Mostly refactoring this chaos

This commit is contained in:
Alessandro
2023-01-10 12:23:25 +01:00
parent 10fd6dc40f
commit f9d2831158
7 changed files with 160 additions and 183 deletions

View File

@@ -1,10 +1,10 @@
local function dropItem(player, modData)
if (modData.TOC.RightHand.IsCut and not (modData.TOC.RightHand.IsEquiped or modData.TOC.RightForearm.IsEquiped)) or (modData.TOC.RightForearm.IsCut and not modData.TOC.RightForearm.IsEquiped) then
if (modData.TOC.RightHand.is_cut and not (modData.TOC.RightHand.IsEquiped or modData.TOC.RightForearm.IsEquiped)) or (modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.IsEquiped) then
if player:getPrimaryHandItem() ~= nil then
if player:getPrimaryHandItem():getName() ~= "Bare Hands" then player:dropHandItems() end
end
end
if (modData.TOC.LeftHand.IsCut and not (modData.TOC.LeftHand.IsEquiped or modData.TOC.LeftForearm.IsEquiped)) or (modData.TOC.LeftForearm.IsCut and not modData.TOC.LeftForearm.IsEquiped) then
if (modData.TOC.LeftHand.is_cut and not (modData.TOC.LeftHand.IsEquiped or modData.TOC.LeftForearm.IsEquiped)) or (modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.IsEquiped) then
if player:getSecondaryHandItem() ~= nil then
if player:getSecondaryHandItem():getName() ~= "Bare Hands" then player:dropHandItems() end
end
@@ -33,8 +33,8 @@ local function everyTenMinutes()
--Reduit le temps de cicatri restant
for i,name in pairs(names) do
if modData.TOC[name].IsCut and not modData.TOC[name].IsCicatrized then
modData.TOC[name].CicaTimeLeft = modData.TOC[name].CicaTimeLeft - 1;
if modData.TOC[name].is_cut and not modData.TOC[name].is_cicatrized then
modData.TOC[name].cicatrization_time = modData.TOC[name].cicatrization_time - 1;
player:transmitModData()
end
end
@@ -44,106 +44,79 @@ end
local function initVariable(_, player)
local modData = player:getModData()
if modData.TOC == nil then
modData.TOC = {};
modData.TOC.RightHand = {};
modData.TOC.RightForearm = {};
modData.TOC.RightArm = {};
modData.TOC.LeftHand = {};
modData.TOC.LeftForearm = {};
modData.TOC.LeftArm = {};
modData.TOC.RightHand.IsCut = false;
modData.TOC.RightForearm.IsCut = false;
modData.TOC.RightArm.IsCut = false;
modData.TOC.LeftHand.IsCut = false;
modData.TOC.LeftForearm.IsCut = false;
modData.TOC.LeftArm.IsCut = false;
-- https://stackoverflow.com/questions/20915164/lua-loop-for-creating-variables-in-table
local rightHand = "RightHand"
local rightForearm = "RightForearm"
local rightArm = "RightArm"
modData.TOC.RightHand.IsInfected = false;
modData.TOC.RightForearm.IsInfected = false;
modData.TOC.RightArm.IsInfected = false;
modData.TOC.LeftHand.IsInfected = false;
modData.TOC.LeftForearm.IsInfected = false;
modData.TOC.LeftArm.IsInfected = false;
local leftHand = "LeftHand"
local leftForearm = "LeftForearm"
local leftArm = "LeftArm"
modData.TOC.RightHand.IsOperated = false;
modData.TOC.RightForearm.IsOperated = false;
modData.TOC.RightArm.IsOperated = false;
modData.TOC.LeftHand.IsOperated = false;
modData.TOC.LeftForearm.IsOperated = false;
modData.TOC.LeftArm.IsOperated = false;
modData.TOC.RightHand.IsCicatrized = false;
modData.TOC.RightForearm.IsCicatrized = false;
modData.TOC.RightArm.IsCicatrized = false;
modData.TOC.LeftHand.IsCicatrized = false;
modData.TOC.LeftForearm.IsCicatrized = false;
modData.TOC.LeftArm.IsCicatrized = false;
modData.TOC.RightHand.IsEquiped = false;
modData.TOC.RightForearm.IsEquiped = false;
modData.TOC.RightArm.IsEquiped = false;
modData.TOC.LeftHand.IsEquiped = false;
modData.TOC.LeftForearm.IsEquiped = false;
modData.TOC.LeftArm.IsEquiped = false;
Bodyparts = { "RightHand", "RightForearm", "RightArm", "LeftHand", "LeftForearm", "LeftArm"}
modData.TOC = {
RightHand = {},
RightForearm = {},
RightArm = {},
modData.TOC.RightHand.IsBurn = false;
modData.TOC.RightForearm.IsBurn = false;
modData.TOC.RightArm.IsBurn = false;
modData.TOC.LeftHand.IsBurn = false;
modData.TOC.LeftForearm.IsBurn = false;
modData.TOC.LeftArm.IsBurn = false;
LeftHand = {},
LeftForearm = {},
LeftArm = {}
}
modData.TOC.RightHand.EquipFact = 1.0;
modData.TOC.RightForearm.EquipFact = 1.0;
modData.TOC.RightArm.EquipFact = 1.0;
modData.TOC.LeftHand.EquipFact = 1.0;
modData.TOC.LeftForearm.EquipFact = 1.0;
modData.TOC.LeftArm.EquipFact = 1.0;
for k,v in pairs(Bodyparts) do
modData.TOC[v].is_cut = false
modData.TOC[v].is_infected = false
modData.TOC[v].is_operated = false
modData.TOC[v].is_cicatrized = false
modData.TOC[v].is_cauterized = false
modData.TOC[v].is_amputation_shown = false
modData.TOC.RightHand.Equip_mat_id = nil;
modData.TOC.RightForearm.Equip_mat_id = nil;
modData.TOC.RightArm.Equip_mat_id = nil;
modData.TOC.LeftHand.Equip_mat_id = nil;
modData.TOC.LeftForearm.Equip_mat_id = nil;
modData.TOC.LeftArm.Equip_mat_id = nil;
modData.TOC[v].cicatrization_time = 0
modData.TOC[v].has_prothesis_equipped = false
modData.TOC[v].prothesis_factor = 1.0 -- Every prothesis has the same... does this even make sense here?
modData.TOC[v].prothesis_material_id = nil
end
modData.TOC.RightHand.CicaTimeLeft = 0;
modData.TOC.RightForearm.CicaTimeLeft = 0;
modData.TOC.RightArm.CicaTimeLeft = 0;
modData.TOC.LeftHand.CicaTimeLeft = 0;
modData.TOC.LeftForearm.CicaTimeLeft = 0;
modData.TOC.LeftArm.CicaTimeLeft = 0;
modData.TOC.RightHand.ToDisplay = false;
modData.TOC.RightForearm.ToDisplay = false;
modData.TOC.RightArm.ToDisplay = false;
modData.TOC.LeftHand.ToDisplay = false;
modData.TOC.LeftForearm.ToDisplay = false;
modData.TOC.LeftArm.ToDisplay = false;
-- Manual stuff
modData.TOC[rightForearm].depends_on = {rightHand}
modData.TOC[rightArm].depends_on = { rightHand, rightForearm }
modData.TOC[leftForearm].depends_on = { leftHand }
modData.TOC[leftArm].depends_on = { leftHand, leftForearm }
modData.TOC.InitDone = true;
modData.TOC.OtherBody_IsInfected = false;
if player:HasTrait("amputee1") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand");
player:setWornItem(cloth:getBodyLocation(), cloth);
modData.TOC.LeftHand.IsCut=true; modData.TOC.LeftHand.IsOperated=true; modData.TOC.LeftHand.ToDisplay=true; modData.TOC.LeftHand.IsCicatrized=true;
modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true; modData.TOC.LeftHand.is_amputation_shown=true; modData.TOC.LeftHand.is_cicatrized=true;
player:getInventory():AddItem("TOC.MetalHook");
end
if player:HasTrait("amputee2") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noForearm");
player:setWornItem(cloth:getBodyLocation(), cloth);
modData.TOC.LeftHand.IsCut=true; modData.TOC.LeftHand.IsOperated=true;
modData.TOC.LeftForearm.IsCut=true; modData.TOC.LeftForearm.IsOperated=true; modData.TOC.LeftForearm.ToDisplay=true; modData.TOC.LeftForearm.IsCicatrized=true;
modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true;
modData.TOC.LeftForearm.is_cut=true; modData.TOC.LeftForearm.is_operated=true; modData.TOC.LeftForearm.is_amputation_shown=true; modData.TOC.LeftForearm.is_cicatrized=true;
player:getInventory():AddItem("TOC.MetalHook");
end
if player:HasTrait("amputee3") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noArm");
player:setWornItem(cloth:getBodyLocation(), cloth);
modData.TOC.LeftHand.IsCut=true; modData.TOC.LeftHand.IsOperated=true;
modData.TOC.LeftForearm.IsCut=true; modData.TOC.LeftForearm.IsOperated=true;
modData.TOC.LeftArm.IsCut=true; modData.TOC.LeftArm.IsOperated=true; modData.TOC.LeftArm.ToDisplay=true; modData.TOC.LeftArm.IsCicatrized=true;
modData.TOC.LeftHand.is_cut=true; modData.TOC.LeftHand.is_operated=true;
modData.TOC.LeftForearm.is_cut=true; modData.TOC.LeftForearm.is_operated=true;
modData.TOC.LeftArm.is_cut=true; modData.TOC.LeftArm.is_operated=true; modData.TOC.LeftArm.is_amputation_shown=true; modData.TOC.LeftArm.is_cicatrized=true;
player:getInventory():AddItem("TOC.MetalHook");
end