Rewriting everything
This commit is contained in:
189
media/lua/client/TOC_Update.lua
Normal file
189
media/lua/client/TOC_Update.lua
Normal file
@@ -0,0 +1,189 @@
|
||||
function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
|
||||
|
||||
local body_damage = player:getBodyDamage()
|
||||
|
||||
for _, v in GetLimbsBodyPartTypes() do
|
||||
|
||||
local toc_bodypart = TheOnlyCure.FindBodyPartFromBodyPartType(toc_data, v)
|
||||
if body_damage:getBodyPart(v):bitten() and not toc_data[toc_bodypart].is_cut then
|
||||
toc_data[toc_bodypart].is_infected = true
|
||||
player:transmitModData()
|
||||
end
|
||||
end
|
||||
|
||||
for _, v in GetOtherBodyPartTypes() do
|
||||
if body_damage:getBodyPart(v):bitten() then
|
||||
toc_data.is_other_bodypart_infected = true -- Even one is enough, stop cycling if we find it
|
||||
player:transmitModData()
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function TheOnlyCure.UpdatePlayerHealth(player, toc_data)
|
||||
local body_damage = player:getBodyDamage()
|
||||
|
||||
|
||||
|
||||
if player:HasTrait("Insensitive") then body_damage:setPainReduction(49) end
|
||||
|
||||
for i, part_name in pairs(GetBodyParts()) do
|
||||
if toc_data[part_name].is_cut then
|
||||
TheOnlyCure.HealSpecificPart(toc_data, part_name, player)
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
player:transmitModData()
|
||||
|
||||
|
||||
end
|
||||
|
||||
--Helper function for UpdatePlayerHealth
|
||||
function TheOnlyCure.HealSpecificPart(toc_data, part_name, player)
|
||||
|
||||
|
||||
local body_damage = player:getBodyDamage()
|
||||
local body_part_type = body_damage:getBodyPart(TOC_getBodyPart(part_name))
|
||||
if not body_part_type then
|
||||
print("TOC ERROR : Can't update health of " .. part_name);
|
||||
return false
|
||||
end
|
||||
|
||||
-- Check bandages
|
||||
local is_bandaged = false
|
||||
local bandage_life = 0
|
||||
local bandage_type = ""
|
||||
|
||||
if body_part_type:bandaged() then
|
||||
is_bandaged = true -- this is useless
|
||||
bandage_life = body_part_type:getBandageLife()
|
||||
bandage_type = body_part_type:getBandageType()
|
||||
|
||||
end
|
||||
|
||||
|
||||
|
||||
-- Set max health
|
||||
if toc_data[part_name].is_cicatrized and body_part_type:getHealth() > 80 then
|
||||
body_part_type:SetHealth(80)
|
||||
elseif body_part_type:getHealth() > 40 then
|
||||
body_part_type:SetHealth(40)
|
||||
end
|
||||
|
||||
-- This is useless here. We don't need to do this every single time, only after operation
|
||||
-- if modData_part.is_cicatrized then
|
||||
-- if bodyPart:deepWounded() then bodyPart:setDeepWounded(false) end
|
||||
-- if bodyPart:bleeding() then bodyPart:setBleeding(false) end
|
||||
-- end
|
||||
|
||||
|
||||
-- Check if we can heal the infection
|
||||
if body_part_type:bitten() then
|
||||
body_part_type:SetBitten(false)
|
||||
if not toc_data[part_name].is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(toc_data, part_name) then
|
||||
body_part_type:setInfected(false)
|
||||
body_part_type:setInfectionMortalityDuration(-1)
|
||||
body_part_type:setInfectionTime(-1)
|
||||
body_part_type:setInfectionLevel(0)
|
||||
local body_part_types = body_damage:getBodyParts()
|
||||
|
||||
-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
|
||||
for i=body_part_types:size()-1, 0, -1 do
|
||||
local bodyPart = body_part_types:get(i);
|
||||
bodyPart:SetInfected(false);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if body_part_type:scratched() then body_part_type:setScratched(false, false) end
|
||||
if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
|
||||
if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
|
||||
if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end
|
||||
if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
|
||||
if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
|
||||
if body_part_type:getFractureTime()>0 then body_part_type:setFractureTime(0) end
|
||||
|
||||
-- Cicatrization check
|
||||
if toc_data[part_name].is_cut and not toc_data[part_name].is_cicatrized then
|
||||
if toc_data[part_name].cicatrization_time < 0 then
|
||||
toc_data[part_name].is_cicatrized = true
|
||||
|
||||
-- TODO make this random if the player gets it or not
|
||||
player:getTraits():add("Brave")
|
||||
player:getTraits():add("Insensitive")
|
||||
body_part_type:setBleeding(false);
|
||||
body_part_type:setDeepWounded(false)
|
||||
body_part_type:setBleedingTime(0)
|
||||
body_part_type:setDeepWoundTime(0)
|
||||
end
|
||||
end
|
||||
|
||||
-- Phantom Pain
|
||||
if toc_data[part_name].is_amputation_shown and ZombRand(1, 100) < 10 then
|
||||
local added_pain
|
||||
if toc_data[part_name].is_cauterized then added_pain = 60 else added_pain = 30 end
|
||||
body_part_type:setAdditionalPain(ZombRand(1, added_pain))
|
||||
end
|
||||
|
||||
-- Reapplies bandages after the whole ordeal
|
||||
-- TODO not sure if this still works
|
||||
body_part_type:setBandaged(true, bandage_life, false, bandage_type)
|
||||
end
|
||||
|
||||
--Helper function for UpdatePlayerHealth
|
||||
function TheOnlyCure.CheckIfOtherLimbsAreInfected(toc_data, part_name)
|
||||
|
||||
|
||||
local body_parts = GetBodyParts()
|
||||
body_parts[part_name] = nil
|
||||
|
||||
for _,v in pairs(body_parts) do
|
||||
if toc_data[v].is_infected then
|
||||
return true
|
||||
end
|
||||
end
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
-- MAIN UPDATE FUNCTIONS
|
||||
|
||||
function TheOnlyCure.UpdateEveryOneMinute()
|
||||
|
||||
local player = getPlayer()
|
||||
local toc_data = player:getModData().TOC
|
||||
|
||||
if toc_data ~= nil then
|
||||
TheOnlyCure.TryDropItem(player, toc_data)
|
||||
TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
|
||||
TheOnlyCure.UpdatePlayerHealth(player, toc_data)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
function TheOnlyCure.UpdateEveryTenMinutes()
|
||||
|
||||
local player = getPlayer()
|
||||
local toc_data = player:getModData().TOC
|
||||
|
||||
|
||||
--Experience for prosthesis
|
||||
if toc_data.RightHand.has_prosthesis_equipped or toc_data.RightForearm.has_prosthesis_equipped then player:getXp():AddXP(Perks.RightHand, 4) end
|
||||
if toc_data.LeftHand.has_prosthesis_equipped or toc_data.LeftForearm.has_prosthesis_equipped then player:getXp():AddXP(Perks.LeftHand, 4) end
|
||||
|
||||
-- Updates the cicatrization time
|
||||
for _, part_name in pairs(GetBodyParts()) do
|
||||
if toc_data[part_name].is_cut and toc_data[part_naem].is_cicatrized then
|
||||
toc_data[part_name].cicatrization_time = toc_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic"
|
||||
|
||||
|
||||
end
|
||||
end
|
||||
|
||||
player:transmitModData() -- TODO if we do this every minutes, do we need to re do it here?
|
||||
end
|
||||
|
||||
|
||||
Events.EveryTenMinutes(TheOnlyCure.UpdateEveryTenMinutes)
|
||||
Events.EveryOneMinute.Add(TheOnlyCure.UpdateEveryOneMinute)
|
||||
Reference in New Issue
Block a user