Reworked initialization logic for local client
This commit is contained in:
@@ -25,24 +25,18 @@ function DataController:new(username, isResetForced)
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self.__index = self
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o.username = username
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local key = CommandsData.GetKey(username)
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-- We don't want to request ModData if we're in SP, or if we're forcing a reset
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if isClient() and not isResetForced then
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ModData.request(key)
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o.isResetForced = isResetForced
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o.isDataReady = false
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elseif isResetForced then
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self:setup(key)
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o.isResetForced = false
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o.isDataReady = true
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end
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local key = CommandsData.GetKey(username)
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ModData.request(key)
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DataController.instances[username] = o
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return o
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end
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---Setup a new toc mod data data class
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---@param key string
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function DataController:setup(key)
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@@ -87,19 +81,34 @@ end
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---In case of desync between the table on ModData and the table here
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---@param tocData tocModDataType
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function DataController:reapplyTocData(tocData)
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function DataController:applyOnlineData(tocData)
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local key = CommandsData.GetKey(self.username)
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ModData.add(key, tocData)
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self.tocData = ModData.get(key)
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end
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---@param key string
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function DataController:loadLocalData(key)
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self.tocData = ModData.get(key)
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if self.tocData ~= nil and self.tocData ~= {} then
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TOC_DEBUG.print("Found and loaded local data")
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else
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error("Local data failed to load!")
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end
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end
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-----------------
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--* Setters *--
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---@param isDataReady boolean
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function DataController:setIsDataReady(isDataReady)
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self.isDataReady = isDataReady
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end
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---@param isResetForced boolean
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function DataController:setIsResetForced(isResetForced)
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self.isResetForced = isResetForced
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end
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---Set a generic boolean that toggles varies function of the mod
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---@param isAnyLimbCut boolean
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function DataController:setIsAnyLimbCut(isAnyLimbCut)
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@@ -320,9 +329,6 @@ function DataController:apply()
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end
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function DataController.ReceiveData(key, data)
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if not isClient() then
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TOC_DEBUG.print("SP, skipping DataController.ReceiveData")
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end
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-- During startup the game can return Bob as the player username, adding a useless ModData table
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if key == "TOC_Bob" then return end
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@@ -335,31 +341,30 @@ function DataController.ReceiveData(key, data)
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-- Get DataController instance if there was none for that user and reapply the correct ModData table as a reference
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local username = key:sub(5)
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local handler = DataController.GetInstance(username)
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-- Bit of a workaround, but in a perfect world, I'd use the server to get the data and that would be it.
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-- but Zomboid Mod Data handling is too finnicky at best to be that reliable, in case of an unwanted disconnection and what not,
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-- so for now, I'm gonna assume that the local data (for the local client) is the
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-- most recent (and correct) one instead of trying to fetch it from the server every single time
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if isClient() then
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if handler.isResetForced or data == nil or data == {} or data == false then
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TOC_DEBUG.print("Setup")
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handler:setup(key)
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handler.isResetForced = false
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elseif username == getPlayer():getUsername() then
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handler:loadLocalData(key)
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else
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TOC_DEBUG.print("Reapply")
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handler:reapplyTocData(data)
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handler:applyOnlineData(data)
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end
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else
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handler:loadLocalData(key)
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end
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-- if handler.isResetForced or handler.tocData == nil or handler.tocData.limbs == nil or handler.tocData.limbs.Hand_L == nil or handler.tocData.limbs.Hand_L.isCut == nil then
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-- TOC_DEBUG.print("tocData in DataController for " .. handler.username .. " is nil, creating it now")
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-- handler:setup(key)
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-- handler.isResetForced = false
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-- elseif table then
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-- TOC_DEBUG.print("Reapply toc data for " .. handler.username)
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-- handler:reapplyTocData(table)
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-- end
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handler.isResetForced = false -- TODO Add a setter
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handler:setIsDataReady(true)
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-- Event
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triggerEvent("OnReceivedTocData", handler.username)
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-- Transmit it to the server
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-- Transmit it back to the server
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ModData.transmit(key)
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TOC_DEBUG.print("Transmitting data after receiving it for: " .. handler.username)
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@@ -1,20 +1,26 @@
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local LocalPlayerController = require("TOC/Controllers/LocalPlayerController")
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local DataController = require("TOC/Controllers/DataController")
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local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
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local CommonMethods = require("TOC/CommonMethods")
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local StaticData = require("TOC/StaticData")
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-----------------
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--* TIMED ACTIONS *--
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-- We want to be able to modify how long actions are gonna take,
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-- depending on amputation status and kind of action. Also, when the
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-- player has not completely cicatrized their own wounds, and try to do any action with
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-- a prosthesis on, that can trigger random bleeds.
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local function CheckHandFeasibility(limbName)
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local dcInst = DataController.GetInstance()
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return not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(StaticData.LIMBS_TO_PROST_GROUP_MATCH_IND_STR[limbName])
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end
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--* Time to perform actions overrides *--
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local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
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--- Adjust time
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---@diagnostic disable-next-line: duplicate-set-field
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@@ -71,12 +77,17 @@ function ISBaseTimedAction:perform()
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end
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end
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--* Equipping items overrides *--
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--* EQUIPPING ITEMS *--
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-- Check wheter the player can equip items or not, for example dual wielding when you only have one
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-- hand (and no prosthesis) should be disabled. Same thing for some werable items, like watches.
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---@class ISEquipWeaponAction
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---@field character IsoPlayer
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local primaryHand = StaticData.PARTS_IND_STR.Hand .. "_" .. StaticData.SIDES_IND_STR.R
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local secondaryHand = StaticData.PARTS_IND_STR.Hand .. "_" .. StaticData.SIDES_IND_STR.L
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--* Equipping items overrides *--
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local og_ISEquipWeaponAction_isValid = ISEquipWeaponAction.isValid
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---Add a condition to check the feasibility of having 2 handed weapons or if both arms are cut off
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---@return boolean
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@@ -95,9 +106,6 @@ function ISEquipWeaponAction:isValid()
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return isValid
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end
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---@class ISEquipWeaponAction
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---@field character IsoPlayer
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---A recreation of the original method, but with amputations in mind
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---@param dcInst DataController
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function ISEquipWeaponAction:performWithAmputation(dcInst)
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@@ -173,7 +181,6 @@ function ISEquipWeaponAction:performWithAmputation(dcInst)
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end
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end
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local og_ISEquipWeaponAction_perform = ISEquipWeaponAction.perform
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---@diagnostic disable-next-line: duplicate-set-field
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function ISEquipWeaponAction:perform()
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@@ -188,7 +195,6 @@ function ISEquipWeaponAction:perform()
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end
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end
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function ISInventoryPaneContextMenu.doEquipOption(context, playerObj, isWeapon, items, player)
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-- check if hands if not heavy damaged
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if (not playerObj:isPrimaryHandItem(isWeapon) or (playerObj:isPrimaryHandItem(isWeapon) and playerObj:isSecondaryHandItem(isWeapon))) and not getSpecificPlayer(player):getBodyDamage():getBodyPart(BodyPartType.Hand_R):isDeepWounded() and (getSpecificPlayer(player):getBodyDamage():getBodyPart(BodyPartType.Hand_R):getFractureTime() == 0 or getSpecificPlayer(player):getBodyDamage():getBodyPart(BodyPartType.Hand_R):getSplintFactor() > 0) then
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@@ -5,15 +5,8 @@ local StaticData = require("TOC/StaticData")
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require("TOC/Events")
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-----------
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-- TODO Separate this in more classes, it's getting too big
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-- THIS SHOULD BE LOCAL ONLY! WE'RE MANAGING EVENTS AND INITIALIZATION STUFF!
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-- LIST OF STUFF THAT THIS CLASS NEEDS TO DO
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-- Keep track of cut limbs so that we don't have to loop through all of them all the time
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-- Update current player status (infection checks)
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-- handle stats increase\decrease
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-- Handle ONLY stuff for the local client
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---@class LocalPlayerController
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---@field playerObj IsoPlayer
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@@ -21,6 +14,9 @@ require("TOC/Events")
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---@field hasBeenDamaged boolean
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local LocalPlayerController = {}
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--* Initialization
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---Setup the Player Handler and modData, only for local client
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---@param isForced boolean?
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function LocalPlayerController.InitializePlayer(isForced)
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@@ -33,10 +29,6 @@ function LocalPlayerController.InitializePlayer(isForced)
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LocalPlayerController.playerObj = playerObj
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LocalPlayerController.username = username
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-- Calculate amputated limbs and highest point of amputations at startup
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--CachedDataHandler.CalculateAmputatedLimbs(username)
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--CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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--Setup the CicatrizationUpdate event and triggers it once
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Events.OnAmputatedLimb.Add(LocalPlayerController.ToggleUpdateAmputations)
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LocalPlayerController.ToggleUpdateAmputations()
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@@ -68,7 +60,9 @@ function LocalPlayerController.ManageTraits(playerObj)
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end
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end
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--* Health management *--
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----------------------------------------------------------
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--* Health *--
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---Used to heal an area that has been cut previously. There's an exception for bites, those are managed differently
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---@param bodyPart BodyPart
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@@ -96,7 +90,6 @@ function LocalPlayerController.HealArea(bodyPart)
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bodyPart:setSplint(false, 0)
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end
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---comment
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---@param bodyDamage BodyDamage
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---@param bodyPart BodyPart
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---@param limbName string
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@@ -114,7 +107,6 @@ function LocalPlayerController.HealZombieInfection(bodyDamage, bodyPart, limbNam
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dcInst:apply()
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end
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---comment
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---@param character IsoPlayer
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---@param limbName string
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function LocalPlayerController.TryRandomBleed(character, limbName)
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@@ -135,6 +127,8 @@ function LocalPlayerController.TryRandomBleed(character, limbName)
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character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleedingTime(20)
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end
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end
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-------------------------
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--* Damage handling *--
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--- Locks OnPlayerGetDamage event, to prevent it from getting spammed constantly
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@@ -291,8 +285,6 @@ function LocalPlayerController.ToggleUpdateAmputations()
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CommonMethods.SafeStartEvent("EveryHours", LocalPlayerController.UpdateAmputations)
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end
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--* Tourniquet handling
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function LocalPlayerController.HandleTourniquet()
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print("test")
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@@ -301,5 +293,4 @@ end
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Events.OnPuttingTourniquet.Add(LocalPlayerController.HandleTourniquet)
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return LocalPlayerController
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@@ -74,7 +74,7 @@ end
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--* Events *--
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Events.OnGameBoot.Add(Main.Start)
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Events.OnGameBoot.Add(Main.Start) -- TODO Does this apply after death?
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if not isClient() and not isServer() then
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Events.OnPlayerDeath.Add(Main.WipeSinglePlayerData)
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