Bandage handling and bug fixes
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@@ -57,9 +57,6 @@ function AmputationHandler.ApplyDamageDuringAmputation(player, limbName)
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end
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function AmputationHandler.HandleBandages(prevAction, limbName, surgeonPl, patientPl, bandageItem)
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-- TODO Will it work? Can we get bodyDamage for another player from here?
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local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName]
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local bd = patientPl:getBodyDamage()
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local bodyPart = bd:getBodyPart(bptEnum)
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@@ -55,11 +55,15 @@ function CutLimbAction:start()
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-- TODO Check bandages, if there are init a bandage process
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local bandageItem = ""
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--AmputationHandler.HandleBandages(self, self.limbName, self.character, self.patient, )
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local bandageItem = InventoryItemFactory.CreateItem("Base.Bandage")
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self.character:getInventory():addItem(bandageItem)
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local bptEnum = StaticData.BODYLOCS_IND_BPT[self.limbName]
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local bd = self.character:getBodyDamage()
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local bodyPart = bd:getBodyPart(bptEnum)
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local bandageAction = ISApplyBandage:new(self.character, self.patient, bandageItem, bodyPart, true)
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local bandageAction = ISApplyBandage:new(self.character, self.patient, bandageItem, bodyPart, 100)
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ISTimedActionQueue.addAfter(self, bandageAction)
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@@ -5,12 +5,15 @@ local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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---------------------
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---Check if the item name corresponds to a compatible saw
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---@param itemName string
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local function CheckIfSaw(itemName)
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return itemName == "Saw" or itemName == "GardenSaw" or itemName == "Chainsaw"
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---Check if the item type corresponds to a compatible saw
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---@param itemType string
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local function CheckIfSaw(itemType)
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return itemType:contains(StaticData.SAWS_TYPES_IND_STR.saw) or itemType:contains(StaticData.SAWS_TYPES_IND_STR.gardenSaw)
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end
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---Add the action to the queue
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---@param limbName string
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---@param surgeon IsoPlayer
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@@ -42,8 +45,19 @@ end
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---@param context ISContextMenu
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---@param items table
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local function AddInventoryAmputationMenu(player, context, items)
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local item = items[1] -- Selected item
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if CheckIfSaw(item.name) then
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local item
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-- We can't access the item if we don't create the loop and start ipairs.
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for _, v in ipairs(items) do
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item = v
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if not instanceof(v, "InventoryItem") then
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item = v.items[1]
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end
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break
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end
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local itemType = item:getType()
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if CheckIfSaw(itemType) then
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AddInventoryAmputationOptions(player, context, item)
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end
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end
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@@ -74,7 +88,9 @@ end
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---@param item InventoryItem
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function CutLimbHandler:checkItem(item)
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local itemType = item:getType()
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if string.contains(itemType, "Saw") then
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TOC_DEBUG.print("checkItem: " .. tostring(itemType))
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if CheckIfSaw(itemType) then
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self:addItem(self.items.ITEMS, item)
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end
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end
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