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

@@ -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