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

@@ -6,111 +6,6 @@ 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
-- function TryTocActionOnAnotherPlayer(_, part_name, action, surgeon, patient)
-- if action == "Cut" then
-- AskCanCutLimb(patient, part_name)
-- elseif action == "Operate" then
-- AskCanOperateLimb(patient, part_name)
-- end
-- end
-- local function CheckIfCanBeOperated(modData)
-- if modData.TOC.RightHand.is_cut and not modData.TOC.RightHand.is_operated
-- or modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.is_operated
-- or modData.TOC.RightArm.is_cut and not modData.TOC.RightArm.is_operated
-- or modData.TOC.LeftHand.is_cut and not modData.TOC.LeftHand.is_operated
-- or modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.is_operated
-- or modData.TOC.LeftArm.is_cut and not modData.TOC.LeftArm.is_operated then
-- return true
-- else
-- return false
-- end
-- end
local function CloseAllMenus(player_index)
local contextMenu = getPlayerContextMenu(player_index)
if contextMenu:isVisible() then
contextMenu:closeAll()
end
end
---------------------------------------------------------------------------------------------------------- ----------------------------------------------------------------------------------------------------------

View File

@@ -8,7 +8,7 @@ function ResetEverything()
-- Destroy the amputation model -- Destroy the amputation model
for _,v in ipairs(GetBodyParts()) do for _,v in ipairs(GetBodyParts()) do
local cloth = player:getInventory():FindAndReturn(find_clothName2_TOC(v)) local cloth = player:getInventory():FindAndReturn(TocFindAmputatedClothingFromPartName(v))
if cloth ~= nil then if cloth ~= nil then
print("Resetting " .. cloth:getName()) print("Resetting " .. cloth:getName())

View File

@@ -29,6 +29,9 @@ function TheOnlyCure.InitTheOnlyCure(_, player)
local leftForearm = "LeftForearm" local leftForearm = "LeftForearm"
local leftArm = "LeftArm" local leftArm = "LeftArm"
local prothesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
mod_data.TOC = { mod_data.TOC = {
RightHand = {}, RightHand = {},
RightForearm = {}, RightForearm = {},
@@ -77,6 +80,20 @@ function TheOnlyCure.InitTheOnlyCure(_, player)
mod_data.TOC[leftArm].cicatrization_base_time = 2000 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 -- Traits setup
if player:HasTrait("amputee1") then if player:HasTrait("amputee1") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand") local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand")
@@ -177,7 +194,7 @@ function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkille
end end
--Equip model for amputation --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:setWornItem(cloth:getBodyLocation(), cloth)
player:transmitModData() player:transmitModData()
@@ -216,6 +233,73 @@ function TheOnlyCure.OperateLimb(part_name, surgeon_factor, use_oven)
player:transmitModData() player:transmitModData()
end 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) Events.OnCreatePlayer.Add(TheOnlyCure.InitTheOnlyCure)

View File

@@ -2,6 +2,7 @@ require "TimedActions/ISBaseTimedAction"
ISCutLimb = ISBaseTimedAction:derive("ISCutLimb") ISCutLimb = ISBaseTimedAction:derive("ISCutLimb")
-- TODO Add a check so you can't cut your arm if you don't have hands or if you only have one arm and want to cut that same arm.
function ISCutLimb:isValid() function ISCutLimb:isValid()
return self.patientX == self.patient:getX() and self.patientY == self.patient:getY() return self.patientX == self.patient:getX() and self.patientY == self.patient:getY()
@@ -43,6 +44,9 @@ function ISCutLimb:start()
body_damage_part:setCut(true) body_damage_part:setCut(true)
body_damage_part:setBleedingTime(ZombRand(10,20)) body_damage_part:setBleedingTime(ZombRand(10,20))
-- TODO Make the object currently on the hand return to the inventory
end end

View File

@@ -51,33 +51,6 @@ function ISInstallProsthesis:perform()
} }
-- print(self.item)
-- TODO there is something wrong with how I'm managing prosthesis. they don't apply
-- TODO cheatMenu are fucked up, admin access is wrong
-- TODO make a parser or something I dont care
-- Check Item before doing any of this shit maybe
-- Assemble the correct name for the object
--local prosthesis_name = self.item:getname() .. "_" .. Right .. "_" .. Forearm
-- for _, v in ipairs(GetLimbsBodyPartTypes()) do
-- if v ~= BodyPartType.UpperArm_L or v ~= BodyPartType.UpperArm_R then
-- if self.bodyPart:getType() == v then
-- --local item_name = "TOC."
-- --local weight = math.floor(self.item:getWeight() * 10 + 0.5) / 10
-- TODO why do we need this?
-- end
-- end
-- end
if self.bodyPart:getType() == BodyPartType.Hand_R then lor = 1; foh = 1 if self.bodyPart:getType() == BodyPartType.Hand_R then lor = 1; foh = 1
elseif self.bodyPart:getType() == BodyPartType.ForeArm_R then lor = 1; foh = 2 elseif self.bodyPart:getType() == BodyPartType.ForeArm_R then lor = 1; foh = 2
elseif self.bodyPart:getType() == BodyPartType.Hand_L then lor = 0; foh = 1 elseif self.bodyPart:getType() == BodyPartType.Hand_L then lor = 0; foh = 1

View File

@@ -49,12 +49,6 @@ function ISUninstallProsthesis:perform()
return -- should never happen return -- should never happen
end end
--if accepting_body_parts[body_part_type] then
-- toc_data[TOC_getBodyPart(body_part_type)]
--end
for _, v in ipairs(GetAcceptingProsthesisBodyParts()) do for _, v in ipairs(GetAcceptingProsthesisBodyParts()) do
if self.bodyPart:getType() == v then if self.bodyPart:getType() == v then
local part_name = FindTocBodyPartNameFromBodyPartType(v) local part_name = FindTocBodyPartNameFromBodyPartType(v)
@@ -96,6 +90,8 @@ function ISUninstallProsthesis:perform()
end end
end end
-- TODO Make the object currently on the hand return to the inventory
end end
function ISUninstallProsthesis:new(character, item, bodyPart) function ISUninstallProsthesis:new(character, item, bodyPart)

View File

@@ -96,15 +96,17 @@ function TocGetBodyPartTypeFromBodyPart(part_name)
end end
function find_clothName2_TOC(name) function TocFindAmputatedClothingFromPartName(part_name)
if name == "RightHand" then return "TOC.ArmRight_noHand" end if part_name == "RightHand" then return "TOC.ArmRight_noHand" end
if name == "RightForearm" then return "TOC.ArmRight_noForearm" end if part_name == "RightForearm" then return "TOC.ArmRight_noForearm" end
if name == "RightArm" then return "TOC.ArmRight_noArm" end if part_name == "RightArm" then return "TOC.ArmRight_noArm" end
if name == "LeftHand" then return "TOC.ArmLeft_noHand" end if part_name == "LeftHand" then return "TOC.ArmLeft_noHand" end
if name == "LeftForearm" then return "TOC.ArmLeft_noForearm" end if part_name == "LeftForearm" then return "TOC.ArmLeft_noForearm" end
if name == "LeftArm" then return "TOC.ArmLeft_noArm" end if part_name == "LeftArm" then return "TOC.ArmLeft_noArm" end
end end
function find_protheseID_TOC(item) function find_protheseID_TOC(item)
local itemType = item:getType() local itemType = item:getType()
if string.find(itemType, "WoodenHook") then return 1 if string.find(itemType, "WoodenHook") then return 1