I broke everything since I'm an idiot, now it works
This commit is contained in:
@@ -1,8 +1,38 @@
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-- Makes the player drop an item if they don't have a limb or haven't equipped a prosthesis
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function TheOnlyCure.TryDropItem(player, toc_data)
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if TheOnlyCure.CheckIfCanPickUpItem(toc_data, Right, Hand, Forearm) and player:getPrimaryHandItem() ~= nil then
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if player:getPrimaryHandItem():getName() ~= "Bare Hands" then
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player:dropHandItems()
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end
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end
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if TheOnlyCure.CheckIfCanPickUpItem(toc_data, Left, Hand, Forearm) and player:getSecondaryHandItem() ~= nil then
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if player:getSecondaryHandItem():getName() ~= "Bare Hands" then
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player:dropHandItems()
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end
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end
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end
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-- Helper for DropItem
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function TheOnlyCure.CheckIfCanPickUpItem(toc_data, side, limb, secondary_limb)
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local full_primary_limb = side .. limb
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local full_secondary_limb = side .. secondary_limb
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return toc_data[full_primary_limb].is_cut and not (toc_data[full_primary_limb].has_prosthesis_equipped or toc_data[full_secondary_limb]) or
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(toc_data[full_secondary_limb].is_cut and not toc_data[full_secondary_limb].has_prosthesis_equipped)
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end
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function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
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local body_damage = player:getBodyDamage()
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for _, v in GetLimbsBodyPartTypes() do
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for _, v in ipairs(GetLimbsBodyPartTypes()) do
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local toc_bodypart = TheOnlyCure.FindBodyPartFromBodyPartType(toc_data, v)
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if body_damage:getBodyPart(v):bitten() and not toc_data[toc_bodypart].is_cut then
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@@ -11,7 +41,7 @@ function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
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end
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end
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for _, v in GetOtherBodyPartTypes() do
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for _, v in ipairs(GetOtherBodyPartTypes()) do
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if body_damage:getBodyPart(v):bitten() then
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toc_data.is_other_bodypart_infected = true -- Even one is enough, stop cycling if we find it
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player:transmitModData()
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@@ -152,10 +182,15 @@ end
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function TheOnlyCure.UpdateEveryOneMinute()
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local player = getPlayer()
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-- To prevent errors during loading
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if player == nil then
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return
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end
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local toc_data = player:getModData().TOC
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if toc_data ~= nil then
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TheOnlyCure.TryDropItem(player, toc_data)
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--TheOnlyCure.TryDropItem(player, toc_data) -- TODO this is kinda useless I think
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TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
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TheOnlyCure.UpdatePlayerHealth(player, toc_data)
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end
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@@ -165,6 +200,10 @@ end
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function TheOnlyCure.UpdateEveryTenMinutes()
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local player = getPlayer()
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if player == nil then
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return
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end
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local toc_data = player:getModData().TOC
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@@ -172,7 +211,7 @@ function TheOnlyCure.UpdateEveryTenMinutes()
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if toc_data.RightHand.has_prosthesis_equipped or toc_data.RightForearm.has_prosthesis_equipped then player:getXp():AddXP(Perks.RightHand, 4) end
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if toc_data.LeftHand.has_prosthesis_equipped or toc_data.LeftForearm.has_prosthesis_equipped then player:getXp():AddXP(Perks.LeftHand, 4) end
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-- Updates the cicatrization time
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-- Updates the cicatrization timesssss
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for _, part_name in pairs(GetBodyParts()) do
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if toc_data[part_name].is_cut and toc_data[part_name].is_cicatrized then
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toc_data[part_name].cicatrization_time = toc_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic"
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@@ -185,5 +224,5 @@ function TheOnlyCure.UpdateEveryTenMinutes()
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end
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Events.EveryTenMinutes(TheOnlyCure.UpdateEveryTenMinutes)
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Events.EveryTenMinutes.Add(TheOnlyCure.UpdateEveryTenMinutes)
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Events.EveryOneMinute.Add(TheOnlyCure.UpdateEveryOneMinute)
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@@ -2,8 +2,6 @@ if not TheOnlyCure then
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TheOnlyCure = {}
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end
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-- GLOBAL STRINGS
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Left = "Left"
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Right = "Right"
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@@ -12,104 +10,16 @@ Hand = "Hand"
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Forearm = "Forearm"
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Arm = "Arm"
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function TheOnlyCure.InitTheOnlyCure(_, player)
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local mod_data = player:getModData()
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--local toc_data = player:getModData().TOC
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if mod_data.TOC == nil then
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-- Makes the player drop an item if they don't have a limb or haven't equipped a prosthesis
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function TheOnlyCure.TryDropItem(player, toc_data)
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if TheOnlyCure.CheckIfCanPickUpItem(toc_data, Right, Hand, Forearm) and player:getPrimaryHandItem() ~= nil then
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if player:getPrimaryHandItem():getName() ~= "Bare Hands" then
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player:dropHandItems()
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end
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end
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if TheOnlyCure.CheckIfCanPickUpItem(toc_data, Left, Hand, Forearm) and player:getSecondaryHandItem() ~= nil then
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if player:getSecondaryHandItem():getName() ~= "Bare Hands" then
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player:dropHandItems()
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end
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end
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end
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-- Helper for DropItem
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function TheOnlyCure.CheckIfCanPickUpItem(toc_data, side, limb, secondary_limb)
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local full_primary_limb = side .. limb
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local full_secondary_limb = side .. secondary_limb
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return toc_data[full_primary_limb].is_cut and not (toc_data[full_primary_limb].has_prosthesis_equipped or toc_data[full_secondary_limb]) or
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(toc_data[full_secondary_limb].is_cut and not toc_data[full_secondary_limb].has_prosthesis_equipped)
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end
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----------
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-- Updates
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local function everyOneMinute()
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local player = getPlayer()
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local modData = player:getModData()
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--player:transmitModData()
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if modData.TOC ~= nil then
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dropItem(player, modData);
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CheckIfInfect(player, modData);
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UpdatePlayerHealth(player, modData);
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end
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end
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local function everyTenMinutes()
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local player = getPlayer()
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local modData = player:getModData()
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if modData.TOC ~= nil then
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local names = {"RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"}
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--Augmente l'xp si equip
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if modData.TOC.RightHand.has_prosthesis_equipped or modData.TOC.RightForearm.has_prosthesis_equipped then player:getXp():AddXP(Perks.RightHand, 4) end
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if modData.TOC.LeftHand.has_prosthesis_equipped or modData.TOC.LeftForearm.has_prosthesis_equipped then player:getXp():AddXP(Perks.LeftHand, 4) end
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--Reduit le temps de cicatri restant
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for i,name in pairs(names) do
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if modData.TOC[name].is_cut and not modData.TOC[name].is_cicatrized then
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modData.TOC[name].cicatrization_time = modData.TOC[name].cicatrization_time - 1;
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player:transmitModData()
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end
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end
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end
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end
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local function initVariable(_, player)
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local modData = player:getModData()
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if modData.TOC == nil then
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-- https://stackoverflow.com/questions/20915164/lua-loop-for-creating-variables-in-table
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mod_data.TOC = {}
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print("CREATING NEW TOC STUFF SINCE YOU JUST DIED")
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local rightHand = "RightHand"
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local rightForearm = "RightForearm"
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local rightArm = "RightArm"
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@@ -118,100 +28,96 @@ local function initVariable(_, player)
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local leftForearm = "LeftForearm"
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local leftArm = "LeftArm"
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modData.TOC = {
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mod_data.TOC = {
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RightHand = {},
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RightForearm = {},
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RightArm = {},
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LeftHand = {},
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LeftForearm = {},
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LeftArm = {}
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LeftArm = {},
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is_other_bodypart_infected = false
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}
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for k,v in pairs(GetBodyParts()) do
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modData.TOC[v].is_cut = false
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modData.TOC[v].is_infected = false
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modData.TOC[v].is_operated = false
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modData.TOC[v].is_cicatrized = false
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modData.TOC[v].is_cauterized = false
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modData.TOC[v].is_amputation_shown = false
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for _ ,v in pairs(GetBodyParts()) do
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mod_data.TOC[v].is_cut = false
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mod_data.TOC[v].is_infected = false
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mod_data.TOC[v].is_operated = false
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mod_data.TOC[v].is_cicatrized = false
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mod_data.TOC[v].is_cauterized = false
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mod_data.TOC[v].is_amputation_shown = false
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modData.TOC[v].cicatrization_time = 0
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mod_data.TOC[v].cicatrization_time = 0
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modData.TOC[v].has_prosthesis_equipped = false
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modData.TOC[v].prothesis_factor = 1.0 -- Every prothesis has the same... does this even make sense here?
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modData.TOC[v].prothesis_material_id = nil
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mod_data.TOC[v].has_prosthesis_equipped = false
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mod_data.TOC[v].prothesis_factor = 1.0 -- TODO Every prosthesis has the same... does this even make sense here?
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mod_data.TOC[v].prothesis_material_id = nil
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end
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-- Manual stuff, just a temporary fix since this is kinda awful
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modData.TOC[rightHand].depends_on = {}
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modData.TOC[rightForearm].depends_on = {rightHand}
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modData.TOC[rightArm].depends_on = { rightHand, rightForearm }
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mod_data.TOC[rightHand].depends_on = {}
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mod_data.TOC[rightForearm].depends_on = {rightHand}
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mod_data.TOC[rightArm].depends_on = { rightHand, rightForearm }
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modData.TOC[leftHand].depends_on = {}
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modData.TOC[leftForearm].depends_on = { leftHand }
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modData.TOC[leftArm].depends_on = { leftHand, leftForearm }
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mod_data.TOC[leftHand].depends_on = {}
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mod_data.TOC[leftForearm].depends_on = { leftHand }
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mod_data.TOC[leftArm].depends_on = { leftHand, leftForearm }
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-- Setup cicatrization times
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modData.TOC[rightHand].cicatrization_base_time = 1700
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modData.TOC[leftHand].cicatrization_base_time = 1700
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modData.TOC[rightForearm].cicatrization_base_time = 1800
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modData.TOC[leftForearm].cicatrization_base_time = 1800
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modData.TOC[rightArm].cicatrization_base_time = 2000
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modData.TOC[leftArm].cicatrization_base_time = 2000
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modData.TOC.is_other_bodypart_infected = false
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mod_data.TOC[rightHand].cicatrization_base_time = 1700
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mod_data.TOC[leftHand].cicatrization_base_time = 1700
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mod_data.TOC[rightForearm].cicatrization_base_time = 1800
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mod_data.TOC[leftForearm].cicatrization_base_time = 1800
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mod_data.TOC[rightArm].cicatrization_base_time = 2000
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mod_data.TOC[leftArm].cicatrization_base_time = 2000
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-- Traits setup
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if player:HasTrait("amputee1") then
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand");
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player:setWornItem(cloth:getBodyLocation(), cloth);
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modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true; modData.TOC.LeftHand.is_amputation_shown=true; modData.TOC.LeftHand.is_cicatrized=true;
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player:getInventory():AddItem("TOC.MetalHook");
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand")
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player:setWornItem(cloth:getBodyLocation(), cloth)
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mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true; mod_data.TOC.LeftHand.is_amputation_shown=true; mod_data.TOC.LeftHand.is_cicatrized=true
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player:getInventory():AddItem("TOC.MetalHook")
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end
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if player:HasTrait("amputee2") then
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noForearm");
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player:setWornItem(cloth:getBodyLocation(), cloth);
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modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true;
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modData.TOC.LeftForearm.is_cut=true; modData.TOC.LeftForearm.is_operated=true; modData.TOC.LeftForearm.is_amputation_shown=true; modData.TOC.LeftForearm.is_cicatrized=true;
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player:getInventory():AddItem("TOC.MetalHook");
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noForearm")
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player:setWornItem(cloth:getBodyLocation(), cloth)
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mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true
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mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true; mod_data.TOC.LeftForearm.is_amputation_shown=true; mod_data.TOC.LeftForearm.is_cicatrized=true
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player:getInventory():AddItem("TOC.MetalHook")
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end
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if player:HasTrait("amputee3") then
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noArm");
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player:setWornItem(cloth:getBodyLocation(), cloth);
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modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true;
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modData.TOC.LeftForearm.is_cut=true; modData.TOC.LeftForearm.is_operated=true;
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modData.TOC.LeftArm.is_cut=true; modData.TOC.LeftArm.is_operated=true; modData.TOC.LeftArm.is_amputation_shown=true; modData.TOC.LeftArm.is_cicatrized=true;
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player:getInventory():AddItem("TOC.MetalHook");
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local cloth = player:getInventory():AddItem("TOC.ArmLeft_noArm")
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player:setWornItem(cloth:getBodyLocation(), cloth)
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mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true
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mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true
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mod_data.TOC.LeftArm.is_cut=true; mod_data.TOC.LeftArm.is_operated=true; mod_data.TOC.LeftArm.is_amputation_shown=true; mod_data.TOC.LeftArm.is_cicatrized=true
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player:getInventory():AddItem("TOC.MetalHook")
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end
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player:transmitModData()
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end
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end
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local function initTOCTraits()
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local amp1 = TraitFactory.addTrait("amputee1", getText("UI_trait_Amputee1"), -8, getText("UI_trait_Amputee1desc"), false, false);
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amp1:addXPBoost(Perks.LeftHand, 4);
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local amp2 = TraitFactory.addTrait("amputee2", getText("UI_trait_Amputee2"), -10, getText("UI_trait_Amputee2desc"), false, false);
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amp2:addXPBoost(Perks.LeftHand, 4);
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local amp3 = TraitFactory.addTrait("amputee3", getText("UI_trait_Amputee3"), -20, getText("UI_trait_Amputee3desc"), false, false);
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amp3:addXPBoost(Perks.LeftHand, 4);
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TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false, false);
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TraitFactory.setMutualExclusive("amputee1", "amputee2");
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TraitFactory.setMutualExclusive("amputee1", "amputee3");
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TraitFactory.setMutualExclusive("amputee2", "amputee3");
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function TheOnlyCure.DeclareTraits()
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local amp1 = TraitFactory.addTrait("amputee1", getText("UI_trait_Amputee1"), -8, getText("UI_trait_Amputee1desc"), false, false)
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amp1:addXPBoost(Perks.LeftHand, 4)
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local amp2 = TraitFactory.addTrait("amputee2", getText("UI_trait_Amputee2"), -10, getText("UI_trait_Amputee2desc"), false, false)
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amp2:addXPBoost(Perks.LeftHand, 4)
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local amp3 = TraitFactory.addTrait("amputee3", getText("UI_trait_Amputee3"), -20, getText("UI_trait_Amputee3desc"), false, false)
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amp3:addXPBoost(Perks.LeftHand, 4)
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TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false, false)
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TraitFactory.setMutualExclusive("amputee1", "amputee2")
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TraitFactory.setMutualExclusive("amputee1", "amputee3")
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TraitFactory.setMutualExclusive("amputee2", "amputee3")
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end
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Events.OnCreatePlayer.Add(initVariable);
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Events.OnGameBoot.Add(initTOCTraits);
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Events.OnCreatePlayer.Add(TheOnlyCure.InitTheOnlyCure)
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Events.OnGameBoot.Add(TheOnlyCure.DeclareTraits)
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Reference in New Issue
Block a user