187 Commits

Author SHA1 Message Date
ZioPao
839ce002a3 More tests 2025-10-04 15:05:33 +02:00
ZioPao
49eee7ce84 fix: 42.12 new bodyloc 2025-10-04 04:23:12 +02:00
ZioPao
1c72647d40 fix: fix for cheat prevention with both hands feasibility to false 2025-10-04 04:22:26 +02:00
ZioPao
a9a7063287 fix: override for both hands interaction for b42 and cheat prevention 2025-10-04 04:22:04 +02:00
ZioPao
a511ac777a refactor: reorganized settings for cd 2025-07-14 02:46:43 +02:00
ZioPao
04c7172d82 refactor: removed old code 2025-07-14 01:15:39 +02:00
ZioPao
522c49b40c chore: cleaning and setting up stuff 2025-04-17 18:23:18 +02:00
ZioPao
8c8aa8351b mod version 2025-04-17 15:53:49 +02:00
ZioPao
3eeb9d1000 fix: hotfix to IgnoredActions 2025-04-17 15:46:22 +02:00
ZioPao
c60a2c56ec fix: fixed (once and for all, hopefully) hotbar handling 2025-04-17 12:54:50 +02:00
ZioPao
69025c8262 fix: disabled ISDetachItemHotbar override, broken and unneccesary 2025-04-17 12:52:23 +02:00
ZioPao
80e9391db5 fix: fixed ignored actions that should ignore toc calculations 2025-04-17 12:42:35 +02:00
ZioPao
d7bdee1d26 fix: broken skipTOC check for timed actions 2025-04-17 12:18:27 +02:00
ZioPao
8234abd5e2 refactor: changed check for version 2025-04-17 11:26:58 +02:00
ZioPao
9011579f08 chore: changes to structure 2025-04-17 11:01:03 +02:00
ZioPao
be6466976c add: added known incompatibilies to mod.info for B42 2025-04-17 11:00:46 +02:00
ZioPao
9ab584d977 chore: fix to some stupid config issues 2025-04-17 03:38:02 +02:00
ZioPao
b0d3520173 fix: #174 2025-04-15 03:07:20 +02:00
ZioPao
bbd36f7dc2 chore: changes to vscode config and updated gitignore for symink 2025-04-15 03:02:38 +02:00
ZioPao
3fc37f56d6 refactor: cleaning dev stuff 2025-04-13 03:21:34 +02:00
ZioPao
d5fd735de8 refactor: cleaning code 2025-04-13 03:21:06 +02:00
ZioPao
253c5717a9 refactor: removed unused code 2025-04-13 03:16:06 +02:00
ZioPao
d850691053 Chore: changes to vscode config 2025-04-13 03:08:49 +02:00
ZioPao
f728520f9e Chore: fixed config for umbrella 2025-04-12 15:16:02 +02:00
ZioPao
67f51ca845 Change: unified perks into one single parent, added translations for perk tooltips (b42) 2025-04-03 00:37:18 +02:00
ZioPao
e07af54d27 Fix: moved UI files for b42 to correct location 2025-04-03 00:16:21 +02:00
ZioPao
6e47f945c5 Add: #180 2025-04-03 00:00:53 +02:00
ZioPao
644376cea0 Fix: #186 2025-04-02 23:57:17 +02:00
ZioPao
6a3fa76e00 Fix: added more checks in DataController to prevent issues, thanks PhysiksTV 2025-04-02 18:12:45 +02:00
ZioPao
6e674959ab UI: Fixed color for Health panel female covers (b41 only) 2025-04-02 02:04:44 +02:00
ZioPao
d52f3f6bf2 UI: Moved specific b42 health panel files to 42 folder, restored old files for b41 2025-04-02 01:59:58 +02:00
ZioPao
5acab111f2 git: Modified gitignore 2025-04-02 01:57:35 +02:00
ZioPao
61f505fa8e Dev: modified tasks and settings (vscode) 2025-04-02 01:36:37 +02:00
ZioPao
6abd89cea7 UI: Fixed male Health Panel 2025-04-02 01:32:30 +02:00
ZioPao
768a0dbdab UI: Better test pattern for Health Panel debugging 2025-04-02 01:16:51 +02:00
ZioPao
d96c26d099 UI: fixed health panel for Female chars 2025-04-02 00:42:58 +02:00
ZioPao
f93c0503f8 Fix unequip prosthesis for b42 2025-03-31 22:46:12 +02:00
ZioPao
671bf133e3 Fixes for overriden methods, compat with b41 2025-03-31 22:22:17 +02:00
ZioPao
1e754895a0 Re-added lua timers 2025-03-31 20:56:23 +02:00
ZioPao
9a11047e3c Fix to Traits 2025-03-31 19:57:38 +02:00
ZioPao
db6f315f89 Readded translations, finalized folder struct 2025-03-31 19:57:27 +02:00
ZioPao
729e3b62e7 Reverted common for B41 2025-03-31 06:45:44 +02:00
ZioPao
7c8cfb0fcc Added mod.info for b41 2025-03-31 06:43:19 +02:00
ZioPao
bb19da2b4b Removed icon and poster from versioned folder, added dynamically 2025-03-31 02:47:26 +02:00
ZioPao
471608f9ba minVersion=42.6 2025-03-31 02:40:13 +02:00
ZioPao
71b854efe2 Moved everything to common. 2025-03-31 02:36:15 +02:00
ZioPao
e919c8c01b Bump to mod version and changed folder for specific game version 2025-03-31 02:17:40 +02:00
ZioPao
b6b61b872f Bump to mod version 2025-03-31 02:15:49 +02:00
ZioPao
58d5c8e13d Moved TR translation to correct folder 2025-03-31 02:00:19 +02:00
ZioPao
cc5e67aceb Moved Translations to common folder, merged pgmbru changes manually 2025-03-31 01:59:27 +02:00
ZioPao
f77a357dab Updated to current unstable version and fixed Healthpanel again 2025-03-31 01:46:49 +02:00
Pao
499db8cd78 Merge pull request #193 from ZioPao/dev-b42
Dev b42
2025-03-31 00:40:24 +02:00
Pao
ffce5fac2e Merge pull request #182 from VVentos0/main
Turkish Translation Added
2025-02-26 01:51:43 +01:00
VVentos0
81842f7020 Turkish Translate Added
I made Turkish Translate for your mod. This Translate only for B41 because the encode is ANSI (Windows-1254)

If you going to update your mod to B42 .txt files should be UTF-08 I'll post B42 files too. Please don't forget to add B42 Translation after B42 Update <3
2025-01-11 10:17:03 +03:00
ZioPao
d846b853ff Fix for ISHealthPanel 2025-01-04 21:21:05 +01:00
ZioPao
0f4117cd34 moved common files 2025-01-04 21:07:34 +01:00
ZioPao
736d527a13 Fix instanceItem, oops 2025-01-04 21:00:39 +01:00
ZioPao
1ded7f976c Replaced InventoryItemFactory with instanceItem 2025-01-04 20:46:11 +01:00
ZioPao
6635cc19b2 moved folders 2025-01-04 20:44:12 +01:00
ZioPao
5d8e60a2e4 Updated tasks for b42 dev 2025-01-04 20:25:22 +01:00
Pao
5515b6bd4f Merge pull request #157 from ZioPao/dev
v2.1.5
2024-10-22 01:12:27 +02:00
ZioPao
ba267cb900 I should stop trying to fix stuff while I'm falling asleep 2024-10-22 01:09:41 +02:00
Pao
90ca2edbce Merge pull request #155 from ZioPao/dev
v2.1.5
2024-10-22 00:11:35 +02:00
ZioPao
00d5d83ea2 Bump to mod version 2024-10-22 00:10:49 +02:00
ZioPao
849c17051a Fixed broken checks for admin menu 2024-10-22 00:10:40 +02:00
Pao
0071d2ac3f Merge pull request #148 from ZioPao/dev
v2.1.4
2024-10-19 18:42:08 +02:00
ZioPao
68605ddb35 Bump to mod version 2024-10-19 18:37:02 +02:00
Pao
371134faa7 Merge pull request #144 from ZioPao/dev
v2.1.3
2024-10-17 23:52:07 +02:00
ZioPao
132ce24328 Added confirmation for amputations 2024-10-17 23:50:51 +02:00
ZioPao
4af127196c removed useless require 2024-10-17 23:22:08 +02:00
ZioPao
39bccaf895 Disabled other stuff 2024-10-12 19:51:21 +02:00
ZioPao
54c5958715 Disabled some non-functioning overrides 2024-10-12 19:17:46 +02:00
Pao
6b79ebf003 Merge pull request #139 from pllq/main
Ukrainian translation
2024-10-12 18:51:22 +02:00
ZioPao
75d5cb180d Fix to familiarity timing bug 2024-10-12 18:48:52 +02:00
pllq
245f81be26 updated Sandbox_UA.txt
added new translation for ukrainian langauge in Sandbox_UA.txt
2024-10-05 00:11:41 +03:00
pllq
1f950e0663 Delete media/lua/shared/Translate/UA/Sandbox_UA.txt
deleted old Sandbox_UA.txt
2024-10-05 00:11:05 +03:00
pllq
aecb5448ea translation for the UI file
added translation for the UI file
2024-10-05 00:09:44 +03:00
Pao
c02ac7dacc Merge pull request #123 from ZioPao/main
backmerge to dev since i'm an idiot part 2
2024-08-23 04:50:16 +02:00
ZioPao
332e02d9fd Fix to force reinit breaking actions in SP 2024-08-23 04:48:15 +02:00
ZioPao
a2b3db6793 Fix to unequip 2024-08-23 04:48:03 +02:00
Pao
6883c81322 Merge pull request #121 from ZioPao/dev
v2.1.3
2024-08-23 03:04:44 +02:00
ZioPao
600c55f5f8 Bump to mod version 2024-08-23 03:03:01 +02:00
ZioPao
bf20aec94f Fixed admin commands in sp 2024-08-23 02:53:04 +02:00
Pao
26c269e8ba Update README.md 2024-08-21 22:21:19 +02:00
ZioPao
db42feed35 Added exceptions for various equipping actions 2024-08-21 17:23:12 +02:00
ZioPao
10f97cffa1 Fixed picking up broken glass with item in off hand 2024-08-21 13:21:09 +02:00
ZioPao
22e6621300 Removed unused param 2024-08-21 12:36:04 +02:00
ZioPao
4d2b62e4a1 Error check for OnProsthesisEquipped 2024-08-21 01:55:59 +02:00
Pao
dd0d48cd08 Merge pull request #114 from ZioPao/dev
v2.1.2
2024-08-17 19:27:58 +02:00
ZioPao
2de512b447 Bump mod version 2024-08-17 19:26:41 +02:00
ZioPao
1765d82ad9 Implemented Forced Amputation and some additional safety checks 2024-08-17 19:15:58 +02:00
ZioPao
c52cca09f1 Merge branch 'dev' of https://github.com/ZioPao/The-Only-Cure into dev 2024-08-17 18:26:14 +02:00
ZioPao
545d5c7573 Implemented random limb side for Zombie Amputations 2024-08-17 18:26:13 +02:00
ZioPao
99d0847caa Updated workshop.txt 2024-08-17 16:51:37 +02:00
Pao
3b7fe2ec58 Merge pull request #113 from ZioPao/dev
v2.1.1
2024-08-17 16:48:59 +02:00
Pao
92fc80095d Merge pull request #109 from Pgmbru/Pgmbru-patch-FR
Pgmbru patch fr
2024-08-17 16:48:09 +02:00
ZioPao
751e36cba7 Fixed zombie amputations not enabling 2024-08-17 16:47:28 +02:00
Pgmbru
487e616801 Update Sandbox_FR.txt
Add Translate + Update Sandbox_FR
2024-08-12 03:04:07 +01:00
Pao
d5915cd287 Merge pull request #105 from ZioPao/dev
v2.1
2024-08-11 16:15:53 +02:00
ZioPao
d1f63ab55f Removed broken linter 2024-08-11 16:15:38 +02:00
ZioPao
857515576e Disabled zombies amputations by default 2024-08-11 16:14:05 +02:00
ZioPao
69c6177be5 Test linter 2024-08-11 13:32:28 +02:00
Pgmbru
38fa63324c Add Translate FR 2024-08-06 00:05:11 +01:00
ZioPao
940f5486aa Added toggle for Zombie amputations 2024-07-15 12:19:11 +02:00
ZioPao
11622795e1 Working zombies amputations once again 2024-07-15 12:15:35 +02:00
ZioPao
cb7603feea Bump to mod.info (2.1) 2024-07-15 10:59:40 +02:00
ZioPao
7b5e8e15d5 Added failsafe for iMeds compat 2024-07-15 10:59:15 +02:00
ZioPao
9a74710c1e Added preliminary compatibility with iMeds 2024-07-15 10:54:34 +02:00
ZioPao
3f7bf56be2 Added translation credits 2024-07-13 19:33:07 +02:00
Pao
501c2fbabd Merge pull request #93 from ZioPao/dev
v2.0.15
2024-07-13 19:30:30 +02:00
ZioPao
3dad820014 Fixed cicatrization force-applying with traits 2024-07-13 19:27:55 +02:00
ZioPao
2f82021b5d Fixed bandage\stitches action after amputation applying to wrong body part 2024-07-13 19:13:18 +02:00
ZioPao
a3287bb2bc Fixed suture needle causing an error 2024-07-13 19:07:17 +02:00
ZioPao
6c82f1a96f Add logs for traits 2024-07-13 18:57:16 +02:00
ZioPao
f2446c0781 Added script to automatically bump version 2024-07-13 18:57:10 +02:00
ZioPao
4d6ee68054 bump to mod.info 2024-07-13 17:27:48 +02:00
ZioPao
854238ef98 Merge branch 'dev' of https://github.com/ZioPao/The-Only-Cure into dev 2024-07-13 17:26:06 +02:00
ZioPao
2b41745a05 Added Korean translation 2024-07-13 17:26:04 +02:00
Pao
c2e15151a6 Merge pull request #84 from pllq/main
Added Ukrainian localization
2024-06-09 23:28:33 +02:00
pllq
b25f52a40d Add files via upload
Ukrainian localization for the TOC mod
2024-06-09 23:54:59 +03:00
Pao
145ec33620 Merge pull request #80 from ZioPao/dev
v2.0.14
2024-06-04 09:53:14 +02:00
ZioPao
307e19fd52 Fixed bug with saws 2024-06-04 09:48:17 +02:00
Pao
9eb9ea0263 Merge pull request #79 from ZioPao/dev
v2.0.13
2024-06-03 21:59:48 +02:00
ZioPao
f8fc8e7f60 Merge branch 'dev' of https://github.com/ZioPao/The-Only-Cure into dev 2024-06-03 21:59:15 +02:00
ZioPao
3d1cfba85c bump to mod.info 2024-06-03 21:59:13 +02:00
Pao
1f6fc63f46 Merge pull request #78 from Rinary1/main
RU Translate For This Mod
2024-06-03 21:57:45 +02:00
Rinary
3931c0ed4d Add files via upload 2024-06-03 20:29:43 +03:00
Pao
74eb7763cf Merge pull request #75 from ZioPao/dev
v2.0.12
2024-05-31 10:53:56 +02:00
ZioPao
e0e65c022f bump to mod.info 2024-05-31 10:52:24 +02:00
ZioPao
574526aca0 Fix: traits handling 2024-05-31 10:50:51 +02:00
ZioPao
29f21decb4 hotfix to traits 2024-05-31 10:37:39 +02:00
ZioPao
b70dd619a4 Disabled insensitive trait for now 2024-05-28 10:01:03 +02:00
Pao
0d5814dad1 Merge pull request #72 from ZioPao/dev
v2.0.11
2024-05-15 13:14:52 +02:00
ZioPao
5f64ead354 Fixed disabling of Interact Key 2024-05-15 13:13:27 +02:00
ZioPao
80c8b22faa lock for HandleDamage not disengaging in some cases 2024-05-15 11:52:45 +02:00
ZioPao
696edc1f1d Fixed wrong skin color for amputations 2024-05-15 11:47:28 +02:00
ZioPao
a1336c8d2e Destroying the instance will break stuff 2024-05-15 11:38:08 +02:00
Pao
1187f1a1b6 Merge pull request #60 from ZioPao/dev
disabled useless log
2024-05-09 14:52:00 +02:00
ZioPao
dc921e4c04 disabled useless log 2024-05-09 14:50:48 +02:00
Pao
bff6a2d4d6 Merge pull request #59 from ZioPao/dev
v2.0.10
2024-05-09 14:47:52 +02:00
ZioPao
36c3418a3e bump to mod version 2024-05-09 14:47:28 +02:00
ZioPao
a7e32bc69b Fix to HandleDamage breaking when getIsIgnoredPartInfected==true 2024-05-09 14:46:31 +02:00
Pao
139ad5828a Merge pull request #55 from ZioPao/dev
v2.0.9
2024-05-07 17:14:53 +02:00
ZioPao
1636ca7e13 bump to mod version 2024-05-07 17:13:56 +02:00
ZioPao
46a8ddc207 Added some tests 2024-05-07 17:13:27 +02:00
ZioPao
26e0324f4a Fixed bug related to BodyLocations that would break equipping prosthesis 2024-05-07 17:04:32 +02:00
ZioPao
c1faeeaabf Potential fix to bleeding issue 2024-05-07 16:58:55 +02:00
Pao
a93c8a56bb Merge pull request #51 from ZioPao/dev
v2.0.8
2024-05-06 22:07:00 +02:00
ZioPao
b33cee7271 hotfix 2024-05-06 22:06:26 +02:00
Pao
6e68e12b60 Merge pull request #49 from ZioPao/dev
v2.0.7
2024-05-06 17:15:27 +02:00
ZioPao
013f852e7e Fixed huge bug that would break things after a player died 2024-05-06 17:14:45 +02:00
Pao
99dbaea143 Update issue templates 2024-05-06 10:15:31 +02:00
Pao
a09a1520a1 Update issue templates 2024-05-06 01:28:35 +02:00
ZioPao
a7a064119d Added destroy instance in DataController after death 2024-05-05 21:07:33 +02:00
Pao
6458988cc8 Merge pull request #45 from ZioPao/dev
v2.0.6
2024-05-05 18:05:06 +02:00
ZioPao
9b1876b235 mod.info and version bump 2024-05-05 18:04:10 +02:00
ZioPao
0d9ee4203c Revert "Revert "Added tests for blood on limbs""
This reverts commit 2ea03601f5.
2024-05-05 18:03:39 +02:00
ZioPao
2ea03601f5 Revert "Added tests for blood on limbs"
This reverts commit 3d4a54418c.
2024-05-05 18:03:08 +02:00
ZioPao
3d4a54418c Added tests for blood on limbs 2024-05-05 18:02:48 +02:00
Pao
ba4f161122 Merge pull request #44 from ZioPao/dev
v2.0.5
2024-05-05 17:02:45 +02:00
ZioPao
17718cbbca bit of cleaning 2024-05-05 17:02:14 +02:00
ZioPao
f9ad597d2b bump to mod.info 2024-05-05 17:01:40 +02:00
ZioPao
c8b6a8c5ed Wash Yourself override 2024-05-05 16:58:16 +02:00
Pao
df8591b1ef Merge pull request #42 from ZioPao/dev
Added ProstFamiliarity in adjustMaxTime function
2024-05-05 13:57:31 +02:00
ZioPao
9478e0faa1 Added ProstFamiliarity in adjustMaxTime function 2024-05-05 13:56:58 +02:00
Pao
91a6eb7763 Merge pull request #41 from ZioPao/dev
v2.0.4
2024-05-05 13:52:02 +02:00
ZioPao
d512f0ba81 bump to mod.info and _version 2024-05-05 13:51:03 +02:00
ZioPao
31995965f9 Added leveling for ProstFamiliarity, dynamic xp 2024-05-05 13:50:47 +02:00
ZioPao
d35840d825 Added level scaling for prosthetics 2024-05-05 13:27:20 +02:00
ZioPao
e270b4f73b updated steam desc 2024-05-05 12:38:20 +02:00
Pao
1a754f4012 Merge pull request #38 from ZioPao/dev
bump to modversion
2024-05-05 01:01:35 +02:00
ZioPao
4757d9dfa8 bump to modversion 2024-05-05 01:00:49 +02:00
Pao
74bb34bbc8 Merge pull request #37 from ZioPao/dev
v2.0.3
2024-05-05 00:50:22 +02:00
ZioPao
1b235ebaa4 bump to mod.info 2024-05-05 00:49:05 +02:00
Pao
44d486dfeb Merge pull request #36 from ZioPao/main
backmerge to dev since I'm an idiot
2024-05-05 00:48:40 +02:00
ZioPao
5cc982188a Fixed prosthesis not working correctly 2024-05-05 00:47:50 +02:00
ZioPao
aadbe02df4 Fixed sync with server after setup to prevent issues with medical check 2024-05-05 00:14:37 +02:00
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
329 changed files with 2501 additions and 2027 deletions

24
.github/ISSUE_TEMPLATE/bug_report.md vendored Normal file
View File

@@ -0,0 +1,24 @@
---
name: Bug report
about: Create a report to help us improve
title: ''
labels: ''
assignees: ZioPao
---
**Describe the bug**
A clear and concise description of what the bug is.
**To Reproduce**
Steps to reproduce the behavior:
1. Go to '...'
2. Click on '....'
3. Scroll down to '....'
4. See error
**Logs**
Please upload your game logs too. Server logs are useful too.
**Additional context**
Add any other context about the problem here.

3
.gitignore vendored
View File

@@ -1 +1,2 @@
.vscode dev_stuff/gen_amp_textures/.venv
dev_stuff/gen_amp_textures/output

32
.vscode/settings.json vendored
View File

@@ -1,11 +1,27 @@
{ {
"todo-tree.tree.scanMode": "workspace", "Lua.workspace.library": [
"zomboid_user_folder": "C:/Users/picch/Zomboid", "${addons}/umbrella-unstable/module/library"
"zomboid_folder": "E:\\Steam\\steamapps\\common\\ProjectZomboid",
"zomboid_server_folder": "E:\\Steam\\steamapps\\common\\Project Zomboid Dedicated Server",
"Lua.diagnostics.globals": [
"ModOptions",
"zombie",
"_"
], ],
"Lua.runtime.version": "Lua 5.1",
"Lua.runtime.path": [
"?.lua",
"?/init.lua",
"server/?.lua"
],
"Lua.completion.requireSeparator": "/",
"Lua.runtime.builtin": {
"debug": "disable",
"io": "disable",
"package": "disable"
},
"Lua.workspace.checkThirdParty": false,
"Lua.workspace.ignoreDir": [
".vscode",
"dev_stuff",
"workshop_files"
],
"Lua.diagnostics.globals": [
"FHSwapHandsAction",
"timer"
]
} }

123
.vscode/tasks.json vendored
View File

@@ -6,59 +6,110 @@
{ {
"label": "Create Workshop folder", "label": "Create Workshop folder",
"type": "shell", "type": "shell",
"options": {"statusbar": {"label": "$(combine) Assemble Mod"}}, "options": {"statusbar": {"label": "$(combine) Assemble Mod - B42"}},
"command": "python ${config:zomboid_user_folder}/PaosCrap/make_workshop_pack.py picch ${workspaceFolderBasename}", "command": "python ${config:zomboid_user_folder}/PaosCrap/make_workshop_pack.py \"42\" \"picch\" \"${workspaceFolderBasename}\" \"\"",
}, },
{ {
"label": "Run Zomboid Debug No Steam", "label": "Create Workshop folder",
"type": "shell",
"options": {"statusbar": {"label": "$(combine) Assemble Mod - B41"}},
"command": "python ${config:zomboid_user_folder}/PaosCrap/make_workshop_pack.py \"41\" \"picch\" \"${workspaceFolderBasename}\" \"\"",
},
{
"label": "Create Workshop folder",
"type": "shell",
"options": {"statusbar": {"label": "$(combine) Assemble Mod (Test)"}},
"command": "python ${config:zomboid_user_folder}/PaosCrap/make_workshop_pack.py \"picch\" \"${workspaceFolderBasename}\" \"test\"",
},
{
"label": "Bump Mod Version",
"type": "shell",
"options": {"statusbar": {"label": "$(arrow-up) Bump Mod Version"}},
"command": "python ${config:zomboid_user_folder}/PaosCrap/bump_version.py common/media/lua/client/TOC/Main.lua",
},
{
"label": "Run Zomboid Debug No Steam (42)",
"type": "shell", "type": "shell",
"presentation": { "presentation": {
"group": "groupZomboid" "group": "groupZomboid"
}, },
"command": "\"${config:zomboid_folder}\\ProjectZomboid64 - nosteam-debug.bat\"", "command": "\"${config:zomboid_folder_b42}\\ProjectZomboid64 - nosteam-debug 42.bat\"",
"options": {"statusbar": {"label": "$(run) Zomboid client"}}, "options": {"statusbar": {"label": "$(run) Zomboid client (42)"}},
"problemMatcher": [ "problemMatcher": [
"$eslint-stylish" "$eslint-stylish"
] ]
}, },
{ {
"label": "Run Zomboid Debug No Steam 2", "label": "Run Zomboid Debug No Steam (41)",
"type": "shell", "type": "shell",
"command": "\"${config:zomboid_folder}\\ProjectZomboid64 - nosteam-debug.bat\"",
"options": {"statusbar": {"hide": true}},
"problemMatcher": [
"$eslint-stylish"
]
},
{
"label": "Run two instances of Zomboid Debug No Steam",
"options": {"statusbar": {"label": "$(run-all) Two Zomboid Clients"}},
"presentation": { "presentation": {
"reveal": "always", "group": "groupZomboid"
"panel": "new"
}, },
"dependsOn": [ "command": "\"${config:zomboid_folder_b41}\\ProjectZomboid64 - nosteam-debug.bat\"",
"Run Zomboid Debug No Steam", "Run Zomboid Debug No Steam 2"], "options": {"statusbar": {"label": "$(run) Zomboid client (41)"}},
"problemMatcher": []
},
{
"label": "Run Zomboid Test Server",
"options": {"statusbar": {"label": "$(run) Zomboid Server (TOC)"}},
"type": "shell",
"command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC",
"problemMatcher": [ "problemMatcher": [
"$eslint-stylish" "$eslint-stylish"
] ]
}, },
{ // {
"label": "Run Zomboid Test Server 2", // "label": "Run Zomboid Debug No Steam",
"options": {"statusbar": {"label": "$(run) Zomboid Server (TOC+FH+BH)"}}, // "type": "shell",
"type": "shell", // "presentation": {
"command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC_FH_BH", // "group": "groupZomboid"
"problemMatcher": [ // },
"$eslint-stylish" // "command": "\"${config:zomboid_folder}\\ProjectZomboid64 - nosteam-debug.bat\"",
] // "options": {"statusbar": {"label": "$(run) Zomboid client"}},
} // "problemMatcher": [
// "$eslint-stylish"
// ]
// },
// {
// "label": "Run Zomboid Debug No Steam 2",
// "type": "shell",
// "command": "\"${config:zomboid_folder}\\ProjectZomboid64 - nosteam-debug.bat\"",
// "options": {"statusbar": {"hide": true}},
// "problemMatcher": [
// "$eslint-stylish"
// ]
// },
// {
// "label": "Run two instances of Zomboid Debug No Steam",
// "options": {"statusbar": {"label": "$(run-all) Two Zomboid Clients"}},
// "presentation": {
// "reveal": "always",
// "panel": "new"
// },
// "dependsOn": [
// "Run Zomboid Debug No Steam", "Run Zomboid Debug No Steam 2"],
// "problemMatcher": []
// },
// {
// "label": "Run Zomboid Test Server",
// "options": {"statusbar": {"label": "$(run) Zomboid Server (TOC)"}},
// "type": "shell",
// "command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC",
// "problemMatcher": [
// "$eslint-stylish"
// ]
// },
// {
// "label": "Run Zomboid Test Server 2",
// "options": {"statusbar": {"label": "$(run) Zomboid Server (TOC+FH+BH)"}},
// "type": "shell",
// "command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC_FH_BH",
// "problemMatcher": [
// "$eslint-stylish"
// ]
// },
// {
// "label": "Run Zomboid Test Server 3",
// "options": {"statusbar": {"label": "$(run) Zomboid Server (TOC+FH+BH+iMedsFixed)"}},
// "type": "shell",
// "command":"\"${config:zomboid_server_folder}\\StartServer64_nosteam_custom.bat\" TOC_FH_BH_imeds",
// "problemMatcher": [
// "$eslint-stylish"
// ]
// }
] ]
} }

View File

@@ -0,0 +1,10 @@
local LimitActionsController = require("TOC/Controllers/LimitActionsController") -- declared in common
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"))
return LimitActionsController.WrapClothingAction(self, og_ISClothingExtraAction_isValid, instanceItem(self.extra))
end

View File

@@ -0,0 +1,40 @@
local ProsthesisHandler = require("TOC/Handlers/ProsthesisHandler") -- declared in common
local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
local og_ISClothingExtraAction_isValid = OverridenMethodsArchive.Get("ISClothingExtraAction_isValid")
---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:isValid()
local isEquippable = og_ISClothingExtraAction_isValid(self)
-- self.extra is a string, not the item
local testItem = instanceItem(self.extra)
return ProsthesisHandler.Validate(testItem, isEquippable)
end
local og_ISClothingExtraAction_perform = OverridenMethodsArchive.Get("ISClothingExtraAction_perform")
function ISClothingExtraAction:perform()
local extraItem = instanceItem(self.extra)
ProsthesisHandler.SearchAndSetupProsthesis(extraItem, true)
og_ISClothingExtraAction_perform(self)
end
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
og_ISUnequipAction_complete(self)
if isProst then
group:setMultiItem("TOC_ArmProst", true)
end
end

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42/media/ui/Male/Hand_L.png Normal file

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11
42/mod.info Normal file
View File

@@ -0,0 +1,11 @@
name=The Only Cure
poster=poster.png
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
versionMin=42.6
loadModAfter=\FancyHandwork,\BrutalHandwork,\TwoWeaponsOnBackRework
incompatible=\BB_FirstAidOverhaul

View File

@@ -12,8 +12,6 @@ Wait until you succumb to the virus or take matters into your hands. Cut off tha
This version of **The Only Cure** has been rebuilt from scratch to support future additions and to feel as close as possible as a vanilla mechanic. This version of **The Only Cure** has been rebuilt from scratch to support future additions and to feel as close as possible as a vanilla mechanic.
**The older version will be delisted shortly and it will not be supported anymore.**
Supports **Single Player** and **Multiplayer**! Supports **Single Player** and **Multiplayer**!
# Setup # Setup

View File

@@ -1,8 +0,0 @@
{
"folders": [
{
"path": "."
}
],
"settings": {}
}

View File

@@ -1,56 +0,0 @@
0.9.15
- Hotfix to sound not stopping when performing an amputation on another player
0.9.14
- Optimizations
- New icon for the mod
- Added a dirtyness malus for cicatrization, you'll have to keep your wound clean while it's healing (wash it you animal)
- When trying to equip a prosthesis from the inventory you'll get a message to let you know that you're doing it wrong
- Added explicit support to Left Is Right, making it work a lot better when you've got an amputated right limb
0.9.13
- Some little optimizations
- Fixed a bug that made Fancy Handwork compat not work as intended
0.9.12
- Fixed traits icons
- Some cleaning to the code
0.9.11
- Hotfix to cicatrization visuals
0.9.10
- Modified textures once again
0.9.9
- Modified textures for amputations
- Fixed a bug that caused some problems when amputating an already amputated limb
0.9.8
- New textures for amputations
- When cicatrized, an amputation will not be bloody anymore (visual thing only)
0.9.7
- Now amputations should spawn in every case, damn hairs. Thanks Dev for the tip!
0.9.6
- Fixed a bug when handling zombie hitting amputated limbs
- Fixed sound looping incessantly after amputating a limb
- Changed how phantom pain occurs
- Fixes to new hook models
0.9.5
- No more Right Click menu. You'll have to use the TOC Menu from the Medical Check, except for Cheats
- Fixes to how amputations are handled
before and after
- Compatibility fixes with older versions
- Various fixes to Traits
- New heavily WIP models for metal and wooden hooks
- Readded sounds during amputations
- Fixed banages not getting applied after an amputation when they were in the player's inventory

View File

@@ -1,14 +1,16 @@
<?xml version="1.0" encoding="utf-8"?> <?xml version="1.0" encoding="utf-8"?>
<clothingItem> <clothingItem>
<m_MaleModel>Amputation\Amputation_Left_LowerArm_Male</m_MaleModel> <m_MaleModel>Amputation\Amputation_FA_LR</m_MaleModel>
<m_FemaleModel>Amputation\Amputation_Left_LowerArm_Female</m_FemaleModel> <m_FemaleModel>Amputation\Amputation_Left_LowerArm_Female</m_FemaleModel>
<m_GUID>d3816fe0-48e1-4cf5-a8e4-48c72595edb4</m_GUID> <m_GUID>d3816fe0-48e1-4cf5-a8e4-48c72595edb4</m_GUID>
<m_Static>false</m_Static> <m_Static>false</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue> <m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint> <m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>3</m_Masks> <m_UnderlayMasksFolder>media/textures/Amputations/Masks/TestDouble</m_UnderlayMasksFolder>
<m_Masks>4</m_Masks> <m_Masks>4</m_Masks>
<m_Masks>6</m_Masks>

View File

@@ -0,0 +1,61 @@
<?xml version="1.0" encoding="utf-8"?>
<clothingItem>
<m_MaleModel>Amputation\Amputation_FA_LR</m_MaleModel>
<m_FemaleModel>Amputation\Amputation_FA_LR</m_FemaleModel>
<m_GUID>8e5bc1b4-d79b-4a17-b86b-71dab6ace816</m_GUID>
<m_Static>false</m_Static>
<m_AllowRandomHue>false</m_AllowRandomHue>
<m_AllowRandomTint>false</m_AllowRandomTint>
<m_Masks>4</m_Masks>
<m_Masks>6</m_Masks>
<!-- 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\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>
<!-- 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>
<!-- ZOMBIE -->
<textureChoices>Amputations\Zombie\Forearm\z_skin01_l1</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin01_l2</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin01_l3</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin02_l1</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin02_l2</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin02_l3</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin03_l1</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin03_l2</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin03_l3</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin04_l1</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin04_l2</textureChoices>
<textureChoices>Amputations\Zombie\Forearm\z_skin04_l3</textureChoices>
</clothingItem>

View File

@@ -57,5 +57,11 @@
<guid>9a5fe063-63c7-4e6f-81ca-ee77c6678e0d</guid> <guid>9a5fe063-63c7-4e6f-81ca-ee77c6678e0d</guid>
</files> </files>
<!-- TEST -->
<files>
<path>media/clothing/clothingItems/Amputation_ForeArm_LR.xml</path>
<guid>8e5bc1b4-d79b-4a17-b86b-71dab6ace816</guid>
</files>
</fileGuidTable> </fileGuidTable>

View File

@@ -1,4 +1,5 @@
local CommandsData = require("TOC/CommandsData") local CommandsData = require("TOC/CommandsData")
local ClientRelayCommands = require("TOC/ClientRelayCommands")
local StaticData = require("TOC/StaticData") local StaticData = require("TOC/StaticData")
local DataController = require("TOC/Controllers/DataController") local DataController = require("TOC/Controllers/DataController")
------------------- -------------------
@@ -7,7 +8,7 @@ local DataController = require("TOC/Controllers/DataController")
---@param context ISContextMenu ---@param context ISContextMenu
---@param worldobjects table ---@param worldobjects table
local function AddAdminTocOptions(playerNum, context, worldobjects) local function AddAdminTocOptions(playerNum, context, worldobjects)
if not isAdmin() then return end if not(isClient() and isAdmin() or isDebugEnabled()) then return end
local players = {} local players = {}
for _, v in ipairs(worldobjects) do for _, v in ipairs(worldobjects) do
@@ -30,6 +31,7 @@ local function AddAdminTocOptions(playerNum, context, worldobjects)
end end
-- ugly This whole section should be done better
for _, pl in pairs(players) do for _, pl in pairs(players) do
---@cast pl IsoPlayer ---@cast pl IsoPlayer
@@ -40,10 +42,36 @@ local function AddAdminTocOptions(playerNum, context, worldobjects)
context:addSubMenu(option, subMenu) context:addSubMenu(option, subMenu)
subMenu:addOption(getText("ContextMenu_Admin_ResetTOC"), nil, function() subMenu:addOption(getText("ContextMenu_Admin_ResetTOC"), nil, function()
if isClient() then
sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayExecuteInitialization, sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayExecuteInitialization,
{ patientNum = clickedPlayerNum }) { patientNum = clickedPlayerNum })
else
ClientRelayCommands.ReceiveExecuteInitialization()
end
end)
-- Force amputation
local forceAmpOption = subMenu:addOption(getText("ContextMenu_Admin_ForceAmputation"), nil, nil)
local forceAmpSubMenu = ISContextMenu:getNew(subMenu)
context:addSubMenu(forceAmpOption, forceAmpSubMenu)
for i = 1, #StaticData.LIMBS_STR do
local limbName = StaticData.LIMBS_STR[i]
local limbTranslatedName = getText("ContextMenu_Limb_" .. limbName)
forceAmpSubMenu:addOption(limbTranslatedName, nil, function()
if isClient() then
sendClientCommand(CommandsData.modules.TOC_RELAY, CommandsData.server.Relay.RelayForcedAmputation,
{ patientNum = clickedPlayerNum, limbName = limbName })
else
ClientRelayCommands.ReceiveExecuteAmputationAction({surgeonNum=clickedPlayerNum, limbName=limbName, damagePlayer=false})
end
end) end)
end end
end
end end
Events.OnFillWorldObjectContextMenu.Add(AddAdminTocOptions) Events.OnFillWorldObjectContextMenu.Add(AddAdminTocOptions)

View File

@@ -1,5 +1,6 @@
local CommandsData = require("TOC/CommandsData") local CommandsData = require("TOC/CommandsData")
local AmputationHandler = require("TOC/Handlers/AmputationHandler") local AmputationHandler = require("TOC/Handlers/AmputationHandler")
local DataController = require("TOC/Controllers/DataController")
-------------------------------------------- --------------------------------------------
local ClientRelayCommands = {} local ClientRelayCommands = {}
@@ -25,8 +26,14 @@ end
---Creates a new handler and execute the amputation function on this client ---Creates a new handler and execute the amputation function on this client
---@param args receiveExecuteAmputationActionParams ---@param args receiveExecuteAmputationActionParams
function ClientRelayCommands.ReceiveExecuteAmputationAction(args) function ClientRelayCommands.ReceiveExecuteAmputationAction(args)
-- Check if player already doesn't have that limb or it's a dependant limb.
-- Mostly a check for admin forced amputations more than anything else, since this case is handled in the GUI already.
local dcInst = DataController.GetInstance()
if dcInst:getIsCut(args.limbName) then return end
local handler = InitAmputationHandler(args.limbName, args.surgeonNum) local handler = InitAmputationHandler(args.limbName, args.surgeonNum)
handler:execute(true) handler:execute(args.damagePlayer)
end end
@@ -46,6 +53,15 @@ function ClientRelayCommands.ReceiveExecuteInitialization()
LocalPlayerController.InitializePlayer(true) LocalPlayerController.InitializePlayer(true)
end end
---Creates a new handler and execute the amputation function on this client
---@param args receiveForcedCicatrizationParams
function ClientRelayCommands.ReceiveForcedCicatrization(args)
local dcInst = DataController.GetInstance()
--dcInst:setCicatrizationTime(args.limbName, 1)
dcInst:setIsCicatrized(args.limbName, true)
dcInst:apply()
end
------------------------- -------------------------
local function OnServerRelayCommand(module, command, args) local function OnServerRelayCommand(module, command, args)
@@ -56,3 +72,6 @@ local function OnServerRelayCommand(module, command, args)
end end
Events.OnServerCommand.Add(OnServerRelayCommand) Events.OnServerCommand.Add(OnServerRelayCommand)
-- TODO temporary
return ClientRelayCommands

View File

@@ -26,7 +26,7 @@ end
---Returns full name for the side, to be used with BodyLocations ---Returns full name for the side, to be used with BodyLocations
---@param side string ---@param side string
---@return string ---@return string?
function CommonMethods.GetSideFull(side) function CommonMethods.GetSideFull(side)
if side == 'R' then if side == 'R' then
return "Right" return "Right"

View File

@@ -0,0 +1,79 @@
---@class Compat
---@field handlers table<string, {fun : function, isActive : boolean}>
local Compat = {
handlers = {}
}
--- Brutal hands has a TOC_COMPAT but its check is wrong and uses an old API.
function Compat.BrutalHandwork()
BrutalHands = BrutalHands or {}
BrutalHands.TOC = require("TOC/API")
end
--- Was handled inside old TOC
function Compat.FancyHandwork()
require("TimedActions/FHSwapHandsAction")
local og_FHSwapHandsAction_isValid = FHSwapHandsAction.isValid
function FHSwapHandsAction:isValid()
local tocApi = require("TOC/API")
if tocApi.hasBothHands(self.character) then
return og_FHSwapHandsAction_isValid(self)
else
return false
end
end
end
function Compat.iMeds()
require("Component/Interface/Service/ContextMenu/Menu/HealthPanel/HealthPanelMenuInitializer")
-- placeholder, in case we need to do something more drastic with it.
end
------------------------------
Compat.handlers = {
["BrutalHandwork"] = {
fun = Compat.BrutalHandwork,
isActive = false},
["FancyHandwork"] = {
fun = Compat.FancyHandwork,
isActive = false},
-- either or
['iMeds'] = {
fun = Compat.iMeds,
isActive = false},
['iMedsFixed'] = {
fun = Compat.iMeds,
isActive = false}
-- TODO Check if FirstAidOverhaul can be made compatible
}
function Compat.RunModCompatibility()
local activatedMods = getActivatedMods()
TOC_DEBUG.print("Checking for mods compatibility")
for k, modCompatHandler in pairs(Compat.handlers) do
if activatedMods:contains(k) then
TOC_DEBUG.print("Found " .. k .. ", running compatibility handler")
modCompatHandler.fun()
modCompatHandler.isActive = true
end
end
end
Events.OnGameStart.Add(Compat.RunModCompatibility)
return Compat

View File

@@ -5,7 +5,7 @@ local StaticData = require("TOC/StaticData")
---------------- ----------------
--- An instance will be abbreviated with dcInst --- An instance will be abbreviated with dcInst
-- https://github.com/ZioPao/The-Only-Cure/issues/187
--- Handle all TOC mod data related stuff --- Handle all TOC mod data related stuff
---@class DataController ---@class DataController
@@ -86,21 +86,29 @@ function DataController:setup(key)
} }
end end
-- Add it to global mod data -- Add it to client global mod data
ModData.add(key, self.tocData) ModData.add(key, self.tocData)
-- Sync with the server
self:apply()
triggerEvent("OnSetupTocData")
end end
---In case of desync between the table on ModData and the table here ---In case of desync between the table on ModData and the table here
---@param tocData tocModDataType ---@param tocData tocModDataType
function DataController:applyOnlineData(tocData) function DataController:applyOnlineData(tocData)
if not tocData or not tocData.limbs then
TOC_DEBUG.print("Received invalid tocData")
return
end
local key = CommandsData.GetKey(self.username) local key = CommandsData.GetKey(self.username)
ModData.add(key, tocData) ModData.add(key, tocData)
self.tocData = ModData.get(key) self.tocData = ModData.get(key)
end end
---@param key string ---@param key string
function DataController:loadLocalData(key) function DataController:tryLoadLocalData(key)
self.tocData = ModData.get(key) self.tocData = ModData.get(key)
--TOC_DEBUG.printTable(self.tocData) --TOC_DEBUG.printTable(self.tocData)
@@ -220,12 +228,8 @@ end
---@param limbName string ---@param limbName string
---@return boolean ---@return boolean
function DataController:getIsCut(limbName) function DataController:getIsCut(limbName)
if not self.isDataReady then return false end if not self.isDataReady or not self.tocData or not self.tocData.limbs then return false end
if self.tocData.limbs[limbName] then return self.tocData.limbs[limbName] and self.tocData.limbs[limbName].isCut or false
return self.tocData.limbs[limbName].isCut
else
return false
end
end end
---Get isVisible ---Get isVisible
@@ -330,14 +334,11 @@ end
---@param cicatrizationTime integer? ---@param cicatrizationTime integer?
function DataController:setLimbParams(limbName, ampStatus, cicatrizationTime) function DataController:setLimbParams(limbName, ampStatus, cicatrizationTime)
local limbData = self.tocData.limbs[limbName] local limbData = self.tocData.limbs[limbName]
if ampStatus.isCut ~= nil then limbData.isCut = ampStatus.isCut end for k, v in pairs(ampStatus) do
if ampStatus.isInfected ~= nil then limbData.isInfected = ampStatus.isInfected end if v ~= nil then
if ampStatus.isOperated ~= nil then limbData.isOperated = ampStatus.isOperated end limbData[k] = v
if ampStatus.isCicatrized ~= nil then limbData.isCicatrized = ampStatus.isCicatrized end end
if ampStatus.isCauterized ~= nil then limbData.isCauterized = ampStatus.isCauterized end end
if ampStatus.woundDirtyness ~= nil then limbData.woundDirtyness = ampStatus.woundDirtyness end
if ampStatus.isVisible ~= nil then limbData.isVisible = ampStatus.isVisible end
if cicatrizationTime ~= nil then limbData.cicatrizationTime = cicatrizationTime end if cicatrizationTime ~= nil then limbData.cicatrizationTime = cicatrizationTime end
end end
@@ -368,11 +369,14 @@ 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
error("Data is nil, new character or something is wrong") -- if data == nil or data.limbs == nil then
end -- TOC_DEBUG.print("Data is nil, new character or something is wrong")
-- end
-- Get DataController instance if there was none for that user and reapply the correct ModData table as a reference -- Get DataController instance if there was none for that user and reapply the correct ModData table as a reference
local username = key:sub(5) local username = key:sub(5)
@@ -387,22 +391,25 @@ function DataController.ReceiveData(key, data)
-- TODO Add update from server scenario -- TODO Add update from server scenario
if handler.isResetForced then if handler.isResetForced then
TOC_DEBUG.print("Forced reset")
handler:setup(key) handler:setup(key)
elseif data then elseif data and data.limbs then
if data.isUpdateFromServer then -- Let's validate that the data structure is actually valid to prevent issues
TOC_DEBUG.print("Update from the server")
end
handler:applyOnlineData(data) handler:applyOnlineData(data)
elseif username == getPlayer():getUsername() then elseif username == getPlayer():getUsername() then
handler:loadLocalData(key) TOC_DEBUG.print("Trying to load local data or no data is available")
handler:tryLoadLocalData(key)
end end
handler:setIsResetForced(false) handler:setIsResetForced(false)
handler:setIsDataReady(true) handler:setIsDataReady(true)
--TOC_DEBUG.print("Finished ReceiveData, triggering OnReceivedTocData")
triggerEvent("OnReceivedTocData", handler.username) triggerEvent("OnReceivedTocData", handler.username)
-- TODO We need an event to track if initialization has been finalized
-- if username == getPlayer():getUsername() and not handler.isResetForced then -- if username == getPlayer():getUsername() and not handler.isResetForced then
@@ -434,7 +441,7 @@ Events.OnReceiveGlobalModData.Add(DataController.ReceiveData)
--- SP Only initialization --- SP Only initialization
---@param key string ---@param key string
function DataController:initSinglePlayer(key) function DataController:initSinglePlayer(key)
self:loadLocalData(key) self:tryLoadLocalData(key)
if self.tocData == nil or self.isResetForced then if self.tocData == nil or self.isResetForced then
self:setup(key) self:setup(key)
end end
@@ -462,4 +469,12 @@ function DataController.GetInstance(username)
end end
end end
function DataController.DestroyInstance(username)
if DataController.instances[username] ~= nil then
DataController.instances[username] = nil
end
end
return DataController return DataController

View File

@@ -17,10 +17,12 @@ ItemsController.Player = {}
---@return number ---@return number
---@private ---@private
function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized) function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized)
-- todo
local textureString = playerObj:getHumanVisual():getSkinTexture() local textureString = playerObj:getHumanVisual():getSkinTexture()
local isHairy = textureString:sub(-1) == "a" local isHairy = textureString:sub(-1) == "a"
local matchedIndex = tonumber(textureString:match("%d$")) or 0 local matchedIndex = tonumber(textureString:match("%d%d")) -- it must always be at least 1
TOC_DEBUG.print("Texture string: " .. tostring(textureString))
if isHairy then if isHairy then
matchedIndex = matchedIndex + 5 matchedIndex = matchedIndex + 5
@@ -30,7 +32,7 @@ function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatriz
matchedIndex = matchedIndex + (isHairy and 5 or 10) -- We add 5 is it's the texture, else 10 matchedIndex = matchedIndex + (isHairy and 5 or 10) -- We add 5 is it's the texture, else 10
end end
TOC_DEBUG.print("isCicatrized= " .. tostring(isCicatrized)) TOC_DEBUG.print("isCicatrized = " .. tostring(isCicatrized))
TOC_DEBUG.print("Amputation Texture Index: " .. tostring(matchedIndex)) TOC_DEBUG.print("Amputation Texture Index: " .. tostring(matchedIndex))
return matchedIndex - 1 return matchedIndex - 1
end end
@@ -77,13 +79,16 @@ end
---Deletes all the old amputation items, used for resets ---Deletes all the old amputation items, used for resets
---@param playerObj IsoPlayer ---@param playerObj IsoPlayer
function ItemsController.Player.DeleteAllOldAmputationItems(playerObj) 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 -- This part is a workaround for a pretty shitty implementation on the java side. Check ProsthesisHandler for more infos
local group = BodyLocations.getGroup("Human") -- local group = BodyLocations.getGroup("Human")
group:setMultiItem("TOC_Arm", false) -- group:setMultiItem("TOC_Arm", false)
group:setMultiItem("TOC_ArmProst", false) -- group:setMultiItem("TOC_ArmProst", false)
for i = 1, #StaticData.LIMBS_STR do for i = 1, #StaticData.LIMBS_STR do
local limbName = StaticData.LIMBS_STR[i] 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 clothItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
local clothItem = playerObj:getInventory():FindAndReturn(clothItemName) local clothItem = playerObj:getInventory():FindAndReturn(clothItemName)
---@cast clothItem InventoryItem ---@cast clothItem InventoryItem
@@ -92,8 +97,8 @@ function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
-- Reset model just in case -- Reset model just in case
playerObj:resetModel() playerObj:resetModel()
group:setMultiItem("TOC_Arm", true) -- group:setMultiItem("TOC_Arm", true)
group:setMultiItem("TOC_ArmProst", true) -- group:setMultiItem("TOC_ArmProst", true)
end end
---Spawns and equips the correct amputation item to the player. ---Spawns and equips the correct amputation item to the player.
@@ -154,6 +159,9 @@ function ItemsController.Zombie.SpawnAmputationItem(zombie, amputationFullType)
-- Spawn the item too in the inventory to keep track of stuff this way. It's gonna get deleted when we reload the game -- Spawn the item too in the inventory to keep track of stuff this way. It's gonna get deleted when we reload the game
local zombieInv = zombie:getInventory() local zombieInv = zombie:getInventory()
zombieInv:AddItem(amputationFullType) zombieInv:AddItem(amputationFullType)
-- TODO Remove objects in that part of the body to prevent items floating in mid air
end end
function ItemsController.Zombie.GetAmputationTexturesIndex(zombie) function ItemsController.Zombie.GetAmputationTexturesIndex(zombie)

View File

@@ -5,74 +5,167 @@ local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local CommonMethods = require("TOC/CommonMethods") local CommonMethods = require("TOC/CommonMethods")
local StaticData = require("TOC/StaticData") local StaticData = require("TOC/StaticData")
local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
----------------- -----------------
---@class LimitActionsController
local LimitActionsController = {}
--* TIMED ACTIONS *-- --* DISABLE WEARING CERTAIN ITEMS WHEN NO LIMB
-- We want to be able to modify how long actions are gonna take,
-- depending on amputation status and kind of action. Also, when the
-- player has not completely cicatrized their own wounds, and try to do any action with
-- a prosthesis on, that can trigger random bleeds.
local function CheckHandFeasibility(limbName) function LimitActionsController.CheckLimbFeasibility(limbName)
local dcInst = DataController.GetInstance() local dcInst = DataController.GetInstance()
return not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName) local isFeasible = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName)
--TOC_DEBUG.print("isFeasible="..tostring(isFeasible))
return isFeasible
end
---@param obj any
---@param wrappedFunc function
---@param item InventoryItem
---@return boolean
function LimitActionsController.WrapClothingAction(obj, wrappedFunc, item)
local isEquippable = wrappedFunc(obj)
if not isEquippable then return isEquippable end
local itemBodyLoc = item:getBodyLocation()
local limbToCheck = StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[itemBodyLoc]
if LimitActionsController.CheckLimbFeasibility(limbToCheck) then return isEquippable else return false end
end end
--* Time to perform actions overrides *--
-- 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
--------------------------------------------
--* TIMED ACTIONS
--* We want to be able to modify how long actions are gonna take,
--* depending on amputation status and kind of action. Also, when the
--* player has not completely cicatrized their own wounds, and try to do any action with
--* a prosthesis on, that can trigger random bleeds.
local function CheckHandFeasibility(limbName)
TOC_DEBUG.print("Checking hand feasibility: " .. limbName)
local dcInst = DataController.GetInstance()
local isFeasible = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName)
TOC_DEBUG.print("isFeasible: " .. tostring(isFeasible))
return isFeasible
end
--* Time to perform actions overrides
local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
--- Adjust time --- Adjust time
---@diagnostic disable-next-line: duplicate-set-field ---@diagnostic disable-next-line: duplicate-set-field
function ISBaseTimedAction:adjustMaxTime(maxTime) function ISBaseTimedAction:adjustMaxTime(maxTime)
local time = og_ISBaseTimedAction_adjustMaxTime(self, maxTime) local time = og_ISBaseTimedAction_adjustMaxTime(self, maxTime)
--TOC_DEBUG.print("Running override for adjustMaxTime")
-- Exceptions handling, if we find that parameter then we just use the original time -- Exceptions handling, if we find that parameter then we just use the original time
local queue = ISTimedActionQueue.getTimedActionQueue(getPlayer()) local actionsQueue = ISTimedActionQueue.getTimedActionQueue(getPlayer())
if queue and queue.current and queue.current.skipTOC then return time end
if actionsQueue and actionsQueue.current and actionsQueue.current.skipTOC then
TOC_DEBUG.print("Should skip TOC stuff")
return time
end
-- Action is valid, check if we have any cut limb and then modify maxTime -- Action is valid, check if we have any cut limb and then modify maxTime
local dcInst = DataController.GetInstance() local dcInst = DataController.GetInstance()
if time ~= -1 and dcInst and dcInst:getIsAnyLimbCut() then if time ~= -1 and dcInst and dcInst:getIsAnyLimbCut() then
--TOC_DEBUG.print("Overriding adjustMaxTime")
local pl = getPlayer() local pl = getPlayer()
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername()) local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername())
for k, _ in pairs(amputatedLimbs) do for k, _ in pairs(amputatedLimbs) do
local limbName = k local limbName = k
--if dcInst:getIsCut(limbName) then local perkAmp = Perks["Side_" .. CommonMethods.GetSide(limbName)]
local perk = Perks["Side_" .. CommonMethods.GetSide(limbName)] local perkLevel = pl:getPerkLevel(perkAmp)
local perkLevel = pl:getPerkLevel(perk)
if dcInst:getIsProstEquipped(limbName) then
-- TODO We should separate this in multiple perks, since this is gonna be a generic familiarity and could make no actual sense
local perkProst = Perks["ProstFamiliarity"]
perkLevel = perkLevel + pl:getPerkLevel(perkProst)
end
local perkLevelScaled local perkLevelScaled
if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end
time = time * (StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[limbName] - perkLevelScaled) TOC_DEBUG.print("Perk Level: " .. tostring(perkLevel))
--end TOC_DEBUG.print("OG time: " .. tostring(time))
-- Modified Time shouldn't EVER be lower compared to the og one.
local modifiedTime = time * (StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[limbName] - perkLevelScaled)
if modifiedTime >= time then
time = modifiedTime
end end
--TOC_DEBUG.print("Modified time: " .. tostring(time))
end end
end
--TOC_DEBUG.print("New time with amputations: " .. tostring(time))
return time return time
end end
--* Random bleeding during cicatrization + Perks leveling override *-- --* Random bleeding during cicatrization + Perks leveling override
local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform
--- After each action, level up perks --- After each action, level up perks
---@diagnostic disable-next-line: duplicate-set-field ---@diagnostic disable-next-line: duplicate-set-field
function ISBaseTimedAction:perform() function ISBaseTimedAction:perform()
og_ISBaseTimedAction_perform(self) og_ISBaseTimedAction_perform(self)
TOC_DEBUG.print("Running ISBaseTimedAction.perform override")
--TOC_DEBUG.print("Running ISBaseTimedAction.perform override")
--TOC_DEBUG.print("max time: " .. tostring(self.maxTime))
local dcInst = DataController.GetInstance() local dcInst = DataController.GetInstance()
if not dcInst:getIsAnyLimbCut() then return end if not dcInst:getIsAnyLimbCut() or self.noExp then return end
--* LEVELING
-- First check level of perks. if already at max, skip
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(LocalPlayerController.username) local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(LocalPlayerController.username)
local xp = self.maxTime / 100
-- TODO Exp should be added while doing the action, not after it's done
-- Prevent xp from being negative and decreasing perks
if xp < 0 then xp = 0 end
for k, _ in pairs(amputatedLimbs) do for k, _ in pairs(amputatedLimbs) do
local limbName = k local limbName = k
-- We're checking for only "visible" amputations to prevent from having bleeds everywhere -- We're checking for only "visible" amputations to prevent from having bleeds everywhere
if dcInst:getIsCut(limbName) and dcInst:getIsVisible(limbName) then if dcInst:getIsCut(limbName) and dcInst:getIsVisible(limbName) then
local side = CommonMethods.GetSide(limbName) local side = CommonMethods.GetSide(limbName)
LocalPlayerController.playerObj:getXp():AddXP(Perks["Side_" .. side], 1) -- TODO Make it dynamic
local ampPerk = Perks["Side_" .. side]
local ampPerkLevel = LocalPlayerController.playerObj:getPerkLevel(ampPerk)
if ampPerkLevel < 10 then
--TOC_DEBUG.print("Levelling")
LocalPlayerController.playerObj:getXp():AddXP(ampPerk, xp)
end
-- Level up prosthesis perk
if dcInst:getIsProstEquipped(limbName) then
local prostPerk = Perks["ProstFamiliarity"]
local prostPerkLevel = LocalPlayerController.playerObj:getPerkLevel(prostPerk)
if prostPerkLevel < 10 then
LocalPlayerController.playerObj:getXp():AddXP(prostPerk, xp)
end
end
-- Bleeding when not cicatrized
if not dcInst:getIsCicatrized(limbName) and dcInst:getIsProstEquipped(limbName) then if not dcInst:getIsCicatrized(limbName) and dcInst:getIsProstEquipped(limbName) then
TOC_DEBUG.print("Trying for bleed, player met the criteria") --TOC_DEBUG.print("Trying for bleed, player met the criteria")
LocalPlayerController.TryRandomBleed(self.character, limbName) LocalPlayerController.TryRandomBleed(self.character, limbName)
end end
end end
@@ -89,7 +182,7 @@ end
--* Equipping items overrides *-- --* Equipping items overrides *--
local og_ISEquipWeaponAction_isValid = ISEquipWeaponAction.isValid local og_ISEquipWeaponAction_isValid = ISEquipWeaponAction.isValid
---Add a condition to check the feasibility of having 2 handed weapons or if both arms are cut off ---Add a condition to check the feasibility of having 2 handed weapons or if both arms are cut off
---@return boolean ---@return boolean?
---@diagnostic disable-next-line: duplicate-set-field ---@diagnostic disable-next-line: duplicate-set-field
function ISEquipWeaponAction:isValid() function ISEquipWeaponAction:isValid()
local isValid = og_ISEquipWeaponAction_isValid(self) local isValid = og_ISEquipWeaponAction_isValid(self)
@@ -97,6 +190,10 @@ function ISEquipWeaponAction:isValid()
local isPrimaryHandValid = CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.R) local isPrimaryHandValid = CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.R)
local isSecondaryHandValid = CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.L) local isSecondaryHandValid = CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.L)
-- Both hands are cut off, so it's impossible to equip in any way -- Both hands are cut off, so it's impossible to equip in any way
--TOC_DEBUG.print("isPrimaryHandValid : " .. tostring(isPrimaryHandValid))
--TOC_DEBUG.print("isSecondaryHandValid : " .. tostring(isSecondaryHandValid))
if not isPrimaryHandValid and not isSecondaryHandValid then if not isPrimaryHandValid and not isSecondaryHandValid then
isValid = false isValid = false
end end
@@ -105,8 +202,8 @@ function ISEquipWeaponAction:isValid()
end end
---A recreation of the original method, but with amputations in mind ---A recreation of the original method, but with amputations in mind
---@param dcInst DataController function ISEquipWeaponAction:performWithAmputation()
function ISEquipWeaponAction:performWithAmputation(dcInst) TOC_DEBUG.print("running ISEquipWeaponAction performWithAmputation")
local hand = nil local hand = nil
local otherHand = nil local otherHand = nil
local getMethodFirst = nil local getMethodFirst = nil
@@ -130,6 +227,10 @@ function ISEquipWeaponAction:performWithAmputation(dcInst)
setMethodSecond = self.character.setSecondaryHandItem setMethodSecond = self.character.setSecondaryHandItem
end end
local isFirstValid = CheckHandFeasibility(hand)
local isSecondValid = CheckHandFeasibility(otherHand)
if not self.twoHands then if not self.twoHands then
if getMethodFirst(self.character) and getMethodFirst(self.character):isRequiresEquippedBothHands() then if getMethodFirst(self.character) and getMethodFirst(self.character):isRequiresEquippedBothHands() then
setMethodFirst(self.character, nil) setMethodFirst(self.character, nil)
@@ -145,10 +246,10 @@ function ISEquipWeaponAction:performWithAmputation(dcInst)
setMethodSecond(self.character, nil) setMethodSecond(self.character, nil)
-- TODO We should use the CachedData indexable instead of dcInst -- TODO We should use the CachedData indexable instead of dcInst
if not dcInst:getIsCut(hand) then if isFirstValid then
setMethodSecond(self.character, self.item) setMethodSecond(self.character, self.item)
-- Check other HAND! -- Check other HAND!
elseif not dcInst:getIsCut(otherHand) then elseif isSecondValid then
setMethodFirst(self.character, self.item) setMethodFirst(self.character, self.item)
end end
end end
@@ -156,13 +257,10 @@ function ISEquipWeaponAction:performWithAmputation(dcInst)
setMethodFirst(self.character, nil) setMethodFirst(self.character, nil)
setMethodSecond(self.character, nil) setMethodSecond(self.character, nil)
local isFirstValid = CheckHandFeasibility(hand)
local isSecondValid = CheckHandFeasibility(otherHand)
-- TOC_DEBUG.print("First Hand: " .. tostring(hand)) -- TOC_DEBUG.print("First Hand: " .. tostring(hand))
-- TOC_DEBUG.print("Prost Group: " .. tostring(prostGroup)) -- --TOC_DEBUG.print("Prost Group: " .. tostring(prostGroup))
-- TOC_DEBUG.print("Other Hand: " .. tostring(otherHand)) -- TOC_DEBUG.print("Other Hand: " .. tostring(otherHand))
-- TOC_DEBUG.print("Other Prost Group: " .. tostring(otherProstGroup)) -- --TOC_DEBUG.print("Other Prost Group: " .. tostring(otherProstGroup))
-- TOC_DEBUG.print("isPrimaryHandValid: " .. tostring(isFirstValid)) -- TOC_DEBUG.print("isPrimaryHandValid: " .. tostring(isFirstValid))
-- TOC_DEBUG.print("isSecondaryHandValid: " .. tostring(isSecondValid)) -- TOC_DEBUG.print("isSecondaryHandValid: " .. tostring(isSecondValid))
@@ -183,12 +281,15 @@ local og_ISEquipWeaponAction_perform = ISEquipWeaponAction.perform
function ISEquipWeaponAction:perform() function ISEquipWeaponAction:perform()
og_ISEquipWeaponAction_perform(self) og_ISEquipWeaponAction_perform(self)
-- TODO Can we do it earlier?
--if self.character == getPlayer() then
local dcInst = DataController.GetInstance(self.character:getUsername()) local dcInst = DataController.GetInstance(self.character:getUsername())
-- Just check it any limb has been cut. If not, we can just return from here -- Just check it any limb has been cut. If not, we can just return from here
if dcInst:getIsAnyLimbCut() == true then if dcInst:getIsAnyLimbCut() then
self:performWithAmputation(dcInst) self:performWithAmputation()
end end
--end
end end
function ISInventoryPaneContextMenu.doEquipOption(context, playerObj, isWeapon, items, player) function ISInventoryPaneContextMenu.doEquipOption(context, playerObj, isWeapon, items, player)
@@ -248,6 +349,29 @@ function ISWorldObjectContextMenu.createMenu(player, worldobjects, x, y, test)
---@type ISContextMenu ---@type ISContextMenu
local ogContext = og_ISWorldObjectContextMenu_createMenu(player, worldobjects, x, y, test) local ogContext = og_ISWorldObjectContextMenu_createMenu(player, worldobjects, x, y, test)
-- goddamn it, zomboid devs. ogContext could be a boolean...
-- TBH, I don't really care about gamepad support, but all this method can break stuff. Let's just disable thisfor gamepad users.
if type(ogContext) == "boolean" or type(ogContext) == "string" then
return ogContext
end
-- The vanilla game doesn't count an item in the off hand as "equipped" for picking up glass. Let's fix that here
local brokenGlassOption = ogContext:getOptionFromName(getText("ContextMenu_RemoveBrokenGlass"))
if brokenGlassOption then
local playerObj = getSpecificPlayer(player)
if (CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.R) and playerObj:getPrimaryHandItem()) or
(CachedDataHandler.GetHandFeasibility(StaticData.SIDES_IND_STR.L) and playerObj:getSecondaryHandItem())
then
brokenGlassOption.notAvailable = false
brokenGlassOption.toolTip = nil -- This is active only when you can't do the action.
end
end
-- check if no hands, disable various interactions -- check if no hands, disable various interactions
if not CachedDataHandler.GetBothHandsFeasibility() then if not CachedDataHandler.GetBothHandsFeasibility() then
TOC_DEBUG.print("NO hands :((") TOC_DEBUG.print("NO hands :((")
@@ -262,43 +386,30 @@ function ISWorldObjectContextMenu.createMenu(player, worldobjects, x, y, test)
return ogContext return ogContext
end end
--* DISABLE WEARING CERTAIN ITEMS WHEN NO LIMB
local function CheckLimbFeasibility(limbName)
local dcInst = DataController.GetInstance()
local isFeasible = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName)
TOC_DEBUG.print("isFeasible="..tostring(isFeasible))
return isFeasible
end
---@param obj any
---@param wrappedFunc function
---@param item InventoryItem
---@return boolean
local function WrapClothingAction(obj, wrappedFunc, item)
local isEquippable = wrappedFunc(obj)
if not isEquippable then return isEquippable end
local itemBodyLoc = item:getBodyLocation()
local limbToCheck = StaticData.AFFECTED_BODYLOCS_TO_LIMBS_IND_STR[itemBodyLoc]
if CheckLimbFeasibility(limbToCheck) then return isEquippable else return false end
end
---@diagnostic disable-next-line: duplicate-set-field ---@diagnostic disable-next-line: duplicate-set-field
local og_ISWearClothing_isValid = ISWearClothing.isValid local og_ISWearClothing_isValid = ISWearClothing.isValid
function ISWearClothing:isValid() function ISWearClothing:isValid()
return WrapClothingAction(self, og_ISWearClothing_isValid, self.item) return LimitActionsController.WrapClothingAction(self, og_ISWearClothing_isValid, self.item)
end end
local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
local og_ISClothingExtraAction_isValid = OverridenMethodsArchive.Save("ISClothingExtraAction_isValid", ISClothingExtraAction.isValid)
---@diagnostic disable-next-line: duplicate-set-field ---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:isValid() function ISClothingExtraAction:isValid()
return WrapClothingAction(self, og_ISClothingExtraAction_isValid, InventoryItemFactory.CreateItem(self.extra)) return LimitActionsController.WrapClothingAction(self, og_ISClothingExtraAction_isValid, InventoryItemFactory.CreateItem(self.extra))
end end
--* Book exception for exp
local og_ISReadABook_perform = ISReadABook.perform
function ISReadABook:perform()
self.noExp = true
og_ISReadABook_perform(self)
end
return LimitActionsController

View File

@@ -6,6 +6,8 @@ require("TOC/Events")
----------- -----------
-- Handle ONLY stuff for the local client -- Handle ONLY stuff for the local client
---@class LocalPlayerController ---@class LocalPlayerController
@@ -44,21 +46,37 @@ function LocalPlayerController.InitializePlayer(isForced)
SetHealthPanelTOC() SetHealthPanelTOC()
end end
---Handles the traits ---Handles the traits
---@param playerObj IsoPlayer function LocalPlayerController.ManageTraits()
function LocalPlayerController.ManageTraits(playerObj)
local AmputationHandler = require("Handlers/TOC_AmputationHandler") -- Local player
local playerObj = getPlayer()
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) TOC_DEBUG.print("Player has amputation trait " .. k .. ", executing it")
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
local dcInst = DataController.GetInstance()
LocalPlayerController.HandleSetCicatrization(DataController.GetInstance(), playerObj, v)
dcInst:apply()
return return
end end
end end
end end
-- We need to manage traits when we're done setupping everything
-- It shouldn't be done every single time we initialize the player, fetching data, etc.
Events.OnSetupTocData.Add(LocalPlayerController.ManageTraits)
---------------------------------------------------------- ----------------------------------------------------------
--* Health *-- --* Health *--
@@ -121,8 +139,14 @@ function LocalPlayerController.TryRandomBleed(character, limbName)
if chance > normCicTime then if chance > normCicTime then
TOC_DEBUG.print("Triggered bleeding from non cicatrized wound") TOC_DEBUG.print("Triggered bleeding from non cicatrized wound")
local adjacentBodyPartType = BodyPartType[StaticData.LIMBS_ADJACENT_IND_STR[limbName]] local adjacentBodyPartType = BodyPartType[StaticData.LIMBS_ADJACENT_IND_STR[limbName]]
character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleeding(true)
character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleedingTime(20) -- we need to check if the wound is already bleeding before doing anything else to prevent issues with bandages
local bp = character:getBodyDamage():getBodyPart(adjacentBodyPartType)
bp:setBleedingTime(20) -- TODO Should depend on cicatrization instead of a fixed time
-- ADD Could break bandages if bleeding is too much?
--character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleeding(true)
end end
end end
@@ -135,9 +159,13 @@ LocalPlayerController.hasBeenDamaged = false
---Check if the player has in infected body part or if they have been hit in a cut area ---Check if the player has in infected body part or if they have been hit in a cut area
---@param character IsoPlayer|IsoGameCharacter ---@param character IsoPlayer|IsoGameCharacter
function LocalPlayerController.HandleDamage(character) function LocalPlayerController.HandleDamage(character)
-- TOC_DEBUG.print("Player got hit!") --TOC_DEBUG.print("Player got hit!")
-- TOC_DEBUG.print(damageType) -- TOC_DEBUG.print(damageType)
if character ~= getPlayer() then return end if character ~= getPlayer() then
-- Disable lock before doing anything else
LocalPlayerController.hasBeenDamaged = false
return
end
local bd = character:getBodyDamage() local bd = character:getBodyDamage()
local dcInst = DataController.GetInstance() local dcInst = DataController.GetInstance()
local modDataNeedsUpdate = false local modDataNeedsUpdate = false
@@ -167,8 +195,7 @@ function LocalPlayerController.HandleDamage(character)
-- Check other body parts that are not included in the mod, if there's a bite there then the player is fucked -- Check other body parts that are not included in the mod, if there's a bite there then the player is fucked
-- We can skip this loop if the player has been infected. The one before we kinda need it to handle correctly the bites in case the player wanna cut stuff off anyway -- We can skip this loop if the player has been infected. The one before we kinda need it to handle correctly the bites in case the player wanna cut stuff off anyway
if dcInst:getIsIgnoredPartInfected() then return end if not dcInst:getIsIgnoredPartInfected() then
for i = 1, #StaticData.IGNORED_BODYLOCS_BPT do for i = 1, #StaticData.IGNORED_BODYLOCS_BPT do
local bodyPartType = StaticData.IGNORED_BODYLOCS_BPT[i] local bodyPartType = StaticData.IGNORED_BODYLOCS_BPT[i]
local bodyPart = bd:getBodyPart(bodyPartType) local bodyPart = bd:getBodyPart(bodyPartType)
@@ -177,8 +204,8 @@ function LocalPlayerController.HandleDamage(character)
modDataNeedsUpdate = true modDataNeedsUpdate = true
end end
end end
end
-- TODO in theory should sync modData, but it's gonna be expensive as fuck. Figure it out
if modDataNeedsUpdate then if modDataNeedsUpdate then
dcInst:apply() dcInst:apply()
end end
@@ -187,17 +214,13 @@ function LocalPlayerController.HandleDamage(character)
LocalPlayerController.hasBeenDamaged = false LocalPlayerController.hasBeenDamaged = false
end end
---Setup HandleDamage, triggered by OnPlayerGetDamage ---Setup HandleDamage, triggered by OnPlayerGetDamage. To prevent a spam caused by this awful event, we use a bool lock
---@param character IsoPlayer|IsoGameCharacter ---@param character IsoPlayer|IsoGameCharacter
---@param damageType string ---@param damageType string
---@param damageAmount number ---@param damageAmount number
function LocalPlayerController.OnGetDamage(character, damageType, damageAmount) function LocalPlayerController.OnGetDamage(character, damageType, damageAmount)
-- TODO Check if other players in the online triggers this
if LocalPlayerController.hasBeenDamaged == false then if LocalPlayerController.hasBeenDamaged == false then
-- Start checks -- Start checks
-- TODO Add a timer before we can re-enable this bool?
LocalPlayerController.hasBeenDamaged = true LocalPlayerController.hasBeenDamaged = true
LocalPlayerController.HandleDamage(character) LocalPlayerController.HandleDamage(character)
end end
@@ -257,14 +280,11 @@ 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 +305,23 @@ 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("Setting cicatrization to " .. tostring(limbName))
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
@@ -334,10 +371,20 @@ function LocalPlayerController.DropItemsAfterAmputation(limbName)
end end
end end
end end
-- TODO Consider 2 handed weapons too
-- equipped items too
if side == "R" then
pl:setPrimaryHandItem(nil)
elseif side == "L" then
pl:setSecondaryHandItem(nil)
end
end end
Events.OnAmputatedLimb.Add(LocalPlayerController.DropItemsAfterAmputation) Events.OnAmputatedLimb.Add(LocalPlayerController.DropItemsAfterAmputation)
Events.OnProsthesisUnequipped.Add(LocalPlayerController.DropItemsAfterAmputation)

View File

@@ -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
@@ -92,18 +94,21 @@ end
local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:perform() function ISClothingExtraAction:perform()
TourniquetController.WrapClothingAction(self, og_ISClothingExtraAction_perform) TourniquetController.WrapClothingAction(self, og_ISClothingExtraAction_perform)
end end
local og_ISWearClothing_isValid = ISWearClothing.isValid local og_ISWearClothing_isValid = ISWearClothing.isValid
---@diagnostic disable-next-line: duplicate-set-field
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
---@diagnostic disable-next-line: duplicate-set-field
function ISUnequipAction:perform() function ISUnequipAction:perform()
TourniquetController.WrapClothingAction(self, og_ISUnequipAction_perform) return TourniquetController.WrapClothingAction(self, og_ISUnequipAction_perform)
end end

View File

@@ -1,3 +1,5 @@
--* Setup Events *-- --* Setup Events *--
LuaEventManager.AddEvent("OnAmputatedLimb") --Triggered when a limb has been amputated LuaEventManager.AddEvent("OnAmputatedLimb") --Triggered when a limb has been amputated
LuaEventManager.AddEvent("OnProsthesisUnequipped")
LuaEventManager.AddEvent("OnReceivedTocData") -- Triggered when TOC data is ready LuaEventManager.AddEvent("OnReceivedTocData") -- Triggered when TOC data is ready
LuaEventManager.AddEvent("OnSetupTocData") -- Triggered when TOC has been setupped

View File

@@ -89,9 +89,12 @@ end
---@param stitchesItem InventoryItem ---@param stitchesItem InventoryItem
---@return ISStitch ---@return ISStitch
function AmputationHandler.PrepareStitchesAction(prevAction, limbName, surgeonPl, patientPl, stitchesItem) function AmputationHandler.PrepareStitchesAction(prevAction, limbName, surgeonPl, patientPl, stitchesItem)
local bptEnum = StaticData.LIMBS_TO_BODYLOCS_IND_BPT[limbName]
local bd = patientPl:getBodyDamage() local bd = patientPl:getBodyDamage()
local bodyPart = bd:getBodyPart(bptEnum)
-- we need the adjacent one, not the actual one
local adjacentLimb = StaticData.LIMBS_ADJACENT_IND_STR[limbName]
local bodyPart = bd:getBodyPart(BodyPartType[adjacentLimb])
local stitchesAction = ISStitch:new(surgeonPl, patientPl, stitchesItem, bodyPart, true) local stitchesAction = ISStitch:new(surgeonPl, patientPl, stitchesItem, bodyPart, true)
ISTimedActionQueue.addAfter(prevAction, stitchesAction) ISTimedActionQueue.addAfter(prevAction, stitchesAction)
@@ -106,9 +109,11 @@ end
---@param bandageItem InventoryItem ---@param bandageItem InventoryItem
---@return ISApplyBandage ---@return ISApplyBandage
function AmputationHandler.PrepareBandagesAction(prevAction, limbName, surgeonPl, patientPl, bandageItem) function AmputationHandler.PrepareBandagesAction(prevAction, limbName, surgeonPl, patientPl, bandageItem)
local bptEnum = StaticData.LIMBS_TO_BODYLOCS_IND_BPT[limbName]
local bd = patientPl:getBodyDamage() local bd = patientPl:getBodyDamage()
local bodyPart = bd:getBodyPart(bptEnum) -- we need the adjacent one, not the actual one
local adjacentLimb = StaticData.LIMBS_ADJACENT_IND_STR[limbName]
local bodyPart = bd:getBodyPart(BodyPartType[adjacentLimb])
local bandageAction = ISApplyBandage:new(surgeonPl, patientPl, bandageItem, bodyPart, true) local bandageAction = ISApplyBandage:new(surgeonPl, patientPl, bandageItem, bodyPart, true)
ISTimedActionQueue.addAfter(prevAction, bandageAction) ISTimedActionQueue.addAfter(prevAction, bandageAction)
@@ -151,7 +156,9 @@ function AmputationHandler:damageAfterAmputation(surgeonFactor)
patientStats:setStress(baseDamage - surgeonFactor) patientStats:setStress(baseDamage - surgeonFactor)
end end
---Execute the amputation ---Execute the amputation. This method doesn't check if the upper limb has been amputated or not, so if
--- somehow the method gets triggered and we're trying to cut off a part that doesn't really exist anymore,
--- it will still be executed. This is by design, additional checks must be made BEFORE running the AmputationHandler
---@param damagePlayer boolean ---@param damagePlayer boolean
function AmputationHandler:execute(damagePlayer) function AmputationHandler:execute(damagePlayer)
local surgeonFactor = self.surgeonPl:getPerkLevel(Perks.Doctor) * SandboxVars.TOC.SurgeonAbilityImportance local surgeonFactor = self.surgeonPl:getPerkLevel(Perks.Doctor) * SandboxVars.TOC.SurgeonAbilityImportance

View File

@@ -22,16 +22,13 @@ end
---Will calculate all the values that we need ---Will calculate all the values that we need
function CachedDataHandler.CalculateCacheableValues(username) function CachedDataHandler.CalculateCacheableValues(username)
CachedDataHandler.CalculateHighestAmputatedLimbs(username) CachedDataHandler.CalculateHighestAmputatedLimbs(username)
-- FIX This should be run ONLY on the actual client, never on other clients. Just a placeholder fix for now
if getPlayer():getUsername() == username then if getPlayer():getUsername() == username then
CachedDataHandler.CalculateBothHandsFeasibility() CachedDataHandler.OverrideBothHandsFeasibility()
end end
end end
--* Amputated Limbs caching *-- --* Amputated Limbs caching *--
CachedDataHandler.amputatedLimbs = {} CachedDataHandler.amputatedLimbs = {}
@@ -111,6 +108,8 @@ end
--* Hand feasibility caching *-- --* Hand feasibility caching *--
CachedDataHandler.handFeasibility = {} CachedDataHandler.handFeasibility = {}
@@ -118,31 +117,56 @@ CachedDataHandler.handFeasibility = {}
function CachedDataHandler.CalculateHandFeasibility(limbName) function CachedDataHandler.CalculateHandFeasibility(limbName)
local dcInst = DataController.GetInstance() local dcInst = DataController.GetInstance()
local side = CommonMethods.GetSide(limbName) local side = CommonMethods.GetSide(limbName)
-- TODO if we re run this too early, it might break everything after a forced re-init
CachedDataHandler.handFeasibility[side] = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName) CachedDataHandler.handFeasibility[side] = not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(limbName)
TOC_DEBUG.print("Calculated hand feasibility: " .. tostring(side))
end end
---@param side string Either "L" or "R"
---@return boolean
function CachedDataHandler.GetHandFeasibility(side) 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.OverrideBothHandsFeasibility()
end
return CachedDataHandler.handFeasibility[side] return CachedDataHandler.handFeasibility[side]
end end
function CachedDataHandler.OverrideBothHandsFeasibility()
function CachedDataHandler.CalculateBothHandsFeasibility()
CachedDataHandler.CalculateHandFeasibility("Hand_L") CachedDataHandler.CalculateHandFeasibility("Hand_L")
CachedDataHandler.CalculateHandFeasibility("Hand_R") CachedDataHandler.CalculateHandFeasibility("Hand_R")
local interactStr = "Interact" local interactStr = "Interact"
if CachedDataHandler.interactKey == nil or CachedDataHandler.interactKey == 0 then
CachedDataHandler.interactKey = getCore():getKey(interactStr)
end
if not CachedDataHandler.GetBothHandsFeasibility() then if not CachedDataHandler.GetBothHandsFeasibility() then
TOC_DEBUG.print("Disabling interact key") TOC_DEBUG.print("Disabling interact key")
TOC_DEBUG.print("Cached current key for interact: " .. tostring(CachedDataHandler.interactKey))
-- Cache the current key if StaticData.COMPAT_42 then
CachedDataHandler.interactKey = getCore():getKey(interactStr) getCore():addKeyBinding(interactStr, Keyboard.KEY_NONE, 0, false, false, false)
getCore():addKeyBinding(interactStr, Keyboard.KEY_NONE)
else else
TOC_DEBUG.print("Re-enabling interact key") getCore():addKeyBinding(interactStr, Keyboard.KEY_NONE)
if not CachedDataHandler.interactKey then CachedDataHandler.interactKey = getCore():getKey(interactStr) end 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) getCore():addKeyBinding(interactStr, CachedDataHandler.interactKey)
end end
end
end end
function CachedDataHandler.GetBothHandsFeasibility() function CachedDataHandler.GetBothHandsFeasibility()
@@ -150,3 +174,4 @@ function CachedDataHandler.GetBothHandsFeasibility()
end end
return CachedDataHandler return CachedDataHandler

View File

@@ -2,6 +2,8 @@ local CommonMethods = require("TOC/CommonMethods")
local StaticData = require("TOC/StaticData") local StaticData = require("TOC/StaticData")
local DataController = require("TOC/Controllers/DataController") local DataController = require("TOC/Controllers/DataController")
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler") local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local OverridenMethodsArchive = require("TOC/OverridenMethodsArchive")
------------------------- -------------------------
---@class ProsthesisHandler ---@class ProsthesisHandler
@@ -70,7 +72,6 @@ function ProsthesisHandler.CheckIfEquippable(fullType)
return false return false
end end
---Handle equipping or unequipping prosthetics ---Handle equipping or unequipping prosthetics
---@param item InventoryItem ---@param item InventoryItem
---@param isEquipping boolean ---@param isEquipping boolean
@@ -85,18 +86,11 @@ function ProsthesisHandler.SearchAndSetupProsthesis(item, isEquipping)
dcInst:apply() dcInst:apply()
-- Calculates hands feasibility once again -- Calculates hands feasibility once again
CachedDataHandler.CalculateBothHandsFeasibility() CachedDataHandler.OverrideBothHandsFeasibility()
return true return true
end end
------------------------- function ProsthesisHandler.Validate(item, isEquippable)
--* Overrides *--
---@param item InventoryItem
---@param isEquippable boolean
---@return unknown
local function HandleProsthesisValidation(item, isEquippable)
local isProst = ProsthesisHandler.CheckIfProst(item) local isProst = ProsthesisHandler.CheckIfProst(item)
if not isProst then return isEquippable end if not isProst then return isEquippable end
@@ -111,61 +105,67 @@ local function HandleProsthesisValidation(item, isEquippable)
end end
---@diagnostic disable-next-line: duplicate-set-field
-------------------------
--* Overrides *--
local og_ISWearClothing_isValid = ISWearClothing.isValid local og_ISWearClothing_isValid = ISWearClothing.isValid
---@diagnostic disable-next-line: duplicate-set-field
function ISWearClothing:isValid() function ISWearClothing:isValid()
local isEquippable = og_ISWearClothing_isValid(self) local isEquippable = og_ISWearClothing_isValid(self)
return HandleProsthesisValidation(self.item, isEquippable) return ProsthesisHandler.Validate(self.item, isEquippable)
end end
local og_ISWearClothing_perform = ISWearClothing.perform local og_ISWearClothing_perform = ISWearClothing.perform
---@diagnostic disable-next-line: duplicate-set-field
function ISWearClothing:perform() function ISWearClothing:perform()
ProsthesisHandler.SearchAndSetupProsthesis(self.item, true) ProsthesisHandler.SearchAndSetupProsthesis(self.item, true)
og_ISWearClothing_perform(self) og_ISWearClothing_perform(self)
end end
local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
local og_ISClothingExtraAction_isValid = OverridenMethodsArchive.Save("ISClothingExtraAction_isValid", ISClothingExtraAction.isValid)
---@diagnostic disable-next-line: duplicate-set-field ---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:isValid() function ISClothingExtraAction:isValid()
local isEquippable = og_ISClothingExtraAction_isValid(self) local isEquippable = og_ISClothingExtraAction_isValid(self)
-- self.extra is a string, not the item -- self.extra is a string, not the item
-- B42 Compatibility to add
local testItem = InventoryItemFactory.CreateItem(self.extra) local testItem = InventoryItemFactory.CreateItem(self.extra)
return HandleProsthesisValidation(testItem, isEquippable) return ProsthesisHandler.Validate(testItem, isEquippable)
end end
local og_ISClothingExtraAction_perform = OverridenMethodsArchive.Save("ISClothingExtraAction_perform", ISClothingExtraAction.perform)
---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:perform()
--[[ -- B42 Compatibility to add
local extraItem = InventoryItemFactory.CreateItem(self.extra)
ProsthesisHandler.SearchAndSetupProsthesis(extraItem, true)
og_ISClothingExtraAction_perform(self)
end
local og_ISUnequipAction_perform = ISUnequipAction.perform
---@diagnostic disable-next-line: duplicate-set-field
function ISUnequipAction:perform()
--[[
Horrendous workaround Horrendous workaround
To unequp items, the java side uses WornItems.setItem, which has To unequp items, the java side uses WornItems.setItem, which has
a check for multiItem. Basically, if it's active, it won't actually remove the item, a check for multiItem. Basically, if it's active, it won't actually remove the item,
fucking things up. So, to be 100% sure that we're removing the items, we're gonna fucking things up. So, to be 100% sure that we're removing the items, we're gonna
disable and re-enable the multi-item bool for the Unequip Action. disable and re-enable the multi-item bool for the Unequip Action.
]] ]]
local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
function ISClothingExtraAction:perform()
--local extraItem = InventoryItemFactory.CreateItem(self.extra)
local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, true)
local group
if isProst then
group = BodyLocations.getGroup("Human")
group:setMultiItem("TOC_ArmProst", false)
end
og_ISClothingExtraAction_perform(self)
if isProst then
group:setMultiItem("TOC_ArmProst", true)
end
end
local og_ISUnequipAction_perform = ISUnequipAction.perform
function ISUnequipAction:perform()
local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false) local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
local group local group
if isProst then if isProst then
@@ -176,8 +176,18 @@ function ISUnequipAction:perform()
if isProst then 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())
local highestAmputatedLimbs = CachedDataHandler.GetHighestAmputatedLimbs(getPlayer():getUsername())
if highestAmputatedLimbs then
local hal = highestAmputatedLimbs[side]
if hal then
-- This could break if amputated limbs aren't cached for some reason
triggerEvent("OnProsthesisUnequipped", hal)
end
end
end end
end end
return ProsthesisHandler return ProsthesisHandler

View File

@@ -6,39 +6,11 @@ require("TOC/Events")
---@class Main ---@class Main
local Main = { local Main = {
_version = 2.0 _version = "2.1.6"
} }
---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.SetupEvents() Main.SetupEvents()
end end
@@ -47,6 +19,7 @@ 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()
@@ -63,16 +36,15 @@ function Main.InitializePlayer()
CommonMethods.SafeStartEvent("OnTick", TryToInitialize) CommonMethods.SafeStartEvent("OnTick", TryToInitialize)
end end
---Clean the TOC table for that SP player, to prevent from clogging it up ---Clean the TOC table for that SP player, to prevent it from clogging ModData up
---@param player IsoPlayer ---@param player IsoPlayer
function Main.WipeData(player) function Main.WipeData(player)
TOC_DEBUG.print("Wiping data after death") local username = player:getUsername()
local key = CommandsData.GetKey(player:getUsername()) TOC_DEBUG.print("Wiping data after death: " .. username)
local key = CommandsData.GetKey(username)
--ModData.remove(key) --ModData.remove(key)
if not isClient() then if not isClient() then
-- For SP, it's enough just removing the data this way -- For SP, it's enough just removing the data this way
ModData.remove(key) ModData.remove(key)
@@ -81,7 +53,15 @@ function Main.WipeData(player)
-- at the next character by passing an empty mod data -- at the next character by passing an empty mod data
ModData.add(key, {}) ModData.add(key, {})
ModData.transmit(key) ModData.transmit(key)
end end
-- Let's wipe the instance too just to be sure
-- TODO This can break things I guess
--local DataController = require("TOC/Controllers/DataController")
--DataController.DestroyInstance(username)
end end
--* Events *-- --* Events *--

View File

@@ -11,7 +11,6 @@ local StaticData = require("TOC/StaticData")
TestFramework.registerTestModule("LocalPlayerController", "Setup", function() TestFramework.registerTestModule("LocalPlayerController", "Setup", function()
local Tests = {} local Tests = {}
function Tests.InitializePlayer() function Tests.InitializePlayer()
local pl = getPlayer()
LocalPlayerController.InitializePlayer(true) LocalPlayerController.InitializePlayer(true)
end end
return Tests return Tests
@@ -146,6 +145,14 @@ end)
TestFramework.registerTestModule("Various", "Player", function() TestFramework.registerTestModule("Various", "Player", function()
local Tests = {} local Tests = {}
function Tests.BleedTest()
local pl = getPlayer()
--pl:getBodyDamage():getBodyPart(BodyPartType.ForeArm_R):setBleeding(true)
pl:getBodyDamage():getBodyPart(BodyPartType.ForeArm_R):setBleedingTime(20)
end
function Tests.Kill() function Tests.Kill()
getPlayer():Kill(getPlayer()) getPlayer():Kill(getPlayer())
end end
@@ -153,6 +160,37 @@ TestFramework.registerTestModule("Various", "Player", function()
return Tests return Tests
end) end)
TestFramework.registerTestModule("Various", "Visuals", function()
local Tests = {}
function Tests.AddBloodLeftForearm()
local playerObj = getPlayer()
local limbName = "ForeArm_L"
local fullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
local item = playerObj:getInventory():FindAndReturn(fullType)
if instanceof(item, "Clothing") then
---@cast item Clothing
print("Found limb to add blood onto")
item:setBloodLevel(100)
local coveredParts = BloodClothingType.getCoveredParts(item:getBloodClothingType())
if coveredParts then
for j=0,coveredParts:size()-1 do
item:setBlood(coveredParts:get(j), 100)
item:setDirt(coveredParts:get(j), 100)
end
end
end
playerObj:resetModelNextFrame()
end
return Tests
end)
-------------------------------------------------------------------------------------- --------------------------------------------------------------------------------------

View File

@@ -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)

View File

@@ -7,6 +7,9 @@ local CommonMethods = require("TOC/CommonMethods")
---@field otherPlayer IsoPlayer ---@field otherPlayer IsoPlayer
---@field bandage InventoryItem ---@field bandage InventoryItem
---@field bodyPart any ---@field bodyPart any
---@field doctorLevel number
---@field bandagedPlayerX number
---@field bandagedPlayerY number
local CleanWoundAction = ISBaseTimedAction:derive("CleanWoundAction") local CleanWoundAction = ISBaseTimedAction:derive("CleanWoundAction")
---@param doctor IsoPlayer ---@param doctor IsoPlayer
@@ -33,7 +36,7 @@ function CleanWoundAction:new(doctor, otherPlayer, bandage, bodyPart)
if doctor:isTimedActionInstant() then if doctor:isTimedActionInstant() then
o.maxTime = 1 o.maxTime = 1
end end
if doctor:getAccessLevel() ~= "None" then if doctor:getAccessLevel() ~= "None" then -- B42 Deprecated
o.doctorLevel = 10 o.doctorLevel = 10
end end
return o return o

View File

@@ -0,0 +1,139 @@
-- TODO This section must be overhauled
local DataController = require("TOC/Controllers/DataController")
local StaticData = require("TOC/StaticData")
---@diagnostic disable: duplicate-set-field
-- Bunch of actions shouldn't be modified by the adjusted time
-----------------------------------------------
---* Some actions have specific maxTime calculations and we must account for that
---ISAttachItemHotbar
---ISDetachItemHotbar
---ISEquipWeaponAction
---ISUnequipAction
--- We're forced to re-run this crap to fix it
---@param action ISBaseTimedAction
local function OverrideAction(action, maxTime)
-- TODO Add forced debuff instead of just relying on the vanilla values?
action.skipTOC = true
action.maxTime = maxTime
action.animSpeed = 1.0
end
local og_ISAttachItemHotbar_new = ISAttachItemHotbar.new
function ISAttachItemHotbar:new(character, item, slot, slotIndex, slotDef)
local action = og_ISAttachItemHotbar_new(self, character, item, slot, slotIndex, slotDef)
OverrideAction(action, 30) -- Default time for this action
return action
end
local og_ISDetachItemHotbar_new = ISDetachItemHotbar.new
function ISDetachItemHotbar:new(character, item)
local action = og_ISDetachItemHotbar_new(self, character, item)
OverrideAction(action, 25) -- Default time for this action
return action
end
local og_ISEquipWeaponAction_new = ISEquipWeaponAction.new
function ISEquipWeaponAction:new(character, item, time, primary, twoHands)
local action = og_ISEquipWeaponAction_new(self, character, item, time, primary, twoHands)
TOC_DEBUG.print("Override ISEquipWeaponAction New")
-- check if right arm is cut off or not. if it is, penality shall apply
-- if we got here, the action is valid, so we know that we have a prosthesis.
local dcInst = DataController.GetInstance()
-- Brutal Handwork should be considered. Use the twohands thing
if not (dcInst:getIsAnyLimbCut() and twoHands) then
OverrideAction(action, time)
end
return action
end
local og_ISUnequipAction_new = ISUnequipAction.new
function ISUnequipAction:new(character, item, time)
local action = og_ISUnequipAction_new(self, character, item, time)
---@cast item InventoryItem
-- TODO Consider other cases where unequipping something should skip TOC.
if instanceof(item, 'HandWeapon') then
OverrideAction(action, time)
end
return action
end
------------------------------------------------------
--- Normal cases
local og_ISEatFoodAction_new = ISEatFoodAction.new
function ISEatFoodAction:new(character, item, percentage)
local action = og_ISEatFoodAction_new(self, character, item, percentage)
--TOC_DEBUG.print("Override ISEatFoodAction")
action.skipTOC = true
return action
end
local og_ISReadABook_new = ISReadABook.new
function ISReadABook:new(character, item, time)
local action = og_ISReadABook_new(self, character, item, time)
--TOC_DEBUG.print("Override ISReadABook")
action.skipTOC = true
return action
end
local og_ISTakePillAction_new = ISTakePillAction.new
function ISTakePillAction:new(character, item, time)
local action = og_ISTakePillAction_new(self, character, item, time)
--TOC_DEBUG.print("Override ISTakePillAction")
action.skipTOC = true
return action
end
local og_ISTakeWaterAction_new = ISTakeWaterAction.new
function ISTakeWaterAction:new(character, item, waterUnit, waterObject, time, oldItem)
local action = og_ISTakeWaterAction_new(self, character, item, waterUnit, waterObject, time, oldItem)
--TOC_DEBUG.print("Override ISTakeWaterAction")
action.skipTOC = true
return action
end
local og_ISDrinkFromBottle_new = ISDrinkFromBottle.new
function ISDrinkFromBottle:new(character, item, uses)
local action = og_ISDrinkFromBottle_new(self, character, item, uses)
--TOC_DEBUG.print("Override ISDrinkFromBottle")
action.skipTOC = true
return action
end
if StaticData.COMPAT_42 == false then
-- TODO confirm that this doesn't exist anymore in B42
-- B42 nenen
local og_ISFinalizeDealAction_new = ISFinalizeDealAction.new
function ISFinalizeDealAction:new(player, otherPlayer, itemsToGive, itemsToReceive, time)
local action = og_ISFinalizeDealAction_new(self, player, otherPlayer, itemsToGive, itemsToReceive, time)
--TOC_DEBUG.print("Override ISFinalizeDealAction")
action.skipTOC = true
return action
end
end
local og_ISCampingInfoAction_new = ISCampingInfoAction.new
function ISCampingInfoAction:new(character, campfireObject, campfire)
local action = og_ISCampingInfoAction_new(self, character, campfireObject, campfire)
--TOC_DEBUG.print("Override ISCampingInfoAction")
action.skipTOC = true
return action
end

View File

@@ -0,0 +1,80 @@
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local StaticData = require("TOC/StaticData")
-- Since amputations are actually clothing items, we need to override ISWashYourself to account for that
-- TODO Clean this up
local og_ISWashYourself_perform = ISWashYourself.perform
function ISWashYourself:perform()
TOC_DEBUG.print("ISWashYourself override")
---@type IsoPlayer
local pl = self.character
local plInv = pl:getInventory()
-- Search for amputations and clean them here
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername())
for limbName, _ in pairs(amputatedLimbs) do
TOC_DEBUG.print("Checking if " .. limbName .. " is in inventory and washing it")
-- get clothing item
local foundItem = plInv:FindAndReturn(StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
if foundItem and instanceof(foundItem, "Clothing") then
TOC_DEBUG.print("Washing " .. limbName)
---@cast foundItem Clothing
foundItem:setWetness(100)
foundItem:setBloodLevel(0)
foundItem:setDirtyness(0) -- TODO Integrate with other dirtyness
local coveredParts = BloodClothingType.getCoveredParts(foundItem:getBloodClothingType())
for j=0, coveredParts:size() - 1 do
foundItem:setBlood(coveredParts:get(j), 0)
foundItem:setDirt(coveredParts:get(j), 0)
end
end
end
og_ISWashYourself_perform(self)
end
local og_ISWashYourself_GetRequiredWater = ISWashYourself.GetRequiredWater
---@param character IsoPlayer
---@return integer
function ISWashYourself.GetRequiredWater(character)
local units = og_ISWashYourself_GetRequiredWater(character)
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(character:getUsername())
local plInv = character:getInventory()
for limbName, _ in pairs(amputatedLimbs) do
TOC_DEBUG.print("Checking if " .. limbName .. " is in inventory and washing it")
-- get clothing item
local item = plInv:FindAndReturn(StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
if item and instanceof(item, "Clothing") then
local coveredParts = BloodClothingType.getCoveredParts(item:getBloodClothingType())
if coveredParts then
for i=1,coveredParts:size() do
local part = coveredParts:get(i-1)
if item:getBlood(part) > 0 then
units = units + 1
end
end
end
end
end
return units
end

View File

@@ -0,0 +1,116 @@
---@class ConfirmationPanel : ISPanel
local ConfirmationPanel = ISPanel:derive("ConfirmationPanel")
---Starts a new confirmation panel
---@param x number
---@param y number
---@param width number
---@param height number
---@param alertText string
---@param onConfirmFunc function
---@return ConfirmationPanel
function ConfirmationPanel:new(x, y, width, height, alertText, parentPanel, onConfirmFunc)
local o = ISPanel:new(x, y, width, height)
setmetatable(o, self)
self.__index = self
o:initialise()
o.alertText = alertText
o.onConfirmFunc = onConfirmFunc
o.parentPanel = parentPanel
ConfirmationPanel.instance = o
---@cast o ConfirmationPanel
return o
end
function ConfirmationPanel:createChildren()
ISPanel.createChildren(self)
self.borderColor = { r = 1, g = 0, b = 0, a = 1 }
self.textPanel = ISRichTextPanel:new(0, 0, self.width, self.height)
self.textPanel:initialise()
self:addChild(self.textPanel)
self.textPanel.defaultFont = UIFont.Medium
self.textPanel.anchorTop = true
self.textPanel.anchorLeft = false
self.textPanel.anchorBottom = true
self.textPanel.anchorRight = false
self.textPanel.marginLeft = 0
self.textPanel.marginTop = 10
self.textPanel.marginRight = 0
self.textPanel.marginBottom = 0
self.textPanel.autosetheight = false
self.textPanel.background = false
self.textPanel:setText(self.alertText)
self.textPanel:paginate()
local yPadding = 10
local xPadding = self:getWidth() / 4
local btnWidth = 100
local btnHeight = 25
local yButton = self:getHeight() - yPadding - btnHeight
self.btnYes = ISButton:new(xPadding, yButton, btnWidth, btnHeight, getText("IGUI_Yes"), self, self.onClick)
self.btnYes.internal = "YES"
self.btnYes:initialise()
self.btnYes.borderColor = { r = 1, g = 0, b = 0, a = 1 }
self.btnYes:setEnable(true)
self:addChild(self.btnYes)
self.btnNo = ISButton:new(self:getWidth() - xPadding - btnWidth, yButton, btnWidth, btnHeight, getText("IGUI_No"), self,
self.onClick)
self.btnNo.internal = "NO"
self.btnNo:initialise()
self.btnNo:setEnable(true)
self:addChild(self.btnNo)
end
function ConfirmationPanel:onClick(btn)
if btn.internal == 'YES' then
self.onConfirmFunc(self.parentPanel)
self:close()
elseif btn.internal == 'NO' then
self:close()
end
end
-------------------------
---@param alertText string
---@param x any
---@param y any
---@param parentPanel any
---@param onConfirmFunc any
---@return ConfirmationPanel
function ConfirmationPanel.Open(alertText, x, y, parentPanel, onConfirmFunc)
local width = 500
local height = 120
local screenWidth = getCore():getScreenWidth()
local screenHeight = getCore():getScreenHeight()
-- Check for oversize
if x+width > screenWidth then
x = screenWidth - width
end
if y+height > screenHeight then
y = screenHeight - height
end
local panel = ConfirmationPanel:new(x, y, width, height, alertText, parentPanel, onConfirmFunc)
panel:initialise()
panel:addToUIManager()
panel:bringToTop()
return panel
end
function ConfirmationPanel.Close()
ConfirmationPanel.instance:close()
end
return ConfirmationPanel

View File

@@ -1,7 +1,7 @@
local StaticData = require("TOC/StaticData") local StaticData = require("TOC/StaticData")
local CommandsData = require("TOC/CommandsData")
local DataController = require("TOC/Controllers/DataController") local DataController = require("TOC/Controllers/DataController")
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler") local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local Compat = require("TOC/Compat")
local CutLimbInteractionHandler = require("TOC/UI/Interactions/CutLimbInteractionHandler") local CutLimbInteractionHandler = require("TOC/UI/Interactions/CutLimbInteractionHandler")
local WoundCleaningInteractionHandler = require("TOC/UI/Interactions/WoundCleaningInteractionHandler") local WoundCleaningInteractionHandler = require("TOC/UI/Interactions/WoundCleaningInteractionHandler")
@@ -10,7 +10,22 @@ local WoundCleaningInteractionHandler = require("TOC/UI/Interactions/WoundCleani
local isReady = false local isReady = false
local xMod, yMod
if StaticData.COMPAT_42 then
-- B42 For some reason (I didn't investigate), when applying stuff to the health panel there is an un-accounted shift in B42.
xMod = 5
yMod = 13
else
xMod = 0
yMod = 0
end
function SetHealthPanelTOC() function SetHealthPanelTOC()
-- depending on compatibility
isReady = true isReady = true
end end
@@ -98,14 +113,14 @@ function ISHealthPanel:tryDrawAmputation(highestAmputations, side, username)
local sexPl = self.character:isFemale() and "Female" or "Male" local sexPl = self.character:isFemale() and "Female" or "Male"
texture = StaticData.HEALTH_PANEL_TEXTURES[sexPl][limbName] texture = StaticData.HEALTH_PANEL_TEXTURES[sexPl][limbName]
end end
-- B42, for some reason the positioning of the texture changed. Realigned it manually with those fixed values
self:drawTexture(texture, self.healthPanel.x, self.healthPanel.y, 1, redColor, 0, 0) self:drawTexture(texture, self.healthPanel.x - xMod, self.healthPanel.y - yMod, 1, redColor, 0, 0)
end end
function ISHealthPanel:tryDrawProsthesis(highestAmputations, side, username) function ISHealthPanel:tryDrawProsthesis(highestAmputations, side, username)
local dc = DataController.GetInstance(username) -- TODO CACHE PROSTHESIS!!! Don't use DC here local dc = DataController.GetInstance(username) -- TODO CACHE PROSTHESIS!!! Don't use DC here
local limbName = highestAmputations[side] local limbName = highestAmputations[side]
if limbName and dc:getIsProstEquipped(limbName) then if limbName and dc:getIsProstEquipped(limbName) then
self:drawTexture(StaticData.HEALTH_PANEL_TEXTURES.ProstArm[side], self.healthPanel.x, self.healthPanel.y, 1, 1, 1, 1) self:drawTexture(StaticData.HEALTH_PANEL_TEXTURES.ProstArm[side], self.healthPanel.x - xMod, self.healthPanel.y - yMod, 1, 1, 1, 1)
end end
end end
@@ -128,23 +143,23 @@ function ISHealthPanel:render()
end end
local og_ISHealthPanel_update = ISHealthPanel.update -- local og_ISHealthPanel_update = ISHealthPanel.update
function ISHealthPanel:update() -- function ISHealthPanel:update()
og_ISHealthPanel_update(self) -- og_ISHealthPanel_update(self)
-- TODO Listen for changes on other player side instead of looping this -- -- TODO Listen for changes on other player side instead of looping this
-- FIX Re-enable it, just for test -- -- FIX Re-enable it, just for test
if self.character then -- if self.character then
local locPlUsername = getPlayer():getUsername() -- local locPlUsername = getPlayer():getUsername()
local remPlUsername = self.character:getUsername() -- local remPlUsername = self.character:getUsername()
if locPlUsername ~= remPlUsername and self:isReallyVisible() then -- if locPlUsername ~= remPlUsername and self:isReallyVisible() then
-- Request update for TOC DATA -- -- Request update for TOC DATA
local key = CommandsData.GetKey(remPlUsername) -- local key = CommandsData.GetKey(remPlUsername)
--ModData.request(key) -- --ModData.request(key)
end -- end
end -- end
end -- end
@@ -252,10 +267,10 @@ end
local og_ISHealthPanel_getDamagedParts = ISHealthPanel.getDamagedParts local og_ISHealthPanel_getDamagedParts = ISHealthPanel.getDamagedParts
function ISHealthPanel:getDamagedParts() function ISHealthPanel:getDamagedParts()
-- TODO Overriding it is a lot easier, but ew -- check for imeds or if TOC is ready to display its stuff on the health panel
if isReady == false or Compat.handlers['iMeds'].isActive or Compat.handlers['iMedsFixed'].isActive then
if isReady then return og_ISHealthPanel_getDamagedParts(self)
elseif isReady then
local result = {} local result = {}
local bodyParts = self:getPatient():getBodyDamage():getBodyParts() local bodyParts = self:getPatient():getBodyDamage():getBodyParts()
if isClient() and not self:getPatient():isLocalPlayer() then if isClient() and not self:getPatient():isLocalPlayer() then
@@ -274,8 +289,5 @@ function ISHealthPanel:getDamagedParts()
end end
end end
return result return result
else
return og_ISHealthPanel_getDamagedParts(self)
end end
end end

View File

@@ -1,11 +1,12 @@
local BaseHandler = require("TOC/UI/Interactions/HealthPanelBaseHandler") local BaseHandler = require("TOC/UI/Interactions/HealthPanelBaseHandler")
local StaticData = require("TOC/StaticData") local StaticData = require("TOC/StaticData")
local DataController = require("TOC/Controllers/DataController") local DataController = require("TOC/Controllers/DataController")
local ConfirmationPanel = require("TOC/UI/ConfirmationPanel")
local CutLimbAction = require("TOC/TimedActions/CutLimbAction") local CutLimbAction = require("TOC/TimedActions/CutLimbAction")
--------------------- ---------------------
-- TODO Add interaction to cut and bandage!
--* Various functions to help during these pesky checks --* Various functions to help during these pesky checks
@@ -13,7 +14,8 @@ local CutLimbAction = require("TOC/TimedActions/CutLimbAction")
---Check if the item type corresponds to a compatible saw ---Check if the item type corresponds to a compatible saw
---@param itemType string ---@param itemType string
local function CheckIfSaw(itemType) local function CheckIfSaw(itemType)
return itemType:contains(StaticData.SAWS_TYPES_IND_STR.saw) or itemType:contains(StaticData.SAWS_TYPES_IND_STR.gardenSaw) return itemType == StaticData.SAWS_TYPES_IND_STR.saw
or itemType == StaticData.SAWS_TYPES_IND_STR.gardenSaw
end end
---Return a compatible bandage ---Return a compatible bandage
@@ -37,9 +39,8 @@ local function GetStitchesConsumableItem(player)
-- Suture needle has priority -- Suture needle has priority
local sutureNeedle = plInv:FindAndReturn("Base.SutureNeedle") local sutureNeedle = plInv:FindAndReturn("Base.SutureNeedle")
---@cast sutureNeedle DrainableComboItem
if sutureNeedle and sutureNeedle:getUsedDelta() > 0 then if sutureNeedle then
return sutureNeedle return sutureNeedle
else else
-- Didn't find the suture one, so let's search for the normal one + thread -- Didn't find the suture one, so let's search for the normal one + thread
@@ -61,6 +62,12 @@ local function GetStitchesConsumableItem(player)
end end
local textConfirmAmp = getText("IGUI_Confirmation_Amputate")
local textAmp = getText("ContextMenu_Amputate")
local textAmpBandage = getText("ContextMenu_Amputate_Bandage")
local textAmpStitch = getText("ContextMenu_Amputate_Stitch")
local textAmpStitchBandage = getText("ContextMenu_Amputate_Stitch_Bandage")
---Add the action to the queue ---Add the action to the queue
---@param limbName string ---@param limbName string
---@param surgeon IsoPlayer ---@param surgeon IsoPlayer
@@ -69,6 +76,14 @@ end
---@param stitchesItem InventoryItem? ---@param stitchesItem InventoryItem?
---@param bandageItem InventoryItem? ---@param bandageItem InventoryItem?
local function PerformAction(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem) local function PerformAction(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem)
local x = (getCore():getScreenWidth() - 500) / 2
local y = getCore():getScreenHeight() / 2
ConfirmationPanel.Open(textConfirmAmp, x, y, nil, function()
-- get saw in hand -- get saw in hand
-- todo primary or secondary depending on amputation status of surgeon -- todo primary or secondary depending on amputation status of surgeon
ISTimedActionQueue.add(ISEquipWeaponAction:new(surgeon, sawItem, 50, true, false)) ISTimedActionQueue.add(ISEquipWeaponAction:new(surgeon, sawItem, 50, true, false))
@@ -80,13 +95,13 @@ local function PerformAction(surgeon, patient, limbName, sawItem, stitchesItem,
ISTimedActionQueue.add(CutLimbAction:new(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem)) ISTimedActionQueue.add(CutLimbAction:new(surgeon, patient, limbName, sawItem, stitchesItem, bandageItem))
end)
end end
local textAmp = getText("ContextMenu_Amputate")
local textAmpBandage = getText("ContextMenu_Amputate_Bandage")
local textAmpStitch = getText("ContextMenu_Amputate_Stitch")
local textAmpStitchBandage = getText("ContextMenu_Amputate_Stitch_Bandage")
---Adds the actions to the inventory context menu ---Adds the actions to the inventory context menu
---@param player IsoPlayer ---@param player IsoPlayer
@@ -214,6 +229,18 @@ function CutLimbInteractionHandler:checkItem(item)
end end
end end
---@param x number
---@param y number
---@param type any
function CutLimbInteractionHandler:openConfirmation(x, y, type)
ConfirmationPanel.Open(textConfirmAmp, x, y, nil, function()
self.onMenuOptionSelected(self, type)
end)
end
---@param context ISContextMenu ---@param context ISContextMenu
function CutLimbInteractionHandler:addToMenu(context) function CutLimbInteractionHandler:addToMenu(context)
--TOC_DEBUG.print("CutLimbInteractionHandler addToMenu") --TOC_DEBUG.print("CutLimbInteractionHandler addToMenu")
@@ -221,8 +248,12 @@ function CutLimbInteractionHandler:addToMenu(context)
local patientUsername = self:getPatient():getUsername() local patientUsername = self:getPatient():getUsername()
if #types > 0 and StaticData.LIMBS_TO_BODYLOCS_IND_BPT[self.limbName] and not DataController.GetInstance(patientUsername):getIsCut(self.limbName) then if #types > 0 and StaticData.LIMBS_TO_BODYLOCS_IND_BPT[self.limbName] and not DataController.GetInstance(patientUsername):getIsCut(self.limbName) then
TOC_DEBUG.print("addToMenu, types > 0") TOC_DEBUG.print("addToMenu, types > 0")
local x = (getCore():getScreenWidth() - 500) / 2
local y = getCore():getScreenHeight() / 2
for i=1, #types do for i=1, #types do
context:addOption(getText("ContextMenu_Amputate"), self, self.onMenuOptionSelected, types[i]) context:addOption(getText("ContextMenu_Amputate"), self, self.openConfirmation, x, y, types[i])
end end
end end
end end

View File

@@ -118,7 +118,7 @@ function BaseHandler:toPlayerInventory(item, previousAction)
if item:getContainer() ~= self:getDoctor():getInventory() then if item:getContainer() ~= self:getDoctor():getInventory() then
local action = ISInventoryTransferAction:new(self:getDoctor(), item, item:getContainer(), self:getDoctor():getInventory()) local action = ISInventoryTransferAction:new(self:getDoctor(), item, item:getContainer(), self:getDoctor():getInventory())
ISTimedActionQueue.addAfter(previousAction, action) ISTimedActionQueue.addAfter(previousAction, action)
-- FIXME: ISHealthPanel.actions never gets cleared -- FIX: ISHealthPanel.actions never gets cleared
self.panel.actions = self.panel.actions or {} self.panel.actions = self.panel.actions or {}
self.panel.actions[action] = self.bodyPart self.panel.actions[action] = self.bodyPart
return action return action

View File

@@ -68,7 +68,7 @@ local function AddStoveContextMenu(playerNum, context, worldObjects, test)
-- Notifications, in case the player can't do the action -- Notifications, in case the player can't do the action
local isPlayerCourageous = pl:HasTrait("Brave") or pl:getPerkLevel(Perks.Strength) > 5 local isPlayerCourageous = pl:HasTrait("Brave") or pl:HasTrait("Desensitized") or pl:getPerkLevel(Perks.Strength) > 5
local isTempHighEnough = stoveObj:getCurrentTemperature() >= 250 local isTempHighEnough = stoveObj:getCurrentTemperature() >= 250
local isLimbFree = not dcInst:getIsProstEquipped(limbName) local isLimbFree = not dcInst:getIsProstEquipped(limbName)

View File

@@ -0,0 +1,157 @@
require "lua_timers"
local ItemsController = require("TOC/Controllers/ItemsController")
local StaticData = require("TOC/StaticData")
local CommandsData = require("TOC/CommandsData")
-------------------------------
---@param zombie IsoZombie|IsoGameCharacter|IsoMovingObject|IsoObject
---@return integer trueID
local function GetZombieID(zombie)
-- Big love to Chuck and Sir Doggy Jvla for this code
---@diagnostic disable-next-line: param-type-mismatch
local pID = zombie:getPersistentOutfitID()
local bits = string.split(string.reverse(Long.toUnsignedString(pID, 2)), "")
while #bits < 16 do bits[#bits + 1] = 0 end
-- trueID
bits[16] = 0
local trueID = Long.parseUnsignedLong(string.reverse(table.concat(bits, "")), 2)
return trueID
end
-------------------------------
---@param item InventoryItem
local function PredicateAmputationItems(item)
return item:getType():contains("Amputation_")
end
---@param item InventoryItem
local function PredicateAmputationItemLeft(item)
return item:getType():contains("Amputation_") and item:getType():contains("_L")
end
---@param item InventoryItem
local function PredicateAmputationItemRight(item)
return item:getType():contains("Amputation_") and item:getType():contains("_R")
end
---@param zombie IsoZombie
local function SpawnAmputation(zombie, side)
local index = ZombRand(1, #StaticData.PARTS_STR)
local limb = StaticData.PARTS_STR[index] .. "_" .. side
local amputationFullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limb
ItemsController.Zombie.SpawnAmputationItem(zombie, amputationFullType)
-- Add reference and transmit it to server
local pID = GetZombieID(zombie)
local zombieKey = CommandsData.GetZombieKey()
local zombiesMD = ModData.getOrCreate(zombieKey)
if zombiesMD[pID] == nil then zombiesMD[pID] = {} end
zombiesMD[pID][side] = amputationFullType
ModData.add(zombieKey, zombiesMD)
ModData.transmit(zombieKey)
end
-------------------------------
local bloodAmount = 10
---@param player IsoGameCharacter
---@param zombie IsoZombie
---@param handWeapon HandWeapon
local function HandleZombiesAmputations(player, zombie, handWeapon, damage)
if not SandboxVars.TOC.EnableZombieAmputations then return end
if not instanceof(zombie, "IsoZombie") or not instanceof(player, "IsoPlayer") then return end
if player ~= getPlayer() then return end
-- Check type of weapon. No hands, only knifes or such
local weaponCategories = handWeapon:getScriptItem():getCategories()
if not (weaponCategories:contains("Axe") or weaponCategories:contains("LongBlade")) then return end
local isCrit = player:isCriticalHit()
local randomChance = ZombRand(0, 100) > (100 - SandboxVars.TOC.ZombieAmputationDamageChance)
if (damage > SandboxVars.TOC.ZombieAmputationDamageThreshold and randomChance) or isCrit then
TOC_DEBUG.print("Amputating zombie limbs - damage: " .. tostring(damage))
local zombieInv = zombie:getInventory()
-- Check left or right
local randSide = ZombRand(2) -- Random side
local preferredSide = randSide == 0 and "L" or "R"
local alternateSide = preferredSide == "L" and "R" or "L"
local predicatePreferred = preferredSide == "L" and PredicateAmputationItemLeft or PredicateAmputationItemRight
local predicateAlternate = alternateSide == "L" and PredicateAmputationItemLeft or PredicateAmputationItemRight
if not zombieInv:containsEval(predicatePreferred) then
SpawnAmputation(zombie, preferredSide)
elseif not zombieInv:containsEval(predicateAlternate) then
SpawnAmputation(zombie, alternateSide)
end
TOC_DEBUG.print("Amputating zombie limbs - damage: " .. tostring(damage) .. ", preferred limb side: " .. preferredSide)
-- add blood splat every couple of seconds for a while
addBloodSplat(getCell():getGridSquare(zombie:getX(), zombie:getY(), zombie:getZ()), bloodAmount)
local timerName = tostring(GetZombieID(zombie)) .. "_timer"
timer:Create(timerName, 1, 10, function()
addBloodSplat(getCell():getGridSquare(zombie:getX(), zombie:getY(), zombie:getZ()), bloodAmount)
end)
end
end
Events.OnWeaponHitCharacter.Add(HandleZombiesAmputations)
-----------------------------
local localOnlyZombiesMD
local function SetupZombiesModData()
if not SandboxVars.TOC.EnableZombieAmputations then return end
local zombieKey = CommandsData.GetZombieKey()
localOnlyZombiesMD = ModData.getOrCreate(zombieKey)
end
Events.OnInitGlobalModData.Add(SetupZombiesModData)
---@param zombie IsoZombie
local function ReapplyAmputation(zombie)
if not SandboxVars.TOC.EnableZombieAmputations then return end
local pID = GetZombieID(zombie)
if localOnlyZombiesMD[pID] ~= nil then
-- check if zombie has amputation
local zombiesAmpData = localOnlyZombiesMD[pID]
local zombieInv = zombie:getInventory()
local foundItem = zombieInv:containsEvalRecurse(PredicateAmputationItems)
if foundItem then
return
else
local leftAmp = zombiesAmpData['L']
if leftAmp then
ItemsController.Zombie.SpawnAmputationItem(zombie, leftAmp)
end
local rightAmp = zombiesAmpData['R']
if rightAmp then
ItemsController.Zombie.SpawnAmputationItem(zombie, rightAmp)
end
-- Removes reference, local only
localOnlyZombiesMD[pID] = nil
end
end
end
Events.OnZombieUpdate.Add(ReapplyAmputation)

View File

@@ -0,0 +1,171 @@
-- Made by Vyshnia
-- Workshop ID: 2875394066
-- Mod ID: LuaTimers
local os_time = os.time
local table_insert = table.insert
local table_remove = table.remove
local assert = assert
local type = type
local pairs = pairs
timer = {
Timers = {},
SimpleTimers = {}
}
function timer:Simple(delay, func)
assert(type(delay) == "number", "Delay of timer should be a number type")
assert(type(func) == "function", "Func of timer should be a function type (lol)")
table_insert(self.SimpleTimers, {
EndTime = os_time() + delay,
Func = func
})
end
function timer:Create(name, delay, repetitions, func)
assert(type(name) == "string", "ID of timer should be a string type")
assert(type(delay) == "number", "Delay of timer should be a number type")
assert(type(repetitions) == "number", "Repetitions of timer should be a number type")
assert(type(func) == "function", "Func of timer should be a function type (lol)")
self.Timers[name] = {
Delay = delay,
StartRepetitions = repetitions,
Repetitions = repetitions,
Infinity = repetitions == 0,
LastFuncTime = os_time(),
Func = func,
Paused = false,
}
end
local function timerUpdate()
local cur_time = os_time()
for k, v in pairs(timer.Timers) do
if not v.Paused then
if cur_time >= v.LastFuncTime + v.Delay then
v.Func()
v.LastFuncTime = cur_time
if not v.Infinity then
v.Repetitions = v.Repetitions - 1
if v.Repetitions <= 0 then
timer.Timers[k] = nil
end
end
end
end
end
local simple_timers = timer.SimpleTimers
for i = #simple_timers, 1, -1 do
local t = simple_timers[i]
if t.EndTime <= cur_time then
t.Func()
table_remove(simple_timers, i)
end
end
end
Events.OnTickEvenPaused.Add(timerUpdate)
function timer:Remove(name)
local t = self.Timers[name]
if not t then return false end
self.Timers[name] = nil
return true
end
function timer:Exists(name)
return self.Timers[name] and true or false
end
function timer:Start(name)
local t = self.Timers[name]
if not t then return false end
t.Repetitions = t.StartRepetitions
t.LastFuncTime = os_time()
t.Paused = false
t.PausedTime = nil
return true
end
function timer:Pause(name)
local t = self.Timers[name]
if not t then return false end
if t.Paused then return false end
t.Paused = true
t.PausedTime = os_time()
return true
end
function timer:UnPause(name)
local t = self.Timers[name]
if not t then return false end
if not t.Paused then return false end
t.Paused = false
return true
end
timer.Resume = timer.UnPause
function timer:Toggle(name)
local t = self.Timers[name]
if not t then return false end
t.Paused = not t.Paused
return true
end
function timer:TimeLeft(name)
local t = self.Timers[name]
if not t then return end
if t.Paused then
return (t.Repetitions - 1) * t.Delay + (t.LastFuncTime + t.Delay - t.PausedTime)
else
return (t.Repetitions - 1) * t.Delay + (t.LastFuncTime + t.Delay - os_time())
end
end
function timer:NextTimeLeft(name)
local t = self.Timers[name]
if not t then return end
if t.Paused then
return t.LastFuncTime + t.Delay - t.PausedTime
else
return t.LastFuncTime + t.Delay - os_time()
end
end
function timer:RepsLeft(name)
local t = self.Timers[name]
return t and t.Repetitions
end

View File

@@ -3,14 +3,9 @@ local StaticData = require("TOC/StaticData")
local CommandsData = require("TOC/CommandsData") local CommandsData = require("TOC/CommandsData")
------------------------ ------------------------
local ServerDataHandler = {} local ServerDataHandler = {}
ServerDataHandler.modData = {} ServerDataHandler.modData = {}
---Get the server mod data table containing that player TOC data ---Get the server mod data table containing that player TOC data
---@param key string ---@param key string
---@return tocModDataType ---@return tocModDataType
@@ -29,12 +24,13 @@ function ServerDataHandler.AddTable(key, table)
--TOC_DEBUG.printTable(table) --TOC_DEBUG.printTable(table)
-- Set that the data has been modified and it's updated on the server -- Set that the data has been modified and it's updated on the server
table.isUpdateFromServer = true
ModData.add(key, table) -- Add it to the server mod data ModData.add(key, table) -- Add it to the server mod data
ServerDataHandler.modData[key] = table ServerDataHandler.modData[key] = table
-- Check integrity of table. if it doesn't contains toc data, it means that we received a reset
if table.limbs == nil then return end
-- Since this could be triggered by a different client than the one referenced in the key, we're gonna -- Since this could be triggered by a different client than the one referenced in the key, we're gonna
-- apply the changes back to the key client again to be sure that everything is in sync -- apply the changes back to the key client again to be sure that everything is in sync
local username = CommandsData.GetUsername(key) local username = CommandsData.GetUsername(key)

View File

@@ -24,7 +24,7 @@ function ServerRelayCommands.RelayExecuteAmputationAction(surgeonPl, args)
local surgeonNum = surgeonPl:getOnlineID() local surgeonNum = surgeonPl:getOnlineID()
---@type receiveDamageDuringAmputationParams ---@type receiveDamageDuringAmputationParams
local params = {surgeonNum = surgeonNum, limbName = args.limbName} local params = {surgeonNum = surgeonNum, limbName = args.limbName, damagePlayer = true}
sendServerCommand(patientPl, CommandsData.modules.TOC_RELAY, CommandsData.client.Relay.ReceiveExecuteAmputationAction, params) sendServerCommand(patientPl, CommandsData.modules.TOC_RELAY, CommandsData.client.Relay.ReceiveExecuteAmputationAction, params)
end end
@@ -38,6 +38,21 @@ function ServerRelayCommands.RelayExecuteInitialization(adminObj, args)
end end
---Relay a forced amputation to another client.
---@param adminObj IsoPlayer
---@param args relayForcedAmputationParams
function ServerRelayCommands.RelayForcedAmputation(adminObj, args)
local patientPl = getPlayerByOnlineID(args.patientNum)
local adminNum = adminObj:getOnlineID()
---@type receiveDamageDuringAmputationParams
local ampParams = {surgeonNum = adminNum, limbName = args.limbName, damagePlayer = false} -- the only difference between relayExecuteAmputationAction and this is the damage
sendServerCommand(patientPl, CommandsData.modules.TOC_RELAY, CommandsData.client.Relay.ReceiveExecuteAmputationAction, ampParams)
-- Automatic cicatrization
sendServerCommand(patientPl, CommandsData.modules.TOC_RELAY, CommandsData.client.Relay.ReceiveForcedCicatrization, {limbName = args.limbName})
end
------------------------- -------------------------

View File

@@ -1,5 +1,6 @@
require("TOC/Debug") require("TOC/Debug")
require("NPCs/BodyLocations") require("NPCs/BodyLocations")
local StaticData = require("TOC/StaticData")
local BodyLocationsAPI = {} local BodyLocationsAPI = {}
local function customGetVal(obj, int) return getClassFieldVal(obj, getClassField(obj, int)) end local function customGetVal(obj, int) return getClassFieldVal(obj, getClassField(obj, int)) end
@@ -8,6 +9,8 @@ local group = BodyLocations.getGroup("Human")
---@type ArrayList ---@type ArrayList
local list = customGetVal(group, 1) local list = customGetVal(group, 1)
-- TODO Not sure if this method actually works as intende with b42, but for our use case it's fine...
---@param toRelocateOrCreate string ---@param toRelocateOrCreate string
---@param locationElement string ---@param locationElement string
---@param afterBoolean boolean ---@param afterBoolean boolean
@@ -19,7 +22,15 @@ function BodyLocationsAPI.MoveOrCreateBeforeOrAfter(toRelocateOrCreate, location
if itemToMoveTo ~= nil then if itemToMoveTo ~= nil then
-- Check type of arg 1 == string - if not, error out. -- 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 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
if StaticData.COMPAT_42 then
curItem = BodyLocation.new(group, toRelocateOrCreate) -- create new item
group:getAllLocations():add(curItem) -- add to the list
else
curItem = group:getOrCreateLocation(toRelocateOrCreate) -- get current item - or create
end
list:remove(curItem) -- remove from the list list:remove(curItem) -- remove from the list
local index = group:indexOf(locationElement) -- get current index after removal of the location to move to 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 if afterBoolean then index = index + 1 end -- if we want it after it, we increase the index to move to by one
@@ -43,13 +54,15 @@ function TestBodyLocations()
print(bl:getId()) print(bl:getId())
end end
end end
-- MultiItem causes a ton of issues... fucking hell -- MultiItem causes a ton of issues... fucking hell
BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_Arm", "FullTop", true) -- BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_Arm", "Shirt", true)
group:setMultiItem("TOC_Arm", true) -- group:setMultiItem("TOC_Arm", true)
local curItem = BodyLocation.new(group, "TOC_Arm") -- create new item
group:getAllLocations():add(curItem) -- add to the list
BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_ArmProst", "TOC_Arm", true) BodyLocationsAPI.MoveOrCreateBeforeOrAfter("TOC_ArmProst", "TOC_Arm", true)
group:setMultiItem("TOC_ArmProst", true) group:setMultiItem("TOC_ArmProst", true)

View File

@@ -11,14 +11,14 @@ CommandsData.modules = {
CommandsData.client = { CommandsData.client = {
Relay = { Relay = {
ReceiveDamageDuringAmputation = "ReceiveDamageDuringAmputation", ---@alias receiveDamageDuringAmputationParams { limbName : string} ReceiveDamageDuringAmputation = "ReceiveDamageDuringAmputation", ---@alias receiveDamageDuringAmputationParams { limbName : string}
ReceiveExecuteAmputationAction = "ReceiveExecuteAmputationAction", ---@alias receiveExecuteAmputationActionParams {surgeonNum : number, limbName : string} ReceiveExecuteAmputationAction = "ReceiveExecuteAmputationAction", ---@alias receiveExecuteAmputationActionParams {surgeonNum : number, limbName : string, damagePlayer : boolean}
--* APPLY *-- --* APPLY *--
ReceiveApplyFromServer = "ReceiveApplyFromServer", ReceiveApplyFromServer = "ReceiveApplyFromServer",
--* ADMIN ONLY --* --* ADMIN ONLY --*
ReceiveExecuteInitialization = "ReceiveExecuteInitialization" ReceiveExecuteInitialization = "ReceiveExecuteInitialization",
ReceiveForcedCicatrization = "ReceiveForcedCicatrization" ---@alias receiveForcedCicatrizationParams {limbName : string}
} }
} }
@@ -31,8 +31,10 @@ CommandsData.server = {
Relay = { Relay = {
RelayDamageDuringAmputation = "RelayDamageDuringAmputation", ---@alias relayDamageDuringAmputationParams {patientNum : number, limbName : string} RelayDamageDuringAmputation = "RelayDamageDuringAmputation", ---@alias relayDamageDuringAmputationParams {patientNum : number, limbName : string}
RelayExecuteAmputationAction = "RelayExecuteAmputationAction", ---@alias relayExecuteAmputationActionParams {patientNum : number, limbName : string} RelayExecuteAmputationAction = "RelayExecuteAmputationAction", ---@alias relayExecuteAmputationActionParams {patientNum : number, limbName : string}
--* ADMIN ONLY *-- --* ADMIN ONLY *--
RelayExecuteInitialization = "RelayExecuteInitialization" ---@alias relayExecuteInitializationParams {patientNum : number} RelayExecuteInitialization = "RelayExecuteInitialization", ---@alias relayExecuteInitializationParams {patientNum : number}
RelayForcedAmputation = "RelayForcedAmputation" ---@alias relayForcedAmputationParams {patientNum : number, limbName : string}
} }
} }

View File

@@ -0,0 +1,31 @@
-- instead of relying on local to save og methods, we save them in a table here that we can use later.
---@class OverridenMethodsArchive
local OverridenMethodsArchive = {}
OverridenMethodsArchive.methods = {}
-- Save an original method, if it wasn't already saved and returns it to be used in common
function OverridenMethodsArchive.Save(methodName, method)
if not OverridenMethodsArchive.methods[methodName] then
OverridenMethodsArchive.methods[methodName] = method
TOC_DEBUG.print("Saved method " .. methodName)
end
return method
end
-- Get the original method
function OverridenMethodsArchive.Get(methodName)
--TOC_DEBUG.print("Getting og method " .. methodName)
--TOC_DEBUG.print("OverridenMethodsArchive.list[methodName] = " .. tostring(OverridenMethodsArchive.methods[methodName]))
--TOC_DEBUG.print(methodName)
--TOC_DEBUG.print(OverridenMethodsArchive.methods[methodName])
return OverridenMethodsArchive.methods[methodName]
end
return OverridenMethodsArchive

View File

@@ -2,7 +2,7 @@
---@alias limbsTable {Hand_L : partDataType, ForeArm_L : partDataType, UpperArm_L : partDataType, Hand_R : partDataType, ForeArm_R : partDataType, UpperArm_R : partDataType } ---@alias limbsTable {Hand_L : partDataType, ForeArm_L : partDataType, UpperArm_L : partDataType, Hand_R : partDataType, ForeArm_R : partDataType, UpperArm_R : partDataType }
---@alias prosthesisData {isProstEquipped : boolean, prostFactor : number } ---@alias prosthesisData {isProstEquipped : boolean, prostFactor : number }
---@alias prosthesesTable {Top_L : prosthesisData, Top_R : prosthesisData } -- TODO add Bottom_L and Bottom_R ---@alias prosthesesTable {Top_L : prosthesisData, Top_R : prosthesisData } -- TODO add Bottom_L and Bottom_R
---@alias tocModDataType { limbs : limbsTable, prostheses : prosthesesTable, isIgnoredPartInfected : boolean, isAnyLimbCut : boolean, isUpdateFromServer : boolean } ---@alias tocModDataType { limbs : limbsTable, prostheses : prosthesesTable, isIgnoredPartInfected : boolean, isAnyLimbCut : boolean}
--------------------------- ---------------------------
@@ -21,6 +21,10 @@ local StaticData = {}
---Mod name, used to setup Global Mod Data and various stuff ---Mod name, used to setup Global Mod Data and various stuff
StaticData.MOD_NAME = "TOC" StaticData.MOD_NAME = "TOC"
-- Game version, used to correct some stuff instead of relying on versioned folders
StaticData.COMPAT_42 = luautils.stringStarts(getGameVersion(), "42")
------------------------- -------------------------
--* Base --* Base
@@ -232,9 +236,9 @@ 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"
} }
----------------- -----------------
@@ -276,8 +280,17 @@ StaticData.AMPUTATION_CLOTHING_ITEM_BASE = "TOC.Amputation_"
------------------ ------------------
--* Items check --* Items check
local sawObj = InventoryItemFactory.CreateItem("Base.Saw") local sawObj
local gardenSawObj = InventoryItemFactory.CreateItem("Base.GardenSaw") local gardenSawObj
if StaticData.COMPAT_42 then
sawObj = instanceItem("Base.Saw")
gardenSawObj = instanceItem("Base.GardenSaw")
else
sawObj = InventoryItemFactory.CreateItem("Base.Saw")
gardenSawObj = InventoryItemFactory.CreateItem("Base.GardenSaw")
end
StaticData.SAWS_NAMES_IND_STR = { StaticData.SAWS_NAMES_IND_STR = {
saw = sawObj:getName(), saw = sawObj:getName(),

View File

@@ -0,0 +1,47 @@
---Setups the custom TOC traits
local TRAITS = {
Amputee_Hand = "Amputee_Hand",
Amputee_ForeArm = "Amputee_ForeArm",
Amputee_UpperArm = "Amputee_UpperArm",
--Insensitive = "Insensitive" -- TODO Disabled for now, until we reintroduce it
}
local function GetTraitText(trait)
return getText("UI_trait_" .. trait)
end
local function GetTraitDesc(trait)
return getText("UI_trait_" .. trait .. "_desc")
end
local function SetupTraits()
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.Side_L, 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)

View File

@@ -1,4 +1,7 @@
IG_UI_DE = { IG_UI_DE = {
IGUI_Yes = "Ja",
IGUI_No = "Nein",
IGUI_perks_Amputations = "Amputationen", IGUI_perks_Amputations = "Amputationen",
IGUI_perks_Side_R = "Rechte Seite", IGUI_perks_Side_R = "Rechte Seite",
IGUI_perks_Side_L = "Linke Seite", IGUI_perks_Side_L = "Linke Seite",

View File

@@ -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",

View File

@@ -1,9 +1,14 @@
IG_UI_EN = { IG_UI_EN = {
IGUI_Yes = "Yes",
IGUI_No = "No",
IGUI_perks_Amputations = "Amputations", IGUI_perks_Amputations = "Amputations",
IGUI_perks_Side_R = "Right Side", IGUI_perks_Side_R = "Right Side",
IGUI_perks_Right Side_Description = "Familiarity with amputations on the right side of your body",
IGUI_perks_Side_L = "Left Side", IGUI_perks_Side_L = "Left Side",
IGUI_perks_Prosthesis = "Prosthesis", IGUI_perks_Left Side_Description = "Familiarity with amputations on the left side of your body",
IGUI_perks_ProstFamiliarity= "Familiarity", IGUI_perks_Prosthesis = "Prosthesis Familiarity",
IGUI_perks_Prosthesis Familiarity_Description = "Familiarity with prosthetic limbs",
IGUI_ItemCat_Prosthesis = "Prosthesis", IGUI_ItemCat_Prosthesis = "Prosthesis",
IGUI_ItemCat_Surgery = "Surgery", IGUI_ItemCat_Surgery = "Surgery",
@@ -15,4 +20,6 @@ IG_UI_EN = {
IGUI_HealthPanel_WoundDirtyness = "Wound Dirtyness", IGUI_HealthPanel_WoundDirtyness = "Wound Dirtyness",
IGUI_HealthPanel_ProstEquipped = "Prosthesis Equipped", IGUI_HealthPanel_ProstEquipped = "Prosthesis Equipped",
IGUI_Confirmation_Amputate = " <CENTRE> Do you really want to amputate that limb?"
} }

View File

@@ -3,5 +3,8 @@ Sandbox_EN = {
Sandbox_TOC_CicatrizationSpeed = "Cicatrization Speed", Sandbox_TOC_CicatrizationSpeed = "Cicatrization Speed",
Sandbox_TOC_WoundDirtynessMultiplier = "Wound Dirtyness Multiplier", Sandbox_TOC_WoundDirtynessMultiplier = "Wound Dirtyness Multiplier",
Sandbox_TOC_SurgeonAbilityImportance = "Relevance of surgeon doctor ability", Sandbox_TOC_SurgeonAbilityImportance = "Relevance of surgeon doctor ability",
Sandbox_TOC_EnableZombieAmputations = "Enable Zombie amputations",
Sandbox_TOC_ZombieAmputationDamageThreshold = "Zombie amputations damage treshold",
Sandbox_TOC_ZombieAmputationDamageChance = "Zombie amputations damage chance",
} }

View File

@@ -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 = "",

View File

@@ -0,0 +1,29 @@
ContextMenu_FR = {
ContextMenu_Amputate = "Amputer",
ContextMenu_Amputate_Bandage = "Amputer et bander",
ContextMenu_Amputate_Stitch = "Amputer et suturer",
ContextMenu_Amputate_Stitch_Bandage = "Amputer, suturer et bander",
ContextMenu_Cauterize = "Cautériser",
ContextMenu_Limb_Hand_L = "Main gauche",
ContextMenu_Limb_ForeArm_L = "Avant-bras gauche",
ContextMenu_Limb_UpperArm_L = "Bras supérieur gauche",
ContextMenu_Limb_Hand_R = "Main droite",
ContextMenu_Limb_ForeArm_R = "Avant-bras droit",
ContextMenu_Limb_UpperArm_R = "Bras supérieur droit",
ContextMenu_InstallProstRight = "Installer une prothèse sur le bras droit",
ContextMenu_InstallProstLeft = "Installer une prothèse sur le bras gauche",
ContextMenu_PutTourniquetArmLeft = "Mettre un garrot sur le bras gauche",
ContextMenu_PutTourniquetLegL = "Mettre un garrot sur la jambe gauche",
ContextMenu_PutTourniquetArmRight = "Mettre un garrot sur le bras droit",
ContextMenu_PutTourniquetLegR = "Mettre un garrot sur la jambe droite",
ContextMenu_CleanWound = "Nettoyer la plaie",
ContextMenu_Admin_TOC = "TOC",
ContextMenu_Admin_ResetTOC = "Réinitialiser les amputations",
ContextMenu_Admin_ForceAmputation = "Forcer l'amputation",
}

View File

@@ -0,0 +1,21 @@
IG_UI_FR = {
IGUI_Yes = "Oui",
IGUI_No = "Non",
IGUI_perks_Amputations = "Amputations",
IGUI_perks_Side_R = "C<>t<EFBFBD> droit",
IGUI_perks_Side_L = "C<>t<EFBFBD> gauche",
IGUI_perks_Prosthesis = "Proth<74>se",
IGUI_perks_ProstFamiliarity = "Familiarit<69>",
IGUI_ItemCat_Prosthesis = "Proth<74>se",
IGUI_ItemCat_Surgery = "Chirurgie",
IGUI_ItemCat_Amputation = "Amputation",
IGUI_HealthPanel_Cicatrization = "Cicatrisation",
IGUI_HealthPanel_Cicatrized = "Cicatris<69>",
IGUI_HealthPanel_Cauterized = "Caut<75>ris<69>",
IGUI_HealthPanel_WoundDirtyness = "Salet<65> de la plaie",
IGUI_HealthPanel_ProstEquipped = "Proth<74>se <20>quip<69>e",
}

View File

@@ -0,0 +1,11 @@
ItemName_FR = {
ItemName_TOC.Surg_Arm_Tourniquet_L = "Garrot",
ItemName_TOC.Surg_Arm_Tourniquet_R = "Garrot",
ItemName_TOC.Prost_NormalArm_L = "Bras prothétique",
ItemName_TOC.Prost_NormalArm_R = "Bras prothétique",
ItemName_TOC.Prost_HookArm_L = "Bras prothétique - Crochet",
ItemName_TOC.Prost_HookArm_R = "Bras prothétique - Crochet",
}

View File

@@ -0,0 +1,5 @@
Recipes_FR = {
Recipe_Craft_Prosthetic_Arm = "Fabriquer un bras prothétique",
Recipe_Craft_Prosthetic_Hook = "Fabriquer un crochet prothétique",
}

View File

@@ -0,0 +1,10 @@
Sandbox_FR = {
Sandbox_TOC = "Le Seul Remède",
Sandbox_TOC_CicatrizationSpeed = "Vitesse de cicatrisation",
Sandbox_TOC_WoundDirtynessMultiplier = "Multiplicateur de saleté de la plaie",
Sandbox_TOC_SurgeonAbilityImportance = "Importance de la compétence du chirurgien",
Sandbox_TOC_EnableZombieAmputations = "Activer les amputations de zombies",
Sandbox_TOC_ZombieAmputationDamageThreshold = "Seuil de dégâts pour amputations de zombies",
Sandbox_TOC_ZombieAmputationDamageChance = "Probabilité d'amputations de zombies",
}

View File

@@ -0,0 +1,10 @@
Tooltip_FR = {
Tooltip_Surgery_CantCauterize = "Vous ne pouvez pas cautériser la plaie",
Tooltip_Surgery_And = " et ",
Tooltip_Surgery_TempTooLow = "La température est encore trop basse",
Tooltip_Surgery_Coward = "Vous n'avez pas le courage de le faire",
Tooltip_Surgery_LimbNotFree = "Vous devez d'abord retirer la prothèse",
}

View File

@@ -0,0 +1,16 @@
UI_FR = {
UI_trait_Amputee_Hand = "Main gauche amputée",
UI_trait_Amputee_Hand_desc = "",
UI_trait_Amputee_ForeArm = "Avant-bras gauche amputé",
UI_trait_Amputee_ForeArm_desc = "",
UI_trait_Amputee_UpperArm = "Bras supérieur gauche amputé",
UI_trait_Amputee_UpperArm_desc = "",
UI_trait_Insensitive = "Insensible",
UI_trait_Insensitive_desc = "",
UI_Say_CantEquip = "Je ne peux pas l'équiper comme ça..."
}

View File

@@ -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",
}

View File

@@ -0,0 +1,21 @@
IG_UI_IT = {
IGUI_Yes = "Si",
IGUI_No = "No",
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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