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@@ -7,7 +7,7 @@
|
||||
<img src='https://img.shields.io/badge/Steam-000000?style=for-the-badge&logo=steam&logoColor=white' />
|
||||
</a>
|
||||
</p>
|
||||
# You're bitten. You have two choices.
|
||||
You're bitten. You have two choices.
|
||||
Wait until you succumb to the virus or take matters into your hands. Cut off that infected part and live to die another day.
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||||
|
||||
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.
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||||
@@ -16,7 +16,6 @@ This version of **The Only Cure** has been rebuilt from scratch to support futur
|
||||
|
||||
Supports **Single Player** and **Multiplayer**!
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||||
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||||
|
||||
# Setup
|
||||
Use it with the following mods for the intended experience:
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||||
- [Fancy Handwork](https://steamcommunity.com/sharedfiles/filedetails/?id=2904920097)
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||||
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||||
BIN
dev_stuff/logos/TOC_LOGOv2_ByChuck_169_with_title.png
Normal file
BIN
dev_stuff/logos/TOC_LOGOv2_ByChuck_169_with_title.png
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Binary file not shown.
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After Width: | Height: | Size: 540 KiB |
@@ -6,9 +6,9 @@ Wait until you succumb to the virus or take matters into your hands. Cut off tha
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||||
This version of [b]The Only Cure[/b] has been rebuilt from scratch to support future additions and to feel as close as possible as a vanilla mechanic.
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||||
[b]If you're using an older version of The Only Cure and want to switch with this, you're gonna need to create a new character\save to prevent issues.[/b]
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||||
[b]The older version will be delisted shortly and it will not be supported anymore.[/b]
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||||
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||||
Supports [b]Single Player[/b] and [b]Multiplayer[/b]!
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[h1]Supports [b]Single Player[/b] and [b]Multiplayer[/b]. Host Mode is currently [b]UNSUPPORTED![/b][/h1]
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[h1]Setup[/h1]
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||||
Use it with the following mods for the intended experience:
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||||
@@ -17,6 +17,8 @@ Use it with the following mods for the intended experience:
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||||
[*] [url=https://steamcommunity.com/sharedfiles/filedetails/?id=2934621024]Brutal Handwork[/url]
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[/list]
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||||
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Place them [b]BEFORE[/b] The Only Cure in your mod list!
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||||
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||||
[hr][/hr]
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||||
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||||
[h1]Quick guide[/h1]
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||||
@@ -74,6 +76,10 @@ Got any issues or found some pesky bugs? Report them on GitHub!
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||||
[th]dhert[/th]
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||||
[th]Compatibility API[/th]
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||||
[/tr]
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||||
[tr]
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||||
[th]JCloudJalix[/th]
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||||
[th]German translation[/th]
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||||
[/tr]
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||||
[/table]
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||||
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||||
[hr][/hr]
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@@ -57,6 +57,7 @@ function DataController:setup(key)
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---@type tocModDataType
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self.tocData = {
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-- Generic stuff that does not belong anywhere else
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isInitializing = true,
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isIgnoredPartInfected = false,
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isAnyLimbCut = false,
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limbs = {},
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@@ -86,9 +87,16 @@ function DataController:setup(key)
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}
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end
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-- Add it to global mod data
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-- Add it to client global mod data
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ModData.add(key, self.tocData)
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||||
-- Sync with the server
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self:apply()
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-- -- Disable lock
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||||
-- self.tocData.isInitializing = false
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-- ModData.add(key, self.tocData)
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||||
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||||
end
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||||
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||||
---In case of desync between the table on ModData and the table here
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||||
@@ -100,7 +108,7 @@ function DataController:applyOnlineData(tocData)
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||||
end
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||||
|
||||
---@param key string
|
||||
function DataController:loadLocalData(key)
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||||
function DataController:tryLoadLocalData(key)
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||||
self.tocData = ModData.get(key)
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||||
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||||
--TOC_DEBUG.printTable(self.tocData)
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||||
@@ -368,10 +376,13 @@ end
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||||
function DataController.ReceiveData(key, data)
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||||
-- During startup the game can return Bob as the player username, adding a useless ModData table
|
||||
if key == "TOC_Bob" then return end
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||||
if not luautils.stringStarts(key, StaticData.MOD_NAME .. "_") then return end
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||||
|
||||
|
||||
TOC_DEBUG.print("ReceiveData for " .. key)
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||||
if data == {} or data == nil then
|
||||
error("Data is nil, new character or something is wrong")
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||||
|
||||
if data == nil or data.limbs == nil then
|
||||
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
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||||
@@ -387,14 +398,17 @@ function DataController.ReceiveData(key, data)
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||||
-- TODO Add update from server scenario
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||||
|
||||
if handler.isResetForced then
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||||
TOC_DEBUG.print("Forced reset")
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||||
handler:setup(key)
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elseif data then
|
||||
elseif data and data.limbs then
|
||||
-- Let's validate that the data structure is actually valid to prevent issues
|
||||
if data.isUpdateFromServer then
|
||||
TOC_DEBUG.print("Update from the server")
|
||||
end
|
||||
handler:applyOnlineData(data)
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elseif username == getPlayer():getUsername() then
|
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handler:loadLocalData(key)
|
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TOC_DEBUG.print("loading local data")
|
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handler:tryLoadLocalData(key)
|
||||
end
|
||||
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||||
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||||
@@ -434,7 +448,7 @@ Events.OnReceiveGlobalModData.Add(DataController.ReceiveData)
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||||
--- SP Only initialization
|
||||
---@param key string
|
||||
function DataController:initSinglePlayer(key)
|
||||
self:loadLocalData(key)
|
||||
self:tryLoadLocalData(key)
|
||||
if self.tocData == nil or self.isResetForced then
|
||||
self:setup(key)
|
||||
end
|
||||
@@ -462,4 +476,12 @@ function DataController.GetInstance(username)
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
function DataController.DestroyInstance(username)
|
||||
if DataController.instances[username] ~= nil then
|
||||
DataController.instances[username] = nil
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
return DataController
|
||||
@@ -15,8 +15,12 @@ local StaticData = require("TOC/StaticData")
|
||||
-- a prosthesis on, that can trigger random bleeds.
|
||||
|
||||
local function CheckHandFeasibility(limbName)
|
||||
TOC_DEBUG.print("Checking hand feasibility: " .. limbName)
|
||||
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
|
||||
|
||||
|
||||
@@ -39,13 +43,18 @@ function ISBaseTimedAction:adjustMaxTime(maxTime)
|
||||
|
||||
for k, _ in pairs(amputatedLimbs) do
|
||||
local limbName = k
|
||||
--if dcInst:getIsCut(limbName) then
|
||||
local perk = Perks["Side_" .. CommonMethods.GetSide(limbName)]
|
||||
local perkLevel = pl:getPerkLevel(perk)
|
||||
local perkAmp = Perks["Side_" .. CommonMethods.GetSide(limbName)]
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||||
local perkLevel = pl:getPerkLevel(perkAmp)
|
||||
|
||||
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
|
||||
if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end
|
||||
time = time * (StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[limbName] - perkLevelScaled)
|
||||
--end
|
||||
end
|
||||
end
|
||||
return time
|
||||
@@ -59,22 +68,31 @@ function ISBaseTimedAction:perform()
|
||||
og_ISBaseTimedAction_perform(self)
|
||||
|
||||
TOC_DEBUG.print("Running ISBaseTimedAction.perform override")
|
||||
TOC_DEBUG.print("max time: " .. tostring(self.maxTime))
|
||||
|
||||
local dcInst = DataController.GetInstance()
|
||||
if not dcInst:getIsAnyLimbCut() then return end
|
||||
|
||||
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(LocalPlayerController.username)
|
||||
local xp = self.maxTime/100
|
||||
for k, _ in pairs(amputatedLimbs) do
|
||||
local limbName = k
|
||||
|
||||
-- We're checking for only "visible" amputations to prevent from having bleeds everywhere
|
||||
if dcInst:getIsCut(limbName) and dcInst:getIsVisible(limbName) then
|
||||
local side = CommonMethods.GetSide(limbName)
|
||||
LocalPlayerController.playerObj:getXp():AddXP(Perks["Side_" .. side], 1) -- TODO Make it dynamic
|
||||
LocalPlayerController.playerObj:getXp():AddXP(Perks["Side_" .. side], xp)
|
||||
if not dcInst:getIsCicatrized(limbName) and dcInst:getIsProstEquipped(limbName) then
|
||||
TOC_DEBUG.print("Trying for bleed, player met the criteria")
|
||||
LocalPlayerController.TryRandomBleed(self.character, limbName)
|
||||
end
|
||||
|
||||
|
||||
-- Level up prosthesis perk
|
||||
if dcInst:getIsProstEquipped(limbName) then
|
||||
LocalPlayerController.playerObj:getXp():AddXP(Perks["ProstFamiliarity"], xp)
|
||||
end
|
||||
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -107,6 +125,8 @@ end
|
||||
---A recreation of the original method, but with amputations in mind
|
||||
---@param dcInst DataController
|
||||
function ISEquipWeaponAction:performWithAmputation(dcInst)
|
||||
|
||||
TOC_DEBUG.print("running ISEquipWeaponAction performWithAmputation")
|
||||
local hand = nil
|
||||
local otherHand = nil
|
||||
local getMethodFirst = nil
|
||||
@@ -130,6 +150,10 @@ function ISEquipWeaponAction:performWithAmputation(dcInst)
|
||||
setMethodSecond = self.character.setSecondaryHandItem
|
||||
end
|
||||
|
||||
local isFirstValid = CheckHandFeasibility(hand)
|
||||
local isSecondValid = CheckHandFeasibility(otherHand)
|
||||
|
||||
|
||||
if not self.twoHands then
|
||||
if getMethodFirst(self.character) and getMethodFirst(self.character):isRequiresEquippedBothHands() then
|
||||
setMethodFirst(self.character, nil)
|
||||
@@ -145,10 +169,10 @@ function ISEquipWeaponAction:performWithAmputation(dcInst)
|
||||
setMethodSecond(self.character, nil)
|
||||
-- TODO We should use the CachedData indexable instead of dcInst
|
||||
|
||||
if not dcInst:getIsCut(hand) then
|
||||
if isFirstValid then
|
||||
setMethodSecond(self.character, self.item)
|
||||
-- Check other HAND!
|
||||
elseif not dcInst:getIsCut(otherHand) then
|
||||
elseif isSecondValid then
|
||||
setMethodFirst(self.character, self.item)
|
||||
end
|
||||
end
|
||||
@@ -156,13 +180,10 @@ function ISEquipWeaponAction:performWithAmputation(dcInst)
|
||||
setMethodFirst(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("Prost Group: " .. tostring(prostGroup))
|
||||
-- --TOC_DEBUG.print("Prost Group: " .. tostring(prostGroup))
|
||||
-- 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("isSecondaryHandValid: " .. tostring(isSecondValid))
|
||||
|
||||
@@ -33,6 +33,9 @@ function LocalPlayerController.InitializePlayer(isForced)
|
||||
Events.OnAmputatedLimb.Add(LocalPlayerController.ToggleUpdateAmputations)
|
||||
LocalPlayerController.ToggleUpdateAmputations()
|
||||
|
||||
-- Manage their traits
|
||||
LocalPlayerController.ManageTraits(playerObj)
|
||||
|
||||
-- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too
|
||||
if isForced then
|
||||
local ItemsController = require("TOC/Controllers/ItemsController")
|
||||
@@ -47,13 +50,16 @@ end
|
||||
---Handles the traits
|
||||
---@param playerObj IsoPlayer
|
||||
function LocalPlayerController.ManageTraits(playerObj)
|
||||
local AmputationHandler = require("Handlers/TOC_AmputationHandler")
|
||||
local AmputationHandler = require("TOC/Handlers/AmputationHandler")
|
||||
for k, v in pairs(StaticData.TRAITS_BP) do
|
||||
if playerObj:HasTrait(k) then
|
||||
-- Once we find one, we should be done.
|
||||
local tempHandler = AmputationHandler:new(v)
|
||||
-- Once we find one, we should be done since they're exclusive
|
||||
local tempHandler = AmputationHandler:new(v, playerObj)
|
||||
tempHandler:execute(false) -- No damage
|
||||
tempHandler:close()
|
||||
|
||||
-- The wound should be already cicatrized
|
||||
LocalPlayerController.HandleSetCicatrization(DataController.GetInstance(), playerObj, v)
|
||||
return
|
||||
end
|
||||
end
|
||||
@@ -257,14 +263,11 @@ function LocalPlayerController.UpdateAmputations()
|
||||
cicTime = cicTime - cicDec
|
||||
|
||||
|
||||
dcInst:setCicatrizationTime(limbName, cicTime)
|
||||
TOC_DEBUG.print("New cicatrization time: " .. tostring(cicTime))
|
||||
if cicTime <= 0 then
|
||||
TOC_DEBUG.print(tostring(limbName) .. " is cicatrized")
|
||||
dcInst:setIsCicatrized(limbName, true)
|
||||
-- Set visual
|
||||
local ItemsController = require("TOC/Controllers/ItemsController")
|
||||
ItemsController.Player.OverrideAmputationItemVisuals(pl, limbName, true)
|
||||
LocalPlayerController.HandleSetCicatrization(dcInst, pl, limbName)
|
||||
else
|
||||
dcInst:setCicatrizationTime(limbName, cicTime)
|
||||
end
|
||||
end
|
||||
end
|
||||
@@ -285,6 +288,23 @@ function LocalPlayerController.ToggleUpdateAmputations()
|
||||
CommonMethods.SafeStartEvent("EveryHours", LocalPlayerController.UpdateAmputations)
|
||||
end
|
||||
|
||||
|
||||
--* Cicatrization and cicatrization visuals *--
|
||||
|
||||
---Set the boolean and cicTime in DCINST and the visuals for the amputated limb
|
||||
---@param dcInst DataController
|
||||
---@param playerObj IsoPlayer
|
||||
---@param limbName string
|
||||
function LocalPlayerController.HandleSetCicatrization(dcInst, playerObj, limbName)
|
||||
TOC_DEBUG.print(tostring(limbName) .. " is cicatrized")
|
||||
dcInst:setIsCicatrized(limbName, true)
|
||||
dcInst:setCicatrizationTime(limbName, 0)
|
||||
|
||||
-- Set visuals for the amputation
|
||||
local ItemsController = require("TOC/Controllers/ItemsController")
|
||||
ItemsController.Player.OverrideAmputationItemVisuals(playerObj, limbName, true)
|
||||
end
|
||||
|
||||
--* Object drop handling when amputation occurs
|
||||
|
||||
|
||||
@@ -334,10 +354,20 @@ function LocalPlayerController.DropItemsAfterAmputation(limbName)
|
||||
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
|
||||
|
||||
Events.OnAmputatedLimb.Add(LocalPlayerController.DropItemsAfterAmputation)
|
||||
|
||||
Events.OnProsthesisUnequipped.Add(LocalPlayerController.DropItemsAfterAmputation)
|
||||
|
||||
|
||||
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
--* Setup Events *--
|
||||
LuaEventManager.AddEvent("OnAmputatedLimb") --Triggered when a limb has been amputated
|
||||
LuaEventManager.AddEvent("OnProsthesisUnequipped")
|
||||
LuaEventManager.AddEvent("OnReceivedTocData") -- Triggered when TOC data is ready
|
||||
|
||||
@@ -111,6 +111,8 @@ end
|
||||
|
||||
|
||||
|
||||
|
||||
|
||||
--* Hand feasibility caching *--
|
||||
CachedDataHandler.handFeasibility = {}
|
||||
|
||||
|
||||
@@ -70,7 +70,6 @@ function ProsthesisHandler.CheckIfEquippable(fullType)
|
||||
return false
|
||||
end
|
||||
|
||||
|
||||
---Handle equipping or unequipping prosthetics
|
||||
---@param item InventoryItem
|
||||
---@param isEquipping boolean
|
||||
@@ -133,8 +132,6 @@ function ISClothingExtraAction:isValid()
|
||||
return HandleProsthesisValidation(testItem, isEquippable)
|
||||
end
|
||||
|
||||
|
||||
|
||||
--[[
|
||||
Horrendous workaround
|
||||
|
||||
@@ -148,8 +145,8 @@ end
|
||||
|
||||
local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
|
||||
function ISClothingExtraAction:perform()
|
||||
--local extraItem = InventoryItemFactory.CreateItem(self.extra)
|
||||
local isProst = ProsthesisHandler.SearchAndSetupProsthesis(self.item, true)
|
||||
local extraItem = InventoryItemFactory.CreateItem(self.extra)
|
||||
local isProst = ProsthesisHandler.SearchAndSetupProsthesis(extraItem, true)
|
||||
local group
|
||||
if isProst then
|
||||
group = BodyLocations.getGroup("Human")
|
||||
@@ -161,7 +158,6 @@ function ISClothingExtraAction:perform()
|
||||
if isProst then
|
||||
group:setMultiItem("TOC_ArmProst", true)
|
||||
end
|
||||
|
||||
end
|
||||
|
||||
local og_ISUnequipAction_perform = ISUnequipAction.perform
|
||||
@@ -176,8 +172,15 @@ function ISUnequipAction:perform()
|
||||
|
||||
if isProst then
|
||||
group:setMultiItem("TOC_ArmProst", true)
|
||||
end
|
||||
end
|
||||
|
||||
-- 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]
|
||||
triggerEvent("OnProsthesisUnequipped", hal)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return ProsthesisHandler
|
||||
|
||||
@@ -6,39 +6,11 @@ require("TOC/Events")
|
||||
|
||||
---@class Main
|
||||
local Main = {
|
||||
_version = 2.0
|
||||
_version = "2.0.7"
|
||||
}
|
||||
|
||||
---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()
|
||||
TOC_DEBUG.print("running Start method")
|
||||
Main.SetupTraits()
|
||||
TOC_DEBUG.print("Starting The Only Cure version " .. tostring(Main._version))
|
||||
Main.SetupEvents()
|
||||
end
|
||||
|
||||
@@ -47,6 +19,7 @@ function Main.SetupEvents()
|
||||
Events.OnReceivedTocData.Add(CachedDataHandler.CalculateCacheableValues)
|
||||
end
|
||||
|
||||
|
||||
function Main.InitializePlayer()
|
||||
---Looop until we've successfully initialized the mod
|
||||
local function TryToInitialize()
|
||||
@@ -63,16 +36,15 @@ function Main.InitializePlayer()
|
||||
CommonMethods.SafeStartEvent("OnTick", TryToInitialize)
|
||||
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
|
||||
function Main.WipeData(player)
|
||||
TOC_DEBUG.print("Wiping data after death")
|
||||
local key = CommandsData.GetKey(player:getUsername())
|
||||
local username = player:getUsername()
|
||||
TOC_DEBUG.print("Wiping data after death: " .. username)
|
||||
local key = CommandsData.GetKey(username)
|
||||
|
||||
--ModData.remove(key)
|
||||
|
||||
|
||||
|
||||
if not isClient() then
|
||||
-- For SP, it's enough just removing the data this way
|
||||
ModData.remove(key)
|
||||
@@ -81,7 +53,14 @@ function Main.WipeData(player)
|
||||
-- at the next character by passing an empty mod data
|
||||
ModData.add(key, {})
|
||||
ModData.transmit(key)
|
||||
|
||||
end
|
||||
|
||||
|
||||
-- Let's wipe the instance too just to be sure
|
||||
local DataController = require("TOC/Controllers/DataController")
|
||||
DataController.DestroyInstance(username)
|
||||
|
||||
end
|
||||
|
||||
--* Events *--
|
||||
|
||||
@@ -11,7 +11,6 @@ local StaticData = require("TOC/StaticData")
|
||||
TestFramework.registerTestModule("LocalPlayerController", "Setup", function()
|
||||
local Tests = {}
|
||||
function Tests.InitializePlayer()
|
||||
local pl = getPlayer()
|
||||
LocalPlayerController.InitializePlayer(true)
|
||||
end
|
||||
return Tests
|
||||
@@ -154,6 +153,38 @@ TestFramework.registerTestModule("Various", "Player", function()
|
||||
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)
|
||||
|
||||
|
||||
--------------------------------------------------------------------------------------
|
||||
if not getActivatedMods():contains("PerfTestFramework") or not isDebugEnabled() then return end
|
||||
|
||||
@@ -1,5 +1,6 @@
|
||||
require "TimedActions/ISBaseTimedAction"
|
||||
local DataController = require("TOC/Controllers/DataController")
|
||||
local LocalPlayerController = require("TOC/Controllers/LocalPlayerController")
|
||||
---------------
|
||||
|
||||
---@class CauterizeAction : ISBaseTimedAction
|
||||
@@ -72,11 +73,14 @@ function CauterizeAction:perform()
|
||||
|
||||
local dcInst = DataController.GetInstance()
|
||||
dcInst:setCicatrizationTime(self.limbName, 0)
|
||||
dcInst:setIsCicatrized(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()
|
||||
|
||||
ISBaseTimedAction.perform(self)
|
||||
|
||||
80
media/lua/client/TOC/TimedActions/WashYourselfOverride.lua
Normal file
80
media/lua/client/TOC/TimedActions/WashYourselfOverride.lua
Normal 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
|
||||
@@ -29,12 +29,15 @@ function ServerDataHandler.AddTable(key, table)
|
||||
--TOC_DEBUG.printTable(table)
|
||||
|
||||
-- Set that the data has been modified and it's updated on the server
|
||||
table.isUpdateFromServer = true
|
||||
table.isUpdateFromServer = true -- FIX this is useless as of now
|
||||
|
||||
ModData.add(key, table) -- Add it to the server mod data
|
||||
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
|
||||
-- apply the changes back to the key client again to be sure that everything is in sync
|
||||
local username = CommandsData.GetUsername(key)
|
||||
|
||||
@@ -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 prosthesisData {isProstEquipped : boolean, prostFactor : number }
|
||||
---@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, isUpdateFromServer : boolean, isInitializing : boolean}
|
||||
---------------------------
|
||||
|
||||
|
||||
@@ -232,9 +232,9 @@ end
|
||||
|
||||
-- Link a trait to a specific body part
|
||||
StaticData.TRAITS_BP = {
|
||||
AmputeeHand = "Hand_L",
|
||||
AmputeeLowerArm = "ForeArm_L",
|
||||
AmputeeUpeerArm = "UpperArm_L"
|
||||
Amputee_Hand = "Hand_L",
|
||||
Amputee_ForeArm = "ForeArm_L",
|
||||
Amputee_UpperArm = "UpperArm_L"
|
||||
}
|
||||
|
||||
-----------------
|
||||
|
||||
49
media/lua/shared/TOC/Traits.lua
Normal file
49
media/lua/shared/TOC/Traits.lua
Normal file
@@ -0,0 +1,49 @@
|
||||
|
||||
---Setups the custom TOC traits
|
||||
|
||||
local TRAITS = {
|
||||
Amputee_Hand = "Amputee_Hand",
|
||||
Amputee_ForeArm = "Amputee_ForeArm",
|
||||
Amputee_UpperArm = "Amputee_UpperArm",
|
||||
Insensitive = "Insensitive"
|
||||
}
|
||||
|
||||
|
||||
local function GetTraitText(trait)
|
||||
return getText("UI_trait_" .. trait)
|
||||
end
|
||||
|
||||
local function GetTraitDesc(trait)
|
||||
return getText("UI_trait_" .. trait .. "_desc")
|
||||
end
|
||||
|
||||
|
||||
local function SetupTraits()
|
||||
-- Perks.Left_Hand is defined in perks.txt
|
||||
|
||||
local traitsTable = {
|
||||
[1] = TraitFactory.addTrait(TRAITS.Amputee_Hand, GetTraitText(TRAITS.Amputee_Hand), -8, GetTraitDesc(TRAITS.Amputee_Hand), false, false),
|
||||
[2] = TraitFactory.addTrait(TRAITS.Amputee_ForeArm, GetTraitText(TRAITS.Amputee_ForeArm), -10, GetTraitDesc(TRAITS.Amputee_ForeArm), false, false),
|
||||
[3] = TraitFactory.addTrait(TRAITS.Amputee_UpperArm, GetTraitText(TRAITS.Amputee_UpperArm), -20, GetTraitDesc(TRAITS.Amputee_UpperArm), false, false)
|
||||
}
|
||||
|
||||
for i=1, #traitsTable do
|
||||
|
||||
---@type Trait
|
||||
local t = traitsTable[i]
|
||||
---@diagnostic disable-next-line: undefined-field
|
||||
t:addXPBoost(Perks.Left_Hand, 4)
|
||||
t:addXPBoost(Perks.Fitness, -1)
|
||||
t:addXPBoost(Perks.Strength, -1)
|
||||
end
|
||||
|
||||
TraitFactory.addTrait(TRAITS.Insensitive, GetTraitText(TRAITS.Insensitive), 6, GetTraitDesc(TRAITS.Insensitive), false, false)
|
||||
|
||||
TraitFactory.setMutualExclusive(TRAITS.Amputee_Hand, TRAITS.Amputee_ForeArm)
|
||||
TraitFactory.setMutualExclusive(TRAITS.Amputee_Hand, TRAITS.Amputee_UpperArm)
|
||||
TraitFactory.setMutualExclusive(TRAITS.Amputee_ForeArm, TRAITS.Amputee_UpperArm)
|
||||
end
|
||||
|
||||
|
||||
|
||||
Events.OnGameBoot.Add(SetupTraits)
|
||||
@@ -1,8 +1,8 @@
|
||||
UI_DE = {
|
||||
UI_trait_Amputee_Hand = "Amputierte linke Hand",
|
||||
UI_trait_Amputee_Hand_desc = "",
|
||||
UI_trait_Amputee_LowerArm = "Amputierter linker Unterarm",
|
||||
UI_trait_Amputee_LowerArm_desc = "",
|
||||
UI_trait_Amputee_ForeArm = "Amputierter linker Unterarm",
|
||||
UI_trait_Amputee_ForeArm_desc = "",
|
||||
UI_trait_Amputee_UpperArm = "Amputierter linker Oberarm",
|
||||
UI_trait_Amputee_UpperArm_desc = "",
|
||||
UI_trait_Insensitive = "Unempfindlich",
|
||||
|
||||
@@ -2,8 +2,8 @@ UI_EN = {
|
||||
UI_trait_Amputee_Hand = "Amputated Left Hand",
|
||||
UI_trait_Amputee_Hand_desc = "",
|
||||
|
||||
UI_trait_Amputee_LowerArm = "Amputated Left Forearm",
|
||||
UI_trait_Amputee_LowerArm_desc = "",
|
||||
UI_trait_Amputee_ForeArm = "Amputated Left Forearm",
|
||||
UI_trait_Amputee_ForeArm_desc = "",
|
||||
|
||||
UI_trait_Amputee_UpperArm = "Amputated Left Upper arm",
|
||||
UI_trait_Amputee_UpperArm_desc = "",
|
||||
|
||||
33
media/lua/shared/Translate/IT/ContextMenu_IT.txt
Normal file
33
media/lua/shared/Translate/IT/ContextMenu_IT.txt
Normal 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",
|
||||
|
||||
}
|
||||
18
media/lua/shared/Translate/IT/IG_UI_IT.txt
Normal file
18
media/lua/shared/Translate/IT/IG_UI_IT.txt
Normal file
@@ -0,0 +1,18 @@
|
||||
IG_UI_IT = {
|
||||
IGUI_perks_Amputations = "Amputazioni",
|
||||
IGUI_perks_Side_R = "Parte destra",
|
||||
IGUI_perks_Side_L = "Parte sinistra",
|
||||
IGUI_perks_Prosthesis = "Protesi",
|
||||
IGUI_perks_ProstFamiliarity= "Familiarità",
|
||||
|
||||
IGUI_ItemCat_Prosthesis = "Protesi",
|
||||
IGUI_ItemCat_Surgery = "Operazioni mediche",
|
||||
IGUI_ItemCat_Amputation = "Amputazione"
|
||||
|
||||
IGUI_HealthPanel_Cicatrization = "Cicatrizzazione",
|
||||
IGUI_HealthPanel_Cicatrized = "Cicatrizzata",
|
||||
IGUI_HealthPanel_Cauterized = "Cauterizzata",
|
||||
IGUI_HealthPanel_WoundDirtyness = "Sporcizia della ferita",
|
||||
IGUI_HealthPanel_ProstEquipped = "Protesi installata",
|
||||
|
||||
}
|
||||
11
media/lua/shared/Translate/IT/ItemName_IT.txt
Normal file
11
media/lua/shared/Translate/IT/ItemName_IT.txt
Normal file
@@ -0,0 +1,11 @@
|
||||
ItemName_IT = {
|
||||
|
||||
ItemName_TOC.Surg_Arm_Tourniquet_L = "Laccio emostatico",
|
||||
ItemName_TOC.Surg_Arm_Tourniquet_R = "Laccio emostatico",
|
||||
|
||||
ItemName_TOC.Prost_NormalArm_L = "Braccio Prostetico",
|
||||
ItemName_TOC.Prost_NormalArm_R = "Braccio Prostetico",
|
||||
|
||||
ItemName_TOC.Prost_HookArm_L = "Braccio prostetico - Uncino",
|
||||
ItemName_TOC.Prost_HookArm_R = "Braccio prostetico - Uncino",
|
||||
}
|
||||
4
media/lua/shared/Translate/IT/Recipes_IT.txt
Normal file
4
media/lua/shared/Translate/IT/Recipes_IT.txt
Normal file
@@ -0,0 +1,4 @@
|
||||
Recipes_IT = {
|
||||
Recipe_Craft_Prosthetic_Arm = "Costruisci un braccio prostetico",
|
||||
Recipe_Craft_Prosthetic_Hook = "Costruisci un braccio prostetico con uncino",
|
||||
}
|
||||
7
media/lua/shared/Translate/IT/Sandbox_IT.txt
Normal file
7
media/lua/shared/Translate/IT/Sandbox_IT.txt
Normal file
@@ -0,0 +1,7 @@
|
||||
Sandbox_IT = {
|
||||
Sandbox_TOC = "The Only Cure",
|
||||
Sandbox_TOC_CicatrizationSpeed = "Velocità cicatrizzazione",
|
||||
Sandbox_TOC_WoundDirtynessMultiplier = "Moltiplicatore sporcizia ferita",
|
||||
Sandbox_TOC_SurgeonAbilityImportance = "Importanza abilità medico",
|
||||
|
||||
}
|
||||
10
media/lua/shared/Translate/IT/Tooltip_IT.txt
Normal file
10
media/lua/shared/Translate/IT/Tooltip_IT.txt
Normal file
@@ -0,0 +1,10 @@
|
||||
Tooltip_IT = {
|
||||
|
||||
Tooltip_Surgery_CantCauterize = "Non puoi cauterizzare la ferita",
|
||||
|
||||
Tooltip_Surgery_And = " e "
|
||||
Tooltip_Surgery_TempTooLow = "La temperatura è troppo bassa",
|
||||
Tooltip_Surgery_Coward = "Non sei abbastanza coraggioso",
|
||||
Tooltip_Surgery_LimbNotFree = "Devi rimuovere la protesi",
|
||||
|
||||
}
|
||||
16
media/lua/shared/Translate/IT/UI_IT.txt
Normal file
16
media/lua/shared/Translate/IT/UI_IT.txt
Normal file
@@ -0,0 +1,16 @@
|
||||
UI_IT = {
|
||||
UI_trait_Amputee_Hand = "Mano Sinistra Amputata",
|
||||
UI_trait_Amputee_Hand_desc = "",
|
||||
|
||||
UI_trait_Amputee_ForeArm = "Avambraccio Sinistro Amputato",
|
||||
UI_trait_Amputee_ForeArm_desc = "",
|
||||
|
||||
UI_trait_Amputee_UpperArm = "Parte superiore del Braccio Sinistro Amputato",
|
||||
UI_trait_Amputee_UpperArm_desc = "",
|
||||
|
||||
UI_trait_Insensitive = "Insensibile",
|
||||
UI_trait_Insensitive_desc = "",
|
||||
|
||||
|
||||
UI_Say_CantEquip = "Non posso equipaggiarlo..."
|
||||
}
|
||||
BIN
media/ui/Traits/trait_Amputee_ForeArm.png
Normal file
BIN
media/ui/Traits/trait_Amputee_ForeArm.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.3 KiB |
BIN
media/ui/Traits/trait_Amputee_Hand.png
Normal file
BIN
media/ui/Traits/trait_Amputee_Hand.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.3 KiB |
BIN
media/ui/Traits/trait_Amputee_UpperArm.png
Normal file
BIN
media/ui/Traits/trait_Amputee_UpperArm.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 1.3 KiB |
BIN
media/ui/Traits/trait_insensitive.png
Normal file
BIN
media/ui/Traits/trait_insensitive.png
Normal file
Binary file not shown.
|
After Width: | Height: | Size: 237 B |
Reference in New Issue
Block a user