Changed file names
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294
media/lua/client/ActionsMethods/TOC_CutLimb.lua
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294
media/lua/client/ActionsMethods/TOC_CutLimb.lua
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------------------------------------------
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-------------- THE ONLY CURE -------------
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------------------------------------------
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----------- CUT LIMB FUNCTIONS -----------
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-- Seems to be the first file loaded, so let's add this
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if TOC == nil then
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TOC = {}
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end
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local function CheckIfStillInfected(limbsData)
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if limbsData == nil then
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return
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end
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-- Check ALL body part types to check if the player is still gonna die
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local check = false
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for _, v in pairs(TOC_Common.GetPartNames()) do
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if limbsData[v].isInfected then
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check = true
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end
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end
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if limbsData.isOtherBodypartInfected then
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check = true
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end
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return check
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end
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local function CureInfection(bodyDamage, partName)
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local bodyPartType = bodyDamage:getBodyPart(TOC_Common.GetBodyPartFromPartName(partName))
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bodyDamage:setInfected(false)
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bodyPartType:SetInfected(false)
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bodyDamage:setInfectionMortalityDuration(-1)
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bodyDamage:setInfectionTime(-1)
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bodyDamage:setInfectionLevel(0)
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local bodypartTypesTable = bodyDamage:getBodyParts()
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-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
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for i = bodypartTypesTable:size() - 1, 0, -1 do
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local bodyPart = bodypartTypesTable:get(i)
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bodyPart:SetInfected(false)
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end
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if bodyPartType:scratched() then bodyPartType:setScratched(false, false) end
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if bodyPartType:haveGlass() then bodyPartType:setHaveGlass(false) end
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if bodyPartType:haveBullet() then bodyPartType:setHaveBullet(false, 0) end
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if bodyPartType:isInfectedWound() then bodyPartType:setInfectedWound(false) end
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if bodyPartType:isBurnt() then bodyPartType:setBurnTime(0) end
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if bodyPartType:isCut() then bodyPartType:setCut(false, false) end --Lacerations
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if bodyPartType:getFractureTime() > 0 then bodyPartType:setFractureTime(0) end
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end
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local function DeleteOtherAmputatedLimbs(side)
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-- if left hand is cut and we cut left lowerarm, then delete hand
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for _, limb in pairs(TOC.limbNames) do
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local partName = "TOC.Amputation_" .. side .. "_" .. limb
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local amputatedLimbItem = getPlayer():getInventory():FindAndReturn(partName)
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if amputatedLimbItem then
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getPlayer():getInventory():Remove(amputatedLimbItem)
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end
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end
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end
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---@param player any
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---@param perk any The perk to scale down
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local function LosePerkLevel(player, perk)
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player:LoseLevel(perk)
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local actualLevel = player:getPerkLevel(perk)
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local perkXp = player:getXp()
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perkXp:setXPToLevel(perk, actualLevel)
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SyncXp(player)
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end
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---@param isHealingBite boolean
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local function SetParametersForMissingLimb(bodyPart, isHealingBite)
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bodyPart:setBleeding(false)
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bodyPart:setBleedingTime(0)
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bodyPart:setDeepWounded(false)
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bodyPart:setDeepWoundTime(0)
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bodyPart:setScratched(false, false) -- why the fuck are there 2 booleans TIS?
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bodyPart:setScratchTime(0)
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bodyPart:setCut(false)
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bodyPart:setCutTime(0)
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if isHealingBite then
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bodyPart:SetBitten(false)
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bodyPart:setBiteTime(0)
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end
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end
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function TOC.DamagePlayerDuringAmputation(patient, partName)
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-- Since we're cutting that specific part, it only makes sense that the bleeding starts from there.
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-- Then, we just delete the bleeding somewhere else before applying the other damage to to upper part of the limb
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local bodyPartType = TOC_Common.GetBodyPartFromPartName(partName)
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local bodyDamage = patient:getBodyDamage()
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local bodyDamagePart = bodyDamage:getBodyPart(bodyPartType)
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bodyDamagePart:setBleeding(true)
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bodyDamagePart:setCut(true)
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bodyDamagePart:setBleedingTime(ZombRand(10, 20))
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end
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local function FindTourniquetInWornItems(patient, side)
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local checkString = "Surgery_" .. side .. "_Tourniquet"
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local item = TOC_Common.FindItemInWornItems(patient, checkString)
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return item
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end
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local function FindWristWatchInWornItems(patient, side)
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local checkString = "Watch_" .. side
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local item = TOC_Common.FindItemInWornItems(patient, checkString)
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return item
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end
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----------------------------------------------------------------------------------
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--- Main function for cutting a limb
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---@param partName string the part name to amputate
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---@param surgeonFactor any the surgeon factor, which will determine some stats for the inflicted wound
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---@param bandageTable any bandages info
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---@param painkillerTable any painkillers info, not used
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TOC.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
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-- TODO Separate Cut Limb in side and limb instead of single part_name
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-- Items get unequipped in ISCutLimb.Start
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local player = getPlayer()
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local TOCModData = player:getModData().TOC
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local limbParameters = TOC.limbParameters
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local limbsData = TOCModData.limbs
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-- Cut Hand -> Damage in forearm
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-- Cut Forearm -> Damage in Upperarm
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-- Cut UpperArm -> Damage to torso
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local bodyDamage = player:getBodyDamage()
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local bodyPart = bodyDamage:getBodyPart(TOC_Common.GetBodyPartFromPartName(partName))
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local adjacentBodyPart = player:getBodyDamage():getBodyPart(TOC_Common.GetAdjacentBodyPartFromPartName(partName))
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local stats = player:getStats()
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local side = TOC_Common.GetSideFromPartName(partName)
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-- Reset the status of the first body part, since we just cut it off it shouldn't be bleeding anymore
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-- The bit will be checked later since we're not sure if the player is not infected from another wound
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SetParametersForMissingLimb(bodyPart, false)
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-- Use a tourniquet if available
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local tourniquetItem = FindTourniquetInWornItems(player, side)
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local baseDamageValue = 100
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if tourniquetItem ~= nil then
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baseDamageValue = 50 -- TODO Decrease mostly blood and damage, add pain, not everything else
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if partName == side .. "_UpperArm" then
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player:removeWornItem(tourniquetItem)
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end
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end
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-- Removes wrist watches in case they're amputating the same side where they equipped it
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local wristWatchItem = FindWristWatchInWornItems(player, side)
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if wristWatchItem ~= nil then
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if partName == side .. "_LowerArm" or partName == side .. "_UpperArm" then
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player:removeWornItem(wristWatchItem)
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end
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end
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-- Set damage, stress, and low endurance after amputation
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adjacentBodyPart:AddDamage(baseDamageValue - surgeonFactor)
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adjacentBodyPart:setAdditionalPain(baseDamageValue - surgeonFactor)
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adjacentBodyPart:setBleeding(true)
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adjacentBodyPart:setBleedingTime(baseDamageValue - surgeonFactor)
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adjacentBodyPart:setDeepWounded(true)
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adjacentBodyPart:setDeepWoundTime(baseDamageValue - surgeonFactor)
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stats:setEndurance(surgeonFactor)
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stats:setStress(baseDamageValue - surgeonFactor)
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-- Set malus for strength and fitness
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-- TODO Make it more "random" with just some XP scaling down instead of a whole level, depending on the limb that we're cutting
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LosePerkLevel(player, Perks.Fitness)
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LosePerkLevel(player, Perks.Strength)
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-- If bandages are available, use them
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adjacentBodyPart:setBandaged(bandageTable.useBandage, 10, bandageTable.isBandageSterilized,
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bandageTable.bandageType)
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-- If painkillers are available, use them
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-- TODO add painkiller support
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-- A check for isCut shouldn't be necessary here since if we've got here we've already checked it out enough
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if limbsData[partName].isCut == false then
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limbsData[partName].isCut = true
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limbsData[partName].isAmputationShown = true
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limbsData[partName].cicatrizationTime = limbParameters[partName].cicatrizationBaseTime - surgeonFactor * 50
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for _, depended_v in pairs(limbParameters[partName].dependsOn) do
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limbsData[depended_v].isCut = true
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limbsData[depended_v].isAmputationShown = false
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limbsData[depended_v].cicatrizationTime = limbParameters[partName].cicatrizationBaseTime -
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surgeonFactor * 50
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local canHealDependedV = limbsData[depended_v].isInfected and
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bodyDamage:getInfectionLevel() < 20
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local depended_body_part = bodyDamage:getBodyPart(TOC_Common.GetBodyPartFromPartName(depended_v))
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SetParametersForMissingLimb(depended_body_part, canHealDependedV)
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if canHealDependedV then
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limbsData[depended_v].isInfected = false
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end
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end
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-- Heal the infection here
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local body_damage = player:getBodyDamage()
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if limbsData[partName].isInfected and body_damage:getInfectionLevel() < 20 then
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limbsData[partName].isInfected = false
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-- NOT THE ADIACENT ONE!!!
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bodyPart:SetBitten(false)
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bodyPart:setBiteTime(0)
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-- Second check, let's see if there is any other infected limb.
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if CheckIfStillInfected(limbsData) == false then
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CureInfection(body_damage, partName)
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getPlayer():Say("I'm gonna be fine...") -- TODO Make it visible to other players, check True Actions as reference
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else
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getPlayer():Say("I'm still gonna die...")
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end
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end
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-- Check for older amputation models and deletes them from player's inventory
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local side = string.match(partName, '(%w+)_')
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DeleteOtherAmputatedLimbs(side)
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--Equip new model for amputation
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local amputation_clothing_item_name = TOC_Common.FindAmputatedClothingName(partName)
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print(amputation_clothing_item_name)
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local amputation_clothing_item = player:getInventory():AddItem(amputation_clothing_item_name)
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TOC_Visuals.SetTextureForAmputation(amputation_clothing_item, player, false)
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player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
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-- Set blood on the amputated limb
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TOC_Visuals.SetBloodOnAmputation(getPlayer(), adjacentBodyPart)
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if partName == "Left_Foot" or partName == "Right_Foot" then
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TOC_Anims.SetMissingFootAnimation(true)
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end
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end
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end
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