Fixing interactions
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@@ -69,6 +69,12 @@ end
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---Used to heal an area that has been cut previously. There's an exception for bites, those are managed differently
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---@param bodyPart BodyPart
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function LocalPlayerController.HealArea(bodyPart)
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bodyPart:setFractureTime(0)
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bodyPart:setScratched(false, true)
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bodyPart:setScratchTime(0)
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bodyPart:setBleeding(false)
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bodyPart:setBleedingTime(0)
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@@ -149,12 +155,13 @@ function LocalPlayerController.HandleDamage(character)
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-- Generic injury, let's heal it since they already cut the limb off
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if bodyPart:HasInjury() then
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TOC_DEBUG.print("Healing area - " .. limbName)
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LocalPlayerController.HealArea(bodyPart)
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end
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-- Special case for bites\zombie infections
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if bodyPart:IsInfected() then
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TOC_DEBUG.print("Healed from zombie infection " .. tostring(bodyPart))
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TOC_DEBUG.print("Healed from zombie infection - " .. limbName)
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LocalPlayerController.HealZombieInfection(bd, bodyPart, limbName, dcInst)
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end
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else
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@@ -91,9 +91,9 @@ function CleanWoundAction:perform()
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self.bodyPart:setAdditionalPain(self.bodyPart:getAdditionalPain() + addPain)
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self.bandage:Use()
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local limbName = CommonMethods.GetLimbNameFromBodyPart(self.bodyPart)
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-- TOC Data handling
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-- TODO CHeck if correct in MP
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local limbName = CommonMethods.GetLimbNameFromBodyPart(self.bodyPart)
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local dcInst = DataController.GetInstance(self.otherPlayer:getUsername())
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local currentWoundDirtyness = dcInst:getWoundDirtyness(limbName)
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@@ -102,6 +102,7 @@ function CleanWoundAction:perform()
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dcInst:setWoundDirtyness(limbName, newWoundDirtyness)
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dcInst:apply()
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-- Clean visual
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local bbptEnum = BloodBodyPartType[limbName]
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@@ -49,7 +49,12 @@ function ISHealthPanel:doBodyPartContextMenu(bodyPart, x, y)
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local playerNum = self.otherPlayer and self.otherPlayer:getPlayerNum() or self.character:getPlayerNum()
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-- To not recreate it but reuse the one that has been created in the original method
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-- TODO This will work ONLY when an addOption has been already done in the og method.
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local context = getPlayerContextMenu(playerNum)
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context:bringToTop()
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context:setVisible(true)
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local cutLimbInteraction = CutLimbInteractionHandler:new(self, bodyPart)
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self:checkItems({cutLimbInteraction})
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@@ -20,6 +20,7 @@ function BaseHandler:new(panel, bodyPart)
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end
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function BaseHandler:isInjured()
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TOC_DEBUG.print("Running isInjured")
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local bodyPart = self.bodyPart
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return (bodyPart:HasInjury() or bodyPart:stitched() or bodyPart:getSplintFactor() > 0) and not bodyPart:bandaged()
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end
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@@ -37,22 +37,22 @@ function WoundCleaningInteractionHandler:addToMenu(context)
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--TOC_DEBUG.print("WoundCleaningInteraction addToMenu")
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local types = self:getAllItemTypes(self.items.ITEMS)
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if #types > 0 and self:isValid() then
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--TOC_DEBUG.print("WoundCleaningInteraction inside addToMenu")
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TOC_DEBUG.print("WoundCleaningInteraction inside addToMenu")
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local option = context:addOption(getText("ContextMenu_CleanWound"), nil)
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local subMenu = context:getNew(context)
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context:addSubMenu(option, subMenu)
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for i=1, #types do
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local item = self:getItemOfType(self.items.ITEMS, types[i])
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--TOC_DEBUG.print(item:getName())
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subMenu:addOption(item:getName(), self, self.onMenuOptionSelected, item:getFullType())
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TOC_DEBUG.print(item:getName())
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end
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end
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end
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function WoundCleaningInteractionHandler:dropItems(items)
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local types = self:getAllItemTypes(items)
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if #self.items.ITEMS > 0 and #types == 1 and self:isInjured() and self.bodyPart:isNeedBurnWash() then
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-- FIXME: A bandage can be used to clean a burn or bandage it
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if #self.items.ITEMS > 0 and #types == 1 and self:isActionValid() then
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self:onMenuOptionSelected(types[1])
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return true
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end
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@@ -60,18 +60,16 @@ function WoundCleaningInteractionHandler:dropItems(items)
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end
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function WoundCleaningInteractionHandler:isValid()
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-- TODO Check if cut and not cicatrized and dirty
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self:checkItems()
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return self:isActionValid()
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end
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-- todo get username
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function WoundCleaningInteractionHandler:isActionValid()
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if self.limbName == nil then return false end
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local dcInst = DataController.GetInstance(self.username)
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--and dcInst:getWoundDirtyness(self.limbName) > 0.1
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local check = dcInst:getIsCut(self.limbName) and not dcInst:getIsCicatrized(self.limbName) and dcInst:getWoundDirtyness(self.limbName) > 0
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--TOC_DEBUG.print("WoundCleaningInteraction isValid: " .. tostring(check))
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return check
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--return self:getItemOfType(self.items.ITEMS, itemType)
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end
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function WoundCleaningInteractionHandler:perform(previousAction, itemType)
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