Cleaning
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@@ -1,36 +0,0 @@
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local CommandsData = require("TOC/CommandsData")
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local ClientSyncCommands = {}
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local moduleName = CommandsData.modules.TOC_SYNC
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------------------------------
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---Send the toc mod data to the server to relay it to someone else
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---@param args sendPlayerDataParams
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function ClientSyncCommands.SendPlayerData(args)
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-- TODO get moddata and send it
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---@type relayPlayerDataParams
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local params = {surgeonNum = args.surgeonNum, tocData = {}}
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sendClientCommand(moduleName, CommandsData.server.Sync.RelayPlayerData, params)
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end
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---Receives and store the toc mod data from another player
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---@param args receivePlayerDataParams
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function ClientSyncCommands.ReceivePlayerData(args)
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local patientPl = getSpecificPlayer(args.patientNum)
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local patientUsername patientPl:getUsername()
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ModDataHandler.AddExternalTocData(patientUsername, args.tocData)
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end
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------------------------------
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local function OnServerSyncCommand(module, command, args)
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if module == moduleName and ClientSyncCommands[command] then
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args = args or {}
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ClientSyncCommands[command](args)
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end
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end
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Events.OnServerCommand.Add(OnServerSyncCommand)
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@@ -5,9 +5,9 @@ local StaticData = require("TOC/StaticData")
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---------------------------
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-- TODO Add Bandages, Torniquet, etc.
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--- This will be run EXCLUSIVELY on the client which is getting the amputation
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--- Manages an amputation. Could be run on either clients
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---@class AmputationHandler
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---@field patient IsoPlayer
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---@field patientPl IsoPlayer
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---@field limbName string
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---@field bodyPartType BodyPartType
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---@field surgeonPl IsoPlayer?
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@@ -22,13 +22,13 @@ function AmputationHandler:new(limbName, surgeonPl)
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setmetatable(o, self)
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self.__index = self
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o.patient = getPlayer()
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o.patientPl = getPlayer() -- TODO This isn't necessarily true anymore.
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o.limbName = limbName
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o.bodyPartType = BodyPartType[self.limbName]
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if surgeonPl then
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o.surgeonPl = surgeonPl
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else
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o.surgeonPl = o.patient
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o.surgeonPl = o.patientPl
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end
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AmputationHandler.instance = o
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@@ -41,7 +41,7 @@ end
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---Starts bleeding from the point where the saw is being used
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function AmputationHandler:damageDuringAmputation()
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TOC_DEBUG.print("damage patient")
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local bodyDamage = self.patient:getBodyDamage()
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local bodyDamage = self.patientPl:getBodyDamage()
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local bodyDamagePart = bodyDamage:getBodyPart(self.bodyPartType)
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bodyDamagePart:setBleeding(true)
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@@ -58,8 +58,8 @@ function AmputationHandler:execute(damagePlayer)
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local surgeonFactor = 1
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if damagePlayer == nil then damagePlayer = true end -- Default at true
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if damagePlayer then
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local patientStats = self.patient:getStats()
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local bd = self.patient:getBodyDamage()
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local patientStats = self.patientPl:getStats()
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local bd = self.patientPl:getBodyDamage()
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local bodyPart = bd:getBodyPart(self.bodyPartType)
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local baseDamage = StaticData.LIMBS_BASE_DAMAGE[self.limbName]
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@@ -76,20 +76,20 @@ function AmputationHandler:execute(damagePlayer)
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-- Set the data in modData
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-- TODO This could be run on another player!
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local modDataHandler = ModDataHandler.GetInstance()
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modDataHandler:setCutLimb(self.limbName, false, false, false, surgeonFactor)
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modDataHandler:apply()
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modDataHandler:apply() -- This will force rechecking the cached amputated limbs on the other client
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-- Give the player the correct amputation item
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ItemsHandler.DeleteOldAmputationItem(self.patient, self.limbName)
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ItemsHandler.SpawnAmputationItem(self.patient, self.limbName)
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-- Add it to the list of cut limbs
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PlayerHandler.AddLocalAmputatedLimb(self.patient:getUsername(), self.limbName)
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-- Set the highest amputation and caches them.
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--ISHealthPanel.GetHighestAmputation()
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-- TODO We need to consider where this will be ran.
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if self.patientPl == self.surgeonPl then
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ItemsHandler.DeleteOldAmputationItem(self.patientPl, self.limbName)
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ItemsHandler.SpawnAmputationItem(self.patientPl, self.limbName)
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else
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-- TODO Send server command to manage items and spawn on another player
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end
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-- Add it to the list of cut limbs on this local client
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PlayerHandler.AddLocalAmputatedLimb(self.patientPl:getUsername(), self.limbName)
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end
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---Deletes the instance
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@@ -3,7 +3,7 @@ local CommonMethods = require("TOC/CommonMethods")
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---------------------------
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--- Submodule to handle spawning the correct items after certain actions (ie: cutting a hand)
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--- Submodule to handle spawning the correct items after certain actions (ie: cutting a hand). LOCAL ONLY!
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---@class ItemsHandler
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local ItemsHandler = {}
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@@ -70,7 +70,6 @@ end
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---Cache the currently amputated limbs
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---@param limbName string
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---@private
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function PlayerHandler.AddLocalAmputatedLimb(username, limbName)
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TOC_DEBUG.print("added " .. limbName .. " to known amputated limbs for " .. username)
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table.insert(PlayerHandler.amputatedLimbs[username], limbName) -- TODO This should be player specific, not generic
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@@ -42,7 +42,7 @@ function ISHealthPanel:doBodyPartContextMenu(bodyPart, x, y)
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end
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--* Modification to handle visible amputation on the health menu *--
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--* Modifications to handle visible amputation on the health menu *--
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function ISHealthPanel:setHighestAmputation()
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@@ -90,8 +90,6 @@ function ISHealthPanel:initialise()
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end
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local og_ISHealthPanel_setOtherPlayer = ISHealthPanel.setOtherPlayer
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---@param playerObj IsoPlayer
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function ISHealthPanel:setOtherPlayer(playerObj)
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og_ISHealthPanel_setOtherPlayer(self, playerObj)
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@@ -141,10 +139,13 @@ function ISHealthPanel:prerender()
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self.backgroundColor.a = 1
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end
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--- The medical check wrap the health panel into this. We need to override its color
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local overrideBackgroundColor = true
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local og_ISUIElement_wrapInCollapsableWindow = ISUIElement.wrapInCollapsableWindow
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---@param title string
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---@param resizable any
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---@param subClass any
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---@return any
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function ISUIElement:wrapInCollapsableWindow(title, resizable, subClass)
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local panel = og_ISUIElement_wrapInCollapsableWindow(self, title, resizable, subClass)
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@@ -157,12 +158,6 @@ function ISUIElement:wrapInCollapsableWindow(title, resizable, subClass)
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return panel
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end
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-- This is run when a player is trying the Medical Check action on another player
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local og_ISMedicalCheckAction_perform = ISMedicalCheckAction.perform
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function ISMedicalCheckAction:perform()
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