Kinda working
This commit is contained in:
@@ -1,747 +0,0 @@
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local mainUI, descUI, confirmUI, confirmUIMP
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function GetConfirmUIMP()
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return confirmUIMP;
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end
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-- Usefull
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local function prerenderFuncMP()
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local toSee = confirmUIMP;
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if confirmUIMP.responseReceive then
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if not confirmUIMP.responseCan then
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getPlayer():Say("I can't do that !")
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confirmUIMP.responseReceive = false;
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confirmUIMP:close();
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return false;
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end
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SetConfirmUIMP(confirmUIMP.responseAction, confirmUIMP.responseIsBitten, confirmUIMP.responseUserName, confirmUIMP.responsePartName);
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end
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end
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-- TODO Remove this crap
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local function isPlayerHaveSaw()
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local playerInv = getPlayer():getInventory();
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local item = playerInv:getItemFromType('Saw') or playerInv:getItemFromType('GardenSaw') or playerInv:getItemFromType('Chainsaw');
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return item;
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end
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local function isPlayerHavePainkiller()
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local playerInv = getPlayer():getInventory();
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local item = playerInv:getItemFromType('Pills');
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return item;
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end
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local function isPlayerHaveBandage()
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local playerInv = getPlayer():getInventory();
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local item = playerInv:getItemFromType('AlcoholBandage') or playerInv:getItemFromType('Bandage');
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return item;
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end
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local function getImageName(part_name, toc_data)
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local part_data = toc_data[part_name];
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local name = ""
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if part_data.is_cut and part_data.is_cicatrized and part_data.is_prosthesis_equipped then -- Cut and equip
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if part_name == "RightHand" or part_name == "LeftHand" then
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name = "media/ui/TOC/" .. part_name .. "/Hook.png"
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else
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name = "media/ui/TOC/" .. part_name .. "/Prothesis.png"
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end
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elseif part_data.is_cut and part_data.is_cicatrized and not part_data.is_prosthesis_equipped and part_data.is_amputation_shown then -- Cut and heal
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name = "media/ui/TOC/" .. part_name .. "/Cut.png"
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elseif part_data.is_cut and not part_data.is_cicatrized and part_data.is_amputation_shown and not part_data.is_operated then -- Cut not heal
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name = "media/ui/TOC/" .. part_name .. "/Bleed.png"
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elseif part_data.is_cut and not part_data.is_cicatrized and part_data.is_amputation_shown and part_data.is_operated then -- Cut not heal
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name = "media/ui/TOC/" .. part_name .. "/Operate.png"
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elseif part_data.is_cut and not part_data.is_amputation_shown then -- Empty (like hand if forearm cut)
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name = "media/ui/TOC/Empty.png"
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elseif not part_data.is_cut and getPlayer():getBodyDamage():getBodyPart(TheOnlyCure.GetBodyPartTypeFromBodyPart(part_name)):bitten() then -- Not cut but bitten
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name = "media/ui/TOC/" .. part_name .. "/Bite.png"
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else -- Not cut
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name = "media/ui/TOC/" .. part_name .. "/Base.png"
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end
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-- If foreaerm equip, change hand
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if part_name == "RightHand" and toc_data["RightForearm"].is_prosthesis_equipped then
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name = "media/ui/TOC/" .. part_name .. "/Hook.png"
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elseif part_name == "LeftHand" and toc_data["LeftForearm"].is_prosthesis_equipped then
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name = "media/ui/TOC/" .. part_name .. "/Hook.png"
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end
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return name;
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end
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local function partNameToBodyLoc(name)
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if name == "RightHand" then return "ArmRight_Prot" end
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if name == "RightForearm" then return "ArmRight_Prot" end
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if name == "RightArm" then return "ArmRight_Prot" end
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if name == "LeftHand" then return "ArmLeft_Prot" end
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if name == "LeftForearm" then return "ArmLeft_Prot" end
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if name == "LeftArm" then return "ArmLeft_Prot" end
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end
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-- TODO ew
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function find_itemWorn_TOC(partName)
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local wornItems = getPlayer():getWornItems();
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for i=1,wornItems:size()-1 do -- Maybe wornItems:size()-1
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local item = wornItems:get(i):getItem();
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if item:getBodyLocation() == partNameToBodyLoc(partName) then
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return item;
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end
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end
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return false;
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end
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local function findMinMax(lv)
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local min, max
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if lv == 1 then
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min = 0;
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max = 75;
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elseif lv == 2 then
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min = 75;
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max = 150 + 75;
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elseif lv == 3 then
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min = 150;
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max = 300 + 75 + 150;
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elseif lv == 4 then
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min = 300;
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max = 750 + 75 + 150 + 300;
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elseif lv == 5 then
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min = 750;
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max = 1500 + 75 + 150 + 300 + 750;
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elseif lv == 6 then
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min = 1500;
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max = 3000 + 75 + 150 + 300 + 750 + 1500;
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elseif lv == 7 then
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min = 3000;
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max = 4500 + 75 + 150 + 300 + 750 + 1500 + 3000;
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elseif lv == 8 then
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min = 4500;
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max = 6000 + 75 + 150 + 300 + 750 + 1500 + 3000 + 4500;
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elseif lv == 9 then
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min = 6000;
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max = 7500 + 75 + 150 + 300 + 750 + 1500 + 3000 + 4500 + 6000;
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elseif lv == 10 then
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min = 7500;
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max = 9000 + 75 + 150 + 300 + 750 + 1500 + 3000 + 4500 + 6000 + 7500;
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end
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return min, max;
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end
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-- end Usefull
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-- Function to update text/button of UIs
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local function setDescUI(toc_data, part_name)
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--we can easily fix this crap from here for MP compat
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-- forces sync?
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--local player_obj = getSpecificPlayer(player)
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-- TODO set correct player
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--local testModData = player:getModData()
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local part_data = toc_data[part_name]
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descUI["textTitle"]:setText(getDisplayText_TOC(part_name))
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descUI.partNameAct = part_name
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-- Cut and equip
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if part_data.is_cut and part_data.is_cicatrized and part_data.is_prosthesis_equipped then
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descUI["textEtat"]:setText("Cut and healed")
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descUI["textEtat"]:setColor(1, 0, 1, 0)
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descUI["b1"]:setText("Unequip")
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descUI["b1"]:addArg("option", "Unequip")
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descUI["b1"]:setVisible(true)
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-- Cut and healed
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elseif part_data.is_cut and part_data.is_cicatrized and not part_data.is_prosthesis_equipped and part_data.is_amputation_shown then
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descUI["textEtat"]:setText("Cut and healed");
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descUI["textEtat"]:setColor(1, 0, 1, 0);
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if part_name == "RightArm" or part_name == "LeftArm" then
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descUI["b1"]:setVisible(false);
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else
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descUI["b1"]:setText("Equip");
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descUI["b1"]:addArg("option", "Equip");
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descUI["b1"]:setVisible(true);
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end
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-- Cut but not healed
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elseif part_data.is_cut and not part_data.is_cicatrized and part_data.is_amputation_shown then
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if part_data.is_operated then
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if part_data.cicatrization_time > 1000 then
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descUI["textEtat"]:setText("Still a long way to go")
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descUI["textEtat"]:setColor(1, 0.8, 1, 0.2);
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elseif part_data.cicatrization_time > 500 then
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descUI["textEtat"]:setText("Starting to get better")
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descUI["textEtat"]:setColor(1, 0.8, 1, 0.2)
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elseif part_data.cicatrization_time > 100 then
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descUI["textEtat"]:setText("Almost cicatrized");
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descUI["textEtat"]:setColor(1, 0.8, 1, 0.2);
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end
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else
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if part_data.cicatrization_time > 1000 then
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descUI["textEtat"]:setText("It hurts so much...")
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descUI["textEtat"]:setColor(1, 1, 0, 0)
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elseif part_data.cicatrization_time > 500 then
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descUI["textEtat"]:setText("It still hurts a lot")
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descUI["textEtat"]:setColor(1, 0.8, 1, 0.2)
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elseif part_data.cicatrization_time > 500 then
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descUI["textEtat"]:setText("I think it's almost over...")
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descUI["textEtat"]:setColor(1, 0.8, 1, 0.2)
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end
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end
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-- Set visibility
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if part_data.is_operated then
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descUI["b1"]:setVisible(false);
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else
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descUI["b1"]:setText("Operate");
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descUI["b1"]:addArg("option", "Operate");
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descUI["b1"]:setVisible(true);
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end
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elseif part_data.is_cut and not part_data.is_amputation_shown then -- Empty (hand if forearm cut)
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descUI["textEtat"]:setText("Nothing here...");
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descUI["textEtat"]:setColor(1, 1, 1, 1);
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descUI["b1"]:setVisible(false);
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elseif not part_data.is_cut and getPlayer():getBodyDamage():getBodyPart(TOC_getBodyPart(part_name)):bitten() then --TODO fix for MP
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descUI["textEtat"]:setText("Bitten...");
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descUI["textEtat"]:setColor(1, 1, 0, 0);
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if isPlayerHaveSaw() then
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descUI["b1"]:setVisible(true);
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descUI["b1"]:setText("Cut");
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descUI["b1"]:addArg("option", "Cut");
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else
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descUI["b1"]:setVisible(false);
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end
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elseif not part_data.is_cut then -- Not cut
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descUI["textEtat"]:setText("Not cut");
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descUI["textEtat"]:setColor(1, 1, 1, 1);
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if isPlayerHaveSaw() then
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descUI["b1"]:setVisible(true);
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descUI["b1"]:setText("Cut");
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descUI["b1"]:addArg("option", "Cut");
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else
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descUI["b1"]:setVisible(false);
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end
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end
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-- Set text for level
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local player = getPlayer()
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if string.find(part_name, "Right") then
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local lv = player:getPerkLevel(Perks.RightHand) + 1;
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descUI["textLV2"]:setText("Level: " .. lv .. " / 10");
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local xp = player:getXp():getXP(Perks.RightHand);
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local min, max = findMinMax(lv);
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descUI["pbarNLV"]:setMinMax(min, max);
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descUI["pbarNLV"]:setValue(xp);
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else
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local lv = player:getPerkLevel(Perks.LeftHand) + 1;
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descUI["textLV2"]:setText("Level: " .. lv .. " / 10");
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local xp = player:getXp():getXP(Perks.LeftHand);
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local min, max = findMinMax(lv);
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descUI["pbarNLV"]:setMinMax(min, max);
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descUI["pbarNLV"]:setValue(xp);
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end
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end
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local function setConfirmUI(action)
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confirmUI.actionAct = action;
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confirmUI:setInCenterOfScreen();
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confirmUI:bringToTop()
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confirmUI:open()
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if action == "Cut" then
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if isPlayerHaveBandage() and isPlayerHavePainkiller() then
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confirmUI["text2"]:setText("You have a bandage and some painkillers");
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confirmUI["text2"]:setColor(1, 0, 1, 0);
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else
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confirmUI["text2"]:setText("You do not have a bandage or painkillers");
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confirmUI["text2"]:setColor(1, 1, 0, 0);
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end
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local bitten_status = getPlayer():getBodyDamage():getBodyPart(TheOnlyCure.GetBodyPartTypeFromBodyPart(descUI.partNameAct)):bitten()
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if isPlayerHaveSaw() and bitten_status then
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confirmUI["text3"]:setText("You are bitten and you have a saw... it's time");
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confirmUI["text3"]:setColor(1, 0, 1, 0);
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elseif isPlayerHaveSaw() and not bitten_status then
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confirmUI["text3"]:setText("What are you doing? You're okay!");
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confirmUI["text3"]:setColor(1, 1, 0, 0);
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else
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confirmUI["text3"]:setText("You miss a saw");
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confirmUI["text3"]:setColor(1, 1, 0, 0);
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end
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elseif action == "Operate" then
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confirmUI["text2"]:setText("");
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confirmUI["text3"]:setText("You are going to operate " .. getDisplayText_TOC(descUI.partNameAct));
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confirmUI["text3"]:setColor(1, 1, 1, 1);
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end
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end
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function SetConfirmUIMP(action, isBitten, userName, partName)
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confirmUIMP:setInCenterOfScreen();
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confirmUIMP:bringToTop();
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confirmUIMP:open();
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if action == "Cut" then
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confirmUIMP["text4"]:setText("You're gonna " .. action .. " the " .. getDisplayText_TOC(partName) .. " of " .. userName);
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if isPlayerHaveBandage() and isPlayerHavePainkiller() then
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confirmUIMP["text2"]:setText("You have bandage and painkiller");
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confirmUIMP["text2"]:setColor(1, 0, 1, 0);
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else
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confirmUIMP["text2"]:setText("You miss bandage or painkiller");
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confirmUIMP["text2"]:setColor(1, 1, 0, 0);
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end
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if isPlayerHaveSaw() and isBitten then
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confirmUIMP["text3"]:setText("You are well bitten and you have a saw... it's time");
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confirmUIMP["text3"]:setColor(1, 0, 1, 0);
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confirmUIMP["b1"]:setVisible(true);
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confirmUIMP["b2"]:setVisible(true);
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elseif isPlayerHaveSaw() and not isBitten then
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confirmUIMP["text3"]:setText("What are you doing? You're okay !");
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confirmUIMP["text3"]:setColor(1, 1, 0, 0);
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confirmUIMP["b1"]:setVisible(true);
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confirmUIMP["b2"]:setVisible(true);
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else
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confirmUIMP["text3"]:setText("You're missing a saw");
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confirmUIMP["text3"]:setColor(1, 1, 0, 0);
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confirmUIMP["b1"]:setVisible(false);
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confirmUIMP["b2"]:setVisible(true);
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end
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elseif action == "Operate" then
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confirmUIMP["text4"]:setText("You gonna " .. action .. " the " .. getDisplayText_TOC(partName) .. " of " .. userName);
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confirmUIMP["text2"]:setText("");
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confirmUIMP["text3"]:setText("");
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confirmUIMP["b1"]:setVisible(true);
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confirmUIMP["b2"]:setVisible(true);
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elseif action == "Wait server" then
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confirmUIMP["text4"]:setText(action);
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confirmUIMP["text3"]:setText("");
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confirmUIMP["text2"]:setText("");
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confirmUIMP["b1"]:setVisible(false);
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confirmUIMP["b2"]:setVisible(false);
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end
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end
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local function setImageMainUI(toc_data)
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if toc_data then
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mainUI["b11"]:setPath(getImageName("RightArm", toc_data))
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mainUI["b12"]:setPath(getImageName("LeftArm", toc_data))
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mainUI["b21"]:setPath(getImageName("RightForearm", toc_data))
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mainUI["b22"]:setPath(getImageName("LeftForearm", toc_data))
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mainUI["b31"]:setPath(getImageName("RightHand", toc_data))
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mainUI["b32"]:setPath(getImageName("LeftHand", toc_data))
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end
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end
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local function ConfirmPress(button, args)
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-- For both SP and MP
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local surgeon, patient
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if confirmUI.actionAct == "Cut" then
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if args.option == "yes" then
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ISTimedActionQueue.add(ISCutLimb:new(patient, surgeon, descUI.partNameAct))
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else
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surgeon:Say("Nevermind")
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end
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end
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if confirmUI.actionAct == "Operate" then
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end
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end
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-- Functions for button of UIs
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local function confirmPress(button, args)
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local player = getPlayer()
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if confirmUI.actionAct == "Cut" then
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if args.option == "yes" then
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-- TODO this is wrong!
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if args.patient ~= args.surgeon then
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TryTheOnlyCureActionOnAnotherPlayer(_, descUI.partNameAct, "Cut", args.surgeon, args.patient)
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else
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ISTimedActionQueue.add(ISCutLimb:new(args.patient, args.surgeon, descUI.partNameAct))
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end
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else
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getPlayer():Say("Nevermind");
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end
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end
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if confirmUI.actionAct == "Operate" then
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if args.option == "yes" then
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local playerInv = player:getInventory();
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local item = playerInv:getItemFromType('TOC.Real_surgeon_kit') or playerInv:getItemFromType('TOC.Surgeon_kit') or playerInv:getItemFromType('TOC.Improvised_surgeon_kit');
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if item then
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ISTimedActionQueue.add(ISOperateLimb:new(patient, surgeon, item, descUI.partNameAct, false));
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else
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player:Say("I need a kit");
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end
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else
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getPlayer():Say("Never mind");
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end
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end
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mainUI:close();
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end
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local function confirmPressMP(button, args)
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local player = getPlayer();
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if confirmUIMP.actionAct == "Cut" then
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if args.option == "yes" then
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getPlayer():Say("Hold on, I believe in you!");
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ISTimedActionQueue.add(ISCutLimb:new(confirmUIMP.patient, player, confirmUIMP.partNameAct));
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else
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getPlayer():Say("Alright...");
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end
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end
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if confirmUIMP.actionAct == "Operate" then
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if args.option == "yes" then
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local playerInv = player:getInventory();
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local item = playerInv:getItemFromType('TOC.Real_surgeon_kit') or playerInv:getItemFromType('TOC.Surgeon_kit') or playerInv:getItemFromType('TOC.Improvised_surgeon_kit');
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if item then
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getPlayer():Say("Don't move! Ok?");
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ISTimedActionQueue.add(ISOperateLimb:new(confirmUIMP.patient, player, item, confirmUIMP.partNameAct, false));
|
||||
else
|
||||
player:Say("I need a kit");
|
||||
end
|
||||
else
|
||||
getPlayer():Say("Never mind");
|
||||
end
|
||||
end
|
||||
confirmUIMP:close();
|
||||
confirmUIMP.responseReceive = false;
|
||||
end
|
||||
|
||||
local function mainPress(button, args)
|
||||
descUI:open()
|
||||
descUI:setPositionPixel(mainUI:getRight(), mainUI:getY())
|
||||
setDescUI(args.toc_data, args.part)
|
||||
end
|
||||
|
||||
local function descPress(button, args)
|
||||
local player = getPlayer();
|
||||
local playerInv = player:getInventory();
|
||||
if args.option == "Cut" then
|
||||
|
||||
|
||||
-- TODO Change to correct player
|
||||
local modData = player:getModData().TOC;
|
||||
-- Do not cut if prothesis equip
|
||||
if (string.find(descUI.partNameAct, "Right") and (modData["RightHand"].is_prosthesis_equipped or modData["RightForearm"].is_prosthesis_equipped))
|
||||
or (string.find(descUI.partNameAct, "Left") and (modData["LeftHand"].is_prosthesis_equipped or modData["LeftForearm"].is_prosthesis_equipped)) then
|
||||
player:Say("I need to remove my prosthesis first");
|
||||
mainUI:close();
|
||||
return false;
|
||||
end
|
||||
setConfirmUI("Cut");
|
||||
elseif args.option == "Operate" then
|
||||
setConfirmUI("Operate");
|
||||
elseif args.option == "Equip" then
|
||||
-- TODO this is really janky
|
||||
local item = playerInv:getItemFromType('TOC.MetalHand') or playerInv:getItemFromType('TOC.MetalHook') or playerInv:getItemFromType('TOC.WoodenHook');
|
||||
if item then
|
||||
ISTimedActionQueue.add(ISInstallProsthesis:new(player, item, player:getBodyDamage():getBodyPart(TOC_getBodyPart(descUI.partNameAct))))
|
||||
else
|
||||
player:Say("I need a prosthesis");
|
||||
end
|
||||
mainUI:close();
|
||||
elseif args.option == "Unequip" then
|
||||
ISTimedActionQueue.add(ISUninstallProsthesis:new(player, find_itemWorn_TOC(descUI.partNameAct), player:getBodyDamage():getBodyPart(TOC_getBodyPart(descUI.partNameAct))));
|
||||
mainUI:close();
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Make the UIS
|
||||
local function SetCorrectArgsMainUI(surgeon, patient, toc_data)
|
||||
-- TODO Make it less shitty
|
||||
if toc_data then
|
||||
mainUI["b11"]:addArg("surgeon", surgeon)
|
||||
mainUI["b11"]:addArg("patient", patient)
|
||||
mainUI["b11"]:addArg("toc_data", toc_data)
|
||||
|
||||
|
||||
|
||||
mainUI["b12"]:addArg("toc_data", toc_data)
|
||||
mainUI["b12"]:addArg("patient", patient)
|
||||
mainUI["b12"]:addArg("surgeon", surgeon)
|
||||
|
||||
mainUI["b21"]:addArg("toc_data", toc_data)
|
||||
mainUI["b21"]:addArg("patient", patient)
|
||||
mainUI["b21"]:addArg("surgeon", surgeon)
|
||||
|
||||
mainUI["b22"]:addArg("toc_data", toc_data)
|
||||
mainUI["b22"]:addArg("patient", patient)
|
||||
mainUI["b22"]:addArg("surgeon", surgeon)
|
||||
|
||||
mainUI["b31"]:addArg("toc_data", toc_data)
|
||||
mainUI["b31"]:addArg("patient", patient)
|
||||
mainUI["b31"]:addArg("surgeon", surgeon)
|
||||
|
||||
mainUI["b32"]:addArg("toc_data", toc_data)
|
||||
mainUI["b32"]:addArg("patient", patient)
|
||||
mainUI["b32"]:addArg("surgeon", surgeon)
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
local function makeMainUI(regen)
|
||||
|
||||
|
||||
mainUI = NewUI()
|
||||
mainUI:setTitle("The Only Cure Menu");
|
||||
mainUI:setWidthPercent(0.1);
|
||||
|
||||
mainUI:addImageButton("b11", "", mainPress)
|
||||
mainUI["b11"]:addArg("part", "RightArm")
|
||||
--mainUI["b11"]:addArg("player", character)
|
||||
|
||||
|
||||
mainUI:addImageButton("b12", "", mainPress);
|
||||
mainUI["b12"]:addArg("part", "LeftArm");
|
||||
--mainUI["b12"]:addArg("player", character)
|
||||
|
||||
mainUI:nextLine();
|
||||
|
||||
mainUI:addImageButton("b21", "", mainPress);
|
||||
mainUI["b21"]:addArg("part", "RightForearm");
|
||||
--mainUI["b21"]:addArg("player", character)
|
||||
|
||||
|
||||
mainUI:addImageButton("b22", "", mainPress);
|
||||
mainUI["b22"]:addArg("part", "LeftForearm");
|
||||
--mainUI["b22"]:addArg("player", character)
|
||||
|
||||
mainUI:nextLine();
|
||||
|
||||
mainUI:addImageButton("b31", "", mainPress);
|
||||
mainUI["b31"]:addArg("part", "RightHand");
|
||||
--mainUI["b31"]:addArg("player", character)
|
||||
|
||||
mainUI:addImageButton("b32", "", mainPress);
|
||||
mainUI["b32"]:addArg("part", "LeftHand");
|
||||
--mainUI["b32"]:addArg("player", character)
|
||||
|
||||
mainUI:saveLayout();
|
||||
end
|
||||
|
||||
local function makeDescUI()
|
||||
descUI = NewUI();
|
||||
descUI:setTitle("The only cure description");
|
||||
descUI:isSubUIOf(mainUI);
|
||||
descUI:setWidthPixel(250);
|
||||
descUI:setColumnWidthPixel(1, 100);
|
||||
|
||||
descUI:addText("textTitle", "Right arm", "Large", "Center");
|
||||
descUI:nextLine();
|
||||
|
||||
descUI:addText("textLV2", "Level 3/10", _, "Center");
|
||||
descUI:nextLine();
|
||||
|
||||
descUI:addText("textLV", "Next LV:", _, "Right");
|
||||
descUI:addProgressBar("pbarNLV", 39, 0, 100);
|
||||
descUI["pbarNLV"]:setMarginPixel(10, 6);
|
||||
descUI:nextLine();
|
||||
|
||||
descUI:addEmpty("border1");
|
||||
descUI:setLineHeightPixel(1);
|
||||
descUI["border1"]:setBorder(true);
|
||||
descUI:nextLine();
|
||||
|
||||
descUI:addEmpty();
|
||||
descUI:nextLine();
|
||||
|
||||
descUI:addText("textEtat", "Is Cut!", "Medium", "Center");
|
||||
descUI["textEtat"]:setColor(1, 1, 0, 0);
|
||||
descUI:nextLine();
|
||||
|
||||
descUI:addEmpty();
|
||||
descUI:nextLine();
|
||||
|
||||
descUI:addButton("b1", "Operate", descPress);
|
||||
|
||||
descUI:saveLayout();
|
||||
end
|
||||
|
||||
local function makeConfirmUI(surgeon, patient)
|
||||
confirmUI = NewUI();
|
||||
confirmUI:isSubUIOf(descUI)
|
||||
|
||||
confirmUI:addText("text1", "Are you sure ?", "Title", "Center");
|
||||
confirmUI:setLineHeightPixel(getTextManager():getFontHeight(confirmUI.text1.font) + 10)
|
||||
confirmUI:nextLine();
|
||||
|
||||
confirmUI:addText("text2", "", _, "Center");
|
||||
confirmUI:nextLine();
|
||||
|
||||
confirmUI:addText("text3", "", _, "Center");
|
||||
confirmUI:nextLine();
|
||||
|
||||
confirmUI:addEmpty();
|
||||
confirmUI:nextLine();
|
||||
|
||||
confirmUI:addEmpty();
|
||||
confirmUI:addButton("b1", "Yes", confirmPress);
|
||||
confirmUI.b1:addArg("option", "yes");
|
||||
|
||||
|
||||
confirmUI:addEmpty();
|
||||
confirmUI:addButton("b2", "No", confirmPress);
|
||||
confirmUI:addEmpty();
|
||||
|
||||
confirmUI:nextLine();
|
||||
confirmUI:addEmpty();
|
||||
|
||||
confirmUI:saveLayout();
|
||||
end
|
||||
|
||||
function MakeConfirmUIMP()
|
||||
confirmUIMP = NewUI();
|
||||
confirmUIMP.responseReceive = false;
|
||||
|
||||
confirmUIMP:addText("text1", "Are you sure ?", "Title", "Center");
|
||||
confirmUIMP:setLineHeightPixel(getTextManager():getFontHeight(confirmUIMP.text1.font) + 10)
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addText("text4", "", "Medium", "Center");
|
||||
confirmUIMP:setLineHeightPixel(getTextManager():getFontHeight(confirmUIMP.text4.font) + 10)
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addText("text2", "", _, "Center");
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addText("text3", "", _, "Center");
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addEmpty();
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addEmpty();
|
||||
confirmUIMP:addButton("b1", "Yes", confirmPressMP);
|
||||
confirmUIMP.b1:addArg("option", "yes");
|
||||
confirmUIMP:addEmpty();
|
||||
confirmUIMP:addButton("b2", "No", confirmPressMP);
|
||||
confirmUIMP:addEmpty();
|
||||
|
||||
confirmUIMP:nextLine();
|
||||
confirmUIMP:addEmpty();
|
||||
|
||||
confirmUIMP:saveLayout();
|
||||
confirmUIMP:addPrerenderFunction(prerenderFuncMP);
|
||||
confirmUIMP:close();
|
||||
end
|
||||
|
||||
|
||||
function OnCreateTheOnlyCureUI()
|
||||
|
||||
-- how do we pass the correct player here?
|
||||
--print(self.character)
|
||||
|
||||
makeMainUI()
|
||||
makeDescUI()
|
||||
makeConfirmUI()
|
||||
|
||||
if isClient() then MakeConfirmUIMP() end
|
||||
mainUI:close()
|
||||
end
|
||||
|
||||
Events.OnCreateUI.Add(OnCreateTheOnlyCureUI)
|
||||
|
||||
|
||||
-- Add button to health panel
|
||||
function ISNewHealthPanel.onClick_TOC(button)
|
||||
|
||||
|
||||
-- TODO only visuals work, right now you're gonna cut your own limbs
|
||||
-- button.character is patient
|
||||
-- button.otherPlayer is surgeon
|
||||
if button.otherPlayer then
|
||||
if button.character ~= button.otherPlayer then
|
||||
sendClientCommand(button.otherPlayer, "TOC", "GetPlayerData", {button.otherPlayer:getOnlineID(), button.character:getOnlineID()})
|
||||
|
||||
SetCorrectArgsMainUI(button.otherPlayer, button.character, MP_other_player_toc_data) --other player is the surgeon
|
||||
setImageMainUI(MP_other_player_toc_data)
|
||||
SetCorrectConfirmUI(button.otherPlayer, button.character)
|
||||
|
||||
else
|
||||
SetCorrectArgsMainUI(getPlayer():getModData().TOC) --myself
|
||||
setImageMainUI(getPlayer():getModData().TOC)
|
||||
|
||||
-- TODO this is wrong, we're still checking for the other player... probably?
|
||||
end
|
||||
else
|
||||
SetCorrectArgsMainUI(getPlayer():getModData().TOC) --myself
|
||||
setImageMainUI(getPlayer():getModData().TOC)
|
||||
SetCorrectConfirmUI(getPlayer(), getPlayer()) -- TODO just for test
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
mainUI:toggle()
|
||||
mainUI:setInCenterOfScreen()
|
||||
|
||||
end
|
||||
|
||||
|
||||
function SetCorrectConfirmUI(surgeon, patient)
|
||||
confirmUI.b1:addArg("surgeon", surgeon)
|
||||
confirmUI.b1:addArg("patient", patient)
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
local ISHealthPanel_createChildren = ISHealthPanel.createChildren
|
||||
|
||||
function ISHealthPanel:createChildren()
|
||||
ISHealthPanel_createChildren(self);
|
||||
|
||||
self.fitness:setWidth(self.fitness:getWidth()/1.5);
|
||||
|
||||
--TODO make it bigger
|
||||
self.TOCButton = ISButton:new(self.fitness:getRight(), self.healthPanel.y, 20, 20, "", self, ISNewHealthPanel.onClick_TOC)
|
||||
self.TOCButton:setImage(getTexture("media/ui/TOC/iconForMenu.png"))
|
||||
self.TOCButton.anchorTop = false
|
||||
self.TOCButton.anchorBottom = true
|
||||
self.TOCButton:initialise();
|
||||
self.TOCButton:instantiate();
|
||||
self:addChild(self.TOCButton);
|
||||
if getCore():getGameMode() == "Tutorial" then
|
||||
self.TOCButton:setVisible(false);
|
||||
end
|
||||
end
|
||||
|
||||
local ISHealthPanel_render = ISHealthPanel.render
|
||||
|
||||
function ISHealthPanel:render()
|
||||
ISHealthPanel_render(self);
|
||||
self.TOCButton:setY(self.fitness:getY());
|
||||
end
|
||||
Reference in New Issue
Block a user