Removed old lua files
This commit is contained in:
@@ -1,142 +0,0 @@
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------------------------------------------
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-------------- THE ONLY CURE -------------
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------------------------------------------
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---------- COMPATIBILITY FUNCS -----------
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if TOC_Compat == nil then
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TOC_Compat = {}
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end
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-- Gets the old status and turns it into the new.
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TOC_Compat.CheckCompatibilityWithOlderVersions = function(modData)
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if modData.TOC ~= nil then
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print("TOC: found old data from TOC")
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if modData.TOC.Limbs ~= nil then
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TOC_Compat.MapOldDataToNew(modData)
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modData.TOC = nil -- Deletes the old mod data stuff
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else
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print("TOC: something is wrong, couldn't find Limbs table in old TOC modData")
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end
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else
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print("TOC: couldn't find old TOC data")
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end
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end
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TOC_Compat.MapOldDataToNew = function(modData)
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local oldNamesTable = { "RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm" }
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local newNamesTable = { "Right_Hand", "Right_LowerArm", "Right_UpperArm", "Left_Hand", "Left_LowerArm", "Left_UpperArm" }
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print("TOC: Trying to backup old data from TOC")
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if modData == nil then
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return
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end
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print("TOC: found old data from TOC")
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TOC_Cheat.ResetEverything()
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-- Another check just in case the user is using Mr Bounty og version. I really don't wanna map that out so let's just reset everything directly
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local compatEnum = nil
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-- Player has the og version of the mod
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if modData.TOC.Limbs.RightHand.IsCut ~= nil then
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print("TOC: Found TOC Beta data")
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compatEnum = 1
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elseif modData.TOC.Limbs.Right_Hand.is_cut ~= nil then
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print("TOC: Found TOCBB data")
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compatEnum = 2
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end
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if compatEnum == nil then
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print("TOC: Couldn't find any compatible data that could be retrieved")
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return
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end
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-- Key setup
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local isCutOldKey = nil
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local isInfectedOldKey = nil
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local isOperatedOldKey = nil
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local isCicatrizedOldKey = nil
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local isCauterizedOldKey = nil
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local isAmputationShownOldKey = nil
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local cicatrizationTimeOldKey = nil
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local isOtherBodypartInfectedOldKey = nil
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if compatEnum == 1 then
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isCutOldKey = "IsCut"
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isInfectedOldKey = "IsInfected"
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isOperatedOldKey = "IsOperated"
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isCicatrizedOldKey = "IsCicatrized"
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isCauterizedOldKey = "ISBurn"
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isAmputationShownOldKey = "ToDisplay"
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cicatrizationTimeOldKey = "CicaTimeLeft"
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isOtherBodypartInfectedOldKey = "OtherBody_IsInfected"
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elseif compatEnum == 2 then
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isCutOldKey = "is_cut"
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isInfectedOldKey = "is_infected"
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isOperatedOldKey = "is_operated"
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isCicatrizedOldKey = "is_cicatrized"
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isCauterizedOldKey = "is_cauterized"
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isAmputationShownOldKey = "is_amputation_shown"
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cicatrizationTimeOldKey = "cicatrization_time"
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isOtherBodypartInfectedOldKey = "is_other_bodypart_infected"
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elseif compatEnum == 3 then
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isCutOldKey = "isCut"
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isInfectedOldKey = "isInfected"
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isOperatedOldKey = "isOperated"
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isCicatrizedOldKey = "isCicatrized"
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isCauterizedOldKey = "isCauterized"
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isAmputationShownOldKey = "isAmputationShwon"
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cicatrizationTimeOldKey = "cicatrizationTime"
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isOtherBodypartInfectedOldKey = "isOtherBodypartInfected"
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end
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-- Starts reapplying stuff
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modData.TOC.limbs.isOtherBodypartInfected = modData.TOC.Limbs[isOtherBodypartInfectedOldKey]
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for i = 1, #newNamesTable do
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local oldName = oldNamesTable[i]
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local newName = newNamesTable[i]
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print("TOC: isCut: " .. oldName .. " " .. tostring(modData.TOC.Limbs[oldName][isCutOldKey]))
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print("TOC: isOperated: " .. oldName .. " " .. tostring(modData.TOC.Limbs[oldName][isOperatedOldKey]))
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print("TOC: isCicatrized: " .. oldName .. " " .. tostring(modData.TOC.Limbs[oldName][isCicatrizedOldKey]))
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print("TOC: isAmputationShown: " .. oldName .. " " .. tostring(modData.TOC.Limbs[oldName][isAmputationShownOldKey]))
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print("TOC: cicatrizationTime: " .. oldName .. " " .. tostring(modData.TOC.Limbs[oldName][cicatrizationTimeOldKey]))
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modData.TOC.limbs[newName].isCut = modData.TOC.Limbs[oldName][isCutOldKey]
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if modData.TOC.limbs[newName].isCut then
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print("TOC: Found old cut limb, reapplying model")
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local cloth = getPlayer():getInventory():AddItem(TOC_Common.FindAmputatedClothingName(newName))
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getPlayer():setWornItem(cloth:getBodyLocation(), cloth)
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end
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modData.TOC.limbs[newName].isInfected = modData.TOC.Limbs[oldName][isInfectedOldKey]
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modData.TOC.limbs[newName].isOperated = modData.TOC.Limbs[oldName][isOperatedOldKey]
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modData.TOC.limbs[newName].isCicatrized = modData.TOC.Limbs[oldName][isCicatrizedOldKey]
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modData.TOC.limbs[newName].isCauterized = modData.TOC.Limbs[oldName][isCauterizedOldKey]
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modData.TOC.limbs[newName].isAmputationShown = modData.TOC.Limbs[oldName][isAmputationShownOldKey]
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modData.TOC.limbs[newName].cicatrizationTime = modData.TOC.Limbs[oldName][cicatrizationTimeOldKey]
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end
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end
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@@ -1,294 +0,0 @@
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------------------------------------------
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-------------- THE ONLY CURE -------------
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------------------------------------------
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----------- CUT LIMB FUNCTIONS -----------
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-- Seems to be the first file loaded, so let's add this
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if TOC == nil then
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TOC = {}
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end
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local function CheckIfStillInfected(limbsData)
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if limbsData == nil then
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return
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end
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-- Check ALL body part types to check if the player is still gonna die
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local check = false
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for _, v in pairs(TOC_Common.GetPartNames()) do
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if limbsData[v].isInfected then
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check = true
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end
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end
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if limbsData.isOtherBodypartInfected then
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check = true
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end
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return check
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end
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local function CureInfection(bodyDamage, partName)
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local bodyPartType = bodyDamage:getBodyPart(TOC_Common.GetBodyPartFromPartName(partName))
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bodyDamage:setInfected(false)
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bodyPartType:SetInfected(false)
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bodyDamage:setInfectionMortalityDuration(-1)
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bodyDamage:setInfectionTime(-1)
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bodyDamage:setInfectionLevel(0)
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local bodypartTypesTable = bodyDamage:getBodyParts()
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-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
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for i = bodypartTypesTable:size() - 1, 0, -1 do
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local bodyPart = bodypartTypesTable:get(i)
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bodyPart:SetInfected(false)
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end
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if bodyPartType:scratched() then bodyPartType:setScratched(false, false) end
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if bodyPartType:haveGlass() then bodyPartType:setHaveGlass(false) end
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if bodyPartType:haveBullet() then bodyPartType:setHaveBullet(false, 0) end
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if bodyPartType:isInfectedWound() then bodyPartType:setInfectedWound(false) end
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if bodyPartType:isBurnt() then bodyPartType:setBurnTime(0) end
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if bodyPartType:isCut() then bodyPartType:setCut(false, false) end --Lacerations
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if bodyPartType:getFractureTime() > 0 then bodyPartType:setFractureTime(0) end
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end
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local function DeleteOtherAmputatedLimbs(side)
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-- if left hand is cut and we cut left lowerarm, then delete hand
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for _, limb in pairs(TOC.limbNames) do
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local partName = "TOC.Amputation_" .. TOC_Common.ConcatPartName(side, limb)
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local amputatedLimbItem = getPlayer():getInventory():FindAndReturn(partName)
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if amputatedLimbItem then
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getPlayer():getInventory():Remove(amputatedLimbItem)
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end
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end
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end
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---@param player any
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---@param perk any The perk to scale down
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local function LosePerkLevel(player, perk)
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player:LoseLevel(perk)
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local actualLevel = player:getPerkLevel(perk)
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local perkXp = player:getXp()
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perkXp:setXPToLevel(perk, actualLevel)
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SyncXp(player)
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end
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---@param isHealingBite boolean
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local function SetParametersForMissingLimb(bodyPart, isHealingBite)
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bodyPart:setBleeding(false)
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bodyPart:setBleedingTime(0)
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bodyPart:setDeepWounded(false)
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bodyPart:setDeepWoundTime(0)
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bodyPart:setScratched(false, false) -- why the fuck are there 2 booleans TIS?
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bodyPart:setScratchTime(0)
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bodyPart:setCut(false)
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bodyPart:setCutTime(0)
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if isHealingBite then
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bodyPart:SetBitten(false)
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bodyPart:setBiteTime(0)
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end
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end
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function TOC.DamagePlayerDuringAmputation(patient, partName)
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-- Since we're cutting that specific part, it only makes sense that the bleeding starts from there.
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-- Then, we just delete the bleeding somewhere else before applying the other damage to to upper part of the limb
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local bodyPartType = TOC_Common.GetBodyPartFromPartName(partName)
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local bodyDamage = patient:getBodyDamage()
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local bodyDamagePart = bodyDamage:getBodyPart(bodyPartType)
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bodyDamagePart:setBleeding(true)
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bodyDamagePart:setCut(true)
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bodyDamagePart:setBleedingTime(ZombRand(10, 20))
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end
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local function FindTourniquetInWornItems(patient, side)
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local checkString = "Surgery_" .. side .. "_Tourniquet"
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local item = TOC_Common.FindItemInWornItems(patient, checkString)
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return item
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end
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local function FindWristWatchInWornItems(patient, side)
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local checkString = "Watch_" .. side
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local item = TOC_Common.FindItemInWornItems(patient, checkString)
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return item
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end
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----------------------------------------------------------------------------------
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--- Main function for cutting a limb
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---@param partName string the part name to amputate
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---@param surgeonFactor any the surgeon factor, which will determine some stats for the inflicted wound
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---@param bandageTable any bandages info
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---@param painkillerTable any painkillers info, not used
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TOC.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
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-- TODO Separate Cut Limb in side and limb instead of single part_name
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-- Items get unequipped in ISCutLimb.Start
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local player = getPlayer()
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local TOCModData = player:getModData().TOC
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local limbParameters = TOC.limbParameters
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local limbsData = TOCModData.limbs
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-- Cut Hand -> Damage in forearm
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-- Cut Forearm -> Damage in Upperarm
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-- Cut UpperArm -> Damage to torso
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local bodyDamage = player:getBodyDamage()
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local bodyPart = bodyDamage:getBodyPart(TOC_Common.GetBodyPartFromPartName(partName))
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local adjacentBodyPart = player:getBodyDamage():getBodyPart(TOC_Common.GetAdjacentBodyPartFromPartName(partName))
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local stats = player:getStats()
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local side = TOC_Common.GetSideFromPartName(partName)
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-- Reset the status of the first body part, since we just cut it off it shouldn't be bleeding anymore
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-- The bit will be checked later since we're not sure if the player is not infected from another wound
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SetParametersForMissingLimb(bodyPart, false)
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-- Use a tourniquet if available
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local tourniquetItem = FindTourniquetInWornItems(player, side)
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local baseDamageValue = 100
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if tourniquetItem ~= nil then
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baseDamageValue = 50 -- TODO Decrease mostly blood and damage, add pain, not everything else
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if partName == TOC_Common.ConcatPartName(side, "UpperArm") then
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player:removeWornItem(tourniquetItem)
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end
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end
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-- Removes wrist watches in case they're amputating the same side where they equipped it
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local wristWatchItem = FindWristWatchInWornItems(player, side)
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if wristWatchItem ~= nil then
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if partName == side .. "_LowerArm" or partName == side .. "_UpperArm" then
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player:removeWornItem(wristWatchItem)
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end
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end
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-- Set damage, stress, and low endurance after amputation
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adjacentBodyPart:AddDamage(baseDamageValue - surgeonFactor)
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adjacentBodyPart:setAdditionalPain(baseDamageValue - surgeonFactor)
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adjacentBodyPart:setBleeding(true)
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adjacentBodyPart:setBleedingTime(baseDamageValue - surgeonFactor)
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adjacentBodyPart:setDeepWounded(true)
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adjacentBodyPart:setDeepWoundTime(baseDamageValue - surgeonFactor)
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stats:setEndurance(surgeonFactor)
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stats:setStress(baseDamageValue - surgeonFactor)
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-- Set malus for strength and fitness
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-- TODO Make it more "random" with just some XP scaling down instead of a whole level, depending on the limb that we're cutting
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LosePerkLevel(player, Perks.Fitness)
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LosePerkLevel(player, Perks.Strength)
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-- If bandages are available, use them
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adjacentBodyPart:setBandaged(bandageTable.useBandage, 10, bandageTable.isBandageSterilized,
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bandageTable.bandageType)
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-- If painkillers are available, use them
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-- TODO add painkiller support
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-- A check for isCut shouldn't be necessary here since if we've got here we've already checked it out enough
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if limbsData[partName].isCut == false then
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limbsData[partName].isCut = true
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limbsData[partName].isAmputationShown = true
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limbsData[partName].cicatrizationTime = limbParameters[partName].cicatrizationBaseTime - surgeonFactor * 50
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for _, depended_v in pairs(limbParameters[partName].dependsOn) do
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limbsData[depended_v].isCut = true
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limbsData[depended_v].isAmputationShown = false
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limbsData[depended_v].cicatrizationTime = limbParameters[partName].cicatrizationBaseTime -
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surgeonFactor * 50
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local canHealDependedV = limbsData[depended_v].isInfected and
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bodyDamage:getInfectionLevel() < 20
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local depended_body_part = bodyDamage:getBodyPart(TOC_Common.GetBodyPartFromPartName(depended_v))
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SetParametersForMissingLimb(depended_body_part, canHealDependedV)
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if canHealDependedV then
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limbsData[depended_v].isInfected = false
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end
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end
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-- Heal the infection here
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local body_damage = player:getBodyDamage()
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if limbsData[partName].isInfected and body_damage:getInfectionLevel() < 20 then
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limbsData[partName].isInfected = false
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-- NOT THE ADIACENT ONE!!!
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bodyPart:SetBitten(false)
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bodyPart:setBiteTime(0)
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-- Second check, let's see if there is any other infected limb.
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if CheckIfStillInfected(limbsData) == false then
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CureInfection(body_damage, partName)
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getPlayer():Say("I'm gonna be fine...") -- TODO Make it visible to other players, check True Actions as reference
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else
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getPlayer():Say("I'm still gonna die...")
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end
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end
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-- Check for older amputation models and deletes them from player's inventory
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local side = string.match(partName, '(%w+)_')
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DeleteOtherAmputatedLimbs(side)
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--Equip new model for amputation
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local amputation_clothing_item_name = TOC_Common.FindAmputatedClothingName(partName)
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print(amputation_clothing_item_name)
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local amputation_clothing_item = player:getInventory():AddItem(amputation_clothing_item_name)
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TOC_Visuals.SetTextureForAmputation(amputation_clothing_item, player, false)
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player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
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-- Set blood on the amputated limb
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TOC_Visuals.SetBloodOnAmputation(getPlayer(), adjacentBodyPart)
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if partName == "Left_Foot" or partName == "Right_Foot" then
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TOC_Anims.SetMissingFootAnimation(true)
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end
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end
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end
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@@ -1,51 +0,0 @@
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------------------------------------------
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||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
------------- LOCAL ACTIONS --------------
|
||||
|
||||
--Used to handle SP scenarios
|
||||
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||||
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if TOC_LocalActions == nil then
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TOC_LocalActions = {}
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||||
end
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||||
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function TOC_LocalActions.Cut(_, player, partName)
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if TOC_Common.GetSawInInventory(player) ~= nil then
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ISTimedActionQueue.add(TOC_CutLimbAction:new(player, player, partName))
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else
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player:Say("I don't have a saw on me")
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end
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||||
end
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||||
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||||
function TOC_LocalActions.Operate(_, player, partName, useOven)
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||||
if useOven then
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ISTimedActionQueue.add(TOC_OperateLimbAction:new(player, player, _, partName, useOven));
|
||||
else
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||||
local kit = TOC_Common.GetKitInInventory(player)
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||||
if kit ~= nil then
|
||||
ISTimedActionQueue.add(TOC_OperateLimbAction:new(player, player, kit, partName, false))
|
||||
else
|
||||
player:Say("I don't have a kit on me")
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function TOC_LocalActions.EquipProsthesis(_, player, partName)
|
||||
local surgeonInv = player:getInventory()
|
||||
|
||||
|
||||
|
||||
-- TODO Find a better way to filter objects. Disabled for now and only gets LeatherBase
|
||||
local prosthesisToEquip = surgeonInv:getItemFromType('TOC.LeatherBase_MetalHook')
|
||||
if prosthesisToEquip then
|
||||
ISTimedActionQueue.add(TOC_InstallProsthesisAction:new(player, player, prosthesisToEquip, partName))
|
||||
else
|
||||
player:Say("I need a prosthesis")
|
||||
end
|
||||
end
|
||||
|
||||
function TOC_LocalActions.UnequipProsthesis(_, player, partName)
|
||||
ISTimedActionQueue.add(TOC_UninstallProsthesisAction:new(player, player, partName))
|
||||
end
|
||||
@@ -1,73 +0,0 @@
|
||||
------------------------------------------
|
||||
-------- THE ONLY CURE --------
|
||||
------------------------------------------
|
||||
--------- OPERATE LIMB FUNCTIONS ---------
|
||||
|
||||
local function FixSingleBodyPartType(bodyPartType, useOven)
|
||||
bodyPartType:setDeepWounded(false) --Basically like stitching
|
||||
bodyPartType:setDeepWoundTime(0)
|
||||
if useOven then
|
||||
bodyPartType:AddDamage(100)
|
||||
bodyPartType:setAdditionalPain(100);
|
||||
bodyPartType:setBleeding(false)
|
||||
bodyPartType: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?
|
||||
bodyPartType:setBleeding(false)
|
||||
|
||||
--body_part_type:setBleedingTime(ZombRand(1, 5)) -- Reset the bleeding, maybe make it random
|
||||
end
|
||||
end
|
||||
|
||||
local function SetBodyPartsStatusAfterOperation(player, limbParameters, partName, useOven)
|
||||
|
||||
|
||||
local bodyPartType = player:getBodyDamage():getBodyPart(TOC_Common.GetAdjacentBodyPartFromPartName(partName))
|
||||
FixSingleBodyPartType(bodyPartType, useOven)
|
||||
|
||||
for _, v in pairs(limbParameters[partName].dependsOn) do
|
||||
local dependedBodyPartType = player:getBodyDamage():getBodyPart(TOC_Common.GetAdjacentBodyPartFromPartName(v))
|
||||
FixSingleBodyPartType(dependedBodyPartType, useOven)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------
|
||||
|
||||
|
||||
---Main function to operate a limb after amputation
|
||||
---@param partName any
|
||||
---@param surgeonFactor any
|
||||
---@param useOven boolean wheter using oven instead of a kit or not
|
||||
function TOC.OperateLimb(partName, surgeonFactor, useOven)
|
||||
|
||||
local player = getPlayer()
|
||||
|
||||
|
||||
local TOCModData = player:getModData().TOC
|
||||
|
||||
local limbParameters = TOC.limbParameters
|
||||
local limbsData = TOCModData.limbs
|
||||
|
||||
if useOven then
|
||||
local stats = player:getStats()
|
||||
stats:setEndurance(100)
|
||||
stats:setStress(100)
|
||||
end
|
||||
|
||||
if limbsData[partName].isOperated == false and limbsData[partName].isCut == true then
|
||||
limbsData[partName].isOperated = true
|
||||
limbsData[partName].cicatrizationTime = limbsData[partName].cicatrizationTime - (surgeonFactor * 200)
|
||||
if useOven then limbsData[partName].isCauterized = true end
|
||||
for _, dependedPart in pairs(limbParameters[partName].dependsOn) do
|
||||
limbsData[dependedPart].isOperated = true
|
||||
-- TODO We should not have cicatrization time for depended parts.
|
||||
-- limbsData[dependedPart].cicatrizationTime = limbsData[dependedPart].cicatrizationTime -
|
||||
-- (surgeonFactor * 200)
|
||||
if useOven then limbsData[dependedPart].isCauterized = true end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
SetBodyPartsStatusAfterOperation(player, limbParameters, partName, useOven)
|
||||
end
|
||||
@@ -1,85 +0,0 @@
|
||||
------------------------------------------
|
||||
------------- THE ONLY CURE --------------
|
||||
------------------------------------------
|
||||
---------- PROSTHESIS FUNCTIONS ----------
|
||||
|
||||
|
||||
---Equip a prosthesis transforming a normal item into a clothing item
|
||||
---@param partName string
|
||||
---@param prosthesisItem any the prosthesis item
|
||||
---@param prosthesisBaseName string I don't really remember
|
||||
function TOC.EquipProsthesis(partName, prosthesisItem, prosthesisBaseName)
|
||||
|
||||
-- TODO probably will have to move this from the TOC menu to classic equip to have dynamic durability
|
||||
-- TODO We need to pass the original item so we can get its data!
|
||||
|
||||
local player = getPlayer()
|
||||
local TOCModData = player:getModData().TOC
|
||||
|
||||
local equippedProsthesis = GenerateEquippedProsthesis(prosthesisItem, player:getInventory(), partName)
|
||||
|
||||
|
||||
--print("TOC: Test durability new item " .. added_prosthesis_mod_data.TOC.durability)
|
||||
|
||||
-- TODO equippedProsthesis must have something like the ProsthesisFactor from before!!!
|
||||
|
||||
if partName ~= nil then
|
||||
|
||||
if equippedProsthesis ~= nil then
|
||||
TOCModData.limbs[partName].isProsthesisEquipped = true
|
||||
|
||||
|
||||
-- Fill equippedProsthesis with the correct stuff
|
||||
-- TODO For prosthetics we should fetch the data from a modData INSIDE them!
|
||||
|
||||
-- TODO Change the value passed, it's wrong
|
||||
--TOCModData.limbs[partName].equippedProsthesis = TOCModData.Prosthesis[prosthesisBaseName][partName]
|
||||
|
||||
if player:isFemale() then
|
||||
equippedProsthesis:getVisual():setTextureChoice(1)
|
||||
else
|
||||
equippedProsthesis:getVisual():setTextureChoice(0)
|
||||
end
|
||||
player:setWornItem(equippedProsthesis:getBodyLocation(), equippedProsthesis)
|
||||
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
---Unequip a prosthesis clothing item and returns it to the inventory as a normal item
|
||||
---@param partName string
|
||||
function TOC.UnequipProsthesis(patient, partName, equippedProsthesis)
|
||||
|
||||
|
||||
-- TODO Pass the parameters generated from EquipProsthesis to the re-generated normal item
|
||||
|
||||
local TOCModData = patient:getModData().TOC
|
||||
TOCModData.limbs[partName].isProsthesisEquipped = false
|
||||
|
||||
|
||||
local equippedProstFullType = equippedProsthesis:getFullType()
|
||||
|
||||
|
||||
for _, prostValue in ipairs(GetProsthesisList()) do
|
||||
local prostName = string.match(equippedProstFullType, prostValue)
|
||||
if prostName then
|
||||
-- Get mod data from equipped prosthesis so we can get its parameters
|
||||
local equippedProstModData = equippedProsthesis:getModData()
|
||||
|
||||
|
||||
local baseProstItem = patient:getInventory():AddItem("TOC." .. prostName)
|
||||
local baseProstItemModData = baseProstItem.getModData()
|
||||
baseProstItemModData.TOC = {
|
||||
durability = equippedProstModData.TOC.durability,
|
||||
speed = equippedProstModData.TOC.speed
|
||||
}
|
||||
|
||||
patient:setWornItem(equippedProsthesis:getBodyLocation(), nil)
|
||||
patient:getInventory():Remove(equippedProsthesis)
|
||||
TOCModData.limbs[partName].equippedProsthesis = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -1,123 +0,0 @@
|
||||
-- TODO this should be moved
|
||||
|
||||
local function TryToToResetEverythingOtherPlayer(_, patient, surgeon)
|
||||
sendClientCommand(surgeon, "TOC", "AskToResetEverything", { patient:getOnlineID() })
|
||||
end
|
||||
|
||||
----------------------------------------------------------------------------------------------------------
|
||||
if TOC_ContextMenu == nil then
|
||||
TOC_ContextMenu = {}
|
||||
end
|
||||
|
||||
TOC_ContextMenu.CreateCheatsMenu = function(playerId, context, worldObjects, _)
|
||||
local clickedPlayers = {}
|
||||
local currentClickedPlayer = nil
|
||||
|
||||
local localPlayer = getSpecificPlayer(playerId)
|
||||
--local players = getOnlinePlayers()
|
||||
|
||||
for _, v in pairs(worldObjects) do
|
||||
-- help detecting a player by checking nearby squares
|
||||
for x = v:getSquare():getX() - 1, v:getSquare():getX() + 1 do
|
||||
for y = v:getSquare():getY() - 1, v:getSquare():getY() + 1 do
|
||||
local sq = getCell():getGridSquare(x, y, v:getSquare():getZ())
|
||||
if sq then
|
||||
for i = 0, sq:getMovingObjects():size() - 1 do
|
||||
local o = sq:getMovingObjects():get(i)
|
||||
if instanceof(o, "IsoPlayer") then
|
||||
currentClickedPlayer = o
|
||||
|
||||
if clickedPlayers[currentClickedPlayer:getUsername()] == nil then
|
||||
|
||||
-- FIXME this is to prevent context menu spamming. Find a better way
|
||||
clickedPlayers[currentClickedPlayer:getUsername()] = true
|
||||
|
||||
if localPlayer:getAccessLevel() == "Admin" or isDebugEnabled() then
|
||||
local rootOption = context:addOption("TOC - Cheats on " .. currentClickedPlayer:getUsername())
|
||||
local rootMenu = context:getNew(context)
|
||||
|
||||
if currentClickedPlayer == localPlayer then
|
||||
rootMenu:addOption("Reset TOC for me", _, TOC_Cheat.ResetEverything)
|
||||
|
||||
else
|
||||
rootMenu:addOption("Reset TOC for " .. currentClickedPlayer:getUsername(), _, TryToToResetEverythingOtherPlayer,
|
||||
currentClickedPlayer, localPlayer)
|
||||
|
||||
end
|
||||
context:addSubMenu(rootOption, rootMenu)
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- TocContextMenus.FillCutAndOperateMenus(local_player, clicked_player, worldObjects,
|
||||
-- cut_menu, operate_menu)
|
||||
--TocContextMenus.FillCheatMenu(context, cheat_menu)
|
||||
|
||||
break
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
TOC_ContextMenu.CreateOperateWithOvenMenu = function(playerId, context, worldObjects, test)
|
||||
local player = getSpecificPlayer(playerId)
|
||||
-- TODO Let the player move towards the oven
|
||||
|
||||
local partData = player:getModData().TOC.limbs
|
||||
local isMainMenuAlreadyCreated = false
|
||||
|
||||
for _, currentObject in pairs(worldObjects) do
|
||||
if instanceof(currentObject, "IsoStove") and (player:HasTrait("Brave") or player:getPerkLevel(Perks.Strength) >= 6) then
|
||||
|
||||
-- Check temperature
|
||||
if currentObject:getCurrentTemperature() > 250 then
|
||||
|
||||
for _, partName in ipairs(TOC_Common.GetPartNames()) do
|
||||
if partData[partName].isCut and partData[partName].isAmputationShown and
|
||||
not partData[partName].isOperated then
|
||||
local subMenu = context:getNew(context);
|
||||
|
||||
if isMainMenuAlreadyCreated == false then
|
||||
local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldObjects, nil);
|
||||
context:addSubMenu(rootMenu, subMenu)
|
||||
isMainMenuAlreadyCreated = true
|
||||
end
|
||||
subMenu:addOption(getText('UI_ContextMenu_' .. partName), worldObjects, TOC_LocalActions.Operate,
|
||||
getSpecificPlayer(playerId), partName,true)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
break -- stop searching for stoves
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
TOC_ContextMenu.CreateNewMenu = function(name, context, rootMenu)
|
||||
|
||||
local new_option = rootMenu:addOption(name)
|
||||
local new_menu = context:getNew(context)
|
||||
context:addSubMenu(new_option, new_menu)
|
||||
|
||||
return new_menu
|
||||
end
|
||||
|
||||
TOC_ContextMenu.FillCheatMenus = function(context, cheat_menu)
|
||||
|
||||
if cheat_menu then
|
||||
local cheat_cut_and_fix_menu = TOC_ContextMenu.CreateNewMenu("Cut and Fix", context, cheat_menu)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
Events.OnFillWorldObjectContextMenu.Add(TOC_ContextMenu.CreateOperateWithOvenMenu) -- this is probably too much
|
||||
Events.OnFillWorldObjectContextMenu.Add(TOC_ContextMenu.CreateCheatsMenu) -- TODO Add check only when admin is active
|
||||
@@ -1,700 +0,0 @@
|
||||
|
||||
|
||||
if TOC_UI == nil then
|
||||
TOC_UI = {}
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
local mainUI, descUI, confirmUI, confirmUIMP
|
||||
|
||||
|
||||
-------------------------
|
||||
-- MP stuff
|
||||
|
||||
-- TODO Strip out all this crap and redo it
|
||||
local function PrerenderFuncMP()
|
||||
local toSee = confirmUIMP
|
||||
if confirmUIMP.responseReceive then
|
||||
if not confirmUIMP.responseCan then
|
||||
getPlayer():Say("I can't do that !")
|
||||
confirmUIMP.responseReceive = false
|
||||
confirmUIMP:close()
|
||||
return false;
|
||||
end
|
||||
|
||||
-- Prerender basically hooks onto SendCommandToConfirmUI, dunno how but it does
|
||||
SendCommandToConfirmUIMP(confirmUIMP.responseAction, confirmUIMP.responseIsBitten,
|
||||
confirmUIMP.responseUserName, confirmUIMP.responsePartName);
|
||||
end
|
||||
end
|
||||
|
||||
-----------------------
|
||||
-- Getters
|
||||
function GetConfirmUIMP()
|
||||
return confirmUIMP;
|
||||
end
|
||||
|
||||
------------------------------
|
||||
-- UI Visible stuff functions
|
||||
local function GetImageName(partName, limbsData)
|
||||
local name = ""
|
||||
|
||||
local partData = limbsData[partName]
|
||||
|
||||
if partData.isCut and partData.isCicatrized and partData.isProsthesisEquipped then -- Cut and equip
|
||||
if partName == "Right_Hand" or partName == "Left_Hand" then
|
||||
name = "media/ui/TOC/" .. partName .. "/Hook.png"
|
||||
else
|
||||
name = "media/ui/TOC/" .. partName .. "/Prothesis.png"
|
||||
end
|
||||
elseif partData.isCut and partData.isCicatrized and not partData.isProsthesisEquipped and
|
||||
partData.isAmputationShown then -- Cut and heal
|
||||
name = "media/ui/TOC/" .. partName .. "/Cut.png"
|
||||
elseif partData.isCut and not partData.isCicatrized and partData.isAmputationShown and
|
||||
not partData.isOperated then -- Cut but not healead
|
||||
name = "media/ui/TOC/" .. partName .. "/Bleed.png"
|
||||
elseif partData.isCut and not partData.isCicatrized and partData.isAmputationShown and partData.isOperated then -- Cut but not healed and operated
|
||||
name = "media/ui/TOC/" .. partName .. "/Operate.png"
|
||||
elseif partData.isCut and not partData.isAmputationShown then -- Empty (like hand if forearm cut)
|
||||
name = "media/ui/TOC/Empty.png"
|
||||
elseif not partData.isCut and
|
||||
-- FIXME This doesn't work in MP on another player since we're trying to retrieve bodyDamage from another player
|
||||
getPlayer():getBodyDamage():getBodyPart(TOC_Common.GetBodyPartFromPartName(partName)):bitten() then -- Not cut but bitten
|
||||
name = "media/ui/TOC/" .. partName .. "/Bite.png"
|
||||
else -- Not cut
|
||||
name = "media/ui/TOC/" .. partName .. "/Base.png"
|
||||
end
|
||||
|
||||
-- If foreaerm equip, change hand
|
||||
if partName == "Right_Hand" and limbsData["Right_LowerArm"].isProsthesisEquipped then
|
||||
name = "media/ui/TOC/" .. partName .. "/Hook.png"
|
||||
elseif partName == "Left_Hand" and limbsData["Left_LowerArm"].isProsthesisEquipped then
|
||||
name = "media/ui/TOC/" .. partName .. "/Hook.png"
|
||||
end
|
||||
return name
|
||||
end
|
||||
|
||||
------------------------------------------
|
||||
-- Check functions
|
||||
|
||||
local function IsProsthesisInstalled(partData)
|
||||
return partData.isCut and partData.isCicatrized and partData.isProsthesisEquipped
|
||||
end
|
||||
|
||||
local function CanProsthesisBeEquipped(partData)
|
||||
|
||||
return partData.isCut and partData.isCicatrized and not partData.isProsthesisEquipped and
|
||||
partData.isAmputationShown
|
||||
|
||||
end
|
||||
|
||||
local function IsAmputatedLimbHealed(partData)
|
||||
return partData.isCut and not partData.isCicatrized and partData.isAmputationShown
|
||||
|
||||
end
|
||||
|
||||
local function IsAmputatedLimbToBeVisible(partData)
|
||||
return partData.isCut and not partData.isAmputationShown
|
||||
end
|
||||
|
||||
local function IsPartBitten(partData, partName)
|
||||
return not partData.isCut and
|
||||
getPlayer():getBodyDamage():getBodyPart(TOC_Common.GetBodyPartFromPartName(partName)):bitten()
|
||||
end
|
||||
|
||||
local function FindMinMax(lv)
|
||||
local min, max
|
||||
if lv == 1 then
|
||||
min = 0;
|
||||
max = 75;
|
||||
elseif lv == 2 then
|
||||
min = 75;
|
||||
max = 150 + 75;
|
||||
elseif lv == 3 then
|
||||
min = 150;
|
||||
max = 300 + 75 + 150;
|
||||
elseif lv == 4 then
|
||||
min = 300;
|
||||
max = 750 + 75 + 150 + 300;
|
||||
elseif lv == 5 then
|
||||
min = 750;
|
||||
max = 1500 + 75 + 150 + 300 + 750;
|
||||
elseif lv == 6 then
|
||||
min = 1500;
|
||||
max = 3000 + 75 + 150 + 300 + 750 + 1500;
|
||||
elseif lv == 7 then
|
||||
min = 3000;
|
||||
max = 4500 + 75 + 150 + 300 + 750 + 1500 + 3000;
|
||||
elseif lv == 8 then
|
||||
min = 4500;
|
||||
max = 6000 + 75 + 150 + 300 + 750 + 1500 + 3000 + 4500;
|
||||
elseif lv == 9 then
|
||||
min = 6000;
|
||||
max = 7500 + 75 + 150 + 300 + 750 + 1500 + 3000 + 4500 + 6000;
|
||||
elseif lv == 10 then
|
||||
min = 7500;
|
||||
max = 9000 + 75 + 150 + 300 + 750 + 1500 + 3000 + 4500 + 6000 + 7500;
|
||||
end
|
||||
return min, max;
|
||||
end
|
||||
|
||||
|
||||
-----------------------------------------
|
||||
-- Setup stuff with variables and shit
|
||||
|
||||
TOC_UI.SetupMainUI = function(surgeon, patient, limbsData)
|
||||
mainUI.surgeon = surgeon -- we shouldn't need an arg for this
|
||||
mainUI.patient = patient
|
||||
|
||||
if limbsData then
|
||||
|
||||
mainUI.limbsData = limbsData
|
||||
|
||||
mainUI["b11"]:setPath(GetImageName("Right_UpperArm", limbsData))
|
||||
mainUI["b12"]:setPath(GetImageName("Left_UpperArm", limbsData))
|
||||
|
||||
mainUI["b21"]:setPath(GetImageName("Right_LowerArm", limbsData))
|
||||
mainUI["b22"]:setPath(GetImageName("Left_LowerArm", limbsData))
|
||||
|
||||
mainUI["b31"]:setPath(GetImageName("Right_Hand", limbsData))
|
||||
mainUI["b32"]:setPath(GetImageName("Left_Hand", limbsData))
|
||||
|
||||
mainUI["b41"]:setPath(GetImageName("Right_Foot", limbsData))
|
||||
mainUI["b42"]:setPath(GetImageName("Left_Foot", limbsData))
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
TOC_UI.SetupDescUI = function(surgeon, patient, limbsData, partName)
|
||||
descUI["textTitle"]:setText(getText("UI_ContextMenu_" .. partName))
|
||||
descUI.partName = partName
|
||||
descUI.surgeon = surgeon
|
||||
descUI.patient = patient
|
||||
|
||||
local partData = limbsData[partName]
|
||||
|
||||
if IsProsthesisInstalled(partData) then
|
||||
-- Limb cut with prosthesis
|
||||
descUI["status"]:setText("Prosthesis equipped")
|
||||
descUI["status"]:setColor(1, 0, 1, 0)
|
||||
descUI["b1"]:setText("Unequip")
|
||||
descUI["b1"]:addArg("option", "Unequip")
|
||||
descUI["b1"]:setVisible(true)
|
||||
elseif CanProsthesisBeEquipped(partData) then
|
||||
-- Limb cut but no prosthesis
|
||||
descUI["status"]:setText("Amputated and healed")
|
||||
descUI["status"]:setColor(1, 0, 1, 0)
|
||||
|
||||
-- Another check for UpperArm
|
||||
if partName == "Right_UpperArm" or partName == "Left_UpperArm" then
|
||||
descUI["b1"]:setVisible(false)
|
||||
else
|
||||
descUI["b1"]:setText("Equip")
|
||||
descUI["b1"]:addArg("option", "Equip")
|
||||
descUI["b1"]:setVisible(true)
|
||||
end
|
||||
-- Limb cut but still healing
|
||||
elseif IsAmputatedLimbHealed(partData) then
|
||||
-- Limb cut and healed, no prosthesis equipped
|
||||
if partData.isOperated then
|
||||
|
||||
descUI["b1"]:setVisible(false) -- no operate prompt
|
||||
|
||||
if partData.cicatrizationTime > 1000 then
|
||||
descUI["status"]:setText("Still a long way to go")
|
||||
descUI["status"]:setColor(1, 0.8, 1, 0.2);
|
||||
elseif partData.cicatrizationTime > 500 then
|
||||
descUI["status"]:setText("Starting to get better")
|
||||
descUI["status"]:setColor(1, 0.8, 1, 0.2)
|
||||
|
||||
elseif partData.cicatrizationTime > 100 then
|
||||
descUI["status"]:setText("Almost cicatrized")
|
||||
descUI["status"]:setColor(1, 0.8, 1, 0.2)
|
||||
end
|
||||
else
|
||||
-- Set the operate button
|
||||
descUI["b1"]:setText("Operate")
|
||||
descUI["b1"]:addArg("option", "Operate")
|
||||
descUI["b1"]:setVisible(true)
|
||||
|
||||
if partData.cicatrizationTime > 1000 then
|
||||
descUI["status"]:setText("It hurts so much...")
|
||||
descUI["status"]:setColor(1, 1, 0, 0)
|
||||
elseif partData.cicatrizationTime > 500 then
|
||||
descUI["status"]:setText("It still hurts a lot")
|
||||
descUI["status"]:setColor(1, 0.8, 1, 0.2)
|
||||
elseif partData.cicatrizationTime > 500 then
|
||||
descUI["status"]:setText("I think it's almost over...")
|
||||
descUI["status"]:setColor(1, 0.8, 1, 0.2)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
elseif IsAmputatedLimbToBeVisible(partData) then
|
||||
-- Limb cut and not visible (ex: hand after having amputated forearm)
|
||||
descUI["status"]:setText("Nothing here")
|
||||
descUI["status"]:setColor(1, 1, 1, 1)
|
||||
descUI["b1"]:setVisible(false)
|
||||
elseif TOC_Common.CheckIfCanBeCut(partName, limbsData) then
|
||||
-- Everything else
|
||||
-- TODO add check for cuts and scratches
|
||||
descUI["status"]:setText("Not cut")
|
||||
descUI["status"]:setColor(1, 1, 1, 1)
|
||||
if TOC_Common.GetSawInInventory(surgeon) and not TOC_Common.CheckIfProsthesisAlreadyInstalled(limbsData, partName) then
|
||||
descUI["b1"]:setVisible(true)
|
||||
descUI["b1"]:setText("Cut")
|
||||
descUI["b1"]:addArg("option", "Cut")
|
||||
elseif TOC_Common.GetSawInInventory(surgeon) and TOC_Common.CheckIfProsthesisAlreadyInstalled(limbsData, partName) then
|
||||
descUI["b1"]:setVisible(true)
|
||||
descUI["b1"]:setText("Remove prosthesis before")
|
||||
descUI["b1"]:addArg("option", "Nothing")
|
||||
|
||||
else
|
||||
descUI["b1"]:setVisible(false)
|
||||
end
|
||||
|
||||
else
|
||||
descUI["status"]:setText("Not cut")
|
||||
descUI["status"]:setColor(1, 1, 1, 1)
|
||||
descUI["b1"]:setVisible(true)
|
||||
descUI["b1"]:setText("Remove prosthesis before")
|
||||
descUI["b1"]:addArg("option", "Nothing")
|
||||
|
||||
end
|
||||
|
||||
-- Prosthesis Level
|
||||
if string.find(partName, "Right") then
|
||||
local lv = patient:getPerkLevel(Perks.Right_Hand) + 1
|
||||
descUI["textLV2"]:setText("Level: " .. lv .. " / 10")
|
||||
|
||||
local xp = patient:getXp():getXP(Perks.Right_Hand)
|
||||
local min, max = FindMinMax(lv)
|
||||
descUI["pbarNLV"]:setMinMax(min, max)
|
||||
descUI["pbarNLV"]:setValue(xp)
|
||||
else
|
||||
local lv = patient:getPerkLevel(Perks.Left_Hand) + 1
|
||||
descUI["textLV2"]:setText("Level: " .. lv .. " / 10")
|
||||
|
||||
local xp = patient:getXp():getXP(Perks.Left_Hand)
|
||||
local min, max = FindMinMax(lv)
|
||||
descUI["pbarNLV"]:setMinMax(min, max)
|
||||
descUI["pbarNLV"]:setValue(xp)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
------------------------------------------------
|
||||
-- On Click Functions
|
||||
local function OnClickMainUI(button, args)
|
||||
|
||||
descUI:open()
|
||||
descUI:setPositionPixel(mainUI:getRight(), mainUI:getY())
|
||||
TOC_UI.SetupDescUI(mainUI.surgeon, mainUI.patient, mainUI.limbsData, args.partName) -- surgeon is generic.
|
||||
|
||||
end
|
||||
|
||||
-- Generic TOC action, used in OnClickDescUI
|
||||
local function TryTOCAction(_, partName, action, surgeon, patient)
|
||||
-- TODO at this point surgeon doesnt do anything. We'll fix this later
|
||||
|
||||
-- Check if SinglePlayer
|
||||
if not isServer() and not isClient() then
|
||||
|
||||
if action == "Cut" then
|
||||
TOC_LocalActions.Cut(_, surgeon, partName)
|
||||
elseif action == "Operate" then
|
||||
TOC_LocalActions.Operate(_, surgeon, partName, false)
|
||||
elseif action == "Equip" then
|
||||
TOC_LocalActions.EquipProsthesis(_, surgeon, partName)
|
||||
elseif action == "Unequip" then
|
||||
TOC_LocalActions.UnequipProsthesis(_, surgeon, partName)
|
||||
end
|
||||
else
|
||||
local ui = GetConfirmUIMP()
|
||||
if not ui then
|
||||
CreateConfirmUIMP()
|
||||
ui = GetConfirmUIMP()
|
||||
end
|
||||
|
||||
if patient == nil then
|
||||
patient = surgeon
|
||||
end
|
||||
|
||||
|
||||
if action == "Cut" then
|
||||
AskCanCutLimb(patient, partName)
|
||||
elseif action == "Operate" then
|
||||
AskCanOperateLimb(patient, partName)
|
||||
elseif action == "Equip" then
|
||||
AskCanEquipProsthesis(patient, partName)
|
||||
elseif action == "Unequip" then
|
||||
AskCanUnequipProsthesis(patient, partName)
|
||||
end
|
||||
|
||||
ui.actionAct = action
|
||||
ui.partNameAct = partName
|
||||
ui.patient = patient
|
||||
|
||||
SendCommandToConfirmUIMP("Wait server")
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
local function OnClickDescUI(button, args)
|
||||
|
||||
-- Gets every arg from main
|
||||
local patient = descUI.patient
|
||||
local surgeon = descUI.surgeon
|
||||
|
||||
if args.option ~= "Nothing" then
|
||||
TryTOCAction(_, descUI.partName, args.option, surgeon, patient)
|
||||
end
|
||||
mainUI:close()
|
||||
|
||||
end
|
||||
|
||||
local function OnClickConfirmUIMP(button, args)
|
||||
local player = getPlayer()
|
||||
if confirmUIMP.actionAct == "Cut" and args.option == "yes" then
|
||||
ISTimedActionQueue.add(TOC_CutLimbAction:new(confirmUIMP.patient, player, confirmUIMP.partNameAct))
|
||||
elseif confirmUIMP.actionAct == "Operate" and args.option == "yes" then
|
||||
local kit = TOC_Common.GetKitInInventory(player)
|
||||
if kit then
|
||||
ISTimedActionQueue.add(TOC_OperateLimbAction:new(confirmUIMP.patient, player, kit, confirmUIMP.partNameAct,
|
||||
false))
|
||||
else
|
||||
player:Say("I need a kit")
|
||||
end
|
||||
|
||||
elseif confirmUIMP.actionAct == "Equip" and args.option == "yes" then
|
||||
|
||||
|
||||
-- TODO Gonna be broken soon!
|
||||
local surgeon_inventory = player:getInventory()
|
||||
|
||||
local prosthesis_to_equip = surgeon_inventory:getItemFromType('TOC.MetalHand') or
|
||||
surgeon_inventory:getItemFromType('TOC.MetalHook') or
|
||||
surgeon_inventory:getItemFromType('TOC.WoodenHook')
|
||||
|
||||
if prosthesis_to_equip then
|
||||
ISTimedActionQueue.add(TOC_InstallProsthesisAction:new(player, confirmUIMP.patient, prosthesis_to_equip,
|
||||
confirmUIMP.partNameAct))
|
||||
else
|
||||
player:Say("I don't have a prosthesis right now")
|
||||
end
|
||||
|
||||
elseif confirmUIMP.actionAct == "Unequip" and args.option == "yes" then
|
||||
|
||||
-- We can't check if the player has a prosthesis right now, we need to do it later
|
||||
|
||||
-- TODO should check if player has a prosthesis equipped before doing it
|
||||
-- TODO Player is surgeon, but we don't have a confirm_ui_mp.surgeon... awful awful awful
|
||||
-- TODO Workaround for now, we'd need to send data from patient before doing it since we can't access his inventory from the surgeon
|
||||
if confirmUIMP.patient == player then
|
||||
ISTimedActionQueue.add(TOC_UninstallProsthesisAction:new(player, confirmUIMP.patient, confirmUIMP.partNameAct))
|
||||
|
||||
else
|
||||
player:Say("I can't do that, they need to do it themselves")
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
confirmUIMP:close()
|
||||
confirmUIMP.responseReceive = false
|
||||
|
||||
end
|
||||
|
||||
-----------------------------------------------
|
||||
|
||||
-- CREATE UI SECTION
|
||||
local function CreateMainUI()
|
||||
mainUI = NewUI()
|
||||
mainUI:setTitle("The Only Cure Menu")
|
||||
mainUI:setWidthPercent(0.1)
|
||||
|
||||
mainUI:addImageButton("b11", "", OnClickMainUI)
|
||||
mainUI["b11"]:addArg("partName", "Right_UpperArm")
|
||||
|
||||
|
||||
mainUI:addImageButton("b12", "", OnClickMainUI)
|
||||
mainUI["b12"]:addArg("partName", "Left_UpperArm")
|
||||
|
||||
mainUI:nextLine()
|
||||
|
||||
mainUI:addImageButton("b21", "", OnClickMainUI)
|
||||
mainUI["b21"]:addArg("partName", "Right_LowerArm")
|
||||
|
||||
|
||||
mainUI:addImageButton("b22", "", OnClickMainUI)
|
||||
mainUI["b22"]:addArg("partName", "Left_LowerArm")
|
||||
|
||||
mainUI:nextLine()
|
||||
|
||||
mainUI:addImageButton("b31", "", OnClickMainUI)
|
||||
mainUI["b31"]:addArg("partName", "Right_Hand")
|
||||
|
||||
mainUI:addImageButton("b32", "", OnClickMainUI)
|
||||
mainUI["b32"]:addArg("partName", "Left_Hand")
|
||||
|
||||
|
||||
mainUI:nextLine()
|
||||
|
||||
mainUI:addImageButton("b41", "", OnClickMainUI)
|
||||
mainUI["b41"]:addArg("partName", "Right_Foot")
|
||||
|
||||
mainUI:addImageButton("b42", "", OnClickMainUI)
|
||||
mainUI["b42"]:addArg("partName", "Left_Foot")
|
||||
|
||||
mainUI:saveLayout()
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- Create a temporary desc UI with fake data (for now)
|
||||
local function CreateDescUI()
|
||||
descUI = NewUI()
|
||||
descUI:setTitle("The only cure description");
|
||||
descUI:isSubUIOf(mainUI)
|
||||
descUI:setWidthPixel(250)
|
||||
descUI:setColumnWidthPixel(1, 100)
|
||||
|
||||
descUI:addText("textTitle", "Right arm", "Large", "Center")
|
||||
descUI:nextLine()
|
||||
|
||||
descUI:addText("textLV2", "Level 3/10", _, "Center")
|
||||
descUI:nextLine()
|
||||
|
||||
descUI:addText("textLV", "Next LV:", _, "Right")
|
||||
descUI:addProgressBar("pbarNLV", 39, 0, 100)
|
||||
descUI["pbarNLV"]:setMarginPixel(10, 6)
|
||||
descUI:nextLine()
|
||||
|
||||
descUI:addEmpty("border1")
|
||||
descUI:setLineHeightPixel(1)
|
||||
descUI["border1"]:setBorder(true)
|
||||
descUI:nextLine()
|
||||
|
||||
descUI:addEmpty()
|
||||
descUI:nextLine()
|
||||
|
||||
descUI:addText("status", "Temporary", "Medium", "Center")
|
||||
descUI["status"]:setColor(1, 1, 0, 0)
|
||||
descUI:nextLine()
|
||||
|
||||
descUI:addEmpty()
|
||||
descUI:nextLine()
|
||||
|
||||
descUI:addButton("b1", "Operate", OnClickDescUI)
|
||||
|
||||
descUI:saveLayout()
|
||||
end
|
||||
|
||||
function CreateConfirmUIMP()
|
||||
confirmUIMP = NewUI()
|
||||
confirmUIMP.responseReceive = false
|
||||
|
||||
confirmUIMP:addText("text1", "Are you sure?", "Title", "Center");
|
||||
confirmUIMP:setLineHeightPixel(getTextManager():getFontHeight(confirmUIMP.text1.font) + 10)
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addText("text4", "", "Medium", "Center");
|
||||
confirmUIMP:setLineHeightPixel(getTextManager():getFontHeight(confirmUIMP.text4.font) + 10)
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addText("text2", "", _, "Center");
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addText("text3", "", _, "Center");
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addEmpty();
|
||||
confirmUIMP:nextLine();
|
||||
|
||||
confirmUIMP:addEmpty();
|
||||
confirmUIMP:addButton("b1", "Yes", OnClickConfirmUIMP);
|
||||
confirmUIMP.b1:addArg("option", "yes");
|
||||
confirmUIMP:addEmpty();
|
||||
confirmUIMP:addButton("b2", "No", OnClickConfirmUIMP);
|
||||
confirmUIMP:addEmpty();
|
||||
|
||||
confirmUIMP:nextLine();
|
||||
confirmUIMP:addEmpty();
|
||||
|
||||
confirmUIMP:saveLayout();
|
||||
confirmUIMP:addPrerenderFunction(PrerenderFuncMP);
|
||||
confirmUIMP:close();
|
||||
|
||||
end
|
||||
|
||||
-- We create everything from here
|
||||
|
||||
TOC_UI.OnCreate = function()
|
||||
CreateMainUI()
|
||||
CreateDescUI()
|
||||
CreateConfirmUIMP()
|
||||
|
||||
if isClient() then CreateConfirmUIMP() end
|
||||
mainUI:close()
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
--------------------------------------------
|
||||
-- MP Confirm (I should add it to client too but hey not sure how it works tbh)
|
||||
|
||||
function SendCommandToConfirmUIMP(action, isBitten, userName, partName)
|
||||
confirmUIMP:setInCenterOfScreen()
|
||||
confirmUIMP:bringToTop()
|
||||
confirmUIMP:open()
|
||||
|
||||
|
||||
if action ~= "Wait server" then
|
||||
confirmUIMP["text4"]:setText("You're gonna " ..
|
||||
action .. " the " .. getText("UI_ContextMenu_" .. partName) .. " of " .. userName)
|
||||
|
||||
confirmUIMP["text2"]:setText("Are you sure?")
|
||||
confirmUIMP["text2"]:setColor(1, 0, 0, 0)
|
||||
confirmUIMP["b1"]:setVisible(true)
|
||||
confirmUIMP["b2"]:setVisible(true)
|
||||
else
|
||||
|
||||
confirmUIMP["text4"]:setText(action)
|
||||
confirmUIMP["text3"]:setText("")
|
||||
confirmUIMP["text2"]:setText("")
|
||||
confirmUIMP["b1"]:setVisible(false)
|
||||
confirmUIMP["b2"]:setVisible(false)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
--------------------------------------------
|
||||
-- Add TOC element to Health Panel
|
||||
|
||||
|
||||
|
||||
TOC_UI.onlineTempTable = {patient = nil, surgeon = nil}
|
||||
|
||||
TOC.RefreshClientMenu = function(_)
|
||||
if mainUI:getIsVisible() == false then
|
||||
Events.OnTick.Remove(TOC.RefreshClientMenu)
|
||||
TOC_UI.onlineTempTable.patient = nil
|
||||
TOC_UI.onlineTempTable.surgeon = nil
|
||||
|
||||
else
|
||||
|
||||
local limbs_data = TOC_UI.onlineTempTable.patient:getModData().TOC.limbs
|
||||
TOC_UI.SetupMainUI(TOC_UI.onlineTempTable.patient, TOC_UI.onlineTempTable.patient, limbs_data)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
TOC.RefreshOtherPlayerMenu = function(_)
|
||||
|
||||
if mainUI:getIsVisible() == false then
|
||||
|
||||
Events.OnTick.Remove(TOC.RefreshOtherPlayerMenu)
|
||||
TOC_UI.onlineTempTable.patient = nil
|
||||
TOC_UI.onlineTempTable.surgeon = nil
|
||||
|
||||
else
|
||||
if ModData.get("TOC_PLAYER_DATA")[TOC_UI.onlineTempTable.patient:getUsername()] ~= nil then
|
||||
local otherPlayerPartData = ModData.get("TOC_PLAYER_DATA")[TOC_UI.onlineTempTable.patient:getUsername()]
|
||||
|
||||
TOC_UI.SetupMainUI(TOC_UI.onlineTempTable.surgeon, TOC_UI.onlineTempTable.patient, otherPlayerPartData[1])
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
local ISHealthPanel_createChildren = ISHealthPanel.createChildren
|
||||
local ISHealthPanel_render = ISHealthPanel.render
|
||||
-- Add button to health panel
|
||||
function ISNewHealthPanel.onClickTOC(button)
|
||||
|
||||
local surgeon = button.otherPlayer
|
||||
local patient = button.character
|
||||
|
||||
TOC_UI.onlineTempTable.patient = patient
|
||||
TOC_UI.onlineTempTable.surgeon = surgeon
|
||||
|
||||
-- MP Handling
|
||||
if surgeon then
|
||||
|
||||
|
||||
if surgeon == patient then
|
||||
Events.OnTick.Add(TOC.RefreshClientMenu)
|
||||
|
||||
else
|
||||
Events.OnTick.Add(TOC.RefreshOtherPlayerMenu) -- MP stuff, try to get the other player data and display it on the surgeon display
|
||||
end
|
||||
else
|
||||
-- SP Handling
|
||||
Events.OnTick.Add(TOC.RefreshClientMenu)
|
||||
end
|
||||
|
||||
|
||||
-- Set the correct main title
|
||||
-- TODO sizes of the menu are strange in MP, they're not consistent with SP
|
||||
local separatedUsername = {}
|
||||
|
||||
for v in string.gmatch(patient:getUsername(), "%u%l+") do
|
||||
table.insert(separatedUsername, v)
|
||||
end
|
||||
|
||||
local main_title
|
||||
if separatedUsername[1] == nil then
|
||||
main_title = patient:getUsername() .. " - TOC"
|
||||
else
|
||||
main_title = separatedUsername[1] .. " " .. separatedUsername[2] .. " - TOC"
|
||||
end
|
||||
|
||||
mainUI:setTitle(main_title)
|
||||
|
||||
mainUI:toggle()
|
||||
mainUI:setInCenterOfScreen()
|
||||
|
||||
end
|
||||
|
||||
function ISHealthPanel:createChildren()
|
||||
ISHealthPanel_createChildren(self)
|
||||
|
||||
self.fitness:setWidth(self.fitness:getWidth() / 1.4)
|
||||
|
||||
self.TOCButton = ISButton:new(self.fitness:getRight() + 10, self.healthPanel.y, 60, 20, "", self,
|
||||
ISNewHealthPanel.onClickTOC)
|
||||
self.TOCButton:setImage(getTexture("media/ui/TOC/iconForMenu.png"))
|
||||
self.TOCButton.anchorTop = false
|
||||
self.TOCButton.anchorBottom = true
|
||||
self.TOCButton:initialise()
|
||||
self.TOCButton:instantiate()
|
||||
self:addChild(self.TOCButton)
|
||||
if getCore():getGameMode() == "Tutorial" then
|
||||
self.TOCButton:setVisible(false)
|
||||
end
|
||||
end
|
||||
|
||||
function ISHealthPanel:render()
|
||||
ISHealthPanel_render(self);
|
||||
self.TOCButton:setY(self.fitness:getY());
|
||||
end
|
||||
|
||||
-- EVENTS
|
||||
Events.OnCreateUI.Add(TOC_UI.OnCreate)
|
||||
@@ -1,25 +0,0 @@
|
||||
-- Thanks to Glytcher and Matías N. Salas for helping out with this
|
||||
|
||||
if TOC_Anims == nil then
|
||||
TOC_Anims = {}
|
||||
end
|
||||
|
||||
|
||||
TOC_Anims.SetMissingFootAnimation = function(check)
|
||||
local player = getPlayer()
|
||||
player:setVariable("IsCrawling", tostring(check))
|
||||
|
||||
if not isServer() and not isClient() then
|
||||
print("SP, so it's fine")
|
||||
else
|
||||
|
||||
sendClientCommand(player, "TOC", "NotifyNewCrawlAnimation", {id = player:getOnlineID(), check = check})
|
||||
end
|
||||
end
|
||||
|
||||
TOC_Anims.CheckAndSetMissingFootAnims = function(modData)
|
||||
|
||||
if modData.TOC.limbs["Left_Foot"].isCut or modData.TOC.limbs["Right_Foot"].isCut then
|
||||
TOC_Anims.SetMissingFootAnimation(true)
|
||||
end
|
||||
end
|
||||
@@ -1,57 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
---------------- CHEATS -----------------
|
||||
|
||||
|
||||
if TOC_Cheat == nil then
|
||||
TOC_Cheat = {}
|
||||
end
|
||||
|
||||
|
||||
TOC_Cheat.ResetEverything = function()
|
||||
-- This has to be run on the local player to be sure that we're correctly reassigning everything
|
||||
local player = getPlayer()
|
||||
local playerInv = player:getInventory()
|
||||
local modData = player:getModData()
|
||||
modData.TOC = nil
|
||||
|
||||
-- Removes traits just to be sure
|
||||
local customTraits = player:getTraits()
|
||||
customTraits:remove("Amputee_Hand")
|
||||
customTraits:remove("Amputee_LowerArm")
|
||||
customTraits:remove("Amputee_UpperArm")
|
||||
|
||||
|
||||
TOC.Init(_, player)
|
||||
|
||||
-- Destroy the amputation or prosthesis item
|
||||
for _, partName in pairs(TOC_Common.GetPartNames()) do
|
||||
local amputationItemName = TOC_Common.FindAmputationOrProsthesisName(partName, player, "Amputation")
|
||||
local prostItemName = TOC_Common.FindAmputationOrProsthesisName(partName, player, "Prosthesis")
|
||||
if amputationItemName ~= nil then
|
||||
local amputationItem = playerInv:FindAndReturn(amputationItemName)
|
||||
if amputationItem ~= nil then
|
||||
print("Resetting " .. amputationItem:getName())
|
||||
player:removeWornItem(amputationItem)
|
||||
player:getInventory():Remove(amputationItem)
|
||||
end
|
||||
amputationItem = nil -- reset it
|
||||
end
|
||||
if prostItemName ~= nil then
|
||||
local prostItem = playerInv:FindAndReturn(prostItemName)
|
||||
if prostItem ~= nil then
|
||||
print("Resetting " .. prostItem:getName())
|
||||
player:removeWornItem(prostItem)
|
||||
player:getInventory():Remove(prostItem)
|
||||
end
|
||||
prostItem = nil -- reset it
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- Reset special flag for legs amputations
|
||||
TOC_Anims.SetMissingFootAnimation(false)
|
||||
|
||||
end
|
||||
@@ -1,303 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
------------ COMMON FUNCTIONS ------------
|
||||
|
||||
if TOC_Common == nil then
|
||||
TOC_Common = {}
|
||||
end
|
||||
|
||||
|
||||
TOC_Common.partNames = {}
|
||||
|
||||
TOC_Common.GeneratePartNames = function()
|
||||
|
||||
local partNamesTable = {}
|
||||
for _, side in ipairs(TOC.sideNames) do
|
||||
for _, limb in ipairs(TOC.limbNames) do
|
||||
local tempPartName = TOC_Common.ConcatPartName(side, limb)
|
||||
table.insert(partNamesTable, tempPartName)
|
||||
end
|
||||
end
|
||||
|
||||
TOC_Common.partNames = partNamesTable
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.GetPartNames = function()
|
||||
if TOC_Common.partNames[1] == nil then
|
||||
TOC_Common.GeneratePartNames()
|
||||
end
|
||||
|
||||
return TOC_Common.partNames
|
||||
end
|
||||
|
||||
TOC_Common.GetSideFromPartName = function(partName)
|
||||
|
||||
if string.find(partName, "Left") then
|
||||
return "Left"
|
||||
else
|
||||
return "Right"
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.ConcatPartName = function(side, limb)
|
||||
|
||||
return side .. "_" .. limb
|
||||
|
||||
end
|
||||
---------------------------------
|
||||
|
||||
TOC_Common.GetAcceptableBodyPartTypes = function()
|
||||
|
||||
-- TODO Add Foot_L and Foot_R
|
||||
return {
|
||||
BodyPartType.Hand_R, BodyPartType.ForeArm_R, BodyPartType.UpperArm_R,
|
||||
BodyPartType.Hand_L, BodyPartType.ForeArm_L, BodyPartType.UpperArm_L
|
||||
}
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.GetOtherBodyPartTypes = function()
|
||||
|
||||
return {
|
||||
BodyPartType.Torso_Upper, BodyPartType.Torso_Lower, BodyPartType.Head,
|
||||
BodyPartType.Neck, BodyPartType.Groin, BodyPartType.UpperLeg_L,
|
||||
BodyPartType.UpperLeg_R, BodyPartType.LowerLeg_L,
|
||||
BodyPartType.LowerLeg_R, BodyPartType.Foot_L, BodyPartType.Foot_R,
|
||||
BodyPartType.Back
|
||||
}
|
||||
|
||||
end
|
||||
|
||||
|
||||
function GetProsthesisList()
|
||||
-- TODO Not gonna work anymore
|
||||
return {"WoodenHook", "MetalHook", "MetalHand"}
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.FindAmputatedClothingName = function(partName)
|
||||
return "TOC.Amputation_" .. partName
|
||||
end
|
||||
|
||||
TOC_Common.GetPartNameFromBodyPartType = function(bodyPartType)
|
||||
|
||||
if bodyPartType == BodyPartType.Hand_R then
|
||||
return "Right_Hand"
|
||||
elseif bodyPartType == BodyPartType.ForeArm_R then
|
||||
return "Right_LowerArm"
|
||||
elseif bodyPartType == BodyPartType.UpperArm_R then
|
||||
return "Right_UpperArm"
|
||||
elseif bodyPartType == BodyPartType.Hand_L then
|
||||
return "Left_Hand"
|
||||
elseif bodyPartType == BodyPartType.ForeArm_L then
|
||||
return "Left_LowerArm"
|
||||
elseif bodyPartType == BodyPartType.UpperArm_L then
|
||||
return "Left_UpperArm"
|
||||
else
|
||||
return nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- 1:1 map of partName to BodyPartType
|
||||
TOC_Common.GetBodyPartFromPartName = function(partName)
|
||||
if partName == "Right_Hand" then return BodyPartType.Hand_R end
|
||||
if partName == "Right_LowerArm" then return BodyPartType.ForeArm_R end
|
||||
if partName == "Right_UpperArm" then return BodyPartType.UpperArm_R end
|
||||
if partName == "Left_Hand" then return BodyPartType.Hand_L end
|
||||
if partName == "Left_LowerArm" then return BodyPartType.ForeArm_L end
|
||||
if partName == "Left_UpperArm" then return BodyPartType.UpperArm_L end
|
||||
|
||||
-- New Legs stuff
|
||||
if partName == "Right_Foot" then return BodyPartType.Foot_R end
|
||||
if partName == "Left_Foot" then return BodyPartType.Foot_L end
|
||||
|
||||
end
|
||||
|
||||
-- Custom mapping to make more sense when cutting a limb
|
||||
TOC_Common.GetAdjacentBodyPartFromPartName = function(partName)
|
||||
|
||||
if partName == "Right_Hand" then return BodyPartType.ForeArm_R end
|
||||
if partName == "Right_LowerArm" then return BodyPartType.UpperArm_R end
|
||||
if partName == "Right_UpperArm" then return BodyPartType.Torso_Upper end
|
||||
if partName == "Left_Hand" then return BodyPartType.ForeArm_L end
|
||||
if partName == "Left_LowerArm" then return BodyPartType.UpperArm_L end
|
||||
if partName == "Left_UpperArm" then return BodyPartType.Torso_Upper end
|
||||
if partName == "Right_Foot" then return BodyPartType.LowerLeg_R end
|
||||
if partName == "Left_Foot" then return BodyPartType.LowerLeg_L end
|
||||
|
||||
|
||||
end
|
||||
|
||||
function TocFindCorrectClothingProsthesis(itemName, partName)
|
||||
|
||||
-- TODO This is not gonna work soon, so don't use this
|
||||
local correctName = "TOC.Prost_" .. partName .. "_" .. itemName
|
||||
return correctName
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.GetAmputationItemInInventory = function(player, partName)
|
||||
|
||||
local playerInv = player:getInventory()
|
||||
local amputationItemName = TOC_Common.FindAmputationOrProsthesisName(partName, player, "Amputation")
|
||||
local amputationItem = playerInv:FindAndReturn(amputationItemName)
|
||||
return amputationItem
|
||||
end
|
||||
|
||||
TOC_Common.GetSawInInventory = function(surgeon)
|
||||
|
||||
local playerInv = surgeon:getInventory()
|
||||
local item = playerInv:getItemFromType("Saw") or playerInv:getItemFromType("GardenSaw") or
|
||||
playerInv:getItemFromType("Chainsaw")
|
||||
return item
|
||||
end
|
||||
|
||||
|
||||
|
||||
-----------------------------------
|
||||
-- Online Handling checks
|
||||
|
||||
TOC_Common.CheckIfCanBeCut = function(partName, limbsData)
|
||||
|
||||
if limbsData == nil then
|
||||
limbsData = getPlayer():getModData().TOC.limbs
|
||||
end
|
||||
|
||||
local check = (not limbsData[partName].isCut) and
|
||||
(not TOC_Common.CheckIfProsthesisAlreadyInstalled(limbsData, partName))
|
||||
|
||||
return check
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.CheckIfCanBeOperated = function(partName, limbsData)
|
||||
|
||||
if limbsData == nil then
|
||||
limbsData = getPlayer():getModData().TOC.limbs
|
||||
end
|
||||
|
||||
return limbsData[partName].isOperated == false and limbsData[partName].isAmputationShown
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.CheckIfProsthesisCanBeEquipped = function(partName)
|
||||
local limbs_data = getPlayer():getModData().TOC.limbs
|
||||
return limbs_data[partName].isCauterized or limbs_data[partName].isCicatrized
|
||||
-- check if prosthesis is in the surgeon inventory... we need to get it before
|
||||
end
|
||||
|
||||
TOC_Common.CheckIfProsthesisCanBeUnequipped = function(partName)
|
||||
|
||||
-- TODO we should get item here to be sure that we can do this action instead of relying on some later checks
|
||||
return true
|
||||
|
||||
end
|
||||
|
||||
|
||||
-----------------------------------------
|
||||
-- Various checks
|
||||
-----------------------------------------
|
||||
|
||||
TOC_Common.CheckIfItemIsAmputatedLimb = function(item)
|
||||
local itemFullType = item:getFullType()
|
||||
local check
|
||||
|
||||
if string.find(itemFullType, "TOC.Amputation_") then
|
||||
check = true
|
||||
else
|
||||
check = false
|
||||
end
|
||||
|
||||
return check
|
||||
|
||||
end
|
||||
|
||||
function CheckIfItemIsProsthesis(item)
|
||||
|
||||
local itemFullType = item:getFullType()
|
||||
|
||||
-- TODO This isn't gonna work anymore! Modular prosthetics needs to be handled in a different way
|
||||
local prosthesisList = GetProsthesisList()
|
||||
|
||||
for _, v in pairs(prosthesisList) do
|
||||
if v == itemFullType then
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
return false
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.CheckIfItemIsInstalledProsthesis = function(item)
|
||||
local itemFullType = item:getFullType()
|
||||
if string.find(itemFullType, "TOC.Prost_") then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.CheckIfProsthesisAlreadyInstalled = function(limbsData, partName)
|
||||
|
||||
for _, side in pairs(TOC.sideNames) do
|
||||
if string.find(partName, side) then
|
||||
return (limbsData[TOC_Common.ConcatPartName(side, "Hand")].isProsthesisEquipped or limbsData[TOC_Common.ConcatPartName(side, "LowerArm")].isProsthesisEquipped)
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.GetCanBeHeldTable = function(limbs_data)
|
||||
|
||||
local canBeHeld = {}
|
||||
|
||||
for _, side in pairs(TOC.sideNames) do
|
||||
canBeHeld[side] = true
|
||||
|
||||
if limbs_data[TOC_Common.ConcatPartName(side, "Hand")].isCut then
|
||||
if limbs_data[TOC_Common.ConcatPartName(side, "LowerArm")].isCut then
|
||||
if not limbs_data[TOC_Common.ConcatPartName(side, "LowerArm")].isProsthesisEquipped then
|
||||
canBeHeld[side] = false
|
||||
end
|
||||
elseif not limbs_data[TOC_Common.ConcatPartName(side, "Hand")].isProsthesisEquipped then
|
||||
canBeHeld[side] = false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return canBeHeld
|
||||
|
||||
end
|
||||
-------------------------------
|
||||
|
||||
TOC_Common.FindItemInWornItems = function(player, checkString)
|
||||
local wornItems = player:getWornItems()
|
||||
|
||||
for i = 1, wornItems:size() - 1 do -- Maybe wornItems:size()-1
|
||||
local item = wornItems:get(i):getItem()
|
||||
local itemFullType = item:getFullType()
|
||||
if string.find(itemFullType, checkString) then
|
||||
return item
|
||||
end
|
||||
end
|
||||
|
||||
return nil
|
||||
|
||||
end
|
||||
|
||||
TOC_Common.FindModItem = function(inventory)
|
||||
for _, partName in pairs(TOC_Common.GetPartNames()) do
|
||||
if inventory:contains("TOC.Amputation_" .. partName) then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
|
||||
end
|
||||
@@ -1,70 +0,0 @@
|
||||
-- TODO this needs to be moved away
|
||||
function TOC_Common.GetKitInInventory(surgeon)
|
||||
local playerInv = surgeon:getInventory()
|
||||
local item = playerInv:getItemFromType('TOC.Real_surgeon_kit') or playerInv:getItemFromType('TOC.Surgeon_kit') or
|
||||
playerInv:getItemFromType('TOC.Improvised_surgeon_kit')
|
||||
return item
|
||||
|
||||
end
|
||||
|
||||
-- Unequip Prosthesis
|
||||
|
||||
local function PartNameToBodyLocationProsthesis(name)
|
||||
if name == "Right_Hand" then return "TOC_ArmRightProsthesis" end
|
||||
if name == "Right_LowerArm" then return "TOC_ArmRightProsthesis" end
|
||||
if name == "Right_UpperArm" then return "TOC_ArmRightProsthesis" end
|
||||
if name == "Left_Hand" then return "TOC_ArmLeftProsthesis" end
|
||||
if name == "Left_LowerArm" then return "TOC_ArmLeftProsthesis" end
|
||||
if name == "Left_UpperArm" then return "TOC_ArmLeftProsthesis" end
|
||||
end
|
||||
|
||||
local function PartNameToBodyLocationAmputation(name)
|
||||
if name == "Right_Hand" then return "TOC_ArmRight" end
|
||||
if name == "Right_LowerArm" then return "TOC_ArmRight" end
|
||||
if name == "Right_UpperArm" then return "TOC_ArmRight" end
|
||||
if name == "Left_Hand" then return "TOC_ArmLeft" end
|
||||
if name == "Left_LowerArm" then return "TOC_ArmLeft" end
|
||||
if name == "Left_UpperArm" then return "TOC_ArmLeft" end
|
||||
|
||||
if name == "Left_Foot" then return "TOC_LegLeft" end
|
||||
if name == "Right_Foot" then return "TOC_LegRight" end
|
||||
end
|
||||
|
||||
function TOC_Common.FindItemInProstBodyLocation(partName, patient)
|
||||
-- Can't be used for online purposes, since we can't get the online inventory of another player
|
||||
local wornItems = patient:getWornItems()
|
||||
|
||||
-- Particular case where i= 1 and size - 1 I guess?
|
||||
for i = 1, wornItems:size() - 1 do
|
||||
local item = wornItems:get(i):getItem()
|
||||
if item:getBodyLocation() == PartNameToBodyLocationProsthesis(partName) then
|
||||
return item
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Debug cheat and update every minute for cicatrization
|
||||
function TOC_Common.FindAmputationOrProsthesisName(partName, player, choice)
|
||||
local wornItems = player:getWornItems()
|
||||
for i = 1, wornItems:size() - 1 do
|
||||
local item = wornItems:get(i):getItem()
|
||||
|
||||
if choice == "Amputation" then
|
||||
|
||||
if item:getBodyLocation() == PartNameToBodyLocationAmputation(partName) then
|
||||
return item:getFullType()
|
||||
end
|
||||
elseif choice == "Prosthesis" then
|
||||
|
||||
if item:getBodyLocation() == PartNameToBodyLocationProsthesis(partName) then
|
||||
return item:getFullType()
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
@@ -1,186 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
------------- INIT FUNCTIONS -------------
|
||||
--[[
|
||||
Original code and idea by: Mr. Bounty
|
||||
Rewritten and maintained by: Pao
|
||||
--]]
|
||||
|
||||
|
||||
TOC.InitializeTraits = function()
|
||||
local amp1 = TraitFactory.addTrait("Amputee_Hand", getText("UI_trait_Amputee_Hand"), -8,
|
||||
getText("UI_trait_Amputee_Hand_desc"), false, false)
|
||||
amp1:addXPBoost(Perks.Left_Hand, 4)
|
||||
amp1:addXPBoost(Perks.Fitness, -1)
|
||||
amp1:addXPBoost(Perks.Strength, -1)
|
||||
|
||||
local amp2 = TraitFactory.addTrait("Amputee_LowerArm", getText("UI_trait_Amputee_LowerArm"), -10,
|
||||
getText("UI_trait_Amputee_LowerArm_desc"), false, false)
|
||||
amp2:addXPBoost(Perks.Left_Hand, 4)
|
||||
amp2:addXPBoost(Perks.Fitness, -1)
|
||||
amp2:addXPBoost(Perks.Strength, -1)
|
||||
|
||||
local amp3 = TraitFactory.addTrait("Amputee_UpperArm", getText("UI_trait_Amputee_UpperArm"), -20,
|
||||
getText("UI_trait_Amputee_UpperArm_desc"), false, false)
|
||||
amp3:addXPBoost(Perks.Left_Hand, 4)
|
||||
amp3:addXPBoost(Perks.Fitness, -1)
|
||||
amp3:addXPBoost(Perks.Strength, -1)
|
||||
|
||||
TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false,
|
||||
false)
|
||||
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_LowerArm")
|
||||
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_UpperArm")
|
||||
TraitFactory.setMutualExclusive("Amputee_LowerArm", "Amputee_UpperArm")
|
||||
end
|
||||
-- TODO Refactor this
|
||||
|
||||
TOC.CutLimbForTrait = function(player, TOCModData, partName)
|
||||
|
||||
local limbsData = TOCModData.limbs
|
||||
|
||||
local amputationClothingItem = player:getInventory():AddItem("TOC.Amputation_" .. partName)
|
||||
TOC_Visuals.SetTextureForAmputation(amputationClothingItem, player, true)
|
||||
|
||||
player:setWornItem(amputationClothingItem:getBodyLocation(), amputationClothingItem)
|
||||
limbsData[partName].isCut = true
|
||||
limbsData[partName].isOperated = true
|
||||
limbsData[partName].isAmputationShown = true
|
||||
limbsData[partName].isCicatrized = true
|
||||
|
||||
for _, v in pairs(TOC.limbParameters[partName].dependsOn) do
|
||||
limbsData[v].isCut = true
|
||||
limbsData[v].isOperated = true
|
||||
limbsData[v].isAmputationShown = false
|
||||
limbsData[v].isCicatrized = true
|
||||
end
|
||||
end
|
||||
|
||||
TOC.InitPart = function(limbsData, partName)
|
||||
|
||||
limbsData[partName].isCut = false
|
||||
limbsData[partName].isInfected = false
|
||||
limbsData[partName].isOperated = false
|
||||
limbsData[partName].isCicatrized = false
|
||||
limbsData[partName].isCauterized = false
|
||||
limbsData[partName].isAmputation_shown = false
|
||||
|
||||
limbsData[partName].cicatrizationTime = 0
|
||||
|
||||
limbsData[partName].isProsthesisEquipped = false
|
||||
limbsData[partName].equippedProsthesis = {}
|
||||
|
||||
end
|
||||
|
||||
TOC.SetInitData = function(modData, player)
|
||||
print("TOC: Creating mod_data.TOC")
|
||||
modData.TOC = {}
|
||||
|
||||
-- Limbs
|
||||
modData.TOC.limbs = {
|
||||
Right_Hand = {},
|
||||
Right_LowerArm = {},
|
||||
Right_UpperArm = {},
|
||||
|
||||
Left_Hand = {},
|
||||
Left_LowerArm = {},
|
||||
Left_UpperArm = {},
|
||||
|
||||
Left_Foot = {},
|
||||
Right_Foot = {},
|
||||
|
||||
isOtherBodypartInfected = false
|
||||
}
|
||||
for _, side in pairs(TOC.sideNames) do
|
||||
for _, limb in pairs(TOC.limbNames) do
|
||||
local partName = TOC_Common.ConcatPartName(side, limb)
|
||||
TOC.InitPart(modData.TOC.limbs, partName)
|
||||
end
|
||||
end
|
||||
|
||||
-- Setup traits
|
||||
if player:HasTrait("Amputee_Hand") then
|
||||
TOC.CutLimbForTrait(player, modData.TOC, "Left_Hand")
|
||||
elseif player:HasTrait("Amputee_LowerArm") then
|
||||
TOC.CutLimbForTrait(player, modData.TOC, "Left_LowerArm")
|
||||
elseif player:HasTrait("Amputee_UpperArm") then
|
||||
TOC.CutLimbForTrait(player, modData.TOC, "Left_UpperArm")
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
TOC.Init = function(_, player)
|
||||
|
||||
local modData = player:getModData()
|
||||
if modData.TOC == nil then
|
||||
TOC.SetInitData(modData, player)
|
||||
else
|
||||
TOC_Compat.CheckCompatibilityWithOlderVersions(modData)
|
||||
TOC_Anims.CheckAndSetMissingFootAnims(modData)
|
||||
|
||||
end
|
||||
|
||||
-- Compat fix with older versions
|
||||
if modData.TOC ~= nil then
|
||||
print("TOC: found older data from TOC or TOCBB")
|
||||
TOC_Compat.CheckCompatibilityWithOlderVersions(modData)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
------------------------------------------------------------------------------------
|
||||
|
||||
-- Rewrite 2 Electirc Bogaloo
|
||||
local function InitializeTheOnlyCure()
|
||||
|
||||
if not TOC then
|
||||
TOC = {}
|
||||
end
|
||||
|
||||
|
||||
-- Initializes static values in a global table
|
||||
TOC.sideNames = {"Left", "Right"}
|
||||
TOC.limbNames = { "Hand", "LowerArm", "UpperArm", "Foot"}
|
||||
|
||||
TOC.limbParameters = {}
|
||||
for _, side in pairs(TOC.sideNames) do
|
||||
for _, limb in pairs(TOC.limbNames) do
|
||||
local partName = TOC_Common.ConcatPartName(side, limb)
|
||||
TOC.limbParameters[partName] = {}
|
||||
|
||||
if limb == "Hand" then
|
||||
TOC.limbParameters[partName].cicatrizationBaseTime = 1700
|
||||
TOC.limbParameters[partName].dependsOn = {}
|
||||
elseif limb == "LowerArm" then
|
||||
TOC.limbParameters[partName].cicatrizationBaseTime = 1800
|
||||
TOC.limbParameters[partName].dependsOn = { TOC_Common.ConcatPartName(side, "Hand") }
|
||||
elseif limb == "UpperArm" then
|
||||
TOC.limbParameters[partName].cicatrizationBaseTime = 2000
|
||||
TOC.limbParameters[partName].dependsOn = { TOC_Common.ConcatPartName(side, "Hand"), TOC_Common.ConcatPartName(side, "LowerArm"), }
|
||||
elseif limb == "Foot" then
|
||||
TOC.limbParameters[partName].cicatrizationBaseTime = 1700
|
||||
TOC.limbParameters[partName].dependsOn = {}
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
--------------------------
|
||||
|
||||
TOC.InitializeTraits()
|
||||
Events.OnCreatePlayer.Add(TOC.Init)
|
||||
|
||||
-- Setup updates
|
||||
Events.OnTick.Add(TOC.UpdateOnTick)
|
||||
Events.EveryTenMinutes.Add(TOC.UpdateEveryTenMinutes)
|
||||
Events.EveryOneMinute.Add(TOC.UpdateEveryOneMinute)
|
||||
|
||||
|
||||
-- Mod Checker
|
||||
CheckMyModTable = CheckMyModTable or {}
|
||||
CheckMyModTable["Amputation"] = 2703664356 -- TODO should we change the ID with the update or not?
|
||||
|
||||
|
||||
|
||||
end
|
||||
Events.OnGameBoot.Add(InitializeTheOnlyCure)
|
||||
@@ -1,75 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
|
||||
------------------------------------------
|
||||
-- Compatibility Handler by Dhert
|
||||
------------------------------------------
|
||||
|
||||
|
||||
|
||||
-- TODO Connect this with TOC logic instead of hardcoding it here
|
||||
local parts = {
|
||||
"Right_Hand",
|
||||
"Left_Hand",
|
||||
"Right_LowerArm",
|
||||
"Left_LowerArm"
|
||||
}
|
||||
-- TODO Connect this with TOC logic instead of hardcoding it here
|
||||
local vars = {
|
||||
"isCut",
|
||||
"isProsthesisEquipped"
|
||||
}
|
||||
|
||||
|
||||
local TOC_Compat = {}
|
||||
|
||||
-- Raw access, must pass valid part
|
||||
--- @param player
|
||||
--- @param part string
|
||||
--- @return boolean
|
||||
TOC_Compat.hasArmPart = function(player, part)
|
||||
if not player or not part then return false end
|
||||
local data = (player:getModData().TOC and player:getModData().TOC.Limbs) or nil
|
||||
return not data or not data[part] or (data[part][vars[1]] and data[part][vars[2]]) or not data[part][vars[1]]
|
||||
end
|
||||
|
||||
-- Raw access, must pass valid parts. Will check for 2 parts (arm and hand)
|
||||
--- @param player
|
||||
--- @param part string
|
||||
--- @param part2 string
|
||||
--- @return boolean
|
||||
TOC_Compat.hasArm = function(player, part, part2)
|
||||
if not player or not part then return false end
|
||||
local data = (player:getModData().TOC and player:getModData().TOC.Limbs) or nil
|
||||
return not data or (not data[part] or (data[part][vars[1]] and data[part][vars[2]]) or not data[part][vars[1]]) or (not data[part] or (data[part2][vars[1]] and data[part2][vars[2]]) or not data[part2][vars[1]])
|
||||
end
|
||||
|
||||
-- Check if hand is available
|
||||
--- @param player
|
||||
--- @param left boolean -- optional
|
||||
--- @return boolean
|
||||
TOC_Compat.hasHand = function(player, left)
|
||||
return TOC_Compat.hasArm(player, ((left and parts[2]) or parts[1]), ((left and parts[4]) or parts[3]))
|
||||
end
|
||||
|
||||
-- Check if both hands are available
|
||||
--- @param player
|
||||
--- @return boolean
|
||||
TOC_Compat.hasBothHands = function(player)
|
||||
return TOC_Compat.hasArm(player, parts[1], parts[3]) and TOC_Compat.hasArm(player, parts[2], parts[4])
|
||||
end
|
||||
|
||||
-- This returns a number for the hands that you have
|
||||
----- 11 == both hands
|
||||
----- 10 == left hand
|
||||
----- 01 (1) == right hand
|
||||
----- 00 (0) == no hands
|
||||
--- @param player
|
||||
--- @return integer
|
||||
TOC_Compat.getHands = function(player)
|
||||
return ((TOC_Compat.hasArm(player, parts[1], parts[3]) and 1) or 0) + ((TOC_Compat.hasArm(player, parts[2], parts[4]) and 10) or 0)
|
||||
end
|
||||
|
||||
|
||||
return TOC_Compat
|
||||
@@ -1,268 +0,0 @@
|
||||
require "TimedActions/ISBaseTimedAction"
|
||||
require "TimedActions/ISEquipWeaponAction"
|
||||
require "TimedActions/ISUnequipAction"
|
||||
require "ISUI/ISInventoryPaneContextMenu"
|
||||
|
||||
|
||||
|
||||
-- TODO 1) Add exceptions for watches
|
||||
|
||||
local og_ISBaseTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
|
||||
function ISBaseTimedAction:adjustMaxTime(maxTime)
|
||||
|
||||
-- TODO we can customize it better through clothing items modifier, you mook
|
||||
-- RunSpeedModifier = 0.93 for example
|
||||
local originalMaxTime = og_ISBaseTimedActionAdjustMaxTime(self, maxTime)
|
||||
|
||||
if originalMaxTime ~= -1 then
|
||||
|
||||
|
||||
local modData = getPlayer():getModData()
|
||||
|
||||
local limbParameters = TOC.limbParameters
|
||||
local limbsData = modData.TOC.limbs
|
||||
|
||||
local modifiedMaxTime = originalMaxTime
|
||||
local burnFactor = 1.3 -- TODO Move this crap
|
||||
|
||||
for _, partName in pairs(TOC_Common.GetPartNames()) do
|
||||
if limbsData[partName].isCut then
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--Equipped prosthesis or not
|
||||
if limbsData[partName].isProsthesisEquipped then
|
||||
-- FIXME We should apply the correct values to equippedProsthesis once we equip it
|
||||
|
||||
--modifiedMaxTime = modifiedMaxTime * limbsData[partName].equipped_prosthesis.prosthesis_factor
|
||||
else
|
||||
-- TODO this should depend on the limb?
|
||||
modifiedMaxTime = modifiedMaxTime * 1.5
|
||||
end
|
||||
|
||||
-- Cauterization check
|
||||
if limbsData[partName].is_cauterized then
|
||||
modifiedMaxTime = modifiedMaxTime * burnFactor
|
||||
end
|
||||
|
||||
-- Perk scaling
|
||||
if partName == "Right_Hand" or partName == "Left_Hand" then
|
||||
modifiedMaxTime = modifiedMaxTime *
|
||||
(1 + (9 - self.character:getPerkLevel(Perks[partName])) / 20)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
if modifiedMaxTime > 10 * originalMaxTime then modifiedMaxTime = 10 * originalMaxTime end
|
||||
return modifiedMaxTime
|
||||
|
||||
end
|
||||
|
||||
return originalMaxTime
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
-------------------------------------------------
|
||||
-- Block access to drag, picking, inspecting, etc to amputated limbs
|
||||
local og_ISInventoryPaneOnMouseDoubleClick = ISInventoryPane.onMouseDoubleClick
|
||||
function ISInventoryPane:onMouseDoubleClick(x, y)
|
||||
|
||||
local item_to_check = self.items[self.mouseOverOption]
|
||||
local player_inventory = getPlayerInventory(self.player).inventory
|
||||
|
||||
|
||||
if instanceof(item_to_check, "InventoryItem") then
|
||||
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
|
||||
elseif TOC_Common.CheckIfItemIsAmputatedLimb(item_to_check.items[1]) or TOC_Common.CheckIfItemIsInstalledProsthesis(item_to_check.items[1]) then
|
||||
--print("TOC: Can't double click this item")
|
||||
|
||||
end
|
||||
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
local og_ISInventoryPaneGetActualItems = ISInventoryPane.getActualItems
|
||||
function ISInventoryPane.getActualItems(items)
|
||||
|
||||
-- TODO add an exception for installed prosthesis, make them unequippable automatically from here and get the correct obj
|
||||
local ret = og_ISInventoryPaneGetActualItems(items)
|
||||
|
||||
-- This is gonna be slower than just overriding the function but hey it's more compatible
|
||||
for i = 1, #ret do
|
||||
local item_full_type = ret[i]:getFullType()
|
||||
if string.find(item_full_type, "Amputation_") or string.find(item_full_type, "Prost_") then
|
||||
table.remove(ret, i)
|
||||
end
|
||||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
local og_ISInventoryPaneContextMenuOnInspectClothing = ISInventoryPaneContextMenu.onInspectClothing
|
||||
ISInventoryPaneContextMenu.onInspectClothing = function(playerObj, clothing)
|
||||
|
||||
-- Inspect menu bypasses getActualItems, so we need to add that workaround here too
|
||||
local clothing_full_type = clothing:getFullType()
|
||||
if TOC_Common.CheckIfItemIsAmputatedLimb(clothing) or TOC_Common.CheckIfItemIsInstalledProsthesis(clothing) then
|
||||
--print("TOC: Can't inspect this!")
|
||||
else
|
||||
og_ISInventoryPaneContextMenuOnInspectClothing(playerObj, clothing)
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
local og_ISEquipWeaponActionPerform = ISEquipWeaponAction.perform
|
||||
function ISEquipWeaponAction:perform()
|
||||
-- TODO this is only for weapons, not items. Won't work for everything I think
|
||||
--TODO Block it before even performing
|
||||
-- TODO in the inventory menu there is something broken, even though this works
|
||||
og_ISEquipWeaponActionPerform(self)
|
||||
local limbs_data = self.character:getModData().TOC.limbs
|
||||
local can_be_held = TOC_Common.GetCanBeHeldTable(limbs_data)
|
||||
|
||||
|
||||
if not self.item:isRequiresEquippedBothHands() then
|
||||
if can_be_held["Right"] and not can_be_held["Left"] then
|
||||
self.character:setPrimaryHandItem(self.item)
|
||||
self.character:setSecondaryHandItem(nil)
|
||||
elseif not can_be_held["Right"] and can_be_held["Left"] then
|
||||
self.character:setPrimaryHandItem(nil)
|
||||
self.character:setSecondaryHandItem(self.item)
|
||||
elseif not can_be_held["Left"] and not can_be_held["Right"] then
|
||||
self.character:dropHandItems()
|
||||
end
|
||||
else
|
||||
if (can_be_held["Right"] and not can_be_held["Left"]) or
|
||||
(not can_be_held["Right"] and can_be_held["Left"]) or
|
||||
(not can_be_held["Left"] and not can_be_held["Right"]) then
|
||||
self.character:dropHandItems()
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
-- Check if it's a prosthesis and let the player know that they're fucking things up
|
||||
if self.item then
|
||||
local item_name = self.item:getFullType()
|
||||
|
||||
for _, prost_v in pairs(GetProsthesisList()) do
|
||||
local prosthesis_name = string.match(item_name, prost_v)
|
||||
if prosthesis_name then
|
||||
self.character:Say("This isn't the right way to equip this...")
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
local og_ISInventoryPaneContextMenuUnequipItem = ISInventoryPaneContextMenu.unequipItem
|
||||
function ISInventoryPaneContextMenu.unequipItem(item, player)
|
||||
|
||||
if item == nil then
|
||||
return
|
||||
end
|
||||
if TOC_Common.CheckIfItemIsAmputatedLimb(item) == false and TOC_Common.CheckIfItemIsInstalledProsthesis(item) == false then
|
||||
og_ISInventoryPaneContextMenuUnequipItem(item, player)
|
||||
end
|
||||
end
|
||||
|
||||
local og_ISInventoryPaneContextMenuDropItem = ISInventoryPaneContextMenu.dropItem
|
||||
function ISInventoryPaneContextMenu.dropItem(item, player)
|
||||
|
||||
if TOC_Common.CheckIfItemIsAmputatedLimb(item) == false and TOC_Common.CheckIfItemIsInstalledProsthesis(item) == false then
|
||||
og_ISInventoryPaneContextMenuDropItem(item, player)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Make the player unable to equip a tourniquet or watches on an already fully amputated limb
|
||||
local og_ISWearClothingIsValid = ISWearClothing.isValid
|
||||
function ISWearClothing:isValid()
|
||||
|
||||
local baseCheck = og_ISWearClothingIsValid(self)
|
||||
local itemFullType = self.item:getFullType()
|
||||
local limbsData = self.character:getModData().TOC.limbs
|
||||
|
||||
local itemToCheck = "Surgery_%s_Tourniquet"
|
||||
for _, side in pairs(TOC.sideNames) do
|
||||
|
||||
local formattedItemName = string.format(itemToCheck, side)
|
||||
|
||||
if string.find(itemFullType, formattedItemName) then
|
||||
if limbsData[TOC_Common.ConcatPartName(side, "UpperArm")].isCut then
|
||||
return false
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return baseCheck
|
||||
|
||||
end
|
||||
|
||||
-- This is to manage the watches, we don't want them equipped over an amputated limb of course
|
||||
local og_ISWearClothingExtraAction = ISClothingExtraAction.isValid
|
||||
function ISClothingExtraAction:isValid()
|
||||
local baseCheck = og_ISWearClothingExtraAction(self)
|
||||
|
||||
-- Check the new extra instead of the old item
|
||||
local newItem = self:createItem(self.item, self.extra)
|
||||
|
||||
|
||||
local itemFullType = newItem:getFullType()
|
||||
local location = newItem:getBodyLocation()
|
||||
|
||||
|
||||
--print("TOC: watch full type " .. itemFullType)
|
||||
--print("TOC: watch location " .. location)
|
||||
|
||||
local itemToCheck = "Watch_"
|
||||
local limbsData = self.character:getModData().TOC.limbs
|
||||
|
||||
if string.find(itemFullType, itemToCheck) then
|
||||
|
||||
for _, side in pairs (TOC.sideNames) do
|
||||
|
||||
if location == side .. "Wrist" then
|
||||
if limbsData[TOC_Common.ConcatPartName(side, "LowerArm")].isCut then
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
return baseCheck
|
||||
end
|
||||
|
||||
-- Manages the Loot All button to prevent stuff like picking up the amputation items
|
||||
local og_ISInventoryPagePrerender = ISInventoryPage.prerender
|
||||
function ISInventoryPage:prerender()
|
||||
-- Check if there is any amputated limb here. if there is, just fail and maybe notify the player
|
||||
og_ISInventoryPagePrerender(self)
|
||||
if TOC_Common.FindModItem(self.inventory) then
|
||||
self.canLootAll = false
|
||||
else
|
||||
self.canLootAll = true
|
||||
end
|
||||
end
|
||||
|
||||
local og_ISInventoryPageLootAll = ISInventoryPage.lootAll
|
||||
function ISInventoryPage:lootAll()
|
||||
if self.canLootAll then
|
||||
og_ISInventoryPageLootAll(self)
|
||||
end
|
||||
end
|
||||
@@ -1,189 +0,0 @@
|
||||
-- Use the XLSX as a base for these stats
|
||||
local baseTable = {
|
||||
LeatherBase = {
|
||||
durability = 25,
|
||||
speed = 15
|
||||
},
|
||||
WoodenBase = {
|
||||
durability = 10,
|
||||
speed = 5,
|
||||
},
|
||||
MetalBase = {
|
||||
durability = 75,
|
||||
speed = 7,
|
||||
}
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
local topTable = {
|
||||
MetalHook = {
|
||||
durability = 1,
|
||||
speed = 1,
|
||||
},
|
||||
WoodenHook = {
|
||||
durability = 1,
|
||||
speed = 1,
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
local function GetProsthesisStats(arrayStats, prosthesisName)
|
||||
local durability
|
||||
local speed
|
||||
for name, values in pairs(arrayStats) do
|
||||
-- Check the name of the prosthesis item, set the correct values
|
||||
if string.find(prosthesisName, name) then
|
||||
durability = values.durability
|
||||
speed = values.speed
|
||||
|
||||
return durability, speed
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
|
||||
---comment
|
||||
---@param prosthesisItem any Normal item
|
||||
---@param inventory any player inventory
|
||||
---@param partName any
|
||||
---@return any equipped_prosthesis clothing item equipped prosthesis
|
||||
function GenerateEquippedProsthesis(prosthesisItem, inventory, partName)
|
||||
-- TODO Durability should be decided from the clothing item xml. Same thing for disassembling stuff
|
||||
-- TODO some stuff should be defined by the limb, like -10 if forearm in speed
|
||||
-- when we equip a prosthesis, we're gonna pass these parameters to the newly generated clothing item
|
||||
-- when we unequip it, we regen the normal item with the parameters from the clothing item
|
||||
|
||||
local prosthesisName = prosthesisItem:getFullType()
|
||||
local itemModData = prosthesisItem:getModData()
|
||||
|
||||
local durabilityBase = 0
|
||||
local speedBase = 0
|
||||
|
||||
local durabilityTop = 0
|
||||
local speedTop = 0
|
||||
|
||||
|
||||
-- Check the item mod data if the values are different than the default values
|
||||
|
||||
if itemModData.TOC ~= nil then
|
||||
durabilityBase = itemModData.baseDurability
|
||||
durabilityTop = itemModData.topDurability
|
||||
-- else
|
||||
-- durability_base, speed_base = GetProsthesisStats(base_table, prosthesis_name)
|
||||
-- durability_top, speed_top = GetProsthesisStats(top_table, prosthesis_name)
|
||||
end
|
||||
|
||||
local baseName = prosthesisItem:getType()
|
||||
local equippedProsthesisName = TocFindCorrectClothingProsthesis(baseName, partName)
|
||||
|
||||
|
||||
local equippedProsthesis = inventory:AddItem(equippedProsthesisName)
|
||||
equippedProsthesis:setCondition(prosthesisItem:getCondition())
|
||||
|
||||
equippedProsthesis:getModData().TOC = {
|
||||
baseDurability = durabilityBase,
|
||||
topDurability = durabilityTop,
|
||||
}
|
||||
|
||||
return equippedProsthesis
|
||||
|
||||
end
|
||||
|
||||
|
||||
----------------------------------------------------------
|
||||
-- Recipe functions
|
||||
|
||||
ProsthesisRecipes = {}
|
||||
|
||||
-- Parts should have a default condition max set at creation
|
||||
-- When we create a prosthesis, we carry the condition from the parts
|
||||
-- If we disassemble the prosthesis, the condition will be carried back to the parts
|
||||
-- Speed stat should be managed in another way, so change it
|
||||
|
||||
|
||||
local function GetProsthesisPartName(arrayStats, prosthesisName)
|
||||
for name, _ in pairs(arrayStats) do
|
||||
if string.find(prosthesisName, name) then
|
||||
return name
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Creates the Normal Prosthesis Item
|
||||
function ProsthesisRecipes.OnCreateProsthesis(items, result, player, selectedItem)
|
||||
-- TODO We need a screwdriver to craft it? Some screws maybe
|
||||
|
||||
|
||||
-- Set mod data for item with durability and all that crap
|
||||
|
||||
-- Get condition from the items
|
||||
print("TOC: setting stats for prosthesis item")
|
||||
local condition = 0
|
||||
for i=1,items:size() do
|
||||
local item = items:get(i-1)
|
||||
condition = condition + item:getCondition()
|
||||
end
|
||||
|
||||
result:setCondition(condition) -- Should be the sum?
|
||||
|
||||
result:getModData().TOC = {
|
||||
baseDurability = 100,
|
||||
topDurability = 100, -- Stores it here too so we can re-reference it for later
|
||||
}
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- Reassign the correct condition to each item
|
||||
function ProsthesisRecipes.OnDisassembleProsthesis(item, resultItems, player, selectedItem)
|
||||
|
||||
-- Check durability of original item
|
||||
local itemModData = item.getModData().TOC
|
||||
|
||||
local durabilityTop = itemModData.top.durability
|
||||
local durabilityBase = itemModData.base.durability
|
||||
|
||||
-- TODO do we actually need to store speed again?
|
||||
local speedTop = itemModData.top.speed
|
||||
local speedBase = itemModData.base.speed
|
||||
|
||||
|
||||
-- Check name of the item
|
||||
local prosthesisItemName = item:getFullType()
|
||||
|
||||
local baseName = GetProsthesisPartName(baseTable, prosthesisItemName)
|
||||
local topName = GetProsthesisPartName(topTable, prosthesisItemName)
|
||||
|
||||
print("TOC: " .. baseName .. " and " .. topName)
|
||||
|
||||
local playerInv = player:getInventory()
|
||||
|
||||
local partBase = playerInv:AddItem("TOC.ProstPart" .. baseName)
|
||||
partBase:setCondition(durabilityBase)
|
||||
|
||||
|
||||
|
||||
local partTop = playerInv:AddItem("TOC.ProstPart" .. topName)
|
||||
partTop:setCondition(durabilityTop)
|
||||
|
||||
|
||||
-- TODO Add Screws from the item back with a chance of them breaking
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
function ProsthesisRecipes.OnCreateProsthesisPartItem(items, result, player, selectedItem)
|
||||
-- TODO Assign condition here from the table
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,273 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
------------- SERVER COMMANDS ------------
|
||||
|
||||
local ServerCommands = {}
|
||||
|
||||
ServerCommands.ResponseCanAct = function(arg)
|
||||
|
||||
|
||||
print("TOC: ResponseCanAct")
|
||||
local ui = GetConfirmUIMP()
|
||||
ui.responseReceive = true
|
||||
ui.responseAction = arg["toSend"][2]
|
||||
ui.responsePartName = arg["toSend"][1]
|
||||
ui.responseCan = arg["toSend"][3]
|
||||
ui.responseUserName = getPlayerByOnlineID(arg["From"]):getUsername()
|
||||
ui.responseActionIsBitten = getPlayerByOnlineID(arg["From"]):getBodyDamage():getBodyPart(TOC_Common.GetBodyPartFromPartName(ui
|
||||
.responsePartName)):bitten()
|
||||
end
|
||||
|
||||
|
||||
|
||||
ServerCommands.CanCutLimb = function(arg)
|
||||
local partName = arg["toSend"]
|
||||
|
||||
arg["To"] = arg["From"]
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["command"] = "ResponseCanAct"
|
||||
arg["toSend"] = { partName, "Cut", TOC_Common.CheckIfCanBeCut(partName) }
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
ServerCommands.CutLimb = function(arg)
|
||||
local data = arg["toSend"]
|
||||
|
||||
local partName = data[1]
|
||||
local surgeonFactor = data[2]
|
||||
local bandageTable = data[3]
|
||||
local painkillerTable = data[4]
|
||||
|
||||
|
||||
TOC.CutLimb(partName, surgeonFactor, bandageTable, painkillerTable)
|
||||
end
|
||||
|
||||
|
||||
ServerCommands.CanOperateLimb = function(arg)
|
||||
local partName = arg["toSend"]
|
||||
|
||||
arg["To"] = arg["From"]
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["command"] = "ResponseCanAct"
|
||||
arg["toSend"] = { partName, "Operate", TOC_Common.CheckIfCanBeOperated(partName) }
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
ServerCommands.OperateLimb = function(arg)
|
||||
|
||||
local data = arg["toSend"]
|
||||
|
||||
local partName = data[1]
|
||||
local surgeonFactor = data[2]
|
||||
local useOven = data[3]
|
||||
|
||||
TOC.OperateLimb(partName, surgeonFactor, useOven)
|
||||
end
|
||||
|
||||
|
||||
ServerCommands.CanEquipProsthesis = function(arg)
|
||||
local partName = arg["toSend"]
|
||||
--local item = arg["toSend"][2] -- TODO Add item prosth here
|
||||
|
||||
arg["To"] = arg["From"]
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["command"] = "ResponseCanAct"
|
||||
arg["toSend"] = {partName, "Equip", TOC_Common.CheckIfProsthesisCanBeEquipped(partName) }
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
|
||||
end
|
||||
ServerCommands.EquipProsthesis = function(arg)
|
||||
|
||||
-- part_name = arg[1]
|
||||
-- prosthesis_item = arg[2]
|
||||
-- prosthesis_name = arg[3]
|
||||
|
||||
local data = arg["toSend"]
|
||||
|
||||
local partName = data[1]
|
||||
local prosthesisItem = data[2]
|
||||
|
||||
TOC.EquipProsthesis(partName, prosthesisItem, _) -- TODO Add the third param when modular prost are done
|
||||
|
||||
end
|
||||
|
||||
|
||||
ServerCommands.CanUnequipProsthesis = function(arg)
|
||||
local partName = arg["toSend"]
|
||||
arg["To"] = arg["From"]
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["command"] = "ResponseCanAct"
|
||||
arg["toSend"] = { partName, "Unequip", TOC_Common.CheckIfProsthesisCanBeUnequipped(partName)}
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
ServerCommands.UnequipProsthesis = function(arg)
|
||||
local data = arg["toSend"]
|
||||
|
||||
local patient = data[1]
|
||||
local partName = data[2]
|
||||
local equippedProsthesis = data[3]
|
||||
|
||||
TOC.UnequipProsthesis(patient, partName, equippedProsthesis)
|
||||
|
||||
end
|
||||
|
||||
|
||||
ServerCommands.CanResetEverything = function(arg)
|
||||
local partName = "RightHand" --useless
|
||||
|
||||
arg["To"] = arg["From"]
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["command"] = "ResponseCanAct"
|
||||
arg["toSend"] = { partName, "Cut", true }
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
ServerCommands.ResetEverything = function(_)
|
||||
TOC_Cheat.ResetEverything()
|
||||
end
|
||||
|
||||
|
||||
-- Used when amputating the limb of another player
|
||||
ServerCommands.AcceptDamageOtherPlayer = function(arg)
|
||||
local patient = getPlayerByOnlineID(arg[1])
|
||||
local partName = arg[2]
|
||||
TOC.DamagePlayerDuringAmputation(patient, partName)
|
||||
end
|
||||
|
||||
-- Used to propagate animation changes after amputating a foot
|
||||
ServerCommands.SetCrawlAnimation = function(args)
|
||||
|
||||
local player = getPlayerByOnlineID(args.id)
|
||||
local check = args.check
|
||||
|
||||
player:setVariable('IsCrawling', tostring(check))
|
||||
|
||||
end
|
||||
|
||||
-- Used to propagate the stop of the sound of amputation
|
||||
ServerCommands.StopAmputationSound = function(args)
|
||||
|
||||
local player = getPlayerByOnlineID(args.surgeon_id)
|
||||
player:getEmitter():stopSoundByName("Amputation_Sound")
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
local function OnServerCommand(module, command, args)
|
||||
if module == 'TOC' then
|
||||
print("TOC: On TOC Server Command " .. command)
|
||||
if ServerCommands[command] then
|
||||
print("Found command, executing it now")
|
||||
args = args or {}
|
||||
ServerCommands[command](args)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
Events.OnServerCommand.Add(OnServerCommand)
|
||||
|
||||
|
||||
---------------------------------- Global Mod Data -----------------------------
|
||||
|
||||
|
||||
local function OnReceiveGlobalModData(key, modData)
|
||||
if modData then
|
||||
ModData.remove(key)
|
||||
ModData.add(key, modData)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
Events.OnReceiveGlobalModData.Add(OnReceiveGlobalModData)
|
||||
|
||||
local function OnConnected()
|
||||
ModData.request("TOC_PLAYER_DATA")
|
||||
end
|
||||
|
||||
|
||||
Events.OnConnected.Add(OnConnected)
|
||||
|
||||
|
||||
--------------------------------------------------------
|
||||
|
||||
|
||||
function SendCutLimb(player, partName, surgeonFactor, bandageTable, painkillerTable)
|
||||
local arg = {}
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["To"] = player:getOnlineID()
|
||||
arg["command"] = "CutLimb"
|
||||
|
||||
|
||||
-- TODO Hotfix for sound, fix this later
|
||||
arg["toSend"] = {partName, surgeonFactor, bandageTable, painkillerTable}
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
|
||||
function SendOperateLimb(player, partName, surgeonFactor, useOven)
|
||||
local arg = {}
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["To"] = player:getOnlineID()
|
||||
arg["command"] = "OperateLimb"
|
||||
arg["toSend"] = { partName, surgeonFactor, useOven }
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
|
||||
function SendEquipProsthesis(player, partName, item, prosthesisBaseName)
|
||||
local arg = {}
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["To"] = player:getOnlineID()
|
||||
arg["command"] = "EquipProsthesis"
|
||||
arg["toSend"] = { partName, item, prosthesisBaseName}
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
|
||||
function SendUnequipProsthesis(player, partName, item)
|
||||
local arg = {}
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["To"] = player:getOnlineID()
|
||||
arg["command"] = "UnequipProsthesis"
|
||||
arg["toSend"] = { player, partName, item}
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
|
||||
function AskCanCutLimb(player, partName)
|
||||
GetConfirmUIMP().responseReceive = false
|
||||
local arg = {}
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["To"] = player:getOnlineID()
|
||||
arg["command"] = "CanCutLimb"
|
||||
arg["toSend"] = partName
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
|
||||
function AskCanOperateLimb(player, partName)
|
||||
GetConfirmUIMP().responseReceive = false
|
||||
local arg = {}
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["To"] = player:getOnlineID()
|
||||
arg["command"] = "CanOperateLimb"
|
||||
arg["toSend"] = partName
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
|
||||
function AskCanEquipProsthesis(player, partName)
|
||||
GetConfirmUIMP().responseReceive = false
|
||||
local arg = {}
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["To"] = player:getOnlineID()
|
||||
arg["command"] = "CanEquipProsthesis"
|
||||
arg["toSend"] = partName -- TODO to be more precise there should be prosthesis item here too to check
|
||||
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
|
||||
function AskCanUnequipProsthesis(player, partName)
|
||||
GetConfirmUIMP().responseReceive = false
|
||||
local arg = {}
|
||||
arg["From"] = getPlayer():getOnlineID()
|
||||
arg["To"] = player:getOnlineID()
|
||||
arg["command"] = "CanUnequipProsthesis"
|
||||
arg["toSend"] = partName
|
||||
|
||||
sendClientCommand("TOC", "SendServer", arg)
|
||||
end
|
||||
@@ -1,91 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
--------- TEST AND DEBUG FUNCTIONS -------
|
||||
|
||||
------ TEST FUNCTIONS, DON'T USE THESE!!! ---------------
|
||||
|
||||
-- Side functions
|
||||
local function TocGetAmputationFullTypeFromInventory(player, side, limb)
|
||||
local player_inventory = player:getInventory()
|
||||
local item_name = "TOC.Amputation_" .. TOC_Common.ConcatPartName(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 playerInventory = player:getInventory()
|
||||
for _, prost in ipairs(GetProsthesisList()) do
|
||||
local itemName = TocFindCorrectClothingProsthesis(prost, TOC_Common.ConcatPartName(side, limb))
|
||||
local foundItem = playerInventory:FindAndReturn(itemName)
|
||||
if foundItem then
|
||||
return foundItem:getFullType()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Set correct body locations for items in inventory
|
||||
function TocResetClothingItemBodyLocation(player, side, limb)
|
||||
|
||||
local playerInv = player:getInventory()
|
||||
local limbsData = player:getModData().TOC.limbs
|
||||
|
||||
local amputationItemName = TocGetAmputationFullTypeFromInventory(player, side, limb)
|
||||
local equippedProsthesisItemName = TocGetEquippedProsthesisFullTypeFromInventory(player, side, limb)
|
||||
|
||||
if amputationItemName ~= nil then
|
||||
|
||||
local amputationItem = playerInv:FindAndReturn(amputationItemName)
|
||||
if amputationItem ~= nil then
|
||||
player:removeWornItem(amputationItem)
|
||||
player:getInventory():Remove(amputationItem)
|
||||
amputationItem = playerInv:AddItem(amputationItemName)
|
||||
TOC_Visuals.SetTextureForAmputation(amputationItem, player, limbsData[TOC_Common.ConcatPartName(side, limb)].isCicatrized)
|
||||
player:setWornItem(amputationItem:getBodyLocation(), amputationItem)
|
||||
end
|
||||
amputationItem = nil -- reset it
|
||||
end
|
||||
|
||||
if equippedProsthesisItemName ~= nil then
|
||||
local prosthesisItem = playerInv:FindAndReturn(equippedProsthesisItemName)
|
||||
if prosthesisItem ~= nil then
|
||||
print("Resetting " .. prosthesisItem:getName())
|
||||
player:removeWornItem(prosthesisItem)
|
||||
player:getInventory():Remove(prosthesisItem)
|
||||
prosthesisItem = playerInv:AddItem(equippedProsthesisItemName)
|
||||
player:setWornItem(prosthesisItem:getBodyLocation(), prosthesisItem)
|
||||
|
||||
end
|
||||
prosthesisItem = nil -- reset it
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
function TocTestBodyLocations()
|
||||
|
||||
local group = BodyLocations.getGroup("Human")
|
||||
local list = getClassFieldVal(group, getClassField(group, 1))
|
||||
|
||||
for i=1, list:size() do
|
||||
|
||||
print(list:get(i -1):getId())
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
function TOCTestItem()
|
||||
local player = getPlayer()
|
||||
local player_inventory = player:getInventory()
|
||||
local item_name = "TOC.Amputation_" .. "Right" .. "_" .. "Hand"
|
||||
local found_item = player_inventory:FindAndReturn(item_name)
|
||||
|
||||
print(found_item:getID())
|
||||
print("_______________")
|
||||
found_item:setID(12334)
|
||||
print(found_item:getID())
|
||||
end
|
||||
@@ -1,256 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
------------- UPDATE EVENTS --------------
|
||||
|
||||
|
||||
require "TOC_Init"
|
||||
|
||||
local function CheckIfPlayerIsInfected(player, limbsData)
|
||||
|
||||
local bodyDamage = player:getBodyDamage()
|
||||
|
||||
-- Check for amputable limbs
|
||||
for _, v in ipairs(TOC_Common.GetAcceptableBodyPartTypes()) do
|
||||
local partName = TOC_Common.GetPartNameFromBodyPartType(v)
|
||||
local partData = limbsData[partName]
|
||||
local bodyPart = bodyDamage:getBodyPart(v)
|
||||
|
||||
|
||||
if bodyPart:bitten() and partData ~= nil then
|
||||
if partData.isCut == false then
|
||||
partData.isInfected = true
|
||||
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
-- Check for everything else
|
||||
for _, v in pairs(TOC_Common.GetOtherBodyPartTypes()) do
|
||||
if bodyDamage:getBodyPart(v):bitten() then
|
||||
limbsData.isOtherBodypartInfected = true -- Even one is enough, stop cycling if we find it
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
local function ManagePhantomPain(player, TOCModData)
|
||||
|
||||
local limbsData = TOCModData.limbs
|
||||
local limbParameters = TOC.limbParameters
|
||||
|
||||
|
||||
local body_damage = player:getBodyDamage()
|
||||
|
||||
for _, partName in pairs(TOC_Common.GetPartNames()) do
|
||||
|
||||
if limbsData[partName].isCut and limbsData[partName].isAmputationShown and ZombRand(1, 100) < 10 then
|
||||
local bodyPart = body_damage:getBodyPart(TOC_Common.GetBodyPartFromPartName(partName))
|
||||
local addedPain
|
||||
if limbsData[partName].isCauterized then addedPain = 60 else addedPain = 30 end
|
||||
bodyPart:setAdditionalPain(ZombRand(1, addedPain))
|
||||
for _, depended_v in pairs(limbParameters[partName].dependsOn) do
|
||||
if limbsData[depended_v].isCauterized then addedPain = 60 else addedPain = 30 end
|
||||
bodyPart:setAdditionalPain(ZombRand(1, addedPain))
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
local function SetHealthStatusForBodyPart(partData, partName, player)
|
||||
|
||||
|
||||
-- In case the player gets bit in a cut area, we have to heal him...
|
||||
|
||||
|
||||
|
||||
local bodyDamage = player:getBodyDamage()
|
||||
local bodyPart = bodyDamage:getBodyPart(TOC_Common.GetBodyPartFromPartName(partName))
|
||||
if not bodyPart then
|
||||
print("TOC ERROR: Can't update health of " .. partName)
|
||||
return false
|
||||
end
|
||||
|
||||
-- Check bandages
|
||||
local isBandaged = false
|
||||
local bandageLife = 0
|
||||
local bandageType = ""
|
||||
|
||||
-- TODO Bandages should have some disadvantage when not operated... Like getting drenched or something
|
||||
if bodyPart:bandaged() then
|
||||
isBandaged = true -- this is useless
|
||||
bandageLife = bodyPart:getBandageLife()
|
||||
bandageType = bodyPart:getBandageType()
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- Check for stitching
|
||||
local isStitched = false -- TODO Implement this
|
||||
|
||||
|
||||
|
||||
if partData[partName].isCut then
|
||||
--print("TOC: Check update for " .. part_name)
|
||||
-- if the player gets attacked and damaged in a cut area we have to reset it here since it doesn't make any sense
|
||||
-- this is using map 1:1, so it doesn't affect the wound caused by the amputation
|
||||
|
||||
-- TODO if the players gets damaged in a cut part and it has a prosthesis, damage the prosthesis
|
||||
|
||||
bodyPart:setBleeding(false)
|
||||
bodyPart:setDeepWounded(false)
|
||||
bodyPart:setBleedingTime(0)
|
||||
bodyPart:setDeepWoundTime(0)
|
||||
bodyPart:SetBitten(false)
|
||||
bodyPart:setScratched(false, false) -- ffs it always fucks me
|
||||
bodyPart:setCut(false)
|
||||
bodyPart:SetInfected(false)
|
||||
|
||||
bodyPart:setBiteTime(0)
|
||||
partData[partName].isInfected = false
|
||||
|
||||
-- Set max health for body part
|
||||
if partData[partName].isCicatrized and bodyPart:getHealth() > 80 then
|
||||
bodyPart:SetHealth(80)
|
||||
elseif bodyPart:getHealth() > 40 then
|
||||
bodyPart:SetHealth(40)
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
-- Cicatrization check
|
||||
if not partData[partName].isCicatrized then
|
||||
if partData[partName].cicatrizationTime < 0 then
|
||||
partData[partName].isCicatrized = true
|
||||
local playerInv = player:getInventory()
|
||||
local amputatedClothingItemName = TOC_Common.FindAmputationOrProsthesisName(partName, player, "Amputation")
|
||||
local amputatedClothingItem = playerInv:FindAndReturn(amputatedClothingItemName)
|
||||
|
||||
player:removeWornItem(amputatedClothingItem)
|
||||
TOC_Visuals.SetTextureForAmputation(amputatedClothingItem, player, true)
|
||||
player:setWornItem(amputatedClothingItem:getBodyLocation(), amputatedClothingItem)
|
||||
|
||||
if (not player:HasTrait("Brave")) and ZombRand(1, 11) > 5 then
|
||||
player:getTraits():add("Brave")
|
||||
|
||||
end
|
||||
|
||||
if (not player:HasTrait("Insensitive")) and ZombRand(1, 11) > 5 then
|
||||
player:getTraits():add("Insensitive")
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
local function UpdatePlayerHealth(player, partData)
|
||||
local bodyDamage = player:getBodyDamage()
|
||||
|
||||
if player:HasTrait("Insensitive") then bodyDamage:setPainReduction(49) end
|
||||
|
||||
for _, partName in pairs(TOC_Common.GetPartNames()) do
|
||||
if partData[partName].isCut then
|
||||
SetHealthStatusForBodyPart(partData, partName, player)
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-------------------------------------------
|
||||
|
||||
-- MAIN UPDATE FUNCTIONS
|
||||
TOC.UpdateOnTick = function()
|
||||
|
||||
local player = getPlayer()
|
||||
if player == nil then
|
||||
return
|
||||
end
|
||||
|
||||
local TOCModData = player:getModData().TOC
|
||||
|
||||
if TOCModData ~= nil then
|
||||
CheckIfPlayerIsInfected(player, TOCModData.limbs)
|
||||
UpdatePlayerHealth(player, TOCModData.limbs)
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
TOC.UpdateEveryTenMinutes = function()
|
||||
|
||||
local player = getPlayer()
|
||||
|
||||
if player == nil then
|
||||
return
|
||||
end
|
||||
|
||||
local partData = player:getModData().TOC.limbs
|
||||
|
||||
--Experience for prosthesis user
|
||||
for _, side in pairs(TOC.sideNames) do
|
||||
if partData[TOC_Common.ConcatPartName(side, "Hand")].isProsthesisEquipped or partData[TOC_Common.ConcatPartName(side, "LowerArm")].isProsthesisEquipped then
|
||||
player:getXp():AddXP(Perks[TOC_Common.ConcatPartName(side, "Hand")], 4)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
-- Updates the cicatrization time
|
||||
for _, partName in pairs(TOC_Common.GetPartNames()) do
|
||||
if partData[partName].isCut and not partData[partName].isCicatrized then
|
||||
|
||||
--Wound cleanliness contributes to cicatrization
|
||||
-- TODO we reset this stuff every time we restart the game for compat reason, this is an issue
|
||||
local amputatedLimbItem = TOC_Common.GetAmputationItemInInventory(player, partName)
|
||||
local itemDirtyness = amputatedLimbItem:getDirtyness()/100
|
||||
local itemBloodyness = amputatedLimbItem:getBloodLevel()/100
|
||||
|
||||
local modifier = SandboxVars.TOC.CicatrizationSpeedMultiplier - itemBloodyness - itemDirtyness
|
||||
|
||||
--print("TOC: Type " .. amputated_limb_item:getFullType())
|
||||
--print("TOC: Dirtyness " .. item_dirtyness)
|
||||
--print("TOC: Bloodyness " .. item_bloodyness)
|
||||
|
||||
|
||||
partData[partName].cicatrizationTime = partData[partName].cicatrizationTime - modifier
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
end
|
||||
TOC.UpdateEveryOneMinute = function()
|
||||
|
||||
local player = getPlayer()
|
||||
-- To prevent errors during loading
|
||||
if player == nil then
|
||||
return
|
||||
end
|
||||
|
||||
local TOCModData = player:getModData().TOC
|
||||
|
||||
|
||||
if SandboxVars.TOC.EnablePhantomPain then
|
||||
if TOCModData ~= nil then
|
||||
ManagePhantomPain(player, TOCModData)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
-- Updates TOC data in a global way, basically player:transmitModData but it works
|
||||
-- Sends only Limbs since the other stuff is mostly static
|
||||
if TOCModData ~= nil then
|
||||
-- FIXME Send little packets instead of the whole thing?
|
||||
-- TODO we shouldn't run this if we're in SP I guess?
|
||||
sendClientCommand(player, 'TOC', 'ChangePlayerState', { TOCModData.limbs } )
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
@@ -1,60 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
------------ VISUALS FUNCTIONS -----------
|
||||
|
||||
|
||||
if TOC_Visuals == nil then
|
||||
TOC_Visuals = {}
|
||||
end
|
||||
|
||||
|
||||
TOC_Visuals.SetTextureForAmputation = function(item, player, cicatrized)
|
||||
local humanVisual = player:getHumanVisual()
|
||||
local textureString = humanVisual:getSkinTexture()
|
||||
|
||||
local isHairy = string.find(textureString, "a$")
|
||||
-- Hairy bodies
|
||||
if isHairy then
|
||||
textureString = textureString:sub(1, -2) -- Removes b at the end to make it compatible
|
||||
end
|
||||
|
||||
|
||||
local matchedIndex = string.match(textureString, "%d$")
|
||||
|
||||
if isHairy then
|
||||
matchedIndex = matchedIndex + 5
|
||||
end
|
||||
|
||||
|
||||
if cicatrized then
|
||||
if isHairy then
|
||||
matchedIndex = matchedIndex + 5 -- to use the cicatrized texture on hairy bodies
|
||||
else
|
||||
matchedIndex = matchedIndex + 10 -- cicatrized texture only, no hairs
|
||||
end
|
||||
end
|
||||
|
||||
--print("TOC: Setting texture " .. matched_index)
|
||||
item:getVisual():setTextureChoice(tonumber(matchedIndex - 1)) -- it counts from 0, so we have to subtract 1
|
||||
|
||||
end
|
||||
|
||||
TOC_Visuals.SetBloodOnAmputation = function(player, bodyPart)
|
||||
|
||||
local bodyPartType = bodyPart:getType()
|
||||
local bloodBodyPartType
|
||||
|
||||
if bodyPartType == BodyPartType.Hand_R then
|
||||
bloodBodyPartType = BloodBodyPartType.ForeArm_R
|
||||
elseif bodyPartType == BodyPartType.Hand_L then
|
||||
bloodBodyPartType = BloodBodyPartType.ForeArm_L
|
||||
elseif bodyPartType == BodyPartType.Forearm_L or bodyPartType == BodyPartType.UpperArm_L then
|
||||
bloodBodyPartType = BloodBodyPartType.UpperArm_L
|
||||
elseif bodyPartType == BodyPartType.Forearm_R or bodyPartType == BodyPartType.UpperArm_R then
|
||||
bloodBodyPartType = BloodBodyPartType.UpperArm_R
|
||||
end
|
||||
|
||||
player:addBlood(bloodBodyPartType, false, true, false)
|
||||
player:addBlood(BloodBodyPartType.Torso_Lower, false, true, false)
|
||||
end
|
||||
@@ -1,182 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
|
||||
require "TimedActions/ISBaseTimedAction"
|
||||
|
||||
TOC_CutLimbAction = ISBaseTimedAction:derive("TOC_CutLimbAction")
|
||||
|
||||
|
||||
function TOC_CutLimbAction:isValid()
|
||||
return self.patientX == self.patient:getX() and self.patientY == self.patient:getY()
|
||||
end
|
||||
|
||||
function TOC_CutLimbAction:waitToStart()
|
||||
if self.patient == self.surgeon then
|
||||
return false
|
||||
end
|
||||
self.surgeon:faceThisObject(self.patient)
|
||||
return self.surgeon:shouldBeTurning()
|
||||
end
|
||||
|
||||
function TOC_CutLimbAction:update()
|
||||
if self.patient ~= self.surgeon then
|
||||
self.surgeon:faceThisObject(self.patient)
|
||||
end
|
||||
|
||||
-- Sound handling
|
||||
if self.soundTime < getTimestamp() then
|
||||
self.soundTime = getTimestamp()
|
||||
|
||||
if not self.character:getEmitter():isPlaying(self.sawSound) then
|
||||
--print("TOC: Running sound again")
|
||||
self.sawSound = self.character:getEmitter():playSound("Amputation_Sound")
|
||||
addSound(self.surgeon, self.surgeon:getX(), self.surgeon:getY(), self.surgeon:getZ(), 3, 3)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
end
|
||||
|
||||
function TOC_CutLimbAction:stop()
|
||||
|
||||
--print("Stopping ISCutLimb")
|
||||
|
||||
-- Handles sound
|
||||
if self.sawSound and self.sawSound ~= 0 and self.surgeon:getEmitter():isPlaying(self.sawSound) then
|
||||
self.surgeon:getEmitter():stopSound(self.sawSound)
|
||||
end
|
||||
|
||||
|
||||
-- TODO test this with more than 2 players
|
||||
-- TODO this gets bugged when player dies while amputating
|
||||
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
function TOC_CutLimbAction:start()
|
||||
-- TODO Add a check so you can't cut your arm if you don't have hands or if you only have one arm and want to cut that same arm.
|
||||
|
||||
self:setActionAnim("SawLog")
|
||||
local sawItem = TOC_Common.GetSawInInventory(self.surgeon)
|
||||
|
||||
self.soundTime = 0
|
||||
self.worldSoundTime = 0
|
||||
self.sawSound = self.surgeon:getEmitter():playSound("Amputation_Sound")
|
||||
|
||||
-- Return whatever object we've got in the inventory
|
||||
if self.surgeon:getPrimaryHandItem() then
|
||||
ISTimedActionQueue.add(ISUnequipAction:new(self.surgeon, self.surgeon:getPrimaryHandItem(), 2));
|
||||
end
|
||||
if self.surgeon:getSecondaryHandItem() and self.surgeon:getSecondaryHandItem() ~= self.surgeon:getPrimaryHandItem() then
|
||||
ISTimedActionQueue.add(ISUnequipAction:new(self.surgeon, self.surgeon:getSecondaryHandItem(), 2));
|
||||
end
|
||||
|
||||
if sawItem then
|
||||
self:setOverrideHandModels(sawItem:getStaticModel(), nil)
|
||||
|
||||
end
|
||||
|
||||
if self.patient == self.surgeon then
|
||||
TOC.DamagePlayerDuringAmputation(self.patient, self.partName)
|
||||
else
|
||||
sendClientCommand(self.surgeon, "TOC", "AskDamageOtherPlayer", {self.patient:getOnlineID(), self.partName})
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
end
|
||||
|
||||
function TOC_CutLimbAction:findArgs()
|
||||
local surgeonFactor = self.surgeon:getPerkLevel(Perks.Doctor)
|
||||
if self.surgeon:getDescriptor():getProfession() == "surgeon" then surgeonFactor = surgeonFactor + 15 end
|
||||
if self.surgeon:getDescriptor():getProfession() == "doctor" then surgeonFactor = surgeonFactor + 9 end
|
||||
if self.surgeon:getDescriptor():getProfession() == "nurse" then surgeonFactor = surgeonFactor + 4 end
|
||||
|
||||
local bandageTable = {
|
||||
useBandage = false,
|
||||
bandageType = nil,
|
||||
isBandageSterilized = nil
|
||||
}
|
||||
local painkiller_table = {}
|
||||
|
||||
|
||||
local bandage = self.surgeon:getInventory():FindAndReturn('Bandage')
|
||||
local sterilizedBandage = self.surgeon:getInventory():FindAndReturn('AlcoholBandage')
|
||||
--local ripped_sheets = self.surgeon:getInventory():FindAndReturn("...")
|
||||
|
||||
if sterilizedBandage then
|
||||
bandageTable.bandageType = sterilizedBandage:getType()
|
||||
bandageTable.isBandageSterilized = true
|
||||
bandageTable.useBandage = true
|
||||
self.surgeon:getInventory():Remove(sterilizedBandage)
|
||||
surgeonFactor = surgeonFactor + 4
|
||||
elseif bandage then
|
||||
bandageTable.bandageType = bandage:getType()
|
||||
bandageTable.isBandageSterilized = false
|
||||
bandageTable.useBandage = true
|
||||
self.surgeon:getInventory():Remove(bandage)
|
||||
surgeonFactor = surgeonFactor + 2
|
||||
else
|
||||
bandageTable.bandageType = ""
|
||||
bandageTable.useBandage = false
|
||||
bandageTable.isBandageSterilized = false
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- local painkiller = self.surgeon:getInventory():FindAndReturn('Pills');
|
||||
-- if painkiller then
|
||||
-- usePainkiller = true;
|
||||
-- painkillerCount = painkiller:getRemainingUses();
|
||||
-- end
|
||||
|
||||
return surgeonFactor, bandageTable, painkiller_table
|
||||
end
|
||||
|
||||
function TOC_CutLimbAction:perform()
|
||||
local surgeonFactor, bandageTable, painkillerTable = self:findArgs()
|
||||
|
||||
if self.patient ~= self.surgeon and isClient() then
|
||||
SendCutLimb(self.patient, self.partName, surgeonFactor, bandageTable, painkillerTable)
|
||||
sendClientCommand(self.surgeon, "TOC", "AskStopAmputationSound", {surgeonID = self.surgeon:getOnlineID()})
|
||||
else
|
||||
TOC.CutLimb(self.partName, surgeonFactor, bandageTable, painkillerTable)
|
||||
end
|
||||
|
||||
self.surgeon:getEmitter():stopSoundByName("Amputation_Sound")
|
||||
self.surgeon:getXp():AddXP(Perks.Doctor, 400)
|
||||
ISBaseTimedAction.perform(self)
|
||||
|
||||
end
|
||||
|
||||
function TOC_CutLimbAction:new(patient, surgeon, partName)
|
||||
|
||||
-- TODO align surgeon, patient not patient, surgeon
|
||||
|
||||
|
||||
local o = {}
|
||||
setmetatable(o, self)
|
||||
self.__index = self
|
||||
o.partName = partName
|
||||
o.character = surgeon -- For anim
|
||||
|
||||
o.surgeon = surgeon; -- Surgeon or player that make the operation
|
||||
o.patient = patient; -- Player to amputate
|
||||
|
||||
o.patientX = patient:getX()
|
||||
o.patientY = patient:getY()
|
||||
|
||||
o.maxTime = 1000 - (surgeon:getPerkLevel(Perks.Doctor) * 50)
|
||||
o.stopOnWalk = true
|
||||
o.stopOnRun = true
|
||||
o.ignoreHandsWounds = false
|
||||
o.fromHotbar = true
|
||||
if o.patient:isTimedActionInstant() then o.maxTime = 1 end
|
||||
return o
|
||||
end
|
||||
@@ -1,84 +0,0 @@
|
||||
require "TimedActions/ISBaseTimedAction"
|
||||
|
||||
TOC_InstallProsthesisAction = ISBaseTimedAction:derive("TOC_InstallProsthesisAction")
|
||||
|
||||
function TOC_InstallProsthesisAction:isValid()
|
||||
|
||||
-- TODO add here conditions if the action can be performed or not, so if thing is in inventory
|
||||
-- TODO 'not sure about multiplayer, maybe an overriding check?
|
||||
return true
|
||||
end
|
||||
|
||||
function TOC_InstallProsthesisAction:update()
|
||||
self.item:setJobDelta(self:getJobDelta())
|
||||
end
|
||||
|
||||
function TOC_InstallProsthesisAction:start()
|
||||
self.item:setJobType("Install prosthesis")
|
||||
self.item:setJobDelta(0.0)
|
||||
|
||||
self:setActionAnim("WearClothing")
|
||||
self:setAnimVariable("WearClothingLocation", "Jacket")
|
||||
|
||||
end
|
||||
|
||||
function TOC_InstallProsthesisAction:stop()
|
||||
ISBaseTimedAction.stop(self)
|
||||
self.item:setJobDelta(0.0)
|
||||
end
|
||||
|
||||
function TOC_InstallProsthesisAction:perform()
|
||||
|
||||
local prosthesisBaseName = self.item:getType()
|
||||
|
||||
self.item:setJobDelta(0.0)
|
||||
-- local toc_data = self.character:getModData().TOC
|
||||
--local partName = TocGetPartNameFromBodyPartType(self.bodyPart:getType())
|
||||
|
||||
local bodyPartType = TOC_Common.GetBodyPartFromPartName(self.partName)
|
||||
|
||||
-- Check if can be performed. This shouldn't be necessary, but just to be sure
|
||||
if bodyPartType == BodyPartType.UpperArm_L or bodyPartType == BodyPartType.UpperArm_R then
|
||||
print("Can't equip prosthesis")
|
||||
return
|
||||
end
|
||||
|
||||
|
||||
|
||||
if self.patient ~= self.surgeon and isClient() then
|
||||
|
||||
SendEquipProsthesis(self.patient, self.partName, self.item, prosthesisBaseName)
|
||||
else
|
||||
TOC.EquipProsthesis(self.partName, self.item, prosthesisBaseName)
|
||||
|
||||
end
|
||||
|
||||
|
||||
self.surgeon:getInventory():Remove(prosthesisBaseName) -- Removes the base item after we transferred everything
|
||||
|
||||
-- needed to remove from queue / start next.
|
||||
ISBaseTimedAction.perform(self)
|
||||
end
|
||||
|
||||
function TOC_InstallProsthesisAction:new(surgeon, patient, item, partName)
|
||||
|
||||
local o = ISBaseTimedAction.new(self, patient)
|
||||
|
||||
o.character = surgeon -- For animation, since self.startAnim or whatever relies on this
|
||||
o.surgeon = surgeon
|
||||
o.patient = patient
|
||||
|
||||
o.item = item
|
||||
|
||||
o.partName = partName
|
||||
|
||||
--o.bodyPart = bodyPart
|
||||
o.maxTime = 100
|
||||
o.stopOnWalk = true
|
||||
o.stopOnRun = true
|
||||
o.cloth = nil
|
||||
o.ignoreHandsWounds = false
|
||||
o.fromHotbar = true -- just to disable hotbar:update() during the wearing
|
||||
if o.character:isTimedActionInstant() then o.maxTime = 1 end
|
||||
return o
|
||||
end
|
||||
@@ -1,101 +0,0 @@
|
||||
require "TimedActions/ISBaseTimedAction"
|
||||
|
||||
TOC_OperateLimbAction = ISBaseTimedAction:derive("TOC_OperateLimbAction")
|
||||
|
||||
function TOC_OperateLimbAction:isValid()
|
||||
return self.patientX == self.patient:getX() and self.patientY == self.patient:getY()
|
||||
end
|
||||
|
||||
function TOC_OperateLimbAction:waitToStart()
|
||||
if self.patient == self.surgeon then
|
||||
return false
|
||||
end
|
||||
self.surgeon:faceThisObject(self.patient)
|
||||
return self.surgeon:shouldBeTurning()
|
||||
end
|
||||
|
||||
function TOC_OperateLimbAction:update()
|
||||
if self.patient ~= self.surgeon then
|
||||
self.surgeon:faceThisObject(self.patient)
|
||||
end
|
||||
end
|
||||
|
||||
function TOC_OperateLimbAction:start()
|
||||
self:setActionAnim("MedicalCheck")
|
||||
if self.useOven then
|
||||
self.sound = self.patient:getEmitter():playSound("Burn_sound")
|
||||
self:forceComplete()
|
||||
end
|
||||
end
|
||||
|
||||
function TOC_OperateLimbAction:findArgs()
|
||||
local surgeonFactor = self.surgeon:getPerkLevel(Perks.Doctor)
|
||||
|
||||
if self.useOven then
|
||||
surgeonFactor = surgeonFactor + 100
|
||||
else
|
||||
if self.kit then
|
||||
local weight = math.floor(self.kit:getWeight() * 10 + 0.5)
|
||||
if weight == 1 then
|
||||
surgeonFactor = surgeonFactor + 2
|
||||
elseif weight == surgeonFactor then
|
||||
surgeonFactor = surgeonFactor + 4
|
||||
elseif weight == 3 then
|
||||
surgeonFactor = surgeonFactor + 6
|
||||
end
|
||||
end
|
||||
|
||||
if self.surgeon:getDescriptor():getProfession() == "surgeon" then surgeonFactor = surgeonFactor + 10 end
|
||||
if self.surgeon:getDescriptor():getProfession() == "doctor" then surgeonFactor = surgeonFactor + 5 end
|
||||
if self.surgeon:getDescriptor():getProfession() == "nurse" then surgeonFactor = surgeonFactor + 2 end
|
||||
end
|
||||
|
||||
return surgeonFactor, self.useOven;
|
||||
end
|
||||
|
||||
function TOC_OperateLimbAction:perform()
|
||||
local surgeonFactor, useOven = self:findArgs()
|
||||
|
||||
if self.patient ~= self.surgeon and isClient() then
|
||||
SendOperateLimb(self.patient, self.partName, surgeonFactor, useOven)
|
||||
else
|
||||
TOC.OperateLimb(self.partName, surgeonFactor, useOven)
|
||||
end
|
||||
self.surgeon:getXp():AddXP(Perks.Doctor, 400)
|
||||
|
||||
if self.kit and not useOven then
|
||||
self.surgeon:getInventory():Remove(self.kit)
|
||||
end
|
||||
|
||||
ISBaseTimedAction.perform(self)
|
||||
end
|
||||
|
||||
function TOC_OperateLimbAction:new(patient, surgeon, kit, partName, useOven)
|
||||
local o = ISBaseTimedAction.new(self, patient)
|
||||
o.partName = partName
|
||||
o.patient = patient
|
||||
o.character = surgeon -- For anim
|
||||
o.patientX = patient:getX()
|
||||
o.patientY = patient:getY()
|
||||
o.surgeon = surgeon
|
||||
o.kit = kit
|
||||
|
||||
o.useOven = useOven
|
||||
|
||||
|
||||
--o.useOven = useOven;
|
||||
if useOven then
|
||||
o.maxTime = 30
|
||||
else
|
||||
o.maxTime = 200 - (surgeon:getPerkLevel(Perks.Doctor) * 10)
|
||||
end
|
||||
o.stopOnWalk = true
|
||||
o.stopOnRun = true
|
||||
o.ignoreHandsWounds = false
|
||||
o.fromHotbar = true
|
||||
if o.patient:isTimedActionInstant() then
|
||||
o.maxTime = 1
|
||||
end
|
||||
|
||||
return o
|
||||
end
|
||||
@@ -1,87 +0,0 @@
|
||||
require "TimedActions/ISBaseTimedAction"
|
||||
|
||||
TOC_UninstallProsthesisAction = ISBaseTimedAction:derive("TOC_UninstallProsthesisAction")
|
||||
|
||||
function TOC_UninstallProsthesisAction:isValid()
|
||||
|
||||
if self.item ~= nil and self.isProsthesisEquipped then
|
||||
return true
|
||||
else
|
||||
return false
|
||||
end
|
||||
end
|
||||
|
||||
function TOC_UninstallProsthesisAction:update()
|
||||
self.item:setJobDelta(self:getJobDelta())
|
||||
end
|
||||
|
||||
function TOC_UninstallProsthesisAction:start()
|
||||
self.item:setJobType("Uninstall prothesis")
|
||||
self.item:setJobDelta(0.0);
|
||||
self:setActionAnim("WearClothing");
|
||||
if self.item:IsClothing() then
|
||||
self:setAnimVariable("WearClothingLocation", "Jacket")
|
||||
elseif self.item:IsInventoryContainer() and self.item:canBeEquipped() ~= "" then
|
||||
self:setAnimVariable("WearClothingLocation", "Jacket")
|
||||
end
|
||||
|
||||
self.character:setPrimaryHandItem(nil)
|
||||
self.character:setSecondaryHandItem(self.item)
|
||||
end
|
||||
|
||||
function TOC_UninstallProsthesisAction:stop()
|
||||
ISBaseTimedAction.stop(self);
|
||||
self.item:setJobDelta(0.0);
|
||||
end
|
||||
|
||||
function TOC_UninstallProsthesisAction:perform()
|
||||
|
||||
self.item:getContainer():setDrawDirty(true)
|
||||
self.item:setJobDelta(0.0)
|
||||
|
||||
if instanceof(self.item, "InventoryContainer") and self.item:canBeEquipped() ~= "" then
|
||||
self.character:removeFromHands(self.item)
|
||||
self.character:setWornItem(self.item:canBeEquipped(), self.item)
|
||||
getPlayerInventory(self.character:getPlayerNum()):refreshBackpacks()
|
||||
elseif self.item:getCategory() == "Clothing" then
|
||||
if self.item:getBodyLocation() ~= "" then
|
||||
self.character:setWornItem(self.item:getBodyLocation(), self.item)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
if self.patient ~= self.surgeon and isClient() then
|
||||
|
||||
SendUnequipProsthesis(self.patient, self.partName, self.item)
|
||||
else
|
||||
TOC.OperateLimb(self.patient, self.partName, self.item)
|
||||
end
|
||||
|
||||
ISBaseTimedAction.perform(self)
|
||||
end
|
||||
|
||||
function TOC_UninstallProsthesisAction:new(surgeon, patient, partName)
|
||||
local o = ISBaseTimedAction.new(self, surgeon)
|
||||
|
||||
local limbsData = patient:getModData().TOC.limbs
|
||||
|
||||
o.item = TOC_Common.FindItemInProstBodyLocation(partName, patient)
|
||||
o.character = surgeon -- For animation purposes
|
||||
|
||||
o.patient = patient
|
||||
o.surgeon = surgeon
|
||||
|
||||
o.partName = partName
|
||||
|
||||
|
||||
o.isProsthesisEquipped = limbsData[partName].isProsthesisEquipped
|
||||
|
||||
|
||||
o.maxTime = 100;
|
||||
o.stopOnWalk = true
|
||||
o.stopOnRun = true
|
||||
o.ignoreHandsWounds = false
|
||||
o.fromHotbar = true -- just to disable hotbar:update() during the wearing
|
||||
if o.character:isTimedActionInstant() then o.maxTime = 1 end
|
||||
return o
|
||||
end
|
||||
@@ -1,67 +0,0 @@
|
||||
require 'Items/ProceduralDistributions'
|
||||
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, "TOC.SurgeonMag1")
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, 10)
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, "TOC.SurgeonMag1")
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, 10)
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, "TOC.SurgeonMag1")
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, 10)
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, "TOC.SurgeonMag1")
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, 10)
|
||||
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, "TOC.SurgeonMag2")
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, 10)
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, "TOC.SurgeonMag2")
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, 10)
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, "TOC.SurgeonMag2")
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, 10)
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, "TOC.SurgeonMag2")
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, 10)
|
||||
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, "TOC.SurgeonMag3")
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, 10)
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, "TOC.SurgeonMag3")
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, 10)
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, "TOC.SurgeonMag3")
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, 10)
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, "TOC.SurgeonMag3")
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, 10)
|
||||
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, "TOC.ProthesisMag1")
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, 5)
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, "TOC.ProthesisMag1")
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, 5)
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, "TOC.ProthesisMag1")
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, 5)
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, "TOC.ProthesisMag1")
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, 5)
|
||||
table.insert(ProceduralDistributions.list.StoreShelfMechanics.items, "TOC.ProthesisMag1")
|
||||
table.insert(ProceduralDistributions.list.StoreShelfMechanics.items, 5)
|
||||
table.insert(ProceduralDistributions.list.MechanicShelfTools.items, "TOC.ProthesisMag1")
|
||||
table.insert(ProceduralDistributions.list.MechanicShelfTools.items, 5)
|
||||
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, "TOC.ProthesisMag2")
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, 5)
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, "TOC.ProthesisMag2")
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, 5)
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, "TOC.ProthesisMag2")
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, 5)
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, "TOC.ProthesisMag2")
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, 5)
|
||||
table.insert(ProceduralDistributions.list.StoreShelfMechanics.items, "TOC.ProthesisMag2")
|
||||
table.insert(ProceduralDistributions.list.StoreShelfMechanics.items, 5)
|
||||
table.insert(ProceduralDistributions.list.MechanicShelfTools.items, "TOC.ProthesisMag2")
|
||||
table.insert(ProceduralDistributions.list.MechanicShelfTools.items, 5)
|
||||
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, "TOC.ProthesisMag3")
|
||||
table.insert(ProceduralDistributions.list.MedicalClinicTools.items, 5)
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, "TOC.ProthesisMag3")
|
||||
table.insert(ProceduralDistributions.list.MedicalStorageTools.items, 5)
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, "TOC.ProthesisMag3")
|
||||
table.insert(ProceduralDistributions.list.ArmyStorageMedical.items, 5)
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, "TOC.ProthesisMag3")
|
||||
table.insert(ProceduralDistributions.list.SafehouseMedical.items, 5)
|
||||
table.insert(ProceduralDistributions.list.StoreShelfMechanics.items, "TOC.ProthesisMag3")
|
||||
table.insert(ProceduralDistributions.list.StoreShelfMechanics.items, 5)
|
||||
table.insert(ProceduralDistributions.list.MechanicShelfTools.items, "TOC.ProthesisMag3")
|
||||
table.insert(ProceduralDistributions.list.MechanicShelfTools.items, 5)
|
||||
@@ -1,79 +0,0 @@
|
||||
------------------------------------------
|
||||
-------------- THE ONLY CURE -------------
|
||||
------------------------------------------
|
||||
------------- CLIENT COMMANDS ------------
|
||||
|
||||
local ClientCommands = {}
|
||||
|
||||
|
||||
-- Main handler of base functions for TOC, based on the original work for TOC
|
||||
ClientCommands.SendServer = function(_, arg)
|
||||
local otherPlayer = getPlayerByOnlineID(arg["To"])
|
||||
sendServerCommand(otherPlayer, "TOC", arg["command"], arg)
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- Cutting Limbs
|
||||
ClientCommands.AskDamageOtherPlayer = function(_, arg)
|
||||
|
||||
local patient = getPlayerByOnlineID(arg[1])
|
||||
local patient_id = arg[1]
|
||||
local partName = arg[2]
|
||||
|
||||
sendServerCommand(patient, "TOC", "AcceptDamageOtherPlayer", {patient_id, partName})
|
||||
|
||||
end
|
||||
|
||||
ClientCommands.AskStopAmputationSound = function(_, args)
|
||||
|
||||
print("TOC: We're in AskStopAmputationSound")
|
||||
sendServerCommand("TOC", "StopAmputationSound", {surgeon_id = args.surgeonID})
|
||||
|
||||
|
||||
end
|
||||
|
||||
-- Animations
|
||||
ClientCommands.NotifyNewCrawlAnimation = function(_, args)
|
||||
|
||||
sendServerCommand("TOC", "SetCrawlAnimation", {id = args.id, check = args.check})
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
|
||||
-- Cheats
|
||||
ClientCommands.AskToResetEverything = function(_, arg)
|
||||
local clickedPlayer = getPlayerByOnlineID(arg[1])
|
||||
sendServerCommand(clickedPlayer, "TOC", "ResetEverything", {})
|
||||
end
|
||||
|
||||
|
||||
-- Global Mod Data data handler
|
||||
ClientCommands.ChangePlayerState = function(playerObj, args)
|
||||
ModData.get("TOC_PLAYER_DATA")[playerObj:getUsername()] = args
|
||||
ModData.transmit("TOC_PLAYER_DATA")
|
||||
end
|
||||
|
||||
|
||||
------ Global Mod Data -----------
|
||||
|
||||
local function OnInitGlobalModData()
|
||||
ModData.getOrCreate("TOC_PLAYER_DATA")
|
||||
end
|
||||
|
||||
Events.OnInitGlobalModData.Add(OnInitGlobalModData)
|
||||
|
||||
|
||||
------------------------------------------------------
|
||||
|
||||
local function OnClientCommand(module, command, playerObj, args)
|
||||
if module == 'TOC' and ClientCommands[command] then
|
||||
ClientCommands[command](playerObj, args)
|
||||
end
|
||||
end
|
||||
|
||||
Events.OnClientCommand.Add(OnClientCommand)
|
||||
|
||||
|
||||
@@ -1,26 +0,0 @@
|
||||
local function AddBodyLocationBefore(new_location, move_to_location)
|
||||
local group = BodyLocations.getGroup("Human")
|
||||
local list = getClassFieldVal(group, getClassField(group, 1))
|
||||
group:getOrCreateLocation(new_location)
|
||||
local new_item = list:get(list:size()-1)
|
||||
print("TOC: Created new body location" .. new_item:getId())
|
||||
list:remove(new_item) -- We can't use the Index, it works if we pass the item though!
|
||||
local i = group:indexOf(move_to_location)
|
||||
list:add(i, new_item)
|
||||
end
|
||||
|
||||
|
||||
AddBodyLocationBefore("TOC_ArmRight", "Shoes")
|
||||
AddBodyLocationBefore("TOC_ArmLeft", "Shoes")
|
||||
|
||||
|
||||
|
||||
AddBodyLocationBefore("TOC_ArmRightProsthesis", "Shoes")
|
||||
AddBodyLocationBefore("TOC_ArmLeftProsthesis", "Shoes")
|
||||
|
||||
AddBodyLocationBefore("TOC_LegRight", "FannyPackFront")
|
||||
AddBodyLocationBefore("TOC_LegLeft", "FannyPackFront")
|
||||
|
||||
|
||||
AddBodyLocationBefore("TOC_LegRightProsthesis", "FannyPackFront")
|
||||
AddBodyLocationBefore("TOC_LegLeftProsthesis", "FannyPackFront")
|
||||
@@ -1,28 +0,0 @@
|
||||
|
||||
local function AddProfession()
|
||||
local surgeon = ProfessionFactory.addProfession(
|
||||
'surgeon',
|
||||
getText("UI_prof_surgeon"),
|
||||
"profession_surgeon",
|
||||
-6,
|
||||
getText("UI_profdesc_surgeon")
|
||||
);
|
||||
surgeon:addXPBoost(Perks.Doctor, 4)
|
||||
surgeon:addXPBoost(Perks.SmallBlade, 3)
|
||||
|
||||
-- TODO Fix this, it doesn't make any sense
|
||||
surgeon:getFreeRecipes():add("Make metal hand")
|
||||
surgeon:getFreeRecipes():add("Make metal hook")
|
||||
surgeon:getFreeRecipes():add("Make wooden hook")
|
||||
surgeon:getFreeRecipes():add("Combine real surgeon kit")
|
||||
surgeon:getFreeRecipes():add("Combine surgeon kit")
|
||||
surgeon:getFreeRecipes():add("Combine improvised surgeon kit")
|
||||
|
||||
local profList = ProfessionFactory.getProfessions()
|
||||
for i=1,profList:size() do
|
||||
local prof = profList:get(i-1)
|
||||
BaseGameCharacterDetails.SetProfessionDescription(prof)
|
||||
end
|
||||
end
|
||||
|
||||
Events.OnGameBoot.Add(AddProfession)
|
||||
@@ -1,8 +0,0 @@
|
||||
ContextMenu_EN = {
|
||||
|
||||
ContextMenu_Cut_Arm = "Cut arm",
|
||||
ContextMenu_Operate_Arm = "Operate arm",
|
||||
|
||||
ContextMenu_TourniquetRightSwitch = "Tourniquet on Right Arm",
|
||||
ContextMenu_TourniquetLeftSwitch = "Tourniquet on Left Arm",
|
||||
}
|
||||
@@ -1,10 +0,0 @@
|
||||
IGUI_EN = {
|
||||
IGUI_ItemCat_Prosthesis = "Prosthesis",
|
||||
IGUI_ItemCat_Amputation = "Amputation"
|
||||
IGUI_ItemCat_Surgeon_kit = "Surgeon kit",
|
||||
IGUI_perks_Right_Hand = "Right hand",
|
||||
IGUI_perks_Left_Hand = "Left hand",
|
||||
IGUI_perks_Prosthesis = "Prosthesis skills",
|
||||
|
||||
IGUI_TOC_RollUpSleeveForAmputatedLimbs = "Roll up sleeves for amputated limbs"
|
||||
}
|
||||
@@ -1,38 +0,0 @@
|
||||
DisplayName_EN = {
|
||||
|
||||
ItemName_TOC.Amputation_Right_Hand = "Amputated Right Hand",
|
||||
ItemName_TOC.Amputation_Right_LowerArm = "Amputated Right Forearm",
|
||||
ItemName_TOC.Amputation_Right_UpperArm = "Amputated Entire Right Arm",
|
||||
ItemName_TOC.Amputation_Left_Hand = "Amputated Left Hand",
|
||||
ItemName_TOC.Amputation_Left_LowerArm = "Amputated Left Forearm",
|
||||
ItemName_TOC.Amputation_Left_UpperArm = "Amputated Entire Left Arm",
|
||||
|
||||
ItemName_TOC.Improvised_surgeon_kit = "Improvised surgeon kit",
|
||||
ItemName_TOC.Surgeon_kit = "Surgeon kit",
|
||||
ItemName_TOC.Real_surgeon_kit = "Real surgeon kit",
|
||||
|
||||
ItemName_TOC.Prost_Right_Hand_WoodenHook = "Right Hand - Wooden Hook",
|
||||
ItemName_TOC.Prost_Left_Hand_WoodenHook = "Left Hand - Wooden Hook",
|
||||
ItemName_TOC.Prost_Right_LowerArm_WoodenHook = "Right Forearm - Wooden Hook",
|
||||
ItemName_TOC.Prost_Left_LowerArm_WoodenHook = "Left Forearm - Wooden Hook",
|
||||
ItemName_TOC.Prost_Right_Hand_MetalHook = "Right Hand - Metal Hook",
|
||||
ItemName_TOC.Prost_Left_Hand_MetalHook = "Left Hand - Metal Hook",
|
||||
ItemName_TOC.Prost_Right_LowerArm_MetalHook = "Right Forearm - Metal Hook",
|
||||
ItemName_TOC.Prost_Left_LowerArm_MetalHook = "Left Forearm - Metal Hook",
|
||||
ItemName_TOC.Prost_Right_Hand_MetalHand = "Right Hand - Metal Hand",
|
||||
ItemName_TOC.Prost_Left_Hand_MetalHand = "Left Hand - Metal Hand",
|
||||
ItemName_TOC.Prost_Right_LowerArm_MetalHand = "Right Forearm - Metal Hand",
|
||||
ItemName_TOC.Prost_Left_LowerArm_MetalHand = "Left Forearm - Metal Hand",
|
||||
|
||||
ItemName_TOC.WoodenHook = "Wooden Hook",
|
||||
ItemName_TOC.MetalHook = "Metal Hook",
|
||||
ItemName_TOC.MetalHand = "Metal Hand",
|
||||
ItemName_TOC.ProstheticKnife = "Prosthetic Knife",
|
||||
|
||||
ItemName_TOC.SurgeonMag1 = "Surgeon magazine for dummies",
|
||||
ItemName_TOC.SurgeonMag2 = "Surgeon magazine for students",
|
||||
ItemName_TOC.SurgeonMag3 = "Surgeon magazine for experts",
|
||||
ItemName_TOC.ProthesisMag1 = "Prothesis magazine for dummies",
|
||||
ItemName_TOC.ProthesisMag2 = "Prothesis magazine for experienced",
|
||||
ItemName_TOC.ProthesisMag3 = "Prothesis magazine for experts",
|
||||
}
|
||||
@@ -1,14 +0,0 @@
|
||||
Sandbox_EN = {
|
||||
Sandbox_TOC = "The Only Cure",
|
||||
|
||||
Sandbox_TOC_EnablePhantomPain = "Enable Phantom Pain",
|
||||
Sandbox_TOC_EnablePhantomPain_tooltip = "Every once in a while, your character will get a pain sensation where the old limb, now amputated, is supposed to be.",
|
||||
|
||||
Sandbox_TOC_CicatrizationSpeedMultiplier = "Cicatrization speed multiplier",
|
||||
Sandbox_TOC_CicatrizationSpeedMultiplier_tooltip = "Customize this to make the cicatrization process faster.",
|
||||
|
||||
Sandbox_TOC_AmputationTimeMultiplier = "Amputation Time Scaler",
|
||||
Sandbox_TOC_AmputationTimeMultiplier_tooltip = "Scales the amount of time multplying added after amputation.",
|
||||
|
||||
|
||||
}
|
||||
@@ -1,35 +0,0 @@
|
||||
Tooltip_EN = {
|
||||
Tooltip_Real_surgeon_kit = "Real surgeon kit. To be used on an amputated limb<br>Helps healing the severed limb, reducing a lot of the time necessary to cicatrize.",
|
||||
Tooltip_Surgeon_kit = "Surgeon kit. To be used on an amputated limb<br>Helps healing the severed limb, reducing some of the time necessary to cicatrize.",
|
||||
Tooltip_Improvised_surgeon_kit = "Improvised surgeon kit. To be used on an amputated limb<br>Helps healing the severed limb, reducing a little the time necessary to cicatrize.",
|
||||
|
||||
Tooltip_equip_prothesis_hand = "A prosthesis equipped to the forearm",
|
||||
Tooltip_equip_prothesis_fore = "A prosthesis equipped to the hand",
|
||||
Tooltip_prosthesic_limb = "A prosthetic limb. You'll have to wait until your limb is cicatrized before installing it.<br> It's done by having a bandage (alcohol is better) when cut, use a surgeon kit and wait.",
|
||||
|
||||
|
||||
Tooltip_ProstheticKnife = "Prost Knife test",
|
||||
|
||||
Recipe_Tooltip_AssembleProsthesis = "Make a prosthetic limb",
|
||||
Recipe_Tooltip_DisassembleProsthesis = "Disassemble a prosthetic limb",
|
||||
|
||||
|
||||
Recipe_Tooltip_Wooden_hook = "Make a prosthesic wooden hook.<br>Can be used on an amputated hand or forearm.<br>Can't be equipped if the upper arm is amputated.",
|
||||
Recipe_Tooltip_Metal_hook = "Make a prosthesic metal hook.<br>Can be used on an amputated hand or forearm.<br>Can't be equipped if the upper arm is amputated.",
|
||||
Recipe_Tooltip_Metal_hand = "Make a prosthesic metal hand.<br>Can be used on an amputated hand or forearm.<br>Can't be equipped if the upper arm is amputated.",
|
||||
|
||||
Recipe_Tooltip_Real_surgeon_kit = "Make a real surgeon kit.<br>Helps healing the severed limb, reducing a lot of the time necessary to cicatrize.",
|
||||
Recipe_Tooltip_Surgeon_kit = "Make a surgeon kit.<br>Helps healing the severed limb, reducing some of the time necessary to cicatrize.",
|
||||
Recipe_Tooltip_Improvised_surgeon_kit = "Make an improvised surgeon kit.<br>Helps healing the severed limb, reducing a little the time necessary to cicatrize."
|
||||
|
||||
Tooltip_SurgeonMag1 = "Learn how to make an improvised surgeon kit!",
|
||||
Tooltip_SurgeonMag2 = "Learn how to make a surgeon kit!",
|
||||
Tooltip_SurgeonMag3 = "Learn how to make a real surgeon kit!",
|
||||
|
||||
Tooltip_ProthesisMag1 = "Learn how to make a wooden hook!",
|
||||
Tooltip_ProthesisMag2 = "Learn how to make a metal hook!",
|
||||
Tooltip_ProthesisMag3 = "Learn how to make a metal hand!",
|
||||
|
||||
|
||||
|
||||
}
|
||||
@@ -1,42 +0,0 @@
|
||||
UI_EN = {
|
||||
UI_ContextMenu_InstallProthesis = "Install prothesis",
|
||||
UI_ContextMenu_UninstallProthesis = "Uninstall prothesis",
|
||||
UI_ContextMenu_Operate = "Operate",
|
||||
UI_ContextMenu_OperateOven = "Operate with oven",
|
||||
UI_ContextMenu_CutArm = "Cut arm",
|
||||
|
||||
UI_prof_surgeon = "Surgeon",
|
||||
UI_profdesc_surgeon = "You are a surgeon! Start with all recipe of the mod the only cure.<br>Easier to amputate and operate amputees.",
|
||||
|
||||
UI_trait_Amputee_Hand = "Left Hand Amputated",
|
||||
UI_trait_Amputee_Hand_desc = "You lost your left hand way before the apocalypse began.",
|
||||
UI_trait_Amputee_LowerArm = "Left Forearm Amputated",
|
||||
UI_trait_Amputee_LowerArm_desc = "You lost your left forearm way before the apocalypse began.",
|
||||
UI_trait_Amputee_UpperArm = "Entire left Arm Amputated",
|
||||
UI_trait_Amputee_UpperArm_desc = "You lost your entire left arm before the apocalypse, good luck.",
|
||||
UI_trait_Insensitive = "Insensitive to pain",
|
||||
UI_trait_Insensitivedesc = "Reduces maximum pain.",
|
||||
|
||||
UI_ContextMenu_Right_Hand = "Right hand",
|
||||
UI_ContextMenu_Right_LowerArm = "Right forearm",
|
||||
UI_ContextMenu_Right_UpperArm = "Right arm",
|
||||
UI_ContextMenu_Left_Hand = "Left hand",
|
||||
UI_ContextMenu_Left_LowerArm = "Left forearm",
|
||||
UI_ContextMenu_Left_UpperArm = "Left arm",
|
||||
UI_ContextMenu_Left_Foot = "Left foot",
|
||||
UI_ContextMenu_Right_Foot = "Right foot"
|
||||
|
||||
UI_ContextMenu_My = "My ",
|
||||
UI_ContextMenu_Now_cut = " is now healed!",
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
}
|
||||
|
||||
|
||||
|
||||
Reference in New Issue
Block a user