Fixing healing mechanisms
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@@ -7,6 +7,4 @@ function CommonMethods.GetSide(name)
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if string.find(name, "_L") then return "L" else return "R" end
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end
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return CommonMethods
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@@ -1,6 +1,7 @@
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local ItemsHandler = require("TOC/Handlers/ItemsHandler")
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local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
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local PlayerHandler = require("TOC/Handlers/PlayerHandler")
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local StaticData = require("TOC/StaticData")
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---------------------------
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@@ -135,6 +136,11 @@ function AmputationHandler:execute(damagePlayer)
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modDataHandler:setCutLimb(self.limbName, false, false, false, surgeonFactor)
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modDataHandler:apply() -- This will force rechecking the cached amputated limbs on the other client
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-- Heal the area, we're gonna re-set the damage after (if it's enabled)
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local bd = self.patientPl:getBodyDamage()
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local bodyPart = bd:getBodyPart(self.bodyPartType)
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PlayerHandler.HealArea(bodyPart)
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-- Give the player the correct amputation item
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ItemsHandler.Player.DeleteOldAmputationItem(self.patientPl, self.limbName)
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ItemsHandler.Player.SpawnAmputationItem(self.patientPl, self.limbName)
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@@ -144,9 +150,13 @@ function AmputationHandler:execute(damagePlayer)
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CachedDataHandler.AddAmputatedLimb(username, self.limbName)
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CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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-- If the part was actually infected, heal the player
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if bodyPart:IsInfected() and not modDataHandler:getIsIgnoredPartInfected() then
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PlayerHandler.HealZombieInfection(bd, bodyPart, self.limbName, modDataHandler)
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end
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-- The last part is to handle the damage that the player will receive after the amputation
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if not damagePlayer then return end
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self:damageAfterAmputation(surgeonFactor)
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end
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@@ -53,14 +53,52 @@ function PlayerHandler.ManageTraits(playerObj)
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end
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end
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---Used to heal an area that has been cut previously. There's an exception for bites, those are managed differently
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---@param bodyPart BodyPart
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function PlayerHandler.HealArea(bodyPart)
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bodyPart:setBleeding(false)
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bodyPart:setBleedingTime(0)
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bodyPart:SetBitten(false)
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bodyPart:setBiteTime(0)
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bodyPart:setCut(false)
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bodyPart:setCutTime(0)
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bodyPart:setDeepWounded(false)
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bodyPart:setDeepWoundTime(0)
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bodyPart:setHaveBullet(false, 0)
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bodyPart:setHaveGlass(false)
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bodyPart:setSplint(false, 0)
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end
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---comment
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---@param bodyDamage BodyDamage
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---@param bodyPart BodyPart
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---@param limbName string
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---@param modDataHandler ModDataHandler
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function PlayerHandler.HealZombieInfection(bodyDamage, bodyPart, limbName, modDataHandler)
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if bodyDamage:isInfected() == false then return end
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bodyDamage:setInfected(false)
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bodyDamage:setInfectionMortalityDuration(0)
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bodyDamage:setInfectionTime(0)
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bodyDamage:setInfectionLevel(0)
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bodyPart:SetInfected(false)
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modDataHandler:setIsInfected(limbName, false)
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modDataHandler:apply()
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end
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-------------------------
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--* Events *--
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---Check if the player has an infected (as in, zombie infection) body part
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---Check if the player has in infected body part or if they have been hit in a cut area
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---@param character IsoGameCharacter
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---@param damageType string
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---@param damageAmount number
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function PlayerHandler.CheckInfection(character, damageType, damageAmount)
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function PlayerHandler.CheckDamage(character, damageType, damageAmount)
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-- TODO This fucking event barely works. Bleeding seems to be the only thing that triggers it. use this to trigger something else and then do not let it keep going
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@@ -69,17 +107,27 @@ function PlayerHandler.CheckInfection(character, damageType, damageAmount)
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if character ~= getPlayer() then return end
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local bd = character:getBodyDamage()
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local modDataHandler = ModDataHandler.GetInstance()
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for i=1, #StaticData.LIMBS_STR do
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local limbName = StaticData.LIMBS_STR[i]
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local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName]
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local bodyPart = bd:getBodyPart(bptEnum)
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if bodyPart:bitten() or bodyPart:IsInfected() then
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if modDataHandler:getIsCut(limbName) then
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bodyPart:SetBitten(false)
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else
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if modDataHandler:getIsCut(limbName) then
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-- Generic injury, let's heal it since they already cut the limb off
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if bodyPart:HasInjury() then
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PlayerHandler.HealArea(bodyPart)
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end
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-- Special case for bites\zombie infections
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if bodyPart:IsInfected() then
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TOC_DEBUG.print("Healed from zombie infection " .. tostring(bodyPart))
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PlayerHandler.HealZombieInfection(bd, bodyPart, limbName, modDataHandler)
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end
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else
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if bodyPart:bitten() or bodyPart:IsInfected() then
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modDataHandler:setIsInfected(limbName, true)
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modDataHandler:apply()
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end
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end
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end
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@@ -95,9 +143,11 @@ function PlayerHandler.CheckInfection(character, damageType, damageAmount)
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ModDataHandler.GetInstance():setIsIgnoredPartInfected(true)
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end
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end
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-- TODO in theory we should sync modData, but it's gonna be expensive as fuck. Figure it out
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end
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Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection)
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Events.OnPlayerGetDamage.Add(PlayerHandler.CheckDamage)
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---Updates the cicatrization process, run when a limb has been cut
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@@ -165,6 +165,7 @@ function CutLimbHandler:checkItem(item)
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TOC_DEBUG.print("checkItem: " .. tostring(itemType))
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if CheckIfSaw(itemType) then
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TOC_DEBUG.print("added to list -> " .. itemType)
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self:addItem(self.items.ITEMS, item)
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end
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end
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