Some More stuff

This commit is contained in:
Pao
2023-02-26 22:01:14 +01:00
parent 6d2be51cd4
commit a536980d12
16 changed files with 314 additions and 315 deletions

View File

@@ -18,7 +18,7 @@ local function TocCheckIfStillInfected(limbs_data)
local check = false
for _, v in pairs(GetBodyParts()) do
for _, v in pairs(JCIO_Common.GetPartNames()) do
if limbs_data[v].is_infected then
check = true
end
@@ -33,7 +33,7 @@ end
local function TocCureInfection(body_damage, part_name)
local body_part_type = body_damage:getBodyPart(TocGetBodyPartFromPartName(part_name))
local body_part_type = body_damage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(part_name))
body_damage:setInfected(false)
body_part_type:SetInfected(false)
@@ -106,7 +106,7 @@ function TocDamagePlayerDuringAmputation(patient, part_name)
-- Since we're cutting that specific part, it only makes sense that the bleeding starts from there.
-- Then, we just delete the bleeding somewhere else before applying the other damage to to upper part of the limb
local body_part_type = TocGetBodyPartFromPartName(part_name)
local body_part_type = JCIO_Common.GetBodyPartFromPartName(part_name)
local body_damage = patient:getBodyDamage()
local body_damage_part = body_damage:getBodyPart(body_part_type)
@@ -158,8 +158,8 @@ JCIO.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
-- Cut Forearm -> Damage in Upperarm
-- Cut UpperArm -> Damage to torso
local bodyDamage = player:getBodyDamage()
local bodyPart = bodyDamage:getBodyPart(TocGetBodyPartFromPartName(partName))
local adjacentBodyPart = player:getBodyDamage():getBodyPart(TocGetAdjacentBodyPartFromPartName(partName))
local bodyPart = bodyDamage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName))
local adjacentBodyPart = player:getBodyDamage():getBodyPart(JCIO_Common.GetAdjacentBodyPartFromPartName(partName))
local stats = player:getStats()
@@ -170,7 +170,7 @@ JCIO.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
TocSetParametersForMissingLimb(bodyPart, false)
-- Use a tourniquet if available
local tourniquetItem = FindTourniquetInWornItems(player, TocGetSideFromPartName(partName))
local tourniquetItem = FindTourniquetInWornItems(player, JCIO_Common.GetSideFromPartName(partName))
local baseDamageValue = 100
@@ -227,7 +227,7 @@ JCIO.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
local canHealDependedV = limbsData[depended_v].isInfected and
bodyDamage:getInfectionLevel() < 20
local depended_body_part = bodyDamage:getBodyPart(TocGetBodyPartFromPartName(depended_v))
local depended_body_part = bodyDamage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(depended_v))
TocSetParametersForMissingLimb(depended_body_part, canHealDependedV)
if canHealDependedV then
@@ -264,7 +264,7 @@ JCIO.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
TocDeleteOtherAmputatedLimbs(side)
--Equip new model for amputation
local amputation_clothing_item_name = TocFindAmputatedClothingFromPartName(partName)
local amputation_clothing_item_name = JCIO_Common.FindAmputatedClothingName(partName)
print(amputation_clothing_item_name)
local amputation_clothing_item = player:getInventory():AddItem(amputation_clothing_item_name)

View File

@@ -22,11 +22,11 @@ end
local function SetBodyPartsStatusAfterOperation(player, limbParameters, partName, useOven)
local bodyPartType = player:getBodyDamage():getBodyPart(TocGetAdjacentBodyPartFromPartName(partName))
local bodyPartType = player:getBodyDamage():getBodyPart(JCIO_Common.GetAdjacentBodyPartFromPartName(partName))
FixSingleBodyPartType(bodyPartType, useOven)
for _, v in pairs(limbParameters[partName].dependsOn) do
local dependedBodyPartType = player:getBodyDamage():getBodyPart(TocGetAdjacentBodyPartFromPartName(v))
local dependedBodyPartType = player:getBodyDamage():getBodyPart(JCIO_Common.GetAdjacentBodyPartFromPartName(v))
FixSingleBodyPartType(dependedBodyPartType, useOven)
end

View File

@@ -6,7 +6,7 @@
function TocCutLocal(_, player, part_name)
if TocGetSawInInventory(player) ~= nil then
if JCIO_Common.GetSawInInventory(player) ~= nil then
ISTimedActionQueue.add(ISCutLimb:new(player, player, part_name))
else
player:Say("I don't have a saw on me")

View File

@@ -0,0 +1,123 @@
-- TODO this should be moved
local function TryToToResetEverythingOtherPlayer(_, patient, surgeon)
sendClientCommand(surgeon, "JCIO", "AskToResetEverything", { patient:getOnlineID() })
end
----------------------------------------------------------------------------------------------------------
if JCIO_ContextMenu == nil then
JCIO_ContextMenu = {}
end
JCIO_ContextMenu.CreateCheatsMenu = function(playerId, context, worldObjects, _)
local clickedPlayers = {}
local currentClickedPlayer = nil
local localPlayer = getSpecificPlayer(playerId)
--local players = getOnlinePlayers()
for _, v in pairs(worldObjects) do
-- help detecting a player by checking nearby squares
for x = v:getSquare():getX() - 1, v:getSquare():getX() + 1 do
for y = v:getSquare():getY() - 1, v:getSquare():getY() + 1 do
local sq = getCell():getGridSquare(x, y, v:getSquare():getZ())
if sq then
for i = 0, sq:getMovingObjects():size() - 1 do
local o = sq:getMovingObjects():get(i)
if instanceof(o, "IsoPlayer") then
currentClickedPlayer = o
if clickedPlayers[currentClickedPlayer:getUsername()] == nil then
-- FIXME this is to prevent context menu spamming. Find a better way
clickedPlayers[currentClickedPlayer:getUsername()] = true
if localPlayer:getAccessLevel() == "Admin" or isDebugEnabled() then
local rootOption = context:addOption("Just Cut It Off Cheats on " .. currentClickedPlayer:getUsername())
local rootMenu = context:getNew(context)
if currentClickedPlayer == localPlayer then
rootMenu:addOption("Reset JCIO for me", _, JCIO_Cheat.ResetEverything)
else
rootMenu:addOption("Reset JCIO for " .. currentClickedPlayer:getUsername(), _, TryToToResetEverythingOtherPlayer,
currentClickedPlayer, localPlayer)
end
context:addSubMenu(rootOption, rootMenu)
end
-- TocContextMenus.FillCutAndOperateMenus(local_player, clicked_player, worldObjects,
-- cut_menu, operate_menu)
--TocContextMenus.FillCheatMenu(context, cheat_menu)
break
end
end
end
end
end
end
end
end
JCIO_ContextMenu.CreateOperateWithOvenMenu = function(playerId, context, worldObjects, test)
local player = getSpecificPlayer(playerId)
-- TODO Let the player move towards the oven
local partData = player:getModData().JCIO.limbs
local isMainMenuAlreadyCreated = false
for _, currentObject in pairs(worldObjects) do
if instanceof(currentObject, "IsoStove") and (player:HasTrait("Brave") or player:getPerkLevel(Perks.Strength) >= 6) then
-- Check temperature
if currentObject:getCurrentTemperature() > 250 then
for _, partName in ipairs(JCIO_Common.GetPartNames()) do
if partData[partName].isCut and partData[partName].isAmputationShown and
not partData[partName].isOperated then
local subMenu = context:getNew(context);
if isMainMenuAlreadyCreated == false then
local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldObjects, nil);
context:addSubMenu(rootMenu, subMenu)
isMainMenuAlreadyCreated = true
end
subMenu:addOption(getText('UI_ContextMenu_' .. partName), worldObjects, TocOperateLocal,
getSpecificPlayer(playerId), partName,true)
end
end
end
break -- stop searching for stoves
end
end
end
JCIO_ContextMenu.CreateNewMenu = function(name, context, rootMenu)
local new_option = rootMenu:addOption(name)
local new_menu = context:getNew(context)
context:addSubMenu(new_option, new_menu)
return new_menu
end
JCIO_ContextMenu.FillCheatMenus = function(context, cheat_menu)
if cheat_menu then
local cheat_cut_and_fix_menu = JCIO_ContextMenu.CreateNewMenu("Cut and Fix", context, cheat_menu)
end
end
Events.OnFillWorldObjectContextMenu.Add(JCIO_ContextMenu.CreateOperateWithOvenMenu) -- this is probably too much
Events.OnFillWorldObjectContextMenu.Add(JCIO_ContextMenu.CreateCheatsMenu) -- TODO Add check only when admin is active

View File

@@ -60,7 +60,7 @@ local function GetImageName(partName, limbsData)
name = "media/ui/TOC/Empty.png"
elseif not part_data.isCut and
-- FIXME This doesn't work in MP on another player since we're trying to retrieve bodyDamage from another player
getPlayer():getBodyDamage():getBodyPart(TocGetBodyPartFromPartName(partName)):bitten() then -- Not cut but bitten
getPlayer():getBodyDamage():getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName)):bitten() then -- Not cut but bitten
name = "media/ui/TOC/" .. partName .. "/Bite.png"
else -- Not cut
name = "media/ui/TOC/" .. partName .. "/Base.png"
@@ -100,7 +100,7 @@ end
local function IsPartBitten(partData, partName)
return not partData.isCut and
getPlayer():getBodyDamage():getBodyPart(TocGetBodyPartFromPartName(partName)):bitten()
getPlayer():getBodyDamage():getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName)):bitten()
end
local function FindMinMax(lv)
@@ -243,11 +243,11 @@ JCIO_UI.SetupDescUI = function(surgeon, patient, limbsData, partName)
-- TODO add check for cuts and scratches
descUI["status"]:setText("Not cut")
descUI["status"]:setColor(1, 1, 1, 1)
if TocGetSawInInventory(surgeon) and not CheckIfProsthesisAlreadyInstalled(limbsData, partName) then
if JCIO_Common.GetSawInInventory(surgeon) and not CheckIfProsthesisAlreadyInstalled(limbsData, partName) then
descUI["b1"]:setVisible(true)
descUI["b1"]:setText("Cut")
descUI["b1"]:addArg("option", "Cut")
elseif TocGetSawInInventory(surgeon) and CheckIfProsthesisAlreadyInstalled(limbsData, partName) then
elseif JCIO_Common.GetSawInInventory(surgeon) and CheckIfProsthesisAlreadyInstalled(limbsData, partName) then
descUI["b1"]:setVisible(true)
descUI["b1"]:setText("Remove prosthesis before")
descUI["b1"]:addArg("option", "Nothing")
@@ -582,18 +582,18 @@ end
TocTempTable = {patient = nil, surgeon = nil}
JCIO_UI.onlineTempTable = {patient = nil, surgeon = nil}
JCIO.RefreshClientMenu = function(_)
if mainUI:getIsVisible() == false then
Events.OnTick.Remove(JCIO.RefreshClientMenu)
TocTempTable.patient = nil
TocTempTable.surgeon = nil
JCIO_UI.onlineTempTable.patient = nil
JCIO_UI.onlineTempTable.surgeon = nil
else
local limbs_data = TocTempTable.patient:getModData().TOC.Limbs
JCIO_UI.SetupMainUI(TocTempTable.patient, TocTempTable.patient, limbs_data)
local limbs_data = JCIO_UI.onlineTempTable.patient:getModData().TOC.Limbs
JCIO_UI.SetupMainUI(JCIO_UI.onlineTempTable.patient, JCIO_UI.onlineTempTable.patient, limbs_data)
end
end
@@ -604,14 +604,14 @@ JCIO.RefreshOtherPlayerMenu = function(_)
if mainUI:getIsVisible() == false then
Events.OnTick.Remove(JCIO.RefreshOtherPlayerMenu)
TocTempTable.patient = nil
TocTempTable.surgeon = nil
JCIO_UI.onlineTempTable.patient = nil
JCIO_UI.onlineTempTable.surgeon = nil
else
if ModData.get("TOC_PLAYER_DATA")[TocTempTable.patient:getUsername()] ~= nil then
local other_player_part_data = ModData.get("TOC_PLAYER_DATA")[TocTempTable.patient:getUsername()]
if ModData.get("JCIO_PLAYER_DATA")[JCIO_UI.onlineTempTable.patient:getUsername()] ~= nil then
local otherPlayerPartData = ModData.get("JCIO_PLAYER_DATA")[JCIO_UI.onlineTempTable.patient:getUsername()]
JCIO_UI.SetupMainUI(TocTempTable.surgeon, TocTempTable.patient, other_player_part_data[1])
JCIO_UI.SetupMainUI(JCIO_UI.onlineTempTable.surgeon, JCIO_UI.onlineTempTable.patient, otherPlayerPartData[1])
end
@@ -630,8 +630,8 @@ function ISNewHealthPanel.onClickJCIO(button)
local surgeon = button.otherPlayer
local patient = button.character
TocTempTable.patient = patient
TocTempTable.surgeon = surgeon
JCIO_UI.onlineTempTable.patient = patient
JCIO_UI.onlineTempTable.surgeon = surgeon
-- MP Handling
if surgeon then
@@ -671,10 +671,6 @@ function ISNewHealthPanel.onClickJCIO(button)
end
function ISHealthPanel:createChildren()
ISHealthPanel_createChildren(self)

View File

@@ -1,144 +0,0 @@
-- TODO this should be moved
local function TryToToResetEverythingOtherPlayer(_, patient, surgeon)
sendClientCommand(surgeon, "TOC", "AskToResetEverything", { patient:getOnlineID() })
end
----------------------------------------------------------------------------------------------------------
TocContextMenus = {}
TocContextMenus.CreateMenus = function(player, context, worldObjects, test)
local clicked_players_table = {}
local clicked_player = nil
local local_player = getSpecificPlayer(player)
--local players = getOnlinePlayers()
for k, v in pairs(worldObjects) do
-- help detecting a player by checking nearby squares
for x = v:getSquare():getX() - 1, v:getSquare():getX() + 1 do
for y = v:getSquare():getY() - 1, v:getSquare():getY() + 1 do
local sq = getCell():getGridSquare(x, y, v:getSquare():getZ())
if sq then
for i = 0, sq:getMovingObjects():size() - 1 do
local o = sq:getMovingObjects():get(i)
if instanceof(o, "IsoPlayer") then
clicked_player = o
if clicked_players_table[clicked_player:getUsername()] == nil then
-- FIXME this is to prevent context menu spamming. Find a better way
clicked_players_table[clicked_player:getUsername()] = true
if local_player:getAccessLevel() == "Admin" or isDebugEnabled() then
local root_option = context:addOption("The Only Cure Cheats on " .. clicked_player:getUsername())
local root_menu = context:getNew(context)
if clicked_player == local_player then
root_menu:addOption("Reset TOC for me", _, TocResetEverything)
else
root_menu:addOption("Reset TOC for " .. clicked_player:getUsername(), _, TryToToResetEverythingOtherPlayer,
clicked_player, local_player)
end
context:addSubMenu(root_option, root_menu)
end
-- TocContextMenus.FillCutAndOperateMenus(local_player, clicked_player, worldObjects,
-- cut_menu, operate_menu)
--TocContextMenus.FillCheatMenu(context, cheat_menu)
break
end
end
end
end
end
end
end
end
TocContextMenus.CreateOperateWithOvenMenu = function(player, context, worldObjects, test)
local player_obj = getSpecificPlayer(player)
-- TODO Let the player move towards the oven
local part_data = player_obj:getModData().TOC.Limbs
local is_main_menu_already_created = false
for _, v_stove in pairs(worldObjects) do
if instanceof(v_stove, "IsoStove") and
(player_obj:HasTrait("Brave") or player_obj:getPerkLevel(Perks.Strength) >= 6) then
-- Check temperature
if v_stove:getCurrentTemperature() > 250 then
-- ipairs here to keep the order
for _, v_bodypart in ipairs(GetBodyParts()) do
if part_data[v_bodypart].is_cut and part_data[v_bodypart].is_amputation_shown and
not part_data[v_bodypart].is_operated then
local subMenu = context:getNew(context);
if is_main_menu_already_created == false then
local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldObjects, nil);
context:addSubMenu(rootMenu, subMenu)
is_main_menu_already_created = true
end
subMenu:addOption(getText('UI_ContextMenu_' .. v_bodypart), worldObjects, TocOperateLocal,
getSpecificPlayer(player), v_bodypart,true)
end
end
end
break -- stop searching for stoves
end
end
end
TocContextMenus.CreateNewMenu = function(name, context, root_menu)
local new_option = root_menu:addOption(name)
local new_menu = context:getNew(context)
context:addSubMenu(new_option, new_menu)
return new_menu
end
TocContextMenus.CreateCheatMenu = function(context, root_menu, local_player, clicked_player)
if local_player:getAccessLevel() == "Admin" or isDebugEnabled() then
local cheat_menu = TocContextMenus.CreateNewMenu("Cheat", context, root_menu)
if clicked_player == local_player then
cheat_menu:addOption("Reset TOC for me", _, TocResetEverything)
else
cheat_menu:addOption("Reset TOC for " .. clicked_player:getUsername(), _, TryToToResetEverythingOtherPlayer,
clicked_player, local_player)
end
return cheat_menu
end
end
TocContextMenus.FillCheatMenus = function(context, cheat_menu)
if cheat_menu then
local cheat_cut_and_fix_menu = TocContextMenus.CreateNewMenu("Cut and Fix", context, cheat_menu)
end
end
Events.OnFillWorldObjectContextMenu.Add(TocContextMenus.CreateOperateWithOvenMenu) -- this is probably too much
Events.OnFillWorldObjectContextMenu.Add(TocContextMenus.CreateMenus)

View File

@@ -0,0 +1,57 @@
------------------------------------------
------------- JUST CUT IT OFF ------------
------------------------------------------
---------------- CHEATS -----------------
if JCIO_Cheat == nil then
JCIO_Cheat = {}
end
JCIO_Cheat.ResetEverything = function()
-- This has to be run on the local player to be sure that we're correctly reassigning everything
local player = getPlayer()
local playerInv = player:getInventory()
local modData = player:getModData()
modData.JCIO = nil
-- Removes traits just to be sure
local customTraits = player:getTraits()
customTraits:remove("Amputee_Hand")
customTraits:remove("Amputee_LowerArm")
customTraits:remove("Amputee_UpperArm")
JCIO.Init(_, player)
-- Destroy the amputation or prosthesis item
for _, partName in pairs(JCIO_Common.GetPartNames()) do
local amputationItemName = TocFindAmputationOrProsthesisName(partName, player, "Amputation")
local prostItemName = TocFindAmputationOrProsthesisName(partName, player, "Prosthesis")
if amputationItemName ~= nil then
local amputationItem = playerInv:FindAndReturn(amputationItemName)
if amputationItem ~= nil then
print("Resetting " .. amputationItem:getName())
player:removeWornItem(amputationItem)
player:getInventory():Remove(amputationItem)
end
amputationItem = nil -- reset it
end
if prostItemName ~= nil then
local prostItem = playerInv:FindAndReturn(prostItemName)
if prostItem ~= nil then
print("Resetting " .. prostItem:getName())
player:removeWornItem(prostItem)
player:getInventory():Remove(prostItem)
end
prostItem = nil -- reset it
end
end
-- Reset special flag for legs amputations
JCIO_Anims.SetMissingFootAnimation(false)
end

View File

@@ -41,7 +41,7 @@ JCIO_Compat.MapOldDataToNew = function(modData)
print("JCIO: found old data from TOC")
TocResetEverything()
JCIO_Cheat.ResetEverything()
-- Another check just in case the user is using Mr Bounty og version. I really don't wanna map that out so let's just reset everything directly
@@ -124,7 +124,7 @@ JCIO_Compat.MapOldDataToNew = function(modData)
if modData.JCIO.limbs[newName].isCut then
print("JCIO: Found old cut limb, reapplying model")
local cloth = getPlayer():getInventory():AddItem(TocFindAmputatedClothingFromPartName(newName))
local cloth = getPlayer():getInventory():AddItem(JCIO_Common.FindAmputatedClothingName(newName))
getPlayer():setWornItem(cloth:getBodyLocation(), cloth)
end

View File

@@ -15,7 +15,7 @@ ServerCommands.ResponseCanAct = function(arg)
ui.responsePartName = arg["toSend"][1]
ui.responseCan = arg["toSend"][3]
ui.responseUserName = getPlayerByOnlineID(arg["From"]):getUsername()
ui.responseActionIsBitten = getPlayerByOnlineID(arg["From"]):getBodyDamage():getBodyPart(TocGetBodyPartFromPartName(ui
ui.responseActionIsBitten = getPlayerByOnlineID(arg["From"]):getBodyDamage():getBodyPart(JCIO_Common.GetBodyPartFromPartName(ui
.responsePartName)):bitten()
end
@@ -113,7 +113,7 @@ ServerCommands.CanResetEverything = function(arg)
sendClientCommand("TOC", "SendServer", arg)
end
ServerCommands.ResetEverything = function(_)
TocResetEverything()
JCIO_Cheat.ResetEverything()
end
@@ -173,7 +173,7 @@ end
Events.OnReceiveGlobalModData.Add(TOC_OnReceiveGlobalModData)
function TOC_OnConnected()
ModData.request("TOC_PLAYER_DATA")
ModData.request("JCIO_PLAYER_DATA")
end

View File

@@ -1,22 +1,44 @@
function GetBodyParts()
local bodyparts = {
"Right_Hand", "Right_LowerArm", "Right_UpperArm", "Left_Hand",
"Left_LowerArm", "Left_UpperArm"
}
return bodyparts
------------------------------------------
------------- JUST CUT IT OFF ------------
------------------------------------------
------------ COMMON FUNCTIONS ------------
if JCIO_Common == nil then
JCIO_Common = {}
end
function GetProsthesisList()
return {"WoodenHook", "MetalHook", "MetalHand"}
JCIO_Common.partNames = {}
JCIO_Common.GeneratePartNames = function()
local partNamesTable = {}
for _, side in ipairs(JCIO.sideNames) do
for _, limb in ipairs(JCIO.limbNames) do
local tempPartName = side .. "_" .. limb
table.insert(partNamesTable, tempPartName)
end
end
JCIO_Common.partNames = partNamesTable
end
function TocFindAmputatedClothingFromPartName(part_name)
return "TOC.Amputation_" .. part_name
JCIO_Common.GetPartNames = function()
if JCIO_Common.partNames.size() == nil then
JCIO_Common.GeneratePartNames()
end
return JCIO_Common.partNames
end
function GetLimbsBodyPartTypes()
JCIO_Common.GetAcceptableBodyPartTypes = function()
-- TODO Add Foot_L and Foot_R
return {
BodyPartType.Hand_R, BodyPartType.ForeArm_R, BodyPartType.UpperArm_R,
BodyPartType.Hand_L, BodyPartType.ForeArm_L, BodyPartType.UpperArm_L
@@ -24,7 +46,7 @@ function GetLimbsBodyPartTypes()
end
function GetOtherBodyPartTypes()
JCIO_Common.GetOtherBodyPartTypes = function()
return {
BodyPartType.Torso_Upper, BodyPartType.Torso_Lower, BodyPartType.Head,
@@ -36,28 +58,30 @@ function GetOtherBodyPartTypes()
end
function GetAcceptingProsthesisBodyPartTypes()
return {
BodyPartType.Hand_R, BodyPartType.ForeArm_R, BodyPartType.Hand_L,
BodyPartType.ForeArm_L
}
function GetProsthesisList()
-- TODO Not gonna work anymore
return {"WoodenHook", "MetalHook", "MetalHand"}
end
function TocGetPartNameFromBodyPartType(body_part)
function JCIO_Common.FindAmputatedClothingName(partName)
return "TOC.Amputation_" .. partName
end
if body_part == BodyPartType.Hand_R then
function JCIO_Common.GetPartNameFromBodyPartType(bodyPartType)
if bodyPartType == BodyPartType.Hand_R then
return "Right_Hand"
elseif body_part == BodyPartType.ForeArm_R then
elseif bodyPartType == BodyPartType.ForeArm_R then
return "Right_LowerArm"
elseif body_part == BodyPartType.UpperArm_R then
elseif bodyPartType == BodyPartType.UpperArm_R then
return "Right_UpperArm"
elseif body_part == BodyPartType.Hand_L then
elseif bodyPartType == BodyPartType.Hand_L then
return "Left_Hand"
elseif body_part == BodyPartType.ForeArm_L then
elseif bodyPartType == BodyPartType.ForeArm_L then
return "Left_LowerArm"
elseif body_part == BodyPartType.UpperArm_L then
elseif bodyPartType == BodyPartType.UpperArm_L then
return "Left_UpperArm"
else
return nil
@@ -67,62 +91,65 @@ end
-- 1:1 map of part_name to BodyPartType
function TocGetBodyPartFromPartName(part_name)
if part_name == "Right_Hand" then return BodyPartType.Hand_R end
if part_name == "Right_LowerArm" then return BodyPartType.ForeArm_R end
if part_name == "Right_UpperArm" then return BodyPartType.UpperArm_R end
if part_name == "Left_Hand" then return BodyPartType.Hand_L end
if part_name == "Left_LowerArm" then return BodyPartType.ForeArm_L end
if part_name == "Left_UpperArm" then return BodyPartType.UpperArm_L end
function JCIO_Common.GetBodyPartFromPartName(partName)
if partName == "Right_Hand" then return BodyPartType.Hand_R end
if partName == "Right_LowerArm" then return BodyPartType.ForeArm_R end
if partName == "Right_UpperArm" then return BodyPartType.UpperArm_R end
if partName == "Left_Hand" then return BodyPartType.Hand_L end
if partName == "Left_LowerArm" then return BodyPartType.ForeArm_L end
if partName == "Left_UpperArm" then return BodyPartType.UpperArm_L end
-- New Legs stuff
if part_name == "Right_Foot" then return BodyPartType.Foot_R end
if part_name == "Left_Foot" then return BodyPartType.Foot_L end
if partName == "Right_Foot" then return BodyPartType.Foot_R end
if partName == "Left_Foot" then return BodyPartType.Foot_L end
end
-- Custom mapping to make more sense when cutting a limb
function TocGetAdjacentBodyPartFromPartName(part_name)
function JCIO_Common.GetAdjacentBodyPartFromPartName(partName)
if part_name == "Right_Hand" then return BodyPartType.ForeArm_R end
if part_name == "Right_LowerArm" then return BodyPartType.UpperArm_R end
if part_name == "Right_UpperArm" then return BodyPartType.Torso_Upper end
if part_name == "Left_Hand" then return BodyPartType.ForeArm_L end
if part_name == "Left_LowerArm" then return BodyPartType.UpperArm_L end
if part_name == "Left_UpperArm" then return BodyPartType.Torso_Upper end
if part_name == "Right_Foot" then return BodyPartType.LowerLeg_R end
if part_name == "Left_Foot" then return BodyPartType.LowerLeg_L end
if partName == "Right_Hand" then return BodyPartType.ForeArm_R end
if partName == "Right_LowerArm" then return BodyPartType.UpperArm_R end
if partName == "Right_UpperArm" then return BodyPartType.Torso_Upper end
if partName == "Left_Hand" then return BodyPartType.ForeArm_L end
if partName == "Left_LowerArm" then return BodyPartType.UpperArm_L end
if partName == "Left_UpperArm" then return BodyPartType.Torso_Upper end
if partName == "Right_Foot" then return BodyPartType.LowerLeg_R end
if partName == "Left_Foot" then return BodyPartType.LowerLeg_L end
end
function TocFindCorrectClothingProsthesis(item_name, part_name)
function TocFindCorrectClothingProsthesis(itemName, partName)
local correct_name = "TOC.Prost_" .. part_name .. "_" .. item_name
return correct_name
-- TODO This is not gonna work soon, so don't use this
local correctName = "TOC.Prost_" .. partName .. "_" .. itemName
return correctName
end
function TocGetAmputationItemInInventory(player, part_name)
JCIO_Common.GetAmputationItemInInventory = function(player, partName)
local player_inventory = player:getInventory()
local amputation_item_name = TocFindAmputationOrProsthesisName(part_name, player, "Amputation")
local amputation_item = player_inventory:FindAndReturn(amputation_item_name)
return amputation_item
local playerInv = player:getInventory()
local amputationItemName = TocFindAmputationOrProsthesisName(partName, player, "Amputation")
local amputationItem = playerInv:FindAndReturn(amputationItemName)
return amputationItem
end
function TocGetSawInInventory(surgeon)
function JCIO_Common.GetSawInInventory(surgeon)
local player_inv = surgeon:getInventory()
local item = player_inv:getItemFromType("Saw") or player_inv:getItemFromType("GardenSaw") or
player_inv:getItemFromType("Chainsaw")
local playerInv = surgeon:getInventory()
local item = playerInv:getItemFromType("Saw") or playerInv:getItemFromType("GardenSaw") or
playerInv:getItemFromType("Chainsaw")
return item
end
function TocGetSideFromPartName(part_name)
if string.find(part_name, "Left") then
function JCIO_Common.GetSideFromPartName(partName)
if string.find(partName, "Left") then
return "Left"
else
return "Right"

View File

@@ -1,8 +1,9 @@
------------------------------------------
-------- JUST CUT IT OFF --------
------------- JUST CUT IT OFF ------------
------------------------------------------
------------ DEBUG FUNCTIONS -------------
--------- TEST AND DEBUG FUNCTIONS -------
------ TEST FUNCTIONS, DON'T USE THESE!!! ---------------
-- Side functions
local function TocGetAmputationFullTypeFromInventory(player, side, limb)
@@ -27,61 +28,6 @@ local function TocGetEquippedProsthesisFullTypeFromInventory(player, side, limb)
end
end
function TocResetEverything()
-- This has to be run on the local player to be sure that we're correctly reassigning everything
local player = getPlayer()
local player_inventory = player:getInventory()
local mod_data = player:getModData()
mod_data.TOC = nil
-- Removes traits just to be sure
local toc_traits = player:getTraits()
toc_traits:remove("Amputee_Hand")
toc_traits:remove("Amputee_LowerArm")
toc_traits:remove("Amputee_UpperArm")
JCIO.Init(_, player)
-- Destroy the amputation or prosthesis item
for _, side in pairs(JCIO.sideNames) do
for _, limb in pairs(JCIO.limbNames) do
local part_name = side .. "_" .. limb
local amputation_item_name = TocFindAmputationOrProsthesisName(part_name, player, "Amputation")
local prosthesis_item_name = TocFindAmputationOrProsthesisName(part_name, player, "Prosthesis")
if amputation_item_name ~= nil then
local amputation_item = player_inventory:FindAndReturn(amputation_item_name)
if amputation_item ~= nil then
print("Resetting " .. amputation_item:getName())
player:removeWornItem(amputation_item)
player:getInventory():Remove(amputation_item)
end
amputation_item = nil -- reset it
end
if prosthesis_item_name ~= nil then
local prosthesis_item = player_inventory:FindAndReturn(prosthesis_item_name)
if prosthesis_item ~= nil then
print("Resetting " .. prosthesis_item:getName())
player:removeWornItem(prosthesis_item)
player:getInventory():Remove(prosthesis_item)
end
prosthesis_item = nil -- reset it
end
end
end
-- Reset special flag for legs amputations
JCIO_Anims.SetMissingFootAnimation(false)
end
-- Set correct body locations for items in inventory
function TocResetClothingItemBodyLocation(player, side, limb)
@@ -118,14 +64,8 @@ function TocResetClothingItemBodyLocation(player, side, limb)
end
end
-----------------------------------------------------------------------
------ TEST FUNCTIONS, DON'T USE THESE!!! ---------------
function TocTestBodyLocations()
local group = BodyLocations.getGroup("Human")

View File

@@ -22,7 +22,7 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
local modifiedMaxTime = originalMaxTime
local burnFactor = 1.3 -- TODO Move this crap
for _, partName in pairs(GetBodyParts()) do
for _, partName in pairs(JCIO_Common.GetPartNames()) do
if limbsData[partName].isCut then

View File

@@ -5,8 +5,8 @@ local function CheckIfPlayerIsInfected(player, limbsData)
local bodyDamage = player:getBodyDamage()
-- Check for amputable limbs
for _, v in ipairs(GetLimbsBodyPartTypes()) do
local partName = TocGetPartNameFromBodyPartType(v)
for _, v in ipairs(JCIO_Common.GetAcceptableBodyPartTypes()) do
local partName = JCIO_Common.GetPartNameFromBodyPartType(v)
local partData = limbsData[partName]
local bodyPart = bodyDamage:getBodyPart(v)
@@ -21,7 +21,7 @@ local function CheckIfPlayerIsInfected(player, limbsData)
end
-- Check for everything else
for _, v in pairs(GetOtherBodyPartTypes()) do
for _, v in pairs(JCIO_Common.GetOtherBodyPartTypes()) do
if bodyDamage:getBodyPart(v):bitten() then
limbsData.isOtherBodypartInfected = true -- Even one is enough, stop cycling if we find it
break
@@ -31,10 +31,10 @@ end
local function ManagePhantomPain(player, limbsData)
local body_damage = player:getBodyDamage()
for _, partName in pairs(GetBodyParts()) do
for _, partName in pairs(JCIO_Common.GetPartNames()) do
if limbsData[partName].isCut and limbsData[partName].isAmputationShown and ZombRand(1, 100) < 10 then
local body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(partName))
local body_part = body_damage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName))
local added_pain
if limbsData[partName].isCauterized then added_pain = 60 else added_pain = 30 end
body_part:setAdditionalPain(ZombRand(1, added_pain))
@@ -57,7 +57,7 @@ local function SetHealthStatusForBodyPart(partData, partName, player)
local bodyDamage = player:getBodyDamage()
local bodyPart = bodyDamage:getBodyPart(TocGetBodyPartFromPartName(partName))
local bodyPart = bodyDamage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName))
if not bodyPart then
print("JCIO ERROR: Can't update health of " .. partName)
return false
@@ -143,7 +143,7 @@ local function UpdatePlayerHealth(player, partData)
if player:HasTrait("Insensitive") then bodyDamage:setPainReduction(49) end
for _, partName in pairs(GetBodyParts()) do
for _, partName in pairs(JCIO_Common.GetPartNames()) do
if partData[partName].isCut then
SetHealthStatusForBodyPart(partData, partName, player)
@@ -191,12 +191,12 @@ JCIO.UpdateEveryTenMinutes = function()
end
-- Updates the cicatrization time
for _, partName in pairs(GetBodyParts()) do
for _, partName in pairs(JCIO_Common.GetPartNames()) do
if partData[partName].isCut and not partData[partName].isCicatrized then
--Wound cleanliness contributes to cicatrization
-- TODO we reset this stuff every time we restart the game for compat reason, this is an issue
local amputatedLimbItem = TocGetAmputationItemInInventory(player, partName)
local amputatedLimbItem = JCIO_Common.GetAmputationItemInInventory(player, partName)
local itemDirtyness = amputatedLimbItem:getDirtyness()/100
local itemBloodyness = amputatedLimbItem:getBloodLevel()/100

View File

@@ -40,7 +40,7 @@ function ISCutLimb: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 saw_item = TocGetSawInInventory(self.surgeon)
local saw_item = JCIO_Common.GetSawInInventory(self.surgeon)
self.surgeon:getEmitter():playSound("Amputation_Sound")
-- Return whatever object we've got in the inventory

View File

@@ -44,7 +44,7 @@ function ISInstallProsthesis:perform()
-- local toc_data = self.character:getModData().TOC
--local part_name = TocGetPartNameFromBodyPartType(self.bodyPart:getType())
local body_part_type = TocGetBodyPartFromPartName(self.part_name)
local body_part_type = JCIO_Common.GetBodyPartFromPartName(self.part_name)
-- Check if can be performed. This shouldn't be necessary, but just to be sure
if body_part_type == BodyPartType.UpperArm_L or body_part_type == BodyPartType.UpperArm_R then