18 Commits

Author SHA1 Message Date
ZioPao
52de7e8b06 add: preliminary work for bandages shown on amputations 2025-10-12 17:47:45 +02:00
ZioPao
be4588fc43 chore: bump to mod version - 2.2.2 2025-10-12 17:45:09 +02:00
ZioPao
4bafb3a15c fix: went back to previous look for amputations 2025-10-12 17:16:52 +02:00
ZioPao
fd056aea1e fix: amputation items not hiding anymore 2025-10-09 22:32:41 +02:00
ZioPao
100abab2aa fix: workshop.txt 2025-10-05 16:17:55 +02:00
ZioPao
789b0635e0 fix: workshop.txt for b42 2025-10-05 16:08:56 +02:00
ZioPao
d6d9ba7028 Bump to mod version 2025-10-05 16:03:21 +02:00
ZioPao
a182fb07e5 chore: updates to workshop files for b42 2025-10-04 18:55:48 +02:00
ZioPao
528a43247a add: better wound textures 2025-10-04 16:38:50 +02:00
ZioPao
b281ce7d12 add: gen_amp_textures 2025-10-04 16:38:25 +02:00
ZioPao
9db3a1c944 fix: better masks for amputations 2025-10-04 15:40:10 +02:00
ZioPao
a74e33134d fix: switched to multiple body locs to fix some old issues and prepare for better visuals overhaul 2025-10-04 02:32:48 +02:00
ZioPao
1caf4a4b49 fix: fix for cheat prevention with both hands feasibility to false 2025-09-30 01:01:41 +02:00
ZioPao
5f71cebdc0 fix: override for both hands interaction for b42 and cheat prevention 2025-09-30 00:58:37 +02:00
ZioPao
4714bd7b82 fix: recipes 2025-09-30 00:53:15 +02:00
ZioPao
4d20cc2559 fix: baseline recipes for b42 2025-09-29 02:03:00 +02:00
ZioPao
5ec0ec1a9b fix: 42.12 new bodyloc 2025-09-29 01:31:18 +02:00
ZioPao
89a28e846a refactor: cleaning 2025-09-29 01:04:08 +02:00
139 changed files with 401 additions and 164 deletions

2
.gitignore vendored
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@@ -0,0 +1,2 @@
dev_stuff/gen_amp_textures/.venv
dev_stuff/gen_amp_textures/output

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@@ -4,7 +4,7 @@ local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
local og_ISClothingExtraAction_isValid = OverridenMethodsArchive.Get("ISClothingExtraAction_isValid")
---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:isValid()
TOC_DEBUG.print("Inside ISClothingExtraAction:isValid 42")
TOC_DEBUG.print(OverridenMethodsArchive.Get("ISClothingExtraAction_isValid"))
-- TOC_DEBUG.print("Inside ISClothingExtraAction:isValid 42")
-- TOC_DEBUG.print(OverridenMethodsArchive.Get("ISClothingExtraAction_isValid"))
return LimitActionsController.WrapClothingAction(self, og_ISClothingExtraAction_isValid, instanceItem(self.extra))
end

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@@ -25,16 +25,16 @@ local og_ISUnequipAction_complete = ISUnequipAction.complete
function ISUnequipAction:complete()
-- Horrendous workaround. For B42, as of now, it will basically happen two times, once with :perform and once with :complete. Shouldn't
-- matter for performance but it's really ugly.
local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
local group
if isProst then
group = BodyLocations.getGroup("Human")
group:setMultiItem("TOC_ArmProst", false)
end
-- local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
-- local group
-- if isProst then
-- group = BodyLocations.getGroup("Human")
-- group:setMultiItem("TOC_ArmProst", false)
-- end
og_ISUnequipAction_complete(self)
if isProst then
group:setMultiItem("TOC_ArmProst", true)
end
-- if isProst then
-- group:setMultiItem("TOC_ArmProst", true)
-- end
end

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@@ -0,0 +1,53 @@
module TOC
{
imports
{
Base
}
/*************Craft Prosthetics*******************/
craftRecipe Craft Prosthetic Arm
{
timedAction = BuildMetalStructureSmall,
Time = 150,
Tags = InHandCraft,
category = Welding,
NeedToBeLearn = false,
SkillRequired = MetalWelding:4,
xpAward = MetalWelding:50,
inputs
{
item 4 [MetalPipe],
item 2 [Plank],
item 4 [Base.BlowTorch] flags[DontRecordInput],
item 4 [Base.WeldingRods] flags[DontRecordInput],
}
outputs
{
item 1 TOC.Prost_NormalArm_L,
}
}
craftRecipe Craft Prosthetic Hook
{
timedAction = BuildMetalStructureSmall,
Time = 100,
Tags = InHandCraft,
category = Welding,
NeedToBeLearn = false,
SkillRequired = MetalWelding:2,
xpAward = MetalWelding:30,
inputs
{
item 2 [MetalPipe],
item 1 [Plank],
item 4 [Base.BlowTorch] flags[DontRecordInput],
item 2 [Base.WeldingRods] flags[DontRecordInput],
}
outputs
{
item 1 TOC.Prost_HookArm_L,
}
}
}

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@@ -4,7 +4,7 @@ description=You've been bitten. You have only two choices.
id=TheOnlyCure
icon=icon.png
url=https://github.com/ZioPao/The-Only-Cure
modversion=2.2
modversion=2.2.2
versionMin=42.6
loadModAfter=\FancyHandwork,\BrutalHandwork,\TwoWeaponsOnBackRework

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@@ -7,9 +7,10 @@
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>3</m_Masks>
<m_Masks>4</m_Masks>
<m_Masks>3</m_Masks>
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
<!-- HUMAN -->

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@@ -10,6 +10,8 @@
<m_Masks>5</m_Masks>
<m_Masks>6</m_Masks>
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
<!-- HUMAN -->
<textureChoices>Amputations\Human\Forearm\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin02_b</textureChoices>

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@@ -7,18 +7,33 @@
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>4</m_Masks>
<m_MasksFolder>none</m_MasksFolder>
<!-- <m_MasksFolder>none</m_MasksFolder> -->
<!-- HUMAN -->
<textureChoices>Amputations\Human\Forearm\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin02_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin03_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin04_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin05_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin01_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_hairy_b</textureChoices>
<!-- HUMAN AFTER CICATRIZATION -->
<textureChoices>Body\MaleBody01</textureChoices>
<textureChoices>Body\MaleBody02</textureChoices>
<textureChoices>Body\MaleBody03</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05</textureChoices>
<textureChoices>Body\MaleBody01a</textureChoices>
<textureChoices>Body\MaleBody02a</textureChoices>
<textureChoices>Body\MaleBody03a</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05a</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin01_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin02_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin03_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin04_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin05_hairy_b</textureChoices>
</clothingItem>

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@@ -6,18 +6,32 @@
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>6</m_Masks>
<m_MasksFolder>none</m_MasksFolder>
<!-- <m_MasksFolder>none</m_MasksFolder> -->
<!-- HUMAN -->
<textureChoices>Amputations\Human\Forearm\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin02_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin03_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin04_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin05_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin01_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin02_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin03_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin04_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Forearm\skin05_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin01_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin02_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin03_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin04_hairy_b</textureChoices>
<textureChoices>Amputations\Human\Hand\skin05_hairy_b</textureChoices>
<!-- HUMAN AFTER CICATRIZATION -->
<textureChoices>Body\MaleBody01</textureChoices>
<textureChoices>Body\MaleBody02</textureChoices>
<textureChoices>Body\MaleBody03</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05</textureChoices>
<textureChoices>Body\MaleBody01a</textureChoices>
<textureChoices>Body\MaleBody02a</textureChoices>
<textureChoices>Body\MaleBody03a</textureChoices>
<textureChoices>Body\MaleBody04</textureChoices>
<textureChoices>Body\MaleBody05a</textureChoices>
</clothingItem>

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@@ -9,6 +9,8 @@
<m_Masks>3</m_Masks>
<m_Masks>4</m_Masks>
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
<!-- HUMAN -->
<textureChoices>Amputations\Human\Upperarm\skin01_b</textureChoices>
<textureChoices>Amputations\Human\Upperarm\skin02_b</textureChoices>

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@@ -8,6 +8,7 @@
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>5</m_Masks>
<m_Masks>6</m_Masks>
<!-- <m_UnderlayMasksFolder>media/textures/Amputations/Masks</m_UnderlayMasksFolder> -->
<!-- HUMAN -->
<textureChoices>Amputations\Human\Upperarm\skin01_b</textureChoices>

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@@ -0,0 +1,15 @@
<?xml version="1.0" encoding="utf-8"?>
<clothingItem>
<m_MaleModel></m_MaleModel>
<m_FemaleModel></m_FemaleModel>
<m_GUID>c99332ec-18fa-4d37-9049-9e6f6f7468e5</m_GUID>
<m_Static>false</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_AttachBone></m_AttachBone>
<m_BaseTextures>bodydmg\malebody01_bandages_lower_left_arm</m_BaseTextures>
<m_BaseTextures>Amputations\Bandages\MaleBody01_bandages_lower_left_arm</m_BaseTextures>
<m_BaseTextures>Amputations\Bandages\test</m_BaseTextures>
</clothingItem>

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@@ -17,7 +17,6 @@ ItemsController.Player = {}
---@return number
---@private
function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized)
-- FIX Broken
local textureString = playerObj:getHumanVisual():getSkinTexture()
local isHairy = textureString:sub(-1) == "a"
@@ -79,13 +78,16 @@ end
---Deletes all the old amputation items, used for resets
---@param playerObj IsoPlayer
function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
-- TODO Fix visual bug
-- This part is a workaround for a pretty shitty implementation on the java side. Check ProsthesisHandler for more infos
local group = BodyLocations.getGroup("Human")
group:setMultiItem("TOC_Arm", false)
group:setMultiItem("TOC_ArmProst", false)
-- local group = BodyLocations.getGroup("Human")
-- group:setMultiItem("TOC_Arm", false)
-- group:setMultiItem("TOC_ArmProst", false)
for i = 1, #StaticData.LIMBS_STR do
local limbName = StaticData.LIMBS_STR[i]
-- TODO Won't work with dedicated clothingItems for multi amps
local clothItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
local clothItem = playerObj:getInventory():FindAndReturn(clothItemName)
---@cast clothItem InventoryItem
@@ -94,8 +96,8 @@ function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
-- Reset model just in case
playerObj:resetModel()
group:setMultiItem("TOC_Arm", true)
group:setMultiItem("TOC_ArmProst", true)
-- group:setMultiItem("TOC_Arm", true)
-- group:setMultiItem("TOC_ArmProst", true)
end
---Spawns and equips the correct amputation item to the player.

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@@ -36,11 +36,12 @@ end
-- We need to override when the player changes key binds manually to be sure that TOC changes are re-applied
local og_MainOptions_apply = MainOptions.apply
function MainOptions:apply(closeAfter)
og_MainOptions_apply(self, closeAfter)
CachedDataHandler.OverrideBothHandsFeasibility()
end
--------------------------------------------

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@@ -64,18 +64,18 @@ end
---@param obj any self
---@param wrappedFunc function
function TourniquetController.WrapClothingAction(obj, wrappedFunc)
local isTourniquet = TourniquetController.IsItemTourniquet(obj.item:getFullType())
local group
if isTourniquet then
group = BodyLocations.getGroup("Human")
group:setMultiItem(TourniquetController.bodyLoc, false)
end
-- local isTourniquet = TourniquetController.IsItemTourniquet(obj.item:getFullType())
-- local group
-- if isTourniquet then
-- group = BodyLocations.getGroup("Human")
-- group:setMultiItem(TourniquetController.bodyLoc, false)
-- end
local ogValue = wrappedFunc(obj)
if isTourniquet then
group:setMultiItem(TourniquetController.bodyLoc, true)
end
-- if isTourniquet then
-- group:setMultiItem(TourniquetController.bodyLoc, true)
-- end
return ogValue -- Needed for isValid
end

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@@ -23,7 +23,7 @@ end
function CachedDataHandler.CalculateCacheableValues(username)
CachedDataHandler.CalculateHighestAmputatedLimbs(username)
if getPlayer():getUsername() == username then
CachedDataHandler.CalculateBothHandsFeasibility()
CachedDataHandler.OverrideBothHandsFeasibility()
end
end
@@ -130,14 +130,13 @@ function CachedDataHandler.GetHandFeasibility(side)
-- FIX horrendous workaround, but with a forced init we run the caching too early and it breaks this, setting it to nil.
if CachedDataHandler.handFeasibility[side] == nil then
CachedDataHandler.CalculateBothHandsFeasibility()
CachedDataHandler.OverrideBothHandsFeasibility()
end
return CachedDataHandler.handFeasibility[side]
end
function CachedDataHandler.CalculateBothHandsFeasibility()
function CachedDataHandler.OverrideBothHandsFeasibility()
CachedDataHandler.CalculateHandFeasibility("Hand_L")
CachedDataHandler.CalculateHandFeasibility("Hand_R")
local interactStr = "Interact"
@@ -151,13 +150,23 @@ function CachedDataHandler.CalculateBothHandsFeasibility()
if not CachedDataHandler.GetBothHandsFeasibility() then
TOC_DEBUG.print("Disabling interact key")
TOC_DEBUG.print("Cached current key for interact: " .. tostring(CachedDataHandler.interactKey))
getCore():addKeyBinding(interactStr, Keyboard.KEY_NONE)
else
TOC_DEBUG.print("Re-enabling interact key")
TOC_DEBUG.print("Cached current key for interact: " .. tostring(CachedDataHandler.interactKey))
if StaticData.COMPAT_42 then
getCore():addKeyBinding(interactStr, Keyboard.KEY_NONE, 0, false, false, false)
else
getCore():addKeyBinding(interactStr, Keyboard.KEY_NONE)
end
else
--TOC_DEBUG.print("Re-enabling interact key")
--TOC_DEBUG.print("Cached current key for interact: " .. tostring(CachedDataHandler.interactKey))
if StaticData.COMPAT_42 then
getCore():addKeyBinding(interactStr, CachedDataHandler.interactKey, 0, false, false, false)
else
getCore():addKeyBinding(interactStr, CachedDataHandler.interactKey)
end
end
end
function CachedDataHandler.GetBothHandsFeasibility()
@@ -165,3 +174,4 @@ function CachedDataHandler.GetBothHandsFeasibility()
end
return CachedDataHandler

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@@ -9,8 +9,8 @@ local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
---@class ProsthesisHandler
local ProsthesisHandler = {}
local bodyLocArmProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_ArmProst
local bodyLocLegProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_LegProst
local bodylocArmProstBaseline = "TOC_ArmProst"
--local bodyLocLegProst = "TOC_LegProst"
---Check if the following item is a prosthesis or not
---@param item InventoryItem?
@@ -23,7 +23,7 @@ function ProsthesisHandler.CheckIfProst(item)
return false
end
return item:getBodyLocation():contains(bodyLocArmProst)
return item:getBodyLocation():contains(bodylocArmProstBaseline)
end
---Get the grouping for the prosthesis
@@ -33,13 +33,10 @@ function ProsthesisHandler.GetGroup(item)
local fullType = item:getFullType()
local side = CommonMethods.GetSide(fullType)
local bodyLocation = item:getBodyLocation()
local position
if bodyLocation == bodyLocArmProst then
if bodyLocation:contains(bodylocArmProstBaseline) then
position = "Top_"
elseif bodyLocation == bodyLocLegProst then
position = "Bottom_"
else
TOC_DEBUG.print("Something is wrong, no position in this item")
position = nil
@@ -86,7 +83,7 @@ function ProsthesisHandler.SearchAndSetupProsthesis(item, isEquipping)
dcInst:apply()
-- Calculates hands feasibility once again
CachedDataHandler.CalculateBothHandsFeasibility()
CachedDataHandler.OverrideBothHandsFeasibility()
return true
end
@@ -167,15 +164,15 @@ function ISUnequipAction:perform()
]]
local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
local group
if isProst then
group = BodyLocations.getGroup("Human")
group:setMultiItem("TOC_ArmProst", false)
end
-- local group
-- if isProst then
-- group = BodyLocations.getGroup("Human")
-- group:setMultiItem("TOC_ArmProst", false)
-- end
og_ISUnequipAction_perform(self)
if isProst then
group:setMultiItem("TOC_ArmProst", true)
-- group:setMultiItem("TOC_ArmProst", true)
-- we need to fetch the limbname associated to the prosthesis
local side = CommonMethods.GetSide(self.item:getFullType())

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@@ -6,7 +6,7 @@ require("TOC/Events")
---@class Main
local Main = {
_version = "2.1.6"
_version = "2.2.2"
}
function Main.Start()

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@@ -143,26 +143,6 @@ function ISHealthPanel:render()
end
-- local og_ISHealthPanel_update = ISHealthPanel.update
-- function ISHealthPanel:update()
-- og_ISHealthPanel_update(self)
-- -- TODO Listen for changes on other player side instead of looping this
-- -- FIX Re-enable it, just for test
-- if self.character then
-- local locPlUsername = getPlayer():getUsername()
-- local remPlUsername = self.character:getUsername()
-- if locPlUsername ~= remPlUsername and self:isReallyVisible() then
-- -- Request update for TOC DATA
-- local key = CommandsData.GetKey(remPlUsername)
-- --ModData.request(key)
-- end
-- end
-- end
-- We need to override this to force the alpha to 1
local og_ISCharacterInfoWindow_render = ISCharacterInfoWindow.prerender
function ISCharacterInfoWindow:prerender()

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@@ -33,7 +33,8 @@ function BaseHandler:checkItems()
local containers = ISInventoryPaneContextMenu.getContainers(self:getDoctor())
local done = {}
local childContainers = {}
for i=1,containers:size() do
if containers ~= nil then
for i=1, containers:size() do
local container = containers:get(i-1)
done[container] = true
table.wipe(childContainers)
@@ -45,6 +46,7 @@ function BaseHandler:checkItems()
end
end
end
end
end
function BaseHandler:checkContainerItems(container, childContainers)
@@ -101,7 +103,7 @@ function BaseHandler:getItemOfTag(items, type)
end
function BaseHandler:getAllItemsOfType(items, type)
local items = {}
items = {}
for _,item in ipairs(items) do
if item:getFullType() == type then
table.insert(items, item)

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@@ -1,5 +1,6 @@
require("TOC/Debug")
require("NPCs/BodyLocations")
local StaticData = require("TOC/StaticData")
local BodyLocationsAPI = {}
local function customGetVal(obj, int) return getClassFieldVal(obj, getClassField(obj, int)) end
@@ -8,6 +9,19 @@ local group = BodyLocations.getGroup("Human")
---@type ArrayList
local list = customGetVal(group, 1)
---@param bodyLoc string
function BodyLocationsAPI.New(bodyLoc)
local curItem
if StaticData.COMPAT_42 then
curItem = BodyLocation.new(group, bodyLoc) -- create new item
group:getAllLocations():add(curItem) -- add to the list
else
curItem = group:getOrCreateLocation(bodyLoc) -- get current item - or create
end
return curItem
end
-- TODO Not sure if this method actually works as intende with b42, but for our use case it's fine...
---@param toRelocateOrCreate string
---@param locationElement string
---@param afterBoolean boolean
@@ -19,7 +33,8 @@ function BodyLocationsAPI.MoveOrCreateBeforeOrAfter(toRelocateOrCreate, location
if itemToMoveTo ~= nil then
-- Check type of arg 1 == string - if not, error out.
if type(toRelocateOrCreate) ~= "string" then error("Argument 1 is not of type string. Please re-check!", 2) end
local curItem = group:getOrCreateLocation(toRelocateOrCreate) -- get current item - or create
local curItem = BodyLocationsAPI.New(toRelocateOrCreate)
list:remove(curItem) -- remove from the list
local index = group:indexOf(locationElement) -- get current index after removal of the location to move to
if afterBoolean then index = index + 1 end -- if we want it after it, we increase the index to move to by one
@@ -32,27 +47,33 @@ function BodyLocationsAPI.MoveOrCreateBeforeOrAfter(toRelocateOrCreate, location
end
end
function TestBodyLocations()
local group = BodyLocations.getGroup("Human")
local x = group:getAllLocations()
for i=0, x:size() -1 do
---@type BodyLocation
local bl = x:get(i)
-- function TestBodyLocations()
-- local group = BodyLocations.getGroup("Human")
-- local x = group:getAllLocations()
print(bl:getId())
end
-- for i=0, x:size() -1 do
end
-- ---@type BodyLocation
-- local bl = x:get(i)
-- print(bl:getId())
-- end
-- end
-- MultiItem causes a ton of issues... fucking hell
BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_Arm", "FullTop", true)
group:setMultiItem("TOC_Arm", true)
-- local curItem = BodyLocation.new(group, "TOC_Arm_L")
-- group:getAllLocations():add(curItem)
BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_ArmProst", "TOC_Arm", true)
group:setMultiItem("TOC_ArmProst", true)
-- local curItem = BodyLocation.new(group, "TOC_Arm_R")
-- group:getAllLocations():add(curItem)
BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_ArmAccessory", "TOC_ArmProst", true)
group:setMultiItem("TOC_ArmAccessory", true)
BodyLocationsAPI.New("TOC_Arm_L")
BodyLocationsAPI.New("TOC_Arm_R")
BodyLocationsAPI.New("TOC_ArmProst_L")
BodyLocationsAPI.New("TOC_ArmProst_R")
BodyLocationsAPI.New("TOC_ArmAccessory_L")
BodyLocationsAPI.New("TOC_ArmAccessory_R")

View File

@@ -13,10 +13,12 @@ end
---Print debug
---@param string string
function TOC_DEBUG.print(string)
--if isDebugEnabled() then
if isDebugEnabled() then
local runningFile = TOC_DEBUG.getRunningFile()
print("[TOC]" .. "[" .. runningFile .. "] " .. tostring(string))
--end
else
print(string)
end
end
---Horrendous but I don't really care about performance for this

View File

@@ -49,11 +49,14 @@ StaticData.PARTS_STR = {
"UpperArm"
}
-- TODO make it a bit more elegant
StaticData.MOD_BODYLOCS_BASE_IND_STR = {
TOC_ArmProst = "TOC_ArmProst",
TOC_LegProst = "TOC_LegProst",
TOC_Arm = "TOC_Arm",
TOC_ArmProst_L = "TOC_ArmProst_L",
TOC_ArmProst_R = "TOC_ArmProst_R",
TOC_Arm_L = "TOC_Arm_L",
TOC_Arm_R = "TOC_Arm_R",
--TOC_LegProst = "TOC_LegProst",
}
-- No "MAX" here.
@@ -149,6 +152,7 @@ StaticData.AMP_GROUPS_BASE_IND_STR = {
Bottom = "Bottom"
}
-- FIX This should be aligned with the body locs, no reason anymore to keep it separated
StaticData.AMP_GROUPS_IND_STR = {}
StaticData.AMP_GROUPS_STR = {}

View File

@@ -9,9 +9,10 @@ module TOC
{
Type = Clothing,
DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_Hand_R,
BodyLocation = TOC_Arm,
BodyLocation = TOC_Arm_R,
Weight = 0,
CombatSpeedModifier = 0.9,
@@ -27,9 +28,10 @@ module TOC
{
Type = Clothing,
DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_ForeArm_R,
BodyLocation = TOC_Arm,
BodyLocation = TOC_Arm_R,
Weight = 0,
CombatSpeedModifier = 0.8,
@@ -44,9 +46,10 @@ module TOC
{
Type = Clothing,
DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_UpperArm_R,
BodyLocation = TOC_Arm,
BodyLocation = TOC_Arm_R,
BloodLocation = UpperArms;UpperBody,
Weight = 0,
CombatSpeedModifier = 0.7,
@@ -60,9 +63,10 @@ module TOC
{
Type = Clothing,
DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_Hand_L,
BodyLocation = TOC_Arm,
BodyLocation = TOC_Arm_L,
Weight = 0,
CombatSpeedModifier = 0.9,
@@ -78,9 +82,10 @@ module TOC
{
Type = Clothing,
DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_ForeArm_L,
BodyLocation = TOC_Arm,
BodyLocation = TOC_Arm_L,
Weight = 0,
CombatSpeedModifier = 0.8,
@@ -96,9 +101,10 @@ module TOC
{
Type = Clothing,
DisplayCategory = Amputation,
hidden = true,
ClothingItem = Amputation_UpperArm_L,
BodyLocation = TOC_Arm,
BodyLocation = TOC_Arm_L,
Weight = 0,
CombatSpeedModifier = 0.7,

View File

@@ -16,7 +16,7 @@ module TOC
ClothingItemExtra = Prost_HookArm_R,
ClothingItemExtraOption = InstallProstRight,
clothingExtraSubmenu = InstallProstLeft,
BodyLocation = TOC_ArmProst,
BodyLocation = TOC_ArmProst_L,
Weight = 1.5,
CombatSpeedModifier = 1.05,
BloodLocation = UpperArms;UpperBody,
@@ -38,7 +38,7 @@ module TOC
ClothingItemExtra = Prost_HookArm_L,
ClothingItemExtraOption = InstallProstLeft,
clothingExtraSubmenu = InstallProstRight,
BodyLocation = TOC_ArmProst,
BodyLocation = TOC_ArmProst_R,
Weight = 1.5,
CombatSpeedModifier = 1.05,
BloodLocation = UpperArms;UpperBody,
@@ -60,7 +60,7 @@ module TOC
ClothingItemExtra = Prost_NormalArm_R,
ClothingItemExtraOption = InstallProstRight,
clothingExtraSubmenu = InstallProstLeft,
BodyLocation = TOC_ArmProst,
BodyLocation = TOC_ArmProst_L,
Weight = 2,
CombatSpeedModifier = 1.1,
BloodLocation = UpperArms;UpperBody,
@@ -82,7 +82,7 @@ module TOC
ClothingItemExtra = Prost_NormalArm_L,
ClothingItemExtraOption = InstallProstLeft,
clothingExtraSubmenu = InstallProstRight,
BodyLocation = TOC_ArmProst,
BodyLocation = TOC_ArmProst_R,
Weight = 2,
CombatSpeedModifier = 1.1,
BloodLocation = UpperArms;UpperBody,

View File

@@ -15,7 +15,7 @@ module TOC
ClothingItemExtra = Surg_Arm_Tourniquet_R,
ClothingItemExtraOption = PutTourniquetArmRight,
clothingExtraSubmenu = PutTourniquetArmLeft,
BodyLocation = TOC_ArmAccessory,
BodyLocation = TOC_ArmAccessory_L,
BloodLocation = UpperArms;UpperBody,
Weight = 0.25,
@@ -35,7 +35,7 @@ module TOC
ClothingItemExtra = Surg_Arm_Tourniquet_L,
ClothingItemExtraOption = PutTourniquetArmLeft,
clothingExtraSubmenu = PutTourniquetArmRight,
BodyLocation = TOC_ArmAccessory,
BodyLocation = TOC_ArmAccessory_R,
BloodLocation = UpperArms;UpperBody,
Weight = 0.25,

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