This commit is contained in:
Pao
2023-02-03 14:19:36 +01:00
parent 88620ca321
commit c19a586110
14 changed files with 501 additions and 496 deletions

View File

@@ -42,8 +42,47 @@ function CheckIfProsthesisCanBeUnequipped(part_name)
return true
end
-------------------------------
-----------------------------------------
function CheckIfItemIsAmputatedLimb(item)
-- TODO Benchmark if this is faster
local item_full_type = item:getFullType()
if string.find(item_full_type, "TOC.Amputation_") then
return true
else
return false
end
end
function CheckIfItemIsProsthesis(item)
-- TODO find a cleaner way
local item_full_type = item:getFullType()
local prosthesis_list = GetProsthesisList()
for _, v in pairs(prosthesis_list) do
if v == item_full_type then
return true
end
end
return false
end
function CheckIfItemIsInstalledProsthesis(item)
local item_full_type = item:getFullType()
if string.find(item_full_type, "TOC.Prost_") then
return true
else
return false
end
end

View File

@@ -44,12 +44,12 @@ function SendEquipProsthesis(player, part_name, prosthesis_base_name)
sendClientCommand("TOC", "SendServer", arg)
end
function SendUnequipProsthesis(player, part_name, equipped_prosthesis)
function SendUnequipProsthesis(player, part_name)
local arg = {}
arg["From"] = getPlayer():getOnlineID()
arg["To"] = player:getOnlineID()
arg["command"] = "UnequipProsthesis"
arg["toSend"] = { part_name, equipped_prosthesis}
arg["toSend"] = { player, part_name}
sendClientCommand("TOC", "SendServer", arg)
end
@@ -100,7 +100,7 @@ end
-- Patient (receive)
Commands["CutLimb"] = function(arg)
local arg = arg["toSend"]
TheOnlyCure.CutLimb(arg[1], arg[2], arg[3], arg[4])
TocCutLimb(arg[1], arg[2], arg[3], arg[4])
end
Commands["OperateLimb"] = function(arg)
@@ -116,7 +116,7 @@ Commands["EquipProsthesis"] = function(arg)
local arg = arg["toSend"]
TheOnlyCure.EquipProsthesis(arg[1], arg[2])
TocEquipProsthesis(arg[1], arg[2])
end
@@ -126,7 +126,7 @@ Commands["UnequipProsthesis"] = function(arg)
local arg = arg["toSend"]
TheOnlyCure.UnequipProsthesis(arg[1])
TheOnlyCure.UnequipProsthesis(arg[1], arg[2])
end

View File

@@ -95,28 +95,18 @@ function TocFindCorrectClothingProsthesis(item_name, part_name)
end
function TocFindAmputationInInventory(player, side, limb)
function TocGetAmputationItemInInventory(player, part_name)
local player_inventory = player:getInventory()
local item_name = "TOC.Amputation_" .. side .. "_" .. limb
local found_item = player_inventory:FindAndReturn(item_name)
if found_item then
return found_item:getFullType()
end
local amputation_item_name = TocFindAmputationOrProsthesisName(part_name, player, "Amputation")
local amputation_item = player_inventory:FindAndReturn(amputation_item_name)
return amputation_item
end
function TocFindEquippedProsthesisInInventory(player, side, limb)
local player_inventory = player:getInventory()
for _, prost in ipairs(GetProsthesisList()) do
local item_name = TocFindCorrectClothingProsthesis(prost, side .."_" .. limb)
local found_item = player_inventory:FindAndReturn(item_name)
function TocGetSawInInventory(surgeon)
if found_item then
return found_item:getFullType()
end
end
end
local player_inv = surgeon:getInventory()
local item = player_inv:getItemFromType("Saw") or player_inv:getItemFromType("GardenSaw") or
player_inv:getItemFromType("Chainsaw")
return item
end

View File

@@ -0,0 +1,226 @@
------------------------------------------
-------- THE ONLY CURE BUT BETTER --------
------------------------------------------
----------- CUT LIMB FUNCTIONS -----------
local function TocCheckIfStillInfected(limbs_data)
if limbs_data == nil then
return
end
-- Check ALL body part types to check if the player is still gonna die
local check = false
for _, v in ipairs(GetBodyParts()) do
if limbs_data[v].is_infected then
check = true
end
end
if limbs_data.is_other_bodypart_infected then
check = true
end
return check
end
local function TocCureInfection(body_damage, part_name)
local body_part_type = body_damage:getBodyPart(TocGetBodyPartFromPartName(part_name))
body_damage:setInfected(false)
body_part_type:SetInfected(false)
body_damage:setInfectionMortalityDuration(-1)
body_damage:setInfectionTime(-1)
body_damage:setInfectionLevel(0)
local body_part_types = body_damage:getBodyParts()
-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
for i = body_part_types:size() - 1, 0, -1 do
local bodyPart = body_part_types:get(i);
bodyPart:SetInfected(false);
end
if body_part_type:scratched() then body_part_type:setScratched(false, false) end
if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end
if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
if body_part_type:getFractureTime() > 0 then body_part_type:setFractureTime(0) end
end
local function TocDeleteOtherAmputatedLimbs(side)
-- if left hand is cut and we cut left lowerarm, then delete hand
for _, limb in pairs(TOC_limbs) do
local part_name = "TOC.Amputation_" .. side .. "_" .. limb
local amputated_limb = getPlayer():getInventory():FindAndReturn(part_name)
if amputated_limb then
getPlayer():getInventory():Remove(amputated_limb)
end
end
end
---@param heal_bite boolean
local function TocSetParametersForMissingLimb(body_part, heal_bite)
body_part:setBleeding(false)
body_part:setBleedingTime(0)
body_part:setDeepWounded(false)
body_part:setDeepWoundTime(0)
body_part:setScratched(false, false) -- why the fuck are there 2 booleans TIS?
body_part:setScratchTime(0)
body_part:setCut(false)
body_part:setCutTime(0)
if heal_bite then
body_part:SetBitten(false)
body_part:setBiteTime(0)
end
end
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_damage = patient:getBodyDamage()
local body_damage_part = body_damage:getBodyPart(body_part_type)
body_damage_part:setBleeding(true)
body_damage_part:setCut(true)
body_damage_part:setBleedingTime(ZombRand(10, 20))
end
----------------------------------------------------------------------------------
--- Main function for cutting a limb
---@param part_name string the part name to amputate
---@param surgeon_factor any the surgeon factor, which will determine some stats for the inflicted wound
---@param bandage_table any bandages info
---@param painkiller_table any painkillers info, not used
function TocCutLimb(part_name, surgeon_factor, bandage_table, painkiller_table)
-- TODO Separate Cut Limb in side and limb instead of single part_name
-- Items get unequipped in ISCutLimb.Start
local player = getPlayer()
local toc_data = player:getModData().TOC
local limbs_data = toc_data.Limbs
-- TODO Stop for a bit,
-- Cut Hand -> Damage in forearm
-- Cut Forearm -> Damage in Upperarm
-- Cut UpperArm -> Damage to torso
local body_damage = player:getBodyDamage()
local body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(part_name))
local adiacent_body_part = player:getBodyDamage():getBodyPart(TocGetAdiacentBodyPartFromPartName(part_name))
local stats = player:getStats()
-- Reset the status of the first body part, since we just cut it off it shouldn't be bleeding anymore
-- The bit will be checked later since we're not sure if the player is not infected from another wound
TocSetParametersForMissingLimb(body_part, false)
-- Set damage, stress, and low endurance after amputation
adiacent_body_part:AddDamage(100 - surgeon_factor)
adiacent_body_part:setAdditionalPain(100 - surgeon_factor)
adiacent_body_part:setBleeding(true)
adiacent_body_part:setBleedingTime(100 - surgeon_factor)
adiacent_body_part:setDeepWounded(true)
adiacent_body_part:setDeepWoundTime(100 - surgeon_factor)
stats:setEndurance(surgeon_factor)
stats:setStress(100 - surgeon_factor)
-- Set malus for strength and fitness
player:LoseLevel(Perks.Fitness)
player:LoseLevel(Perks.Strength)
-- If bandages are available, use them
adiacent_body_part:setBandaged(bandage_table.use_bandage, 10, bandage_table.is_bandage_sterilized,
bandage_table.bandage_type)
-- If painkillers are available, use them
-- TODO add painkiller support
-- Use a tourniquet if available
-- TODO add tourniquet
if limbs_data[part_name].is_cut == false then
limbs_data[part_name].is_cut = true
limbs_data[part_name].is_amputation_shown = true
limbs_data[part_name].cicatrization_time = limbs_data[part_name].cicatrization_base_time - surgeon_factor * 50
for _, depended_v in pairs(limbs_data[part_name].depends_on) do
limbs_data[depended_v].is_cut = true
limbs_data[depended_v].is_amputation_shown = false
limbs_data[depended_v].cicatrization_time = limbs_data[part_name].cicatrization_base_time -
surgeon_factor * 50
local should_depended_v_be_healed_of_bite = limbs_data[depended_v].is_infected and
body_damage:getInfectionLevel() < 20
local depended_body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(depended_v))
TocSetParametersForMissingLimb(depended_body_part, should_depended_v_be_healed_of_bite)
if should_depended_v_be_healed_of_bite then
limbs_data[depended_v].is_infected = false
end
end
-- Heal the infection here
local body_damage = player:getBodyDamage()
if limbs_data[part_name].is_infected and body_damage:getInfectionLevel() < 20 then
limbs_data[part_name].is_infected = false
-- NOT THE ADIACENT ONE!!!
body_part:SetBitten(false)
body_part:setBiteTime(0)
-- Second check, let's see if there is any other infected limb.
if TocCheckIfStillInfected(limbs_data) == false then
TocCureInfection(body_damage, part_name)
getPlayer():Say("I'm gonna be fine...") -- TODO Make it visible to other players, check True Actions as reference
else
getPlayer():Say("I'm still gonna die...")
end
end
-- Check for older amputation models and deletes them from player's inventory
local side = string.match(part_name, '(%w+)_')
TocDeleteOtherAmputatedLimbs(side)
--Equip new model for amputation
local amputation_clothing_item = player:getInventory():AddItem(TocFindAmputatedClothingFromPartName(part_name))
TocSetCorrectTextureForAmputation(amputation_clothing_item, player, false)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
-- Set blood on the amputated limb
TocSetBloodOnAmputation(getPlayer(), adiacent_body_part)
end
end

View File

@@ -1,3 +1,28 @@
-- Side functions
local function TocGetAmputationFullTypeFromInventory(player, side, limb)
local player_inventory = player:getInventory()
local item_name = "TOC.Amputation_" .. side .. "_" .. limb
local found_item = player_inventory:FindAndReturn(item_name)
if found_item then
return found_item:getFullType()
end
end
local function TocGetEquippedProsthesisFullTypeFromInventory(player, side, limb)
local player_inventory = player:getInventory()
for _, prost in ipairs(GetProsthesisList()) do
local item_name = TocFindCorrectClothingProsthesis(prost, side .."_" .. limb)
local found_item = player_inventory:FindAndReturn(item_name)
if found_item then
return found_item:getFullType()
end
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()
@@ -16,8 +41,7 @@ function TocResetEverything()
-- Destroy the amputation or prosthesis item
for _, v in ipairs(GetBodyParts()) do
--local amputated_clothing = player:getInventory():FindAndReturn(TocFindAmputatedClothingFromPartName(v))
-- TODO make it better
-- TODO This is incredibly shitty
local amputation_item_name = TocFindAmputationOrProsthesisName(v, player, "Amputation")
local prosthesis_item_name = TocFindAmputationOrProsthesisName(v, player, "Prosthesis")
@@ -49,8 +73,8 @@ end
function TocResetClothingItemBodyLocation(player, side, limb)
local player_inventory = player:getInventory()
local limbs_data = player:getModData().TOC.Limbs
local amputation_item_name = TocFindAmputationInInventory(player, side, limb)
local equipped_prosthesis_item_name = TocFindEquippedProsthesisInInventory(player, side, limb)
local amputation_item_name = TocGetAmputationFullTypeFromInventory(player, side, limb)
local equipped_prosthesis_item_name = TocGetEquippedProsthesisFullTypeFromInventory(player, side, limb)
print(amputation_item_name)
print(equipped_prosthesis_item_name)

View File

@@ -1,89 +1,11 @@
-- Init
function TocCutLimbForTrait(player, limbs_data, part_name)
local amputation_clothing_item = player:getInventory():AddItem("TOC.Amputation_" .. part_name)
TocSetCorrectTextureForAmputation(amputation_clothing_item, player, true)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
limbs_data[part_name].is_cut = true
limbs_data[part_name].is_operated = true
limbs_data[part_name].is_amputation_shown = true
limbs_data[part_name].is_cicatrized = true
for _, v in pairs(limbs_data[part_name].depends_on) do
limbs_data[v].is_cut = true
limbs_data[v].is_operated = true
limbs_data[v].is_amputation_shown = false
limbs_data[v].is_cicatrized = true
end
end
-- CutLimb
function TocCheckIfStillInfected(limbs_data)
if limbs_data == nil then
return
end
-- Check ALL body part types to check if the player is still gonna die
local check = false
for _, v in ipairs(GetBodyParts()) do
if limbs_data[v].is_infected then
check = true
end
end
if limbs_data.is_other_bodypart_infected then
check = true
end
return check
end
function TocCureInfection(body_damage, part_name)
local body_part_type = body_damage:getBodyPart(TocGetBodyPartFromPartName(part_name))
body_damage:setInfected(false)
body_part_type:SetInfected(false)
body_damage:setInfectionMortalityDuration(-1)
body_damage:setInfectionTime(-1)
body_damage:setInfectionLevel(0)
local body_part_types = body_damage:getBodyParts()
-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
for i = body_part_types:size() - 1, 0, -1 do
local bodyPart = body_part_types:get(i);
bodyPart:SetInfected(false);
end
if body_part_type:scratched() then body_part_type:setScratched(false, false) end
if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end
if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
if body_part_type:getFractureTime() > 0 then body_part_type:setFractureTime(0) end
end
function TocDeleteOtherAmputatedLimbs(side)
-- if left hand is cut and we cut left lowerarm, then delete hand
for _, limb in pairs(TOC_limbs) do
local part_name = "TOC.Amputation_" .. side .. "_" .. limb
local amputated_limb = getPlayer():getInventory():FindAndReturn(part_name)
if amputated_limb then
getPlayer():getInventory():Remove(amputated_limb)
end
end
end
function TocGetKitInInventory(surgeon)
local playerInv = surgeon:getInventory();
@@ -93,79 +15,6 @@ function TocGetKitInInventory(surgeon)
end
function TocGetSawInInventory(surgeon)
local player_inv = surgeon:getInventory()
local item = player_inv:getItemFromType("Saw") or player_inv:getItemFromType("GardenSaw") or
player_inv:getItemFromType("Chainsaw")
return item
end
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_damage = patient:getBodyDamage()
local body_damage_part = body_damage:getBodyPart(body_part_type)
body_damage_part:setBleeding(true)
body_damage_part:setCut(true)
body_damage_part:setBleedingTime(ZombRand(10, 20))
end
---@param heal_bite boolean
function TocSetParametersForMissingLimb(body_part, heal_bite)
body_part:setBleeding(false)
body_part:setBleedingTime(0)
body_part:setDeepWounded(false)
body_part:setDeepWoundTime(0)
body_part:setScratched(false, false) -- why the fuck are there 2 booleans TIS?
body_part:setScratchTime(0)
body_part:setCut(false)
body_part:setCutTime(0)
if heal_bite then
body_part:SetBitten(false)
body_part:setBiteTime(0)
end
end
-- OperateLimb
local function FixSingleBodyPartType(body_part_type, use_oven)
body_part_type:setDeepWounded(false) --Basically like stitching
body_part_type:setDeepWoundTime(0)
if use_oven then
body_part_type:AddDamage(100)
body_part_type:setAdditionalPain(100);
body_part_type:setBleeding(false)
body_part_type:setBleedingTime(0) -- no bleeding since it's been cauterized
else
-- TODO Think a little better about this, do we want to trigger bleeding or not?
body_part_type:setBleeding(false)
--body_part_type:setBleedingTime(ZombRand(1, 5)) -- Reset the bleeding, maybe make it random
end
end
function SetBodyPartsStatusAfterOperation(player, limbs_data, part_name, use_oven)
--for _, v in ipairs(GetBodyParts()) do
local body_part_type = player:getBodyDamage():getBodyPart(TocGetAdiacentBodyPartFromPartName(part_name))
FixSingleBodyPartType(body_part_type, use_oven)
for _, v in ipairs(limbs_data[part_name].depends_on) do
local depended_body_part_type = player:getBodyDamage():getBodyPart(TocGetAdiacentBodyPartFromPartName(v))
FixSingleBodyPartType(depended_body_part_type, use_oven)
end
end
-- Unequip Prosthesis
local function PartNameToBodyLocationProsthesis(name)
@@ -200,6 +49,11 @@ function TocFindItemInProstBodyLocation(part_name, patient)
end
-- Debug cheat and update every minute for cicatrization
function TocFindAmputationOrProsthesisName(part_name, player, choice)
local worn_items = player:getWornItems()
@@ -225,47 +79,6 @@ end
-------------------------------------
-- Override helper
function CheckIfItemIsAmputatedLimb(item)
-- TODO Benchmark if this is faster
local item_full_type = item:getFullType()
if string.find(item_full_type, "TOC.Amputation_") then
return true
else
return false
end
end
function CheckIfItemIsProsthesis(item)
-- TODO find a cleaner way
local item_full_type = item:getFullType()
local prosthesis_list = GetProsthesisList()
for _, v in pairs(prosthesis_list) do
if v == item_full_type then
return true
end
end
return false
end
function CheckIfItemIsInstalledProsthesis(item)
local item_full_type = item:getFullType()
if string.find(item_full_type, "TOC.Prost_") then
return true
else
return false
end
end
function TocPopulateCanBeHeldTable(can_be_held, limbs_data)
for _, side in ipairs(TOC_sides) do

View File

@@ -12,7 +12,7 @@ function TocOperateLocal(_, player, part_name, use_oven)
if use_oven then
ISTimedActionQueue.add(ISOperateLimb:new(player, player, _, part_name, use_oven));
else
local kit = TocGetKitInInventory(player)
local kit = TocGetKitInInventory(player) -- TODO Why is it here and only for local?
if kit ~= nil then
ISTimedActionQueue.add(ISOperateLimb:new(player, player, kit, part_name, false))
else

View File

@@ -0,0 +1,69 @@
------------------------------------------
-------- THE ONLY CURE BUT BETTER --------
------------------------------------------
--------- OPERATE LIMB FUNCTIONS ---------
local function FixSingleBodyPartType(body_part_type, use_oven)
body_part_type:setDeepWounded(false) --Basically like stitching
body_part_type:setDeepWoundTime(0)
if use_oven then
body_part_type:AddDamage(100)
body_part_type:setAdditionalPain(100);
body_part_type:setBleeding(false)
body_part_type:setBleedingTime(0) -- no bleeding since it's been cauterized
else
-- TODO Think a little better about this, do we want to trigger bleeding or not?
body_part_type:setBleeding(false)
--body_part_type:setBleedingTime(ZombRand(1, 5)) -- Reset the bleeding, maybe make it random
end
end
local function SetBodyPartsStatusAfterOperation(player, limbs_data, part_name, use_oven)
--for _, v in ipairs(GetBodyParts()) do
local body_part_type = player:getBodyDamage():getBodyPart(TocGetAdiacentBodyPartFromPartName(part_name))
FixSingleBodyPartType(body_part_type, use_oven)
for _, v in ipairs(limbs_data[part_name].depends_on) do
local depended_body_part_type = player:getBodyDamage():getBodyPart(TocGetAdiacentBodyPartFromPartName(v))
FixSingleBodyPartType(depended_body_part_type, use_oven)
end
end
----------------------------------------------------------------------------------
---Main function to operate a limb after amputation
---@param part_name any
---@param surgeon_factor any
---@param use_oven boolean wheter using oven instead of a kit or not
function TocOperateLimb(part_name, surgeon_factor, use_oven)
local player = getPlayer()
local limbs_data = player:getModData().TOC.Limbs
if use_oven then
local stats = player:getStats()
stats:setEndurance(100)
stats:setStress(100)
end
if limbs_data[part_name].is_operated == false and limbs_data[part_name].is_cut == true then
limbs_data[part_name].is_operated = true
limbs_data[part_name].cicatrization_time = limbs_data[part_name].cicatrization_time - (surgeon_factor * 200)
if use_oven then limbs_data[part_name].is_cauterized = true end
for _, depended_v in pairs(limbs_data[part_name].depends_on) do
limbs_data[depended_v].is_operated = true
limbs_data[depended_v].cicatrization_time = limbs_data[depended_v].cicatrization_time -
(surgeon_factor * 200)
if use_oven then limbs_data[depended_v].is_cauterized = true end -- TODO does this make sense?
end
end
SetBodyPartsStatusAfterOperation(player, limbs_data, part_name, use_oven)
end

View File

@@ -0,0 +1,68 @@
------------------------------------------
-------- THE ONLY CURE BUT BETTER --------
------------------------------------------
---------- PROSTHESIS FUNCTIONS ----------
---Equip a prosthesis transforming a normal item into a clothing item
---@param part_name string
---@param prosthesis_base_name string
function TocEquipProsthesis(part_name, prosthesis_base_name)
local player = getPlayer()
local toc_data = player:getModData().TOC
local prosthesis_name = TocFindCorrectClothingProsthesis(prosthesis_base_name, part_name)
local added_prosthesis = player:getInventory():AddItem(prosthesis_name)
if part_name ~= nil then
if added_prosthesis ~= nil then
toc_data.Limbs[part_name].is_prosthesis_equipped = true
toc_data.Limbs[part_name].equipped_prosthesis = toc_data.Prosthesis[prosthesis_base_name][part_name]
if player:isFemale() then
added_prosthesis:getVisual():setTextureChoice(1)
else
added_prosthesis:getVisual():setTextureChoice(0)
end
player:setWornItem(added_prosthesis:getBodyLocation(), added_prosthesis)
end
end
end
---Unequip a prosthesis clothing item and returns it to the inventory as a normal item
---@param part_name string
function TheOnlyCure.UnequipProsthesis(patient, part_name)
local toc_data = patient:getModData().TOC
toc_data.Limbs[part_name].is_prosthesis_equipped = false
local equipped_prosthesis = toc_data.Limbs[part_name].equipped_prosthesis -- TODO Test this
local equipped_prosthesis_full_type = equipped_prosthesis:getFullType()
for _, prost_v in ipairs(GetProsthesisList()) do
local prosthesis_name = string.match(equipped_prosthesis_full_type, prost_v)
if prosthesis_name then
patient:getInventory():AddItem("TOC." .. prosthesis_name)
patient:setWornItem(equipped_prosthesis:getBodyLocation(), nil)
patient:getInventory():Remove(equipped_prosthesis)
toc_data.Limbs[part_name].equipped_prosthesis = nil
end
end
end

View File

@@ -117,6 +117,16 @@ local function SetHealthStatusForBodyPart(part_data, part_name, player)
end
--Wound cleanliness
-- TODO we need to check the upper body part since that's what getting wounded eheh
local amputated_limb_item = TocGetAmputationItemInInventory(player, part_name)
--getDirtyness
-- Cicatrization check
if not part_data[part_name].is_cicatrized then
if part_data[part_name].cicatrization_time < 0 then

View File

@@ -5,20 +5,25 @@ end
TOC_sides = { "Left", "Right" }
TOC_limbs = { "Hand", "LowerArm", "UpperArm" }
local function TocCutLimbForTrait(player, limbs_data, part_name)
local amputation_clothing_item = player:getInventory():AddItem("TOC.Amputation_" .. part_name)
TocSetCorrectTextureForAmputation(amputation_clothing_item, player, true)
function TheOnlyCure.InitTheOnlyCure(_, player)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
limbs_data[part_name].is_cut = true
limbs_data[part_name].is_operated = true
limbs_data[part_name].is_amputation_shown = true
limbs_data[part_name].is_cicatrized = true
local mod_data = player:getModData()
if mod_data.TOC == nil then
TocSetInitData(mod_data, player)
else
TocCheckCompatibilityWithOlderVersions(mod_data)
TocUpdateBaseData(mod_data) -- Since it's gonna be common to update stuff
for _, v in pairs(limbs_data[part_name].depends_on) do
limbs_data[v].is_cut = true
limbs_data[v].is_operated = true
limbs_data[v].is_amputation_shown = false
limbs_data[v].is_cicatrized = true
end
end
function TocSetInitData(mod_data, player)
local function TocSetInitData(mod_data, player)
print("TOC: Creating mod_data.TOC")
@@ -139,7 +144,7 @@ function TocSetInitData(mod_data, player)
end
function TocUpdateBaseData(mod_data)
local function TocUpdateBaseData(mod_data)
-- TODO The prosthetic knife needs to be a weapon first and foremost, so other than a
-- clothing item it needs to be a weapon too (an invisible one maybe?)
@@ -191,6 +196,20 @@ function TocUpdateBaseData(mod_data)
end
function TheOnlyCure.InitTheOnlyCure(_, player)
local mod_data = player:getModData()
if mod_data.TOC == nil then
TocSetInitData(mod_data, player)
else
TocCheckCompatibilityWithOlderVersions(mod_data)
TocUpdateBaseData(mod_data) -- Since it's gonna be common to update stuff
end
end
function TheOnlyCure.DeclareTraits()
local amp1 = TraitFactory.addTrait("Amputee_Hand", getText("UI_trait_Amputee_Hand"), -8,
getText("UI_trait_Amputee_Hand_desc"), false, false)
@@ -211,214 +230,6 @@ function TheOnlyCure.DeclareTraits()
TraitFactory.setMutualExclusive("Amputee_LowerArm", "Amputee_UpperArm")
end
-----------------------------------------------------------------------
function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkiller_table)
-- TODO Separate Cut Limb in side and limb instead of single part_name
-- Items get unequipped in ISCutLimb.Start
local player = getPlayer()
local toc_data = player:getModData().TOC
local limbs_data = toc_data.Limbs
-- TODO Stop for a bit,
-- Cut Hand -> Damage in forearm
-- Cut Forearm -> Damage in Upperarm
-- Cut UpperArm -> Damage to torso
local body_damage = player:getBodyDamage()
local body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(part_name))
local adiacent_body_part = player:getBodyDamage():getBodyPart(TocGetAdiacentBodyPartFromPartName(part_name))
local stats = player:getStats()
-- Reset the status of the first body part, since we just cut it off it shouldn't be bleeding anymore
-- The bit will be checked later since we're not sure if the player is not infected from another wound
TocSetParametersForMissingLimb(body_part, false)
-- Set damage, stress, and low endurance after amputation
adiacent_body_part:AddDamage(100 - surgeon_factor)
adiacent_body_part:setAdditionalPain(100 - surgeon_factor)
adiacent_body_part:setBleeding(true)
adiacent_body_part:setBleedingTime(100 - surgeon_factor)
adiacent_body_part:setDeepWounded(true)
adiacent_body_part:setDeepWoundTime(100 - surgeon_factor)
stats:setEndurance(surgeon_factor)
stats:setStress(100 - surgeon_factor)
-- Set malus for strength and fitness
player:LoseLevel(Perks.Fitness)
player:LoseLevel(Perks.Strength)
-- If bandages are available, use them
adiacent_body_part:setBandaged(bandage_table.use_bandage, 10, bandage_table.is_bandage_sterilized,
bandage_table.bandage_type)
-- If painkillers are available, use them
-- TODO add painkiller support
-- Use a tourniquet if available
-- TODO add tourniquet
if limbs_data[part_name].is_cut == false then
limbs_data[part_name].is_cut = true
limbs_data[part_name].is_amputation_shown = true
limbs_data[part_name].cicatrization_time = limbs_data[part_name].cicatrization_base_time - surgeon_factor * 50
for _, depended_v in pairs(limbs_data[part_name].depends_on) do
limbs_data[depended_v].is_cut = true
limbs_data[depended_v].is_amputation_shown = false
limbs_data[depended_v].cicatrization_time = limbs_data[part_name].cicatrization_base_time -
surgeon_factor * 50
local should_depended_v_be_healed_of_bite = limbs_data[depended_v].is_infected and
body_damage:getInfectionLevel() < 20
local depended_body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(depended_v))
TocSetParametersForMissingLimb(depended_body_part, should_depended_v_be_healed_of_bite)
if should_depended_v_be_healed_of_bite then
limbs_data[depended_v].is_infected = false
end
end
-- Heal the infection here
local body_damage = player:getBodyDamage()
if limbs_data[part_name].is_infected and body_damage:getInfectionLevel() < 20 then
limbs_data[part_name].is_infected = false
-- NOT THE ADIACENT ONE!!!
body_part:SetBitten(false)
body_part:setBiteTime(0)
-- Second check, let's see if there is any other infected limb.
if TocCheckIfStillInfected(limbs_data) == false then
TocCureInfection(body_damage, part_name)
getPlayer():Say("I'm gonna be fine...") -- TODO Make it visible to other players, check True Actions as reference
else
getPlayer():Say("I'm still gonna die...")
end
end
-- Check for older amputation models and deletes them from player's inventory
local side = string.match(part_name, '(%w+)_')
TocDeleteOtherAmputatedLimbs(side)
--Equip new model for amputation
local amputation_clothing_item = player:getInventory():AddItem(TocFindAmputatedClothingFromPartName(part_name))
TocSetCorrectTextureForAmputation(amputation_clothing_item, player, false)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
-- Set blood on the amputated limb
TocSetBloodOnAmputation(getPlayer(), adiacent_body_part)
end
end
function TocOperateLimb(part_name, surgeon_factor, use_oven)
local player = getPlayer()
local limbs_data = player:getModData().TOC.Limbs
if use_oven then
local stats = player:getStats()
stats:setEndurance(100)
stats:setStress(100)
end
if limbs_data[part_name].is_operated == false and limbs_data[part_name].is_cut == true then
limbs_data[part_name].is_operated = true
limbs_data[part_name].cicatrization_time = limbs_data[part_name].cicatrization_time - (surgeon_factor * 200)
if use_oven then limbs_data[part_name].is_cauterized = true end
for _, depended_v in pairs(limbs_data[part_name].depends_on) do
limbs_data[depended_v].is_operated = true
limbs_data[depended_v].cicatrization_time = limbs_data[depended_v].cicatrization_time -
(surgeon_factor * 200)
if use_oven then limbs_data[depended_v].is_cauterized = true end -- TODO does this make sense?
end
end
SetBodyPartsStatusAfterOperation(player, limbs_data, part_name, use_oven)
end
function TheOnlyCure.EquipProsthesis(part_name, prosthesis_base_name)
local player = getPlayer()
local toc_data = player:getModData().TOC
local prosthesis_name = TocFindCorrectClothingProsthesis(prosthesis_base_name, part_name)
local added_prosthesis = player:getInventory():AddItem(prosthesis_name)
if part_name ~= nil then
if added_prosthesis ~= nil then
toc_data.Limbs[part_name].is_prosthesis_equipped = true
toc_data.Limbs[part_name].equipped_prosthesis = toc_data.Prosthesis[prosthesis_base_name][part_name]
if player:isFemale() then
added_prosthesis:getVisual():setTextureChoice(1)
else
added_prosthesis:getVisual():setTextureChoice(0)
end
player:setWornItem(added_prosthesis:getBodyLocation(), added_prosthesis)
end
end
end
function TheOnlyCure.UnequipProsthesis(part_name, equipped_prosthesis)
local player = getPlayer()
local toc_data = player:getModData().TOC
-- we've got equipped_prosthesis, so we should be able to get it directly
toc_data.Limbs[part_name].is_prosthesis_equipped = false
local equipped_prosthesis_full_type = equipped_prosthesis:getFullType()
for _, prost_v in ipairs(GetProsthesisList()) do
local prosthesis_name = string.match(equipped_prosthesis_full_type, prost_v)
if prosthesis_name then
player:getInventory():AddItem("TOC." .. prosthesis_name)
player:setWornItem(equipped_prosthesis:getBodyLocation(), nil)
player:getInventory():Remove(equipped_prosthesis)
end
end
end
function TryTocAction(_, part_name, action, surgeon, patient)
-- TODO add checks so that we don't show these menus if a player has already beeen operated or amputated
-- TODO at this point surgeon doesnt do anything. We'll fix this later

View File

@@ -116,7 +116,7 @@ function ISCutLimb:perform()
if self.patient ~= self.surgeon and isClient() then
SendCutLimb(self.patient, self.part_name, surgeon_factor, bandage_table, painkiller_table)
else
TheOnlyCure.CutLimb(self.part_name, surgeon_factor, bandage_table, painkiller_table)
TocCutLimb(self.part_name, surgeon_factor, bandage_table, painkiller_table)
end
self.character:getEmitter():stopSoundByName("Amputation_Sound")

View File

@@ -56,7 +56,7 @@ function ISInstallProsthesis:perform()
SendEquipProsthesis(self.patient, self.part_name, prosthesis_base_name)
else
TheOnlyCure.EquipProsthesis(self.part_name, prosthesis_base_name)
TocEquipProsthesis(self.part_name, prosthesis_base_name)
end

View File

@@ -4,7 +4,7 @@ ISUninstallProsthesis = ISBaseTimedAction:derive("ISUninstallProsthesis");
function ISUninstallProsthesis:isValid()
if self.item ~= nil then
if self.item ~= nil and self.is_prosthesis_equipped then
return true
else
return false
@@ -56,66 +56,20 @@ function ISUninstallProsthesis:perform()
if self.patient ~= self.surgeon and isClient() then
SendUnequipProsthesis(self.patient, self.part_name, self.item)
SendUnequipProsthesis(self.patient, self.part_name)
else
TheOnlyCure.UnequipProsthesis(self.part_name, self.item)
TheOnlyCure.UnequipProsthesis(self.patient, self.part_name)
end
ISBaseTimedAction.perform(self)
-- for _, v in ipairs(GetAcceptingProsthesisBodyPartTypes()) do
-- if self.bodyPart:getType() == v then
-- local part_name = TocGetPartNameFromBodyPartType(v)
-- print("Found prost in " .. part_name)
-- if part_name then
-- toc_data.Limbs[part_name].is_prosthesis_equipped = false
-- local item_full_type = self.item:getFullType()
-- print("Searching for " .. item_full_type)
-- for _, prost_v in ipairs(GetProsthesisList()) do
-- local prosthesis_name = string.match(item_full_type, prost_v)
-- if prosthesis_name then
-- self.character:getInventory():AddItem(prosthesis_name)
-- self.character:setWornItem(self.item:getBodyLocation(), nil)
-- self.character:getInventory():Remove(self.item)
-- self.character:transmitModData()
-- -- needed to remove from queue / start next.
-- ISBaseTimedAction.perform(self)
-- end
-- end
-- end
-- end
-- end
-- TODO Make the object currently on the hand return to the inventory
end
function ISUninstallProsthesis:new(surgeon, patient, part_name)
local o = ISBaseTimedAction.new(self, surgeon)
o.item = TocFindItemInProstBodyLocation(part_name, patient)
local toc_limbs_data = patient:getModData().TOC.Limbs
o.item = toc_limbs_data[part_name].equipped_prosthesis
o.character = surgeon -- For animation purposes
o.patient = patient
@@ -124,6 +78,7 @@ function ISUninstallProsthesis:new(surgeon, patient, part_name)
o.part_name = part_name
o.is_prosthesis_equipped = toc_limbs_data[part_name].is_prosthesis_equipped
o.maxTime = 100;