Merge pull request #123 from ZioPao/main

backmerge to dev since i'm an idiot part 2
This commit is contained in:
Pao
2024-08-23 04:50:16 +02:00
committed by GitHub
7 changed files with 33 additions and 12 deletions

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@@ -12,8 +12,6 @@ Wait until you succumb to the virus or take matters into your hands. Cut off tha
This version of **The Only Cure** has been rebuilt from scratch to support future additions and to feel as close as possible as a vanilla mechanic. This version of **The Only Cure** has been rebuilt from scratch to support future additions and to feel as close as possible as a vanilla mechanic.
**The older version will be delisted shortly and it will not be supported anymore.**
Supports **Single Player** and **Multiplayer**! Supports **Single Player** and **Multiplayer**!
# Setup # Setup

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@@ -416,6 +416,7 @@ function DataController.ReceiveData(key, data)
handler:setIsResetForced(false) handler:setIsResetForced(false)
handler:setIsDataReady(true) handler:setIsDataReady(true)
--TOC_DEBUG.print("Finished ReceiveData, triggering OnReceivedTocData")
triggerEvent("OnReceivedTocData", handler.username) triggerEvent("OnReceivedTocData", handler.username)
-- TODO We need an event to track if initialization has been finalized -- TODO We need an event to track if initialization has been finalized

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@@ -42,6 +42,7 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
-- Action is valid, check if we have any cut limb and then modify maxTime -- Action is valid, check if we have any cut limb and then modify maxTime
local dcInst = DataController.GetInstance() local dcInst = DataController.GetInstance()
if time ~= -1 and dcInst and dcInst:getIsAnyLimbCut() then if time ~= -1 and dcInst and dcInst:getIsAnyLimbCut() then
--TOC_DEBUG.print("Overriding adjustMaxTime")
local pl = getPlayer() local pl = getPlayer()
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername()) local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername())
@@ -60,11 +61,10 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end
time = time * (StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[limbName] - perkLevelScaled) time = time * (StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[limbName] - perkLevelScaled)
end end
end end
if actionsQueue and actionsQueue.current then
TOC_DEBUG.print("OG Action: " .. tostring(actionsQueue.current.Type)) --TOC_DEBUG.print("New time with amputations: " .. tostring(time))
end
TOC_DEBUG.print("New time with amputations: " .. tostring(time))
return time return time
end end
@@ -122,6 +122,10 @@ function ISEquipWeaponAction:isValid()
local isPrimaryHandValid = CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.R) local isPrimaryHandValid = CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.R)
local isSecondaryHandValid = CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.L) local isSecondaryHandValid = CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.L)
-- Both hands are cut off, so it's impossible to equip in any way -- Both hands are cut off, so it's impossible to equip in any way
--TOC_DEBUG.print("isPrimaryHandValid : " .. tostring(isPrimaryHandValid))
--TOC_DEBUG.print("isSecondaryHandValid : " .. tostring(isSecondaryHandValid))
if not isPrimaryHandValid and not isSecondaryHandValid then if not isPrimaryHandValid and not isSecondaryHandValid then
isValid = false isValid = false
end end

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@@ -22,8 +22,6 @@ end
---Will calculate all the values that we need ---Will calculate all the values that we need
function CachedDataHandler.CalculateCacheableValues(username) function CachedDataHandler.CalculateCacheableValues(username)
CachedDataHandler.CalculateHighestAmputatedLimbs(username) CachedDataHandler.CalculateHighestAmputatedLimbs(username)
-- FIX This should be run ONLY on the actual client, never on other clients. Just a placeholder fix for now
if getPlayer():getUsername() == username then if getPlayer():getUsername() == username then
CachedDataHandler.CalculateBothHandsFeasibility() CachedDataHandler.CalculateBothHandsFeasibility()
end end
@@ -31,7 +29,6 @@ end
--* Amputated Limbs caching *-- --* Amputated Limbs caching *--
CachedDataHandler.amputatedLimbs = {} CachedDataHandler.amputatedLimbs = {}
@@ -120,12 +117,22 @@ CachedDataHandler.handFeasibility = {}
function CachedDataHandler.CalculateHandFeasibility(limbName) function CachedDataHandler.CalculateHandFeasibility(limbName)
local dcInst = DataController.GetInstance() local dcInst = DataController.GetInstance()
local side = CommonMethods.GetSide(limbName) local side = CommonMethods.GetSide(limbName)
-- TODO if we re run this too early, it might break everything after a forced re-init
CachedDataHandler.handFeasibility[side] = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName) CachedDataHandler.handFeasibility[side] = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName)
TOC_DEBUG.print("Calculated hand feasibility: " .. tostring(side))
end end
---@param side string Either "L" or "R" ---@param side string Either "L" or "R"
---@return boolean ---@return boolean
function CachedDataHandler.GetHandFeasibility(side) function CachedDataHandler.GetHandFeasibility(side)
-- FIX horrendous workaround, but with a forced init we run the caching too early and it breaks this, setting it to nil.
if CachedDataHandler.handFeasibility[side] == nil then
CachedDataHandler.CalculateBothHandsFeasibility()
end
return CachedDataHandler.handFeasibility[side] return CachedDataHandler.handFeasibility[side]
end end

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@@ -168,8 +168,12 @@ function ISUnequipAction:perform()
local highestAmputatedLimbs = CachedDataHandler.GetHighestAmputatedLimbs(getPlayer():getUsername()) local highestAmputatedLimbs = CachedDataHandler.GetHighestAmputatedLimbs(getPlayer():getUsername())
if highestAmputatedLimbs then if highestAmputatedLimbs then
local hal = highestAmputatedLimbs[side] local hal = highestAmputatedLimbs[side]
if hal then
-- This could break if amputated limbs aren't cached for some reason
triggerEvent("OnProsthesisUnequipped", hal) triggerEvent("OnProsthesisUnequipped", hal)
end end
end
end end
end end

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@@ -43,7 +43,14 @@ end
local og_ISUnequipAction_new = ISUnequipAction.new local og_ISUnequipAction_new = ISUnequipAction.new
function ISUnequipAction:new(character, item, time) function ISUnequipAction:new(character, item, time)
local action = og_ISUnequipAction_new(self, character, item, time) local action = og_ISUnequipAction_new(self, character, item, time)
---@cast item InventoryItem
-- For some reason (I have no clue why), if we re-run the method it breaks basically every unequip clothing action. Not for weapons though.
if instanceof(item, 'HandWeapon') then
--print("Running handlespeedspecificaction")
HandleSpeedSpecificAction(action) HandleSpeedSpecificAction(action)
end
return action return action
end end

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@@ -159,7 +159,7 @@ description= [/tr]
description= [tr] description= [tr]
description= [th]JCloudJalix, Rinary1, pllq, ttaeo[/th] description= [th]JCloudJalix, Rinary1, pllq, ttaeo, pgmbru[/th]
description= [th]Translations[/th] description= [th]Translations[/th]