Fixed UI, somewhat
This commit is contained in:
@@ -1,10 +1,41 @@
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local function CutLocal(_, patient, surgeon, partName)
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if IsSawInInventory(surgeon) ~= nil then
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ISTimedActionQueue.add(IsCutArm:new(patient, surgeon, partName));
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else
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surgeon:Say("I don't have a saw on me")
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local function operateLocal(worldobjects, partName)
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local player = getPlayer();
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ISTimedActionQueue.add(ISOperateArm:new(player, player, _, partName, true));
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end
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local function otherPlayerLocal(_, partName, action, patient)
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end
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local function OperateLocal(_, patient, surgeon, partName, useOven)
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--local player = getPlayer();
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-- todo add a check if the player has already been amputated or somethin
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if useOven then
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ISTimedActionQueue.add(ISOperateArm:new(patient, surgeon, _, partName, useOven));
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else
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local kit = GetKitInInventory(surgeon)
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if kit ~= nil then
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ISTimedActionQueue.add(ISOperateArm:new(patient, surgeon, kit, partName, false))
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else
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surgeon:Say("I don't have a kit on me")
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end
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end
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end
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local function otherPlayerLocal(_, partName, action, surgeon, patient)
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local ui = GetConfirmUIMP();
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if not ui then
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MakeConfirmUIMP();
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@@ -18,7 +49,11 @@ local function otherPlayerLocal(_, partName, action, patient)
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ui.actionAct = action;
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ui.partNameAct = partName;
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ui.patient = patient;
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SetConfirmUIMP("Wait server");
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--SetConfirmUIMP("Wait server")
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end
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@@ -38,6 +73,70 @@ end
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function ISWorldObjectContextMenu.OnFillTOCMenu(player, context, worldObjects, test)
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local clickedPlayersTable = {} --todo awful workaround
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local clickedPlayer = nil
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local player_obj = getSpecificPlayer(player)
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--local players = getOnlinePlayers()
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for k,v in ipairs(worldObjects) do
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-- help detecting a player by checking nearby squares
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for x=v:getSquare():getX()-1,v:getSquare():getX()+1 do
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for y=v:getSquare():getY()-1,v:getSquare():getY()+1 do
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local sq = getCell():getGridSquare(x,y,v:getSquare():getZ());
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if sq then
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for i=0,sq:getMovingObjects():size()-1 do
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local o = sq:getMovingObjects():get(i)
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if instanceof(o, "IsoPlayer") then
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clickedPlayer = o
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if clickedPlayersTable[clickedPlayer:getUsername()] == nil then
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clickedPlayersTable[clickedPlayer:getUsername()] = true
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local rootOption = context:addOption("The Only Cure on " .. clickedPlayer:getUsername())
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local rootMenu = context:getNew(context)
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local cutOption = rootMenu:addOption("Cut");
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local operateOption = rootMenu:addOption("Operate");
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local cutMenu = context:getNew(context);
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local operateMenu = context:getNew(context);
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context:addSubMenu(rootOption, rootMenu);
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context:addSubMenu(cutOption, cutMenu);
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context:addSubMenu(operateOption, operateMenu);
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-- todo add checks so that we don't show these menus if a player has already beeen operated or amputated
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for k_part, v_part in ipairs(GetBodyParts()) do
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--todo right now it doesnt check for a saw.
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if clickedPlayer == player_obj then
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cutMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, CutLocal, player_obj, player_obj, v_part)
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operateMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, OperateLocal, player_obj, player_obj, v_part)
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else
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cutMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, otherPlayerLocal, v_part, "Cut", player_obj, clickedPlayer)
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operateMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, otherPlayerLocal, v_part, "Operate", player_obj, clickedPlayer);
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end
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end
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break
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end
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end
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end
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end
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end
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end
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end
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end
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@@ -67,7 +166,7 @@ function ISWorldObjectContextMenu.OnFillOperateWithOven(player, context, worldOb
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context:addSubMenu(rootMenu, subMenu)
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is_main_menu_already_created = true
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end
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subMenu:addOption(getText('UI_ContextMenu_' .. v_bodypart), worldObjects, operateLocal, v_bodypart)
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subMenu:addOption(getText('UI_ContextMenu_' .. v_bodypart), worldObjects, OperateLocal, getSpecificPlayer(player), getSpecificPlayer(player), v_bodypart, true)
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end
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end
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end
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@@ -109,42 +208,13 @@ end
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-- for _,object in ipairs(worldobjects) do
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-- local square = object:getSquare()
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-- if square then
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-- for i=1,square:getObjects():size() do
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-- local object2 = square:getObjects():get(i-1);
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-- --For the oven operate part
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-- if CheckIfCanBeOperated(modData) then
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-- if instanceof(object2, "IsoStove") and (player:HasTrait("Brave") or player:getPerkLevel(Perks.Strength) >= 6) then
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-- if not object2:isMicrowave() and object2:getCurrentTemperature() > 250 then
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-- local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldobjects, nil);
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-- local subMenu = context:getNew(context);
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-- context:addSubMenu(rootMenu, subMenu)
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-- for k, v in pairs(GetBodyParts()) do
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-- -- todo this is awful but it should work
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-- if modData.TOC[v].is_cut and not modData.TOC[v].is_operated then
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-- subMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, operateLocal, v);
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-- end
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-- end
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-- end
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-- end
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-- end
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-- end
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-- local movingObjects = square:getMovingObjects()
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-- for i = 0, movingObjects:size() - 1 do
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-- local o = movingObjects:get(i)
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-- if instanceof(o, "IsoPlayer") then
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-- clickedPlayer = o;
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-- break
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-- print("Found player")
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-- end
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-- end
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-- if clickedPlayer then
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@@ -177,3 +247,4 @@ end
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--Events.OnTick.Add(TheOnlyCure.CheckState);
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Events.OnFillWorldObjectContextMenu.Add(ISWorldObjectContextMenu.OnFillOperateWithOven) -- this is probably too much
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Events.OnFillWorldObjectContextMenu.Add(ISWorldObjectContextMenu.OnFillTOCMenu)
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@@ -28,6 +28,7 @@ local function CureInfection(bodyDamage)
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end
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-- TODO change it to CutLimb or CutBodyPart
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function CutArm(partName, surgeonFact, useBandage, bandageAlcool, usePainkiller, painkillerCount)
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@@ -134,6 +135,7 @@ end
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function SetBodyPartsStatus(player, partName, useOven)
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-- TODO use GetBodyParts with depends_on
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local a_rightArm = {"RightArm", "RightForearm", "RightHand"}
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local a_rightForearm = {"RightForearm", "RightHand"}
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@@ -182,3 +184,16 @@ function SetBodyPartsStatus(player, partName, useOven)
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end
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function GetKitInInventory(surgeon)
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local playerInv = surgeon: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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return item
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end
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function IsSawInInventory(surgeon)
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local playerInv = surgeon: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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@@ -18,12 +18,16 @@ end
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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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@@ -270,7 +274,7 @@ function SetConfirmUIMP(action, isBitten, userName, partName)
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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 gonna " .. action .. " the " .. getDisplayText_TOC(partName) .. " of " .. userName);
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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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@@ -290,7 +294,7 @@ function SetConfirmUIMP(action, isBitten, userName, partName)
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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 miss a saw");
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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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