Implemented stitching + bandages after amputations
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@@ -8,4 +8,5 @@ function CommonMethods.GetSide(name)
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end
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return CommonMethods
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@@ -56,12 +56,38 @@ function AmputationHandler.ApplyDamageDuringAmputation(player, limbName)
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bodyDamagePart:setBleedingTime(ZombRand(10, 20))
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end
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function AmputationHandler.HandleBandages(prevAction, limbName, surgeonPl, patientPl, bandageItem)
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---comment
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---@param prevAction ISBaseTimedAction
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---@param limbName string
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---@param surgeonPl IsoPlayer
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---@param patientPl IsoPlayer
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---@param stitchesItem InventoryItem
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---@return ISStitch
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function AmputationHandler.PrepareStitchesAction(prevAction, limbName, surgeonPl, patientPl, stitchesItem)
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local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName]
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local bd = patientPl:getBodyDamage()
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local bodyPart = bd:getBodyPart(bptEnum)
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local stitchesAction = ISStitch:new(surgeonPl, patientPl, stitchesItem, bodyPart, true)
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ISTimedActionQueue.addAfter(prevAction, stitchesAction)
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return stitchesAction
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end
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---Setup the ISApplyBandage action that will trigger after the amputation
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---@param prevAction ISBaseTimedAction
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---@param limbName string
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---@param surgeonPl IsoPlayer
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---@param patientPl IsoPlayer
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---@param bandageItem InventoryItem
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---@return ISApplyBandage
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function AmputationHandler.PrepareBandagesAction(prevAction, limbName, surgeonPl, patientPl, bandageItem)
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local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName]
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local bd = patientPl:getBodyDamage()
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local bodyPart = bd:getBodyPart(bptEnum)
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local bandageAction = ISApplyBandage:new(surgeonPl, patientPl, bandageItem, bodyPart, true)
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ISTimedActionQueue.addAfter(prevAction, bandageAction)
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return bandageAction
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end
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--* Main methods *--
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@@ -1,7 +1,8 @@
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require "TimedActions/ISBaseTimedAction"
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local AmputationHandler = require("TOC/Handlers/AmputationHandler")
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local CommandsData = require("TOC/CommandsData")
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local StaticData = require("TOC/StaticData")
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local CommonMethods = require("TOC/CommonMethods")
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-----------------------------
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---@class CutLimbAction : ISBaseTimedAction
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@@ -9,15 +10,19 @@ local StaticData = require("TOC/StaticData")
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---@field character IsoPlayer
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---@field limbName string
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---@field item InventoryItem
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---@field stitchesItem InventoryItem?
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---@field bandageItem InventoryItem?
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local CutLimbAction = ISBaseTimedAction:derive("CutLimbAction")
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---Starts CutLimbAction
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---@param patient IsoPlayer
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---@param surgeon IsoPlayer
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---@param surgeon IsoPlayer This is gonna be self.character to have working animations
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---@param patient IsoPlayer
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---@param limbName string
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---@param item InventoryItem
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---@param item InventoryItem This is gonna be the saw, following ISBaseTimedAction
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---@param stitchesItem InventoryItem?
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---@param bandageItem InventoryItem?
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---@return CutLimbAction
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function CutLimbAction:new(surgeon, patient, limbName, item)
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function CutLimbAction:new(surgeon, patient, limbName, item, stitchesItem, bandageItem)
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local o = {}
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setmetatable(o, self)
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self.__index = self
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@@ -28,6 +33,9 @@ function CutLimbAction:new(surgeon, patient, limbName, item)
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o.limbName = limbName
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o.item = item
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o.stitchesItem = stitchesItem or nil
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o.bandageItem = bandageItem or nil
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o.stopOnWalk = true
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o.stopOnRun = true
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@@ -53,19 +61,19 @@ function CutLimbAction:start()
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sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayDamageDuringAmputation, params )
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end
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---@type ISBaseTimedAction
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local prevAction = self
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-- TODO Check bandages, if there are init a bandage process
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--AmputationHandler.HandleBandages(self, self.limbName, self.character, self.patient, )
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local bandageItem = InventoryItemFactory.CreateItem("Base.Bandage")
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self.character:getInventory():addItem(bandageItem)
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local bptEnum = StaticData.BODYLOCS_IND_BPT[self.limbName]
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local bd = self.character:getBodyDamage()
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local bodyPart = bd:getBodyPart(bptEnum)
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local bandageAction = ISApplyBandage:new(self.character, self.patient, bandageItem, bodyPart, 100)
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ISTimedActionQueue.addAfter(self, bandageAction)
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-- Handle stitching
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if self.stitchesItem then
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TOC_DEBUG.print("Stitches...")
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prevAction = AmputationHandler.PrepareStitchesAction(prevAction, self.limbName, self.character, self.patient, self.stitchesItem)
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end
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-- Handle bandages
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if self.bandageItem then
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prevAction = AmputationHandler.PrepareBandagesAction(prevAction, self.limbName, self.character, self.patient, self.bandageItem)
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end
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-- Setup cosmetic stuff
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self:setActionAnim("SawLog")
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@@ -81,6 +89,16 @@ function CutLimbAction:waitToStart()
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return self.character:shouldBeTurning()
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end
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function CutLimbAction:update()
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self.character:setMetabolicTarget(Metabolics.HeavyWork)
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-- TODO Apply it too on the patient! check if it works online
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if self.character ~= self.patient then
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self.patient:setMetabolicTarget(Metabolics.HeavyWork)
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end
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end
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function CutLimbAction:perform()
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if self.patient == self.character then
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TOC_DEBUG.print("patient and surgeon are the same, executing on the client")
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@@ -4,8 +4,10 @@ local StaticData = require("TOC/StaticData")
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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---------------------
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-- TODO Add interaction to cut and bandage!
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--* Various functions to help during these pesky checks
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---Check if the item type corresponds to a compatible saw
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---@param itemType string
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@@ -14,37 +16,96 @@ local function CheckIfSaw(itemType)
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end
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---Return a compatible bandage
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---@param player IsoPlayer
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---@return InventoryItem?
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local function GetBandageItem(player)
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local plInv = player:getInventory()
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-- TODO Add other options, like ripped sheets and such items
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local bandageItem = plInv:FindAndReturn("Base.Bandage") or plInv:FindAndReturn("Base.RippedSheets")
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return bandageItem -- TODO check this warning
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end
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---Return a suture needle or thread (only if the player has a needle too)
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---@param player IsoPlayer
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---@return InventoryItem?
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local function GetStitchesItem(player)
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-- TODO Search for thread
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local plInv = player:getInventory()
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local needleItem = plInv:FindAndReturn("Base.SutureNeedle")
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if needleItem ~= nil then return needleItem end
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-- Didn't find the suture one, so let's search for the normal one + thread
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needleItem = plInv:FindAndReturn("Base.Needle")
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if needleItem == nil then return nil end
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-- Found the normal one, searching for thread
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local threadItem = plInv:FindAndReturn("Base.Thread")
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if threadItem then return threadItem end
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end
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---Add the action to the queue
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---@param limbName string
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---@param surgeon IsoPlayer
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---@param patient IsoPlayer
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local function PerformAction(surgeon, patient, limbName, item)
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ISTimedActionQueue.add(CutLimbAction:new(surgeon, patient, limbName, item))
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---@param sawItem InventoryItem
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---@param stitchesItem InventoryItem?
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---@param bandageItem InventoryItem?
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local function PerformAction(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem)
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ISTimedActionQueue.add(CutLimbAction:new(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem))
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end
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local textAmp = getText("ContextMenu_Amputate")
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local textAmpBandage = getText("ContextMenu_Amputate_Bandage")
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local textAmpStitch = getText("ContextMenu_Amputate_Stitch")
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local textAmpStitchBandage = getText("ContextMenu_Amputate_Stitch_Bandage")
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---Adds the actions to the inventory context menu
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---@param surgeonNum number
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---@param player IsoPlayer
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---@param context ISContextMenu
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---@param item InventoryItem
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local function AddInventoryAmputationOptions(surgeonNum, context, item)
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local surgeonObj = getSpecificPlayer(surgeonNum)
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local option = context:addOption(getText("ContextMenu_Amputate"), nil)
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---@param sawItem InventoryItem
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---@param stitchesItem InventoryItem?
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---@param bandageItem InventoryItem?
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local function AddInvAmputationOptions(player, context, sawItem, stitchesItem, bandageItem)
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local text
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-- Set the correct text option
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if stitchesItem and bandageItem then
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text = textAmpStitchBandage
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elseif stitchesItem and not bandageItem then
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text = textAmpStitch
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elseif bandageItem and not stitchesItem then
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text = textAmpBandage
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else
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text = textAmp
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end
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local option = context:addOption(text, nil)
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local subMenu = context:getNew(context)
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context:addSubMenu(option, subMenu)
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for i = 1, #StaticData.LIMBS_STR do
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local limbName = StaticData.LIMBS_STR[i]
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if not ModDataHandler.GetInstance():getIsCut(limbName) then
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local limbTranslatedName = getText("ContextMenu_Limb_" .. limbName)
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subMenu:addOption(limbTranslatedName, surgeonObj, PerformAction, surgeonObj, limbName, item) -- TODO Should be patient, not surgeon
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subMenu:addOption(limbTranslatedName, player, PerformAction, player, limbName, sawItem, stitchesItem, bandageItem) -- TODO Should be patient, not surgeon
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end
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end
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end
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---Handler for OnFillInventoryObjectContextMenu
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---@param player number
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---@param playerNum number
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---@param context ISContextMenu
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---@param items table
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local function AddInventoryAmputationMenu(player, context, items)
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local function AddInventoryAmputationMenu(playerNum, context, items)
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local item
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-- We can't access the item if we don't create the loop and start ipairs.
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@@ -58,7 +119,17 @@ local function AddInventoryAmputationMenu(player, context, items)
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local itemType = item:getType()
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if CheckIfSaw(itemType) then
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AddInventoryAmputationOptions(player, context, item)
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local player = getSpecificPlayer(playerNum)
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local sawItem = item
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--AddInvAmputationOptions(player, context, sawItem)
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local stitchesItem = GetStitchesItem(player)
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local bandageItem = GetBandageItem(player)
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--if bandageItem then
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AddInvAmputationOptions(player, context, sawItem, stitchesItem, bandageItem)
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--end
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-- TODO Add stitches option and mixes
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end
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end
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