local ModDataHandler = require("TOC/Handlers/ModDataHandler") local CommonMethods = require("TOC/CommonMethods") local CachedDataHandler = require("TOC/Handlers/CachedDataHandler") local StaticData = require("TOC/StaticData") ----------- -- THIS SHOULD BE LOCAL ONLY! WE'RE MANAGING EVENTS AND INITIALIZATION STUFF! -- LIST OF STUFF THAT THIS CLASS NEEDS TO DO -- Keep track of cut limbs so that we don't have to loop through all of them all the time -- Update current player status (infection checks) -- handle stats increase\decrease ---@class PlayerHandler ---@field playerObj IsoPlayer ---@field username string ---@field hasBeenDamaged boolean local PlayerHandler = {} ---Setup the Player Handler and modData, only for local client ---@param playerObj IsoPlayer ---@param isForced boolean? function PlayerHandler.InitializePlayer(playerObj, isForced) local username = playerObj:getUsername() TOC_DEBUG.print("initializing local player: " .. username) ModDataHandler:new(username, isForced) PlayerHandler.playerObj = playerObj PlayerHandler.username = username -- Calculate amputated limbs and highest point of amputations at startup CachedDataHandler.CalculateAmputatedLimbs(username) CachedDataHandler.CalculateHighestAmputatedLimbs(username) --Setup the CicatrizationUpdate event Events.OnAmputatedLimb.Add(PlayerHandler.ToggleCicatrizationUpdate) -- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too if isForced then --ISHealthPanel.highestAmputations = {} local ItemsHandler = require("TOC/Handlers/ItemsHandler") ItemsHandler.Player.DeleteAllOldAmputationItems(playerObj) CachedDataHandler.Reset(username) end end ---Handles the traits ---@param playerObj IsoPlayer function PlayerHandler.ManageTraits(playerObj) local AmputationHandler = require("Handlers/TOC_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) tempHandler:execute(false) -- No damage tempHandler:close() return end end end --* Health management *-- ---Used to heal an area that has been cut previously. There's an exception for bites, those are managed differently ---@param bodyPart BodyPart function PlayerHandler.HealArea(bodyPart) bodyPart:setBleeding(false) bodyPart:setBleedingTime(0) bodyPart:SetBitten(false) bodyPart:setBiteTime(0) bodyPart:setCut(false) bodyPart:setCutTime(0) bodyPart:setDeepWounded(false) bodyPart:setDeepWoundTime(0) bodyPart:setHaveBullet(false, 0) bodyPart:setHaveGlass(false) bodyPart:setSplint(false, 0) end ---comment ---@param bodyDamage BodyDamage ---@param bodyPart BodyPart ---@param limbName string ---@param modDataHandler ModDataHandler function PlayerHandler.HealZombieInfection(bodyDamage, bodyPart, limbName, modDataHandler) if bodyDamage:isInfected() == false then return end bodyDamage:setInfected(false) bodyDamage:setInfectionMortalityDuration(-1) bodyDamage:setInfectionTime(-1) bodyDamage:setInfectionLevel(-1) bodyPart:SetInfected(false) modDataHandler:setIsInfected(limbName, false) modDataHandler:apply() end ---comment ---@param character IsoPlayer ---@param limbName string function PlayerHandler.TryRandomBleed(character, limbName) -- Chance should be determined by the cicatrization time local cicTime = ModDataHandler.GetInstance():getCicatrizationTime(limbName) if cicTime == 0 then return end -- TODO Sometimes we get cicTime = 0... Shouldn't really do it local normCicTime = CommonMethods.Normalize(cicTime, 0, 100) TOC_DEBUG.print("OG cicTime: " .. tostring(cicTime)) TOC_DEBUG.print("Normalized cic time : " .. tostring(normCicTime)) local chance = ZombRand(0,100) if chance > normCicTime then TOC_DEBUG.print("Triggered bleeding from non cicatrized wound") local adjacentBodyPartType = BodyPartType[StaticData.LIMBS_ADJACENT_IND_STR[limbName]] character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleeding(true) character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleedingTime(20) end end ------------------------- --* Events *-- --- Locks OnPlayerGetDamage event, to prevent it from getting spammed constantly PlayerHandler.hasBeenDamaged = false ---Check if the player has in infected body part or if they have been hit in a cut area ---@param character IsoPlayer function PlayerHandler.HandleDamage(character) -- TOC_DEBUG.print("Player got hit!") -- TOC_DEBUG.print(damageType) if character ~= getPlayer() then return end local bd = character:getBodyDamage() local modDataHandler = ModDataHandler.GetInstance() local modDataNeedsUpdate = false for i=1, #StaticData.LIMBS_STR do local limbName = StaticData.LIMBS_STR[i] local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName] local bodyPart = bd:getBodyPart(bptEnum) if modDataHandler:getIsCut(limbName) then -- Generic injury, let's heal it since they already cut the limb off if bodyPart:HasInjury() then PlayerHandler.HealArea(bodyPart) end -- Special case for bites\zombie infections if bodyPart:IsInfected() then TOC_DEBUG.print("Healed from zombie infection " .. tostring(bodyPart)) PlayerHandler.HealZombieInfection(bd, bodyPart, limbName, modDataHandler) end else if bodyPart:bitten() or bodyPart:IsInfected() then modDataHandler:setIsInfected(limbName, true) modDataNeedsUpdate = true end end end -- 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 if modDataHandler:getIsIgnoredPartInfected() then return end for i=1, #StaticData.IGNORED_BODYLOCS_BPT do local bodyPartType = StaticData.IGNORED_BODYLOCS_BPT[i] local bodyPart = bd:getBodyPart(bodyPartType) if bodyPart and (bodyPart:bitten() or bodyPart:IsInfected()) then modDataHandler:setIsIgnoredPartInfected(true) modDataNeedsUpdate = true end end -- TODO in theory should sync modData, but it's gonna be expensive as fuck. Figure it out if modDataNeedsUpdate then modDataHandler:apply() end -- Disable the lock PlayerHandler.hasBeenDamaged = false end ---Setup HandleDamage, triggered by OnPlayerGetDamage ---@param character IsoGameCharacter ---@param damageType string ---@param damageAmount number function PlayerHandler.OnGetDamage(character, damageType, damageAmount) -- TODO Check if other players in the online triggers this if PlayerHandler.hasBeenDamaged == false then -- Start checks -- TODO Add a timer before we can re-enable this bool? PlayerHandler.hasBeenDamaged = true PlayerHandler.HandleDamage(character) end end Events.OnPlayerGetDamage.Add(PlayerHandler.OnGetDamage) ---Updates the cicatrization process, run when a limb has been cut. Run it every 1 hour function PlayerHandler.UpdateCicatrization() local modDataHandler = ModDataHandler.GetInstance() if modDataHandler:getIsAnyLimbCut() == false then Events.EveryHours.Remove(PlayerHandler.UpdateCicatrization) end local pl = PlayerHandler.playerObj local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername()) local needsUpdate = false for i=1, #amputatedLimbs do local limbName = amputatedLimbs[i] local isCicatrized = modDataHandler:getIsCicatrized(limbName) if not isCicatrized then needsUpdate = true local cicTime = modDataHandler:getCicatrizationTime(limbName) TOC_DEBUG.print("updating cicatrization for " .. tostring(limbName)) if cicTime > 0 then cicTime = cicTime - 1 modDataHandler:setCicatrizationTime(limbName, cicTime) TOC_DEBUG.print("new cicatrization time: " .. tostring(cicTime)) if cicTime < 0 then modDataHandler:setIsCicatrized(limbName, true) end end end end if needsUpdate then TOC_DEBUG.print("updating modData from cicatrization loop") modDataHandler:apply() -- TODO This is gonna be heavy. Not entirely sure else Events.EveryHours.Remove(PlayerHandler.UpdateCicatrization) -- We can remove it safely, no cicatrization happening here boys end TOC_DEBUG.print("updating cicatrization!") end ---Starts safely the loop to update cicatrzation function PlayerHandler.ToggleCicatrizationUpdate() TOC_DEBUG.print("activating cicatrization loop (if it wasn't active before)") CommonMethods.SafeStartEvent("EveryHours", PlayerHandler.UpdateCicatrization) end ------------------------------------------ --* OVERRIDES *-- --* Time to perform actions overrides *-- local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime --- Adjust time ---@diagnostic disable-next-line: duplicate-set-field function ISBaseTimedAction:adjustMaxTime(maxTime) local time = og_ISBaseTimedAction_adjustMaxTime(self, maxTime) -- Exceptions handling, if we find that parameter then we just use the original time local queue = ISTimedActionQueue.getTimedActionQueue(getPlayer()) if queue and queue.current and queue.current.skipTOC then return time end -- Action is valid, check if we have any cut limb and then modify maxTime local modDataHandler = ModDataHandler.GetInstance() if time ~= -1 and modDataHandler and modDataHandler:getIsAnyLimbCut() then local pl = getPlayer() local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername()) for i=1, #amputatedLimbs do local limbName = amputatedLimbs[i] --if modDataHandler:getIsCut(limbName) then local perk = Perks["Side_" .. CommonMethods.GetSide(limbName)] local perkLevel = pl:getPerkLevel(perk) 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 end --* Random bleeding during cicatrization + Perks leveling override *-- local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform --- After each action, level up perks ---@diagnostic disable-next-line: duplicate-set-field function ISBaseTimedAction:perform() og_ISBaseTimedAction_perform(self) local modDataHandler = ModDataHandler.GetInstance() if not modDataHandler:getIsAnyLimbCut() then return end local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(PlayerHandler.username) for i=1, #amputatedLimbs do local limbName = amputatedLimbs[i] if modDataHandler:getIsCut(limbName) then local side = CommonMethods.GetSide(limbName) PlayerHandler.playerObj:getXp():AddXP(Perks["Side_" .. side], 1) -- TODO Make it dynamic local prostGroup = StaticData.LIMBS_TO_PROST_GROUP_MATCH_IND_STR[limbName] if not modDataHandler:getIsCicatrized(limbName) and modDataHandler:getIsProstEquipped(prostGroup) then TOC_DEBUG.print("Trying for bleed, player met the criteria") -- TODO If we have cut a forearm, it will try to check the hand too, with cicatrization time = 0. We should skip this PlayerHandler.TryRandomBleed(self.character, limbName) end end end end --* Equipping items overrides *-- local equipPrimaryText = getText("ContextMenu_Equip_Primary") local equipSecondaryText = getText("ContextMenu_Equip_Secondary") local primaryHand = StaticData.PARTS_IND_STR.Hand .. "_" .. StaticData.SIDES_IND_STR.R local secondaryHand = StaticData.PARTS_IND_STR.Hand .. "_" .. StaticData.SIDES_IND_STR.L local prostTopR = StaticData.PROSTHESES_GROUPS_IND_STR.Top_R local prostTopL = StaticData.PROSTHESES_GROUPS_IND_STR.Top_L 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 ---@return boolean ---@diagnostic disable-next-line: duplicate-set-field function ISEquipWeaponAction:isValid() local isValid = og_ISEquipWeaponAction_isValid(self) local modDataHandler = ModDataHandler.GetInstance(self.character:getUsername()) if isValid and modDataHandler:getIsAnyLimbCut() then -- TODO We need to consider amputating legs, this won't be correct anymore -- TODO Cache this! local isPrimaryHandValid = not modDataHandler:getIsCut(primaryHand) or modDataHandler:getIsProstEquipped(prostTopR) local isSecondaryHandValid = not modDataHandler:getIsCut(secondaryHand) or modDataHandler:getIsProstEquipped(prostTopL) --TOC_DEBUG.print("isPrimaryHandValid: " .. tostring(isPrimaryHandValid)) --TOC_DEBUG.print("isSecondaryHandValid: " .. tostring(isSecondaryHandValid)) -- Both hands are cut off if not isPrimaryHandValid and not isSecondaryHandValid then --TOC_DEBUG.print("Both hands invalid") isValid = false end -- Equip primary and no right hand (with no prost) if self.jobType:contains(equipPrimaryText) and not isPrimaryHandValid then --TOC_DEBUG.print("Equip primary, no right hand, not valid") isValid = false end -- Equip secondary and no left hand (with no prost) if self.jobType:contains(equipSecondaryText) and not isSecondaryHandValid then --TOC_DEBUG.print("Equip secondary, no left hand, not valid") isValid = false end end --TOC_DEBUG.print("isValid to return -> " .. tostring(isValid)) --print("_________________________________") return isValid end ---@class ISEquipWeaponAction ---@field character IsoPlayer ---A recreation of the original method, but with amputations in mind ---@param modDataHandler ModDataHandler function ISEquipWeaponAction:performWithAmputation(modDataHandler) -- TODO Simplify this local hand = nil local prostGroup = nil local otherHand = nil local otherProstGroup = nil local getMethodFirst = nil local setMethodFirst = nil local getMethodSecond = nil local setMethodSecond = nil if self.primary then hand = StaticData.LIMBS_IND_STR.Hand_R prostGroup = StaticData.PROSTHESES_GROUPS_IND_STR.Top_R otherHand = StaticData.LIMBS_IND_STR.Hand_L otherProstGroup = StaticData.PROSTHESES_GROUPS_IND_STR.Top_L getMethodFirst = self.character.getSecondaryHandItem setMethodFirst = self.character.setSecondaryHandItem getMethodSecond = self.character.getPrimaryHandItem setMethodSecond = self.character.setPrimaryHandItem else hand = StaticData.LIMBS_IND_STR.Hand_L prostGroup = StaticData.PROSTHESES_GROUPS_IND_STR.Top_L otherHand = StaticData.LIMBS_IND_STR.Hand_R otherProstGroup = StaticData.PROSTHESES_GROUPS_IND_STR.Top_R getMethodFirst = self.character.getPrimaryHandItem setMethodFirst = self.character.setPrimaryHandItem getMethodSecond = self.character.getSecondaryHandItem setMethodSecond = self.character.setSecondaryHandItem end if not self.twoHands then if getMethodFirst(self.character) and getMethodFirst(self.character):isRequiresEquippedBothHands() then setMethodFirst(self.character, nil) end -- if this weapon is already equiped in the 2nd hand, we remove it if(getMethodFirst(self.character) == self.item or getMethodFirst(self.character) == getMethodSecond(self.character)) then setMethodFirst(self.character, nil) end -- if we are equipping a handgun and there is a weapon in the secondary hand we remove it if instanceof(self.item, "HandWeapon") and self.item:getSwingAnim() and self.item:getSwingAnim() == "Handgun" then if getMethodFirst(self.character) and instanceof(getMethodFirst(self.character), "HandWeapon") then setMethodFirst(self.character, nil) end end if not getMethodSecond(self.character) or getMethodSecond(self.character) ~= self.item then setMethodSecond(self.character, nil) -- TODO We should use the CachedData indexable instead of modDataHandler if not modDataHandler:getIsCut(hand) then setMethodSecond(self.character, self.item) else setMethodFirst(self.character, self.item) end end else setMethodFirst(self.character, nil) setMethodSecond(self.character, nil) local isFirstValid = not modDataHandler:getIsCut(hand) or modDataHandler:getIsProstEquipped(prostGroup) local isSecondValid = not modDataHandler:getIsCut(otherHand) or modDataHandler:getIsProstEquipped(otherProstGroup) -- TOC_DEBUG.print("First Hand: " .. tostring(hand)) -- 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("isPrimaryHandValid: " .. tostring(isFirstValid)) -- TOC_DEBUG.print("isSecondaryHandValid: " .. tostring(isSecondValid)) if isFirstValid then setMethodSecond(self.character, self.item) end if isSecondValid then setMethodFirst(self.character, self.item) end end end local og_ISEquipWeaponAction_perform = ISEquipWeaponAction.perform ---@diagnostic disable-next-line: duplicate-set-field function ISEquipWeaponAction:perform() og_ISEquipWeaponAction_perform(self) -- TODO Can we do it earlier? local modDataHandler = ModDataHandler.GetInstance(self.character:getUsername()) -- Just check it any limb has been cut. If not, we can just return from here if modDataHandler:getIsAnyLimbCut() == true then self:performWithAmputation(modDataHandler) end end return PlayerHandler