First stuff for prosthesis rewrite

This commit is contained in:
Pao
2023-01-15 15:48:14 +01:00
parent 81cd386457
commit eeb7076c13
7 changed files with 101 additions and 147 deletions

View File

@@ -29,6 +29,9 @@ function TheOnlyCure.InitTheOnlyCure(_, player)
local leftForearm = "LeftForearm"
local leftArm = "LeftArm"
local prothesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
mod_data.TOC = {
RightHand = {},
RightForearm = {},
@@ -77,6 +80,20 @@ function TheOnlyCure.InitTheOnlyCure(_, player)
mod_data.TOC[leftArm].cicatrization_base_time = 2000
-- Setup a table with all the acceptable prosthesis
mod_data.TOC.prosthesis_table = {}
for _, v in ipairs(prothesis_list) do
mod_data.TOC.prosthesis_table[v] = {
material_id = 1,
something = "Something"
}
end
-- Traits setup
if player:HasTrait("amputee1") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand")
@@ -177,7 +194,7 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
end
--Equip model for amputation
local cloth = player:getInventory():AddItem(find_clothName2_TOC(part_name))
local cloth = player:getInventory():AddItem(TocFindAmputatedClothingFromPartName(part_name))
player:setWornItem(cloth:getBodyLocation(), cloth)
player:transmitModData()
@@ -216,6 +233,73 @@ function TheOnlyCure.OperateLimb(part_name, surgeon_factor, use_oven)
player:transmitModData()
end
function TryTocAction(_, part_name, action, surgeon, patient)
-- TODO add checks so that we don't show these menus if a player has already beeen operated or amputated
-- TODO at this point surgeon doesnt do anything. We'll fix this later
-- Check if SinglePlayer
if not isServer() and not isClient() then
if action == "Cut" then
TocCutLocal(_, surgeon, surgeon, part_name)
elseif action == "Operate" then
TocOperateLocal(_, surgeon, surgeon, part_name, false)
elseif action == "Equip" then
-- TODO finish this
local item
TocEquipProsthesisLocal(_, surgeon, surgeon, part_name)
elseif action == "Unequip" then
-- TODO finish this
local item
TocUnequipProsthesisLocal(_, surgeon, part_name)
end
else
local ui = GetConfirmUIMP()
if not ui then
CreateTocConfirmUIMP()
ui = GetConfirmUIMP()
end
if patient == nil then
patient = surgeon
end
if action == "Cut" then
AskCanCutLimb(patient, part_name)
elseif action == "Operate" then
AskCanOperateLimb(patient, part_name)
elseif action == "Equip" then
local surgeon_inventory = surgeon:getInventory()
local prosthesis_to_equip = surgeon_inventory:getItemFromType('TOC.MetalHand') or
surgeon_inventory:getItemFromType('TOC.MetalHook') or
surgeon_inventory:getItemFromType('TOC.WoodenHook')
if prosthesis_to_equip then
ISTimedActionQueue.add(ISInstallProsthesis:new(patient, prosthesis_to_equip, patient:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromBodyPart(part_name))))
else
surgeon:Say("I need a prosthesis")
end
--AskCanEquipProsthesis(patient, part_name, item)
elseif action == "Unequip" then
--AskCanUnequipProsthesis(patient, part_name)
local equipped_prosthesis = FindTocItemWorn(part_name, patient)
ISTimedActionQueue.add(ISUninstallProsthesis:new(patient, equipped_prosthesis, patient:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromBodyPart(part_name))))
end
ui.actionAct = action
ui.partNameAct = part_name
ui.patient = patient
--TODO just a workaround for now
if action ~= "Equip" and action ~= "Unequip" then
SendCommandToConfirmUIMP("Wait server")
end
end
end
Events.OnCreatePlayer.Add(TheOnlyCure.InitTheOnlyCure)