- Fixed bug that could cause bit status to amputated limbs

- Optimizations to various functions
This commit is contained in:
Pao
2023-01-26 19:52:22 +01:00
parent 753061e6dc
commit e29bb1c9df
3 changed files with 46 additions and 90 deletions

View File

@@ -1,20 +1,4 @@
-- Helper for DropItem
function TheOnlyCure.CheckIfCanPickUpItem(toc_data, side, limb, secondary_limb)
-- TODO we can use this when uninstall prost or when cutting
local full_primary_limb = side .. limb
local full_secondary_limb = side .. secondary_limb
return toc_data[full_primary_limb].is_cut and
not (toc_data[full_primary_limb].is_prosthesis_equipped or toc_data[full_secondary_limb]) or
(toc_data[full_secondary_limb].is_cut and not toc_data[full_secondary_limb].is_prosthesis_equipped)
end
function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
local function CheckIfPlayerIsInfected(player, toc_data)
local body_damage = player:getBodyDamage()
@@ -48,26 +32,11 @@ function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
end
end
function TheOnlyCure.UpdatePlayerHealth(player, part_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 part_data[part_name].is_cut then
TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
end
end
end
--Helper function for UpdatePlayerHealth
function TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
local function SetHealthStatusForBodyPart(part_data, part_name, player)
-- TODO this can be moved away from updates
@@ -133,24 +102,25 @@ function TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
--body_part_type:setBandaged(true, bandage_life, false, bandage_type)
end
--Helper function for UpdatePlayerHealth
function TheOnlyCure.CheckIfOtherLimbsAreInfected(limbs_data, part_name)
local function UpdatePlayerHealth(player, part_data)
local body_damage = player:getBodyDamage()
local body_parts = GetBodyParts()
body_parts[part_name] = nil
for _, v in pairs(body_parts) do
if limbs_data[v].is_infected then
return true
if player:HasTrait("Insensitive") then body_damage:setPainReduction(49) end
for _, part_name in pairs(GetBodyParts()) do
if part_data[part_name].is_cut then
SetHealthStatusForBodyPart(part_data, part_name, player)
end
end
return false
end
-- MAIN UPDATE FUNCTIONS
function TheOnlyCure.UpdateEveryOneMinute()
local function TocUpdateEveryOneMinute()
local player = getPlayer()
-- To prevent errors during loading
@@ -161,8 +131,8 @@ function TheOnlyCure.UpdateEveryOneMinute()
local toc_data = player:getModData().TOC
if toc_data ~= nil then
TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
TheOnlyCure.UpdatePlayerHealth(player, toc_data.Limbs)
CheckIfPlayerIsInfected(player, toc_data)
UpdatePlayerHealth(player, toc_data.Limbs)
end
@@ -177,7 +147,7 @@ function TheOnlyCure.UpdateEveryOneMinute()
end
function TheOnlyCure.UpdateEveryTenMinutes()
local function TocUpdateEveryTenMinutes()
local player = getPlayer()
@@ -204,5 +174,5 @@ function TheOnlyCure.UpdateEveryTenMinutes()
end
Events.EveryTenMinutes.Add(TheOnlyCure.UpdateEveryTenMinutes)
Events.EveryOneMinute.Add(TheOnlyCure.UpdateEveryOneMinute)
Events.EveryTenMinutes.Add(TocUpdateEveryTenMinutes)
Events.EveryOneMinute.Add(TocUpdateEveryOneMinute)