normal file
@@ -0,0 +1,104 @@
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local BaseHandler = require("UI/TOC_HealthPanelBaseHandler")
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local CutLimbAction = require("TimedActions/TOC_CutLimbAction")
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local StaticData = require("TOC_StaticData")
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local ModDataHandler = require("Handlers/TOC_ModDataHandler")
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---------------------
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---comment
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---@param itemName string
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local function CheckIfSaw(itemName)
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return itemName == "Saw" or itemName == "GardenSaw" or itemName == "Chainsaw"
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end
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local function PerformAction(limbName, surgeon, patient)
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ISTimedActionQueue.add(CutLimbAction:new(surgeon, patient, limbName))
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end
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local function AddInventoryAmputationOptions(surgeonNum, context)
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local surgeonObj = getSpecificPlayer(surgeonNum)
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local option = context:addOption(getText("ContextMenu_Amputate"), nil)
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local subMenu = context:getNew(context)
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context:addSubMenu(option, subMenu)
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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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if not ModDataHandler.GetInstance():getIsCut(limbName) then
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local limbTranslatedName = getText("ContextMenu_Limb_" .. limbName)
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subMenu:addOption(limbTranslatedName, limbName, PerformAction, surgeonObj, surgeonObj) -- TODO Should be patient, not surgeon
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end
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end
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end
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local function AddInventoryAmputationMenu(player, context, items)
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local item = items[1]
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if CheckIfSaw(item.name) then
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AddInventoryAmputationOptions(player, context)
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end
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end
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Events.OnFillInventoryObjectContextMenu.Add(AddInventoryAmputationMenu)
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-------------------------------------
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---@class CutLimbHandler : BaseHandler
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local CutLimbHandler = BaseHandler:derive("CutLimbHandler")
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---Creates new CutLimbHandler
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---@param panel any
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---@param bodyPart any
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---@return CutLimbHandler
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function CutLimbHandler:new(panel, bodyPart)
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local o = BaseHandler.new(self, panel, bodyPart)
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o.items.ITEMS = {}
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return o
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end
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function CutLimbHandler:checkItem(item)
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local itemType = item:getType()
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if CheckIfSaw(itemType) then
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self:addItem(self.items.ITEMS, item)
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end
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end
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function CutLimbHandler:addToMenu(context)
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--local types = self:getAllItemTypes(self.items.ITEMS)
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--if #types > 0 then
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local option = context:addOption(getText("ContextMenu_Amputate"), nil)
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local subMenu = context:getNew(context)
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context:addSubMenu(option, subMenu)
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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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if not ModDataHandler.GetInstance():getIsCut(limbName) then
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local limbTranslatedName = getText("ContextMenu_Limb_" .. limbName)
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subMenu:addOption(limbTranslatedName, self.onMenuOptionSelected, nil)
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end
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end
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--end
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end
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function CutLimbHandler:dropItems(items)
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local types = self:getAllItemTypes(items)
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if #self.items.ITEMS > 0 and #types == 1 then
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self:onMenuOptionSelected(types[1])
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return true
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end
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return false
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end
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function CutLimbHandler:isValid(itemType)
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return self:getItemOfType(self.items.ITEMS, itemType)
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end
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function CutLimbHandler:perform(previousAction, itemType)
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print("perform cutlimbhandler")
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local item = self:getItemOfType(self.items.ITEMS, itemType)
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previousAction = self:toPlayerInventory(item, previousAction)
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local action = CutLimbAction:new(self:getPatient(), self:getDoctor(), self.bodyPart)
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ISTimedActionQueue.addAfter(previousAction, action)
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end
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return CutLimbHandler
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@@ -3,7 +3,7 @@ local StaticData = require("TOC_StaticData")
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local CommonMethods = require("TOC_Common")
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---@diagnostic disable: duplicate-set-field
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local CutLimbHandler = require("UI/TOC_CutLimbHandler")
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local CutLimbHandler = require("UI/TOC_CutLimbInteractions")
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-- TODO Use this to replace the sprites once a limb is cut
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ISHealthBodyPartPanel = ISBodyPartPanel:derive("ISHealthBodyPartPanel")
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@@ -1,5 +1,9 @@
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-- Had to cop and paste this stuff from the base game since this is a local only class. Kinda shit, but eh
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---@class BaseHandler : ISBaseObject
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---@field panel ISUIElement
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---@field bodyPart BodyPart
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---@field items table
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local BaseHandler = ISBaseObject:derive("BaseHandler")
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function BaseHandler:new(panel, bodyPart)
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@@ -1,6 +1,13 @@
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ContextMenu_EN = {
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ContextMenu_Amputate = "Amputate",
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ContextMenu_Limb_Hand_L = "Left Hand",
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ContextMenu_Limb_ForeArm_L = "Left forearm",
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ContextMenu_Limb_UpperArm_L = "Left UpperArm"
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ContextMenu_Limb_Hand_R = "Right Hand",
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ContextMenu_Limb_ForeArm_R = "Right forearm",
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ContextMenu_Limb_UpperArm_R = "Right UpperArm"
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ContextMenu_InstallProstRight = "Install prosthesis on right arm",
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ContextMenu_InstallProstLeft = "Install prosthesis on left arm",
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