10 Commits
v2.0 ... v2.0.2

Author SHA1 Message Date
Pao
20bed84910 Merge pull request #33 from ZioPao/dev
v2.0.2
2024-05-04 18:00:40 +02:00
ZioPao
fc3113f243 Bump to mod info and description 2024-05-04 17:59:53 +02:00
ZioPao
be368738ba Fix to cicatrization visuals with traits 2024-05-04 17:11:38 +02:00
ZioPao
4209f690a8 Added IT translation 2024-05-04 16:45:57 +02:00
ZioPao
a3a2614124 Fixed traits 2024-05-04 16:27:46 +02:00
ZioPao
50f6db9344 Added check to prevent incompatibilities with other mods 2024-05-04 15:35:25 +02:00
Pao
17d554d269 Merge pull request #28 from ZioPao/main
back merge from main to dev
2024-05-03 14:25:25 +02:00
ZioPao
1bef713de5 Merge branch 'main' of https://github.com/ZioPao/The-Only-Cure 2024-05-03 14:20:59 +02:00
ZioPao
beee6f409c bump to mod.info 2024-05-03 14:20:57 +02:00
ZioPao
540f510eb0 Fixed wearing items bug 2024-05-03 14:20:46 +02:00
23 changed files with 204 additions and 54 deletions

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@@ -368,6 +368,8 @@ end
function DataController.ReceiveData(key, data) function DataController.ReceiveData(key, data)
-- During startup the game can return Bob as the player username, adding a useless ModData table -- During startup the game can return Bob as the player username, adding a useless ModData table
if key == "TOC_Bob" then return end if key == "TOC_Bob" then return end
if not luautils.stringStarts(key, StaticData.MOD_NAME .. "_") then return end
TOC_DEBUG.print("ReceiveData for " .. key) TOC_DEBUG.print("ReceiveData for " .. key)
if data == {} or data == nil then if data == {} or data == nil then

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@@ -268,7 +268,7 @@ end
local function CheckLimbFeasibility(limbName) local function CheckLimbFeasibility(limbName)
local dcInst = DataController.GetInstance() local dcInst = DataController.GetInstance()
local isFeasible = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName) local isFeasible = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName)
TOC_DEBUG.print("isFeasible="..tostring(isFeasible)) --TOC_DEBUG.print("isFeasible="..tostring(isFeasible))
return isFeasible return isFeasible
end end

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@@ -33,6 +33,9 @@ function LocalPlayerController.InitializePlayer(isForced)
Events.OnAmputatedLimb.Add(LocalPlayerController.ToggleUpdateAmputations) Events.OnAmputatedLimb.Add(LocalPlayerController.ToggleUpdateAmputations)
LocalPlayerController.ToggleUpdateAmputations() LocalPlayerController.ToggleUpdateAmputations()
-- Manage their traits
LocalPlayerController.ManageTraits(playerObj)
-- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too -- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too
if isForced then if isForced then
local ItemsController = require("TOC/Controllers/ItemsController") local ItemsController = require("TOC/Controllers/ItemsController")
@@ -47,13 +50,16 @@ end
---Handles the traits ---Handles the traits
---@param playerObj IsoPlayer ---@param playerObj IsoPlayer
function LocalPlayerController.ManageTraits(playerObj) function LocalPlayerController.ManageTraits(playerObj)
local AmputationHandler = require("Handlers/TOC_AmputationHandler") local AmputationHandler = require("TOC/Handlers/AmputationHandler")
for k, v in pairs(StaticData.TRAITS_BP) do for k, v in pairs(StaticData.TRAITS_BP) do
if playerObj:HasTrait(k) then if playerObj:HasTrait(k) then
-- Once we find one, we should be done. -- Once we find one, we should be done since they're exclusive
local tempHandler = AmputationHandler:new(v) local tempHandler = AmputationHandler:new(v, playerObj)
tempHandler:execute(false) -- No damage tempHandler:execute(false) -- No damage
tempHandler:close() tempHandler:close()
-- The wound should be already cicatrized
LocalPlayerController.HandleSetCicatrization(DataController.GetInstance(), playerObj, v)
return return
end end
end end
@@ -257,14 +263,11 @@ function LocalPlayerController.UpdateAmputations()
cicTime = cicTime - cicDec cicTime = cicTime - cicDec
dcInst:setCicatrizationTime(limbName, cicTime)
TOC_DEBUG.print("New cicatrization time: " .. tostring(cicTime)) TOC_DEBUG.print("New cicatrization time: " .. tostring(cicTime))
if cicTime <= 0 then if cicTime <= 0 then
TOC_DEBUG.print(tostring(limbName) .. " is cicatrized") LocalPlayerController.HandleSetCicatrization(dcInst, pl, limbName)
dcInst:setIsCicatrized(limbName, true) else
-- Set visual dcInst:setCicatrizationTime(limbName, cicTime)
local ItemsController = require("TOC/Controllers/ItemsController")
ItemsController.Player.OverrideAmputationItemVisuals(pl, limbName, true)
end end
end end
end end
@@ -285,6 +288,23 @@ function LocalPlayerController.ToggleUpdateAmputations()
CommonMethods.SafeStartEvent("EveryHours", LocalPlayerController.UpdateAmputations) CommonMethods.SafeStartEvent("EveryHours", LocalPlayerController.UpdateAmputations)
end end
--* Cicatrization and cicatrization visuals *--
---Set the boolean and cicTime in DCINST and the visuals for the amputated limb
---@param dcInst DataController
---@param playerObj IsoPlayer
---@param limbName string
function LocalPlayerController.HandleSetCicatrization(dcInst, playerObj, limbName)
TOC_DEBUG.print(tostring(limbName) .. " is cicatrized")
dcInst:setIsCicatrized(limbName, true)
dcInst:setCicatrizationTime(limbName, 0)
-- Set visuals for the amputation
local ItemsController = require("TOC/Controllers/ItemsController")
ItemsController.Player.OverrideAmputationItemVisuals(playerObj, limbName, true)
end
--* Object drop handling when amputation occurs --* Object drop handling when amputation occurs

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@@ -71,11 +71,13 @@ function TourniquetController.WrapClothingAction(obj, wrappedFunc)
group:setMultiItem(TourniquetController.bodyLoc, false) group:setMultiItem(TourniquetController.bodyLoc, false)
end end
wrappedFunc(obj) local ogValue = wrappedFunc(obj)
if isTourniquet then if isTourniquet then
group:setMultiItem(TourniquetController.bodyLoc, true) group:setMultiItem(TourniquetController.bodyLoc, true)
end end
return ogValue -- Needed for isValid
end end
@@ -98,12 +100,12 @@ end
local og_ISWearClothing_isValid = ISWearClothing.isValid local og_ISWearClothing_isValid = ISWearClothing.isValid
function ISWearClothing:isValid() function ISWearClothing:isValid()
TourniquetController.WrapClothingAction(self, og_ISWearClothing_isValid) return TourniquetController.WrapClothingAction(self, og_ISWearClothing_isValid)
end end
local og_ISUnequipAction_perform = ISUnequipAction.perform local og_ISUnequipAction_perform = ISUnequipAction.perform
function ISUnequipAction:perform() function ISUnequipAction:perform()
TourniquetController.WrapClothingAction(self, og_ISUnequipAction_perform) return TourniquetController.WrapClothingAction(self, og_ISUnequipAction_perform)
end end

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@@ -6,39 +6,12 @@ require("TOC/Events")
---@class Main ---@class Main
local Main = { local Main = {
_version = 2.0 _version = "2.0.2"
} }
---Setups the custom traits
function Main.SetupTraits()
-- Perks.Left_Hand is defined in perks.txt
local traitsTable = {
[1] = TraitFactory.addTrait("Amputee_Hand", getText("UI_trait_Amputee_Hand"), -8, getText("UI_trait_Amputee_Hand_desc"), false, false),
[2] = TraitFactory.addTrait("Amputee_LowerArm", getText("UI_trait_Amputee_LowerArm"), -10, getText("UI_trait_Amputee_LowerArm_desc"), false, false),
[3] = TraitFactory.addTrait("Amputee_UpperArm", getText("UI_trait_Amputee_UpperArm"), -20, getText("UI_trait_Amputee_UpperArm_desc"), false, false)
}
for i=1, #traitsTable do
---@type Trait
local t = traitsTable[i]
---@diagnostic disable-next-line: undefined-field
t:addXPBoost(Perks.Left_Hand, 4)
t:addXPBoost(Perks.Fitness, -1)
t:addXPBoost(Perks.Strength, -1)
end
TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitive_desc"), false, false)
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_LowerArm")
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_UpperArm")
TraitFactory.setMutualExclusive("Amputee_LowerArm", "Amputee_UpperArm")
end
function Main.Start() function Main.Start()
TOC_DEBUG.print("running Start method") TOC_DEBUG.print("Starting The Only Cure version " .. tostring(Main._version))
Main.SetupTraits() --Main.SetupTraits()
Main.SetupEvents() Main.SetupEvents()
end end
@@ -47,6 +20,7 @@ function Main.SetupEvents()
Events.OnReceivedTocData.Add(CachedDataHandler.CalculateCacheableValues) Events.OnReceivedTocData.Add(CachedDataHandler.CalculateCacheableValues)
end end
function Main.InitializePlayer() function Main.InitializePlayer()
---Looop until we've successfully initialized the mod ---Looop until we've successfully initialized the mod
local function TryToInitialize() local function TryToInitialize()

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@@ -1,5 +1,6 @@
require "TimedActions/ISBaseTimedAction" require "TimedActions/ISBaseTimedAction"
local DataController = require("TOC/Controllers/DataController") local DataController = require("TOC/Controllers/DataController")
local LocalPlayerController = require("TOC/Controllers/LocalPlayerController")
--------------- ---------------
---@class CauterizeAction : ISBaseTimedAction ---@class CauterizeAction : ISBaseTimedAction
@@ -72,11 +73,14 @@ function CauterizeAction:perform()
local dcInst = DataController.GetInstance() local dcInst = DataController.GetInstance()
dcInst:setCicatrizationTime(self.limbName, 0) dcInst:setCicatrizationTime(self.limbName, 0)
dcInst:setIsCicatrized(self.limbName, true)
dcInst:setIsCauterized(self.limbName, true) dcInst:setIsCauterized(self.limbName, true)
-- we don't care about the depended limbs, since they're alread "cicatrized" -- Set isCicatrized and the visuals in one go, since this action is gonna be run only on a single client
LocalPlayerController.HandleSetCicatrization(dcInst, self.character, self.limbName)
-- TODO Add specific visuals for cauterization
-- we don't care about the depended limbs, since they're alread "cicatrized"
dcInst:apply() dcInst:apply()
ISBaseTimedAction.perform(self) ISBaseTimedAction.perform(self)

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@@ -232,9 +232,9 @@ end
-- Link a trait to a specific body part -- Link a trait to a specific body part
StaticData.TRAITS_BP = { StaticData.TRAITS_BP = {
AmputeeHand = "Hand_L", Amputee_Hand = "Hand_L",
AmputeeLowerArm = "ForeArm_L", Amputee_ForeArm = "ForeArm_L",
AmputeeUpeerArm = "UpperArm_L" Amputee_UpperArm = "UpperArm_L"
} }
----------------- -----------------

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@@ -0,0 +1,49 @@
---Setups the custom TOC traits
local TRAITS = {
Amputee_Hand = "Amputee_Hand",
Amputee_ForeArm = "Amputee_ForeArm",
Amputee_UpperArm = "Amputee_UpperArm",
Insensitive = "Insensitive"
}
local function GetTraitText(trait)
return getText("UI_trait_" .. trait)
end
local function GetTraitDesc(trait)
return getText("UI_trait_" .. trait .. "_desc")
end
local function SetupTraits()
-- Perks.Left_Hand is defined in perks.txt
local traitsTable = {
[1] = TraitFactory.addTrait(TRAITS.Amputee_Hand, GetTraitText(TRAITS.Amputee_Hand), -8, GetTraitDesc(TRAITS.Amputee_Hand), false, false),
[2] = TraitFactory.addTrait(TRAITS.Amputee_ForeArm, GetTraitText(TRAITS.Amputee_ForeArm), -10, GetTraitDesc(TRAITS.Amputee_ForeArm), false, false),
[3] = TraitFactory.addTrait(TRAITS.Amputee_UpperArm, GetTraitText(TRAITS.Amputee_UpperArm), -20, GetTraitDesc(TRAITS.Amputee_UpperArm), false, false)
}
for i=1, #traitsTable do
---@type Trait
local t = traitsTable[i]
---@diagnostic disable-next-line: undefined-field
t:addXPBoost(Perks.Left_Hand, 4)
t:addXPBoost(Perks.Fitness, -1)
t:addXPBoost(Perks.Strength, -1)
end
TraitFactory.addTrait(TRAITS.Insensitive, GetTraitText(TRAITS.Insensitive), 6, GetTraitDesc(TRAITS.Insensitive), false, false)
TraitFactory.setMutualExclusive(TRAITS.Amputee_Hand, TRAITS.Amputee_ForeArm)
TraitFactory.setMutualExclusive(TRAITS.Amputee_Hand, TRAITS.Amputee_UpperArm)
TraitFactory.setMutualExclusive(TRAITS.Amputee_ForeArm, TRAITS.Amputee_UpperArm)
end
Events.OnGameBoot.Add(SetupTraits)

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@@ -1,8 +1,8 @@
UI_DE = { UI_DE = {
UI_trait_Amputee_Hand = "Amputierte linke Hand", UI_trait_Amputee_Hand = "Amputierte linke Hand",
UI_trait_Amputee_Hand_desc = "", UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_LowerArm = "Amputierter linker Unterarm", UI_trait_Amputee_ForeArm = "Amputierter linker Unterarm",
UI_trait_Amputee_LowerArm_desc = "", UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Amputierter linker Oberarm", UI_trait_Amputee_UpperArm = "Amputierter linker Oberarm",
UI_trait_Amputee_UpperArm_desc = "", UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Unempfindlich", UI_trait_Insensitive = "Unempfindlich",

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@@ -2,8 +2,8 @@ UI_EN = {
UI_trait_Amputee_Hand = "Amputated Left Hand", UI_trait_Amputee_Hand = "Amputated Left Hand",
UI_trait_Amputee_Hand_desc = "", UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_LowerArm = "Amputated Left Forearm", UI_trait_Amputee_ForeArm = "Amputated Left Forearm",
UI_trait_Amputee_LowerArm_desc = "", UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Amputated Left Upper arm", UI_trait_Amputee_UpperArm = "Amputated Left Upper arm",
UI_trait_Amputee_UpperArm_desc = "", UI_trait_Amputee_UpperArm_desc = "",

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@@ -0,0 +1,33 @@
ContextMenu_IT = {
ContextMenu_Amputate = "Amputa",
ContextMenu_Amputate_Bandage = "Amputa e fascia",
ContextMenu_Amputate_Stitch = "Amputa e metti i punti",
ContextMenu_Amputate_Stitch_Bandage = "Amputate, metti i punti e fascia",
ContextMenu_Cauterize = "Cauterizza",
ContextMenu_Limb_Hand_L = "Mano Sinistra",
ContextMenu_Limb_ForeArm_L = "Avambraccio Sinistro",
ContextMenu_Limb_UpperArm_L = "Braccio Superiore Sinistro",
ContextMenu_Limb_Hand_R = "Mano Destra",
ContextMenu_Limb_ForeArm_R = "Avambraccio Destro",
ContextMenu_Limb_UpperArm_R = "Braccio Superiore Destro",
ContextMenu_InstallProstRight = "Installa protesi sul braccio destro",
ContextMenu_InstallProstLeft = "Installa protesi sul braccio sinistro",
ContextMenu_PutTourniquetArmLeft = "Metti laccio emostatico sul braccio sinistro",
ContextMenu_PutTourniquetLegL = "Metti laccio emostatico sulla gamba sinistra",
ContextMenu_PutTourniquetArmRight = "Metti laccio emostatico sul braccio destro",
ContextMenu_PutTourniquetLegR = "Metti laccio emostatico sulla gamba destra",
ContextMenu_CleanWound = "Pulisci ferita",
ContextMenu_Admin_TOC = "TOC",
ContextMenu_Admin_ResetTOC = "Reset Amputations",
ContextMenu_Admin_ForceAmputation = "Force Amputation",
}

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@@ -0,0 +1,18 @@
IG_UI_IT = {
IGUI_perks_Amputations = "Amputazioni",
IGUI_perks_Side_R = "Parte destra",
IGUI_perks_Side_L = "Parte sinistra",
IGUI_perks_Prosthesis = "Protesi",
IGUI_perks_ProstFamiliarity= "Familiarità",
IGUI_ItemCat_Prosthesis = "Protesi",
IGUI_ItemCat_Surgery = "Operazioni mediche",
IGUI_ItemCat_Amputation = "Amputazione"
IGUI_HealthPanel_Cicatrization = "Cicatrizzazione",
IGUI_HealthPanel_Cicatrized = "Cicatrizzata",
IGUI_HealthPanel_Cauterized = "Cauterizzata",
IGUI_HealthPanel_WoundDirtyness = "Sporcizia della ferita",
IGUI_HealthPanel_ProstEquipped = "Protesi installata",
}

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@@ -0,0 +1,11 @@
ItemName_IT = {
ItemName_TOC.Surg_Arm_Tourniquet_L = "Laccio emostatico",
ItemName_TOC.Surg_Arm_Tourniquet_R = "Laccio emostatico",
ItemName_TOC.Prost_NormalArm_L = "Braccio Prostetico",
ItemName_TOC.Prost_NormalArm_R = "Braccio Prostetico",
ItemName_TOC.Prost_HookArm_L = "Braccio prostetico - Uncino",
ItemName_TOC.Prost_HookArm_R = "Braccio prostetico - Uncino",
}

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@@ -0,0 +1,4 @@
Recipes_IT = {
Recipe_Craft_Prosthetic_Arm = "Costruisci un braccio prostetico",
Recipe_Craft_Prosthetic_Hook = "Costruisci un braccio prostetico con uncino",
}

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@@ -0,0 +1,7 @@
Sandbox_IT = {
Sandbox_TOC = "The Only Cure",
Sandbox_TOC_CicatrizationSpeed = "Velocità cicatrizzazione",
Sandbox_TOC_WoundDirtynessMultiplier = "Moltiplicatore sporcizia ferita",
Sandbox_TOC_SurgeonAbilityImportance = "Importanza abilità medico",
}

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@@ -0,0 +1,10 @@
Tooltip_IT = {
Tooltip_Surgery_CantCauterize = "Non puoi cauterizzare la ferita",
Tooltip_Surgery_And = " e "
Tooltip_Surgery_TempTooLow = "La temperatura è troppo bassa",
Tooltip_Surgery_Coward = "Non sei abbastanza coraggioso",
Tooltip_Surgery_LimbNotFree = "Devi rimuovere la protesi",
}

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@@ -0,0 +1,16 @@
UI_IT = {
UI_trait_Amputee_Hand = "Mano Sinistra Amputata",
UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_ForeArm = "Avambraccio Sinistro Amputato",
UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Parte superiore del Braccio Sinistro Amputato",
UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Insensibile",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "Non posso equipaggiarlo..."
}

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@@ -1,8 +1,8 @@
name=The Only Cure name=The Only Cure
poster=poster.png poster=poster.png
description=Bitten? Not a problem! description=You've been bitten. You have only two choices.
id=TheOnlyCure id=TheOnlyCure
icon=icon.png icon=icon.png
url=https://github.com/ZioPao/The-Only-Cure url=https://github.com/ZioPao/The-Only-Cure
modversion=2.0 modversion=2.0.2
pzversion=41.65 pzversion=41.65