local DataController = require("TOC/Controllers/DataController") local CommonMethods = require("TOC/CommonMethods") local CachedDataHandler = require("TOC/Handlers/CachedDataHandler") local StaticData = require("TOC/StaticData") require("TOC/Events") ----------- -- Handle ONLY stuff for the local client ---@class LocalPlayerController ---@field playerObj IsoPlayer ---@field username string ---@field hasBeenDamaged boolean local LocalPlayerController = {} --* Initialization ---Setup the Player Handler and modData, only for local client ---@param isForced boolean? function LocalPlayerController.InitializePlayer(isForced) local playerObj = getPlayer() local username = playerObj:getUsername() TOC_DEBUG.print("Initializing local player: " .. username) DataController:new(username, isForced) LocalPlayerController.playerObj = playerObj LocalPlayerController.username = username --Setup the CicatrizationUpdate event and triggers it once Events.OnAmputatedLimb.Add(LocalPlayerController.ToggleUpdateAmputations) LocalPlayerController.ToggleUpdateAmputations() -- 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") ItemsController.Player.DeleteAllOldAmputationItems(playerObj) CachedDataHandler.Setup(username) end -- Set a bool to use an overriding GetDamagedParts SetHealthPanelTOC() end ---Handles the traits function LocalPlayerController.ManageTraits() -- Local player local playerObj = getPlayer() 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 since they're exclusive TOC_DEBUG.print("Player has amputation trait " .. k .. ", executing it") local tempHandler = AmputationHandler:new(v, playerObj) tempHandler:execute(false) -- No damage tempHandler:close() -- The wound should be already cicatrized local dcInst = DataController.GetInstance() LocalPlayerController.HandleSetCicatrization(DataController.GetInstance(), playerObj, v) dcInst:apply() return 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 *-- ---Used to heal an area that has been cut previously. There's an exception for bites, those are managed differently ---@param bodyPart BodyPart function LocalPlayerController.HealArea(bodyPart) bodyPart:setFractureTime(0) bodyPart:setScratched(false, true) bodyPart:setScratchTime(0) 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 ---@param bodyDamage BodyDamage ---@param bodyPart BodyPart ---@param limbName string ---@param dcInst DataController function LocalPlayerController.HealZombieInfection(bodyDamage, bodyPart, limbName, dcInst) if bodyDamage:isInfected() == false then return end bodyDamage:setInfected(false) bodyDamage:setInfectionMortalityDuration(-1) bodyDamage:setInfectionTime(-1) bodyDamage:setInfectionLevel(-1) bodyPart:SetInfected(false) dcInst:setIsInfected(limbName, false) dcInst:apply() end ---@param character IsoPlayer ---@param limbName string function LocalPlayerController.TryRandomBleed(character, limbName) -- Chance should be determined by the cicatrization time local cicTime = DataController.GetInstance():getCicatrizationTime(limbName) if cicTime == 0 then return end -- TODO This is just a placeholder, we need to figure out a better way to calculate this chance local normCicTime = CommonMethods.Normalize(cicTime, 0, StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[limbName]) / 2 TOC_DEBUG.print("OG cicTime: " .. tostring(cicTime)) TOC_DEBUG.print("Normalized cic time : " .. tostring(normCicTime)) local chance = ZombRandFloat(0.0, 1.0) if chance > normCicTime then TOC_DEBUG.print("Triggered bleeding from non cicatrized wound") local adjacentBodyPartType = BodyPartType[StaticData.LIMBS_ADJACENT_IND_STR[limbName]] -- 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 ------------------------- --* Damage handling *-- --- Locks OnPlayerGetDamage event, to prevent it from getting spammed constantly LocalPlayerController.hasBeenDamaged = false ---Check if the player has in infected body part or if they have been hit in a cut area ---@param character IsoPlayer|IsoGameCharacter function LocalPlayerController.HandleDamage(character) --TOC_DEBUG.print("Player got hit!") -- TOC_DEBUG.print(damageType) if character ~= getPlayer() then -- Disable lock before doing anything else LocalPlayerController.hasBeenDamaged = false return end local bd = character:getBodyDamage() local dcInst = DataController.GetInstance() local modDataNeedsUpdate = false for i = 1, #StaticData.LIMBS_STR do local limbName = StaticData.LIMBS_STR[i] local bptEnum = StaticData.LIMBS_TO_BODYLOCS_IND_BPT[limbName] local bodyPart = bd:getBodyPart(bptEnum) if dcInst:getIsCut(limbName) then -- Generic injury, let's heal it since they already cut the limb off if bodyPart:HasInjury() then TOC_DEBUG.print("Healing area - " .. limbName) LocalPlayerController.HealArea(bodyPart) end -- Special case for bites\zombie infections if bodyPart:IsInfected() then TOC_DEBUG.print("Healed from zombie infection - " .. limbName) LocalPlayerController.HealZombieInfection(bd, bodyPart, limbName, dcInst) end else if (bodyPart:bitten() or bodyPart:IsInfected()) and not dcInst:getIsInfected(limbName) then dcInst: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 not dcInst:getIsIgnoredPartInfected() then 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 dcInst:setIsIgnoredPartInfected(true) modDataNeedsUpdate = true end end end if modDataNeedsUpdate then dcInst:apply() end -- Disable the lock LocalPlayerController.hasBeenDamaged = false end ---Setup HandleDamage, triggered by OnPlayerGetDamage. To prevent a spam caused by this awful event, we use a bool lock ---@param character IsoPlayer|IsoGameCharacter ---@param damageType string ---@param damageAmount number function LocalPlayerController.OnGetDamage(character, damageType, damageAmount) if LocalPlayerController.hasBeenDamaged == false then -- Start checks LocalPlayerController.hasBeenDamaged = true LocalPlayerController.HandleDamage(character) end end Events.OnPlayerGetDamage.Add(LocalPlayerController.OnGetDamage) --* Amputation Loop handling *-- ---Updates the cicatrization process, run when a limb has been cut. Run it every 1 hour function LocalPlayerController.UpdateAmputations() local dcInst = DataController.GetInstance() if not dcInst:getIsDataReady() then TOC_DEBUG.print("Data not ready for UpdateAmputations, waiting next loop") return end if not dcInst:getIsAnyLimbCut() then Events.EveryHours.Remove(LocalPlayerController.UpdateAmputations) end local pl = LocalPlayerController.playerObj local visual = pl:getHumanVisual() local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername()) local needsUpdate = false for k, _ in pairs(amputatedLimbs) do local limbName = k local isCicatrized = dcInst:getIsCicatrized(limbName) if not isCicatrized then needsUpdate = true local cicTime = dcInst:getCicatrizationTime(limbName) TOC_DEBUG.print("Updating cicatrization for " .. tostring(limbName)) --* Dirtyness of the wound -- We need to get the BloodBodyPartType to find out how dirty the zone is local bbptEnum = BloodBodyPartType[limbName] local modifier = 0.01 * SandboxVars.TOC.WoundDirtynessMultiplier local dirtynessVis = visual:getDirt(bbptEnum) + visual:getBlood(bbptEnum) local dirtynessWound = dcInst:getWoundDirtyness(limbName) + modifier local dirtyness = dirtynessVis + dirtynessWound if dirtyness > 1 then dirtyness = 1 end dcInst:setWoundDirtyness(limbName, dirtyness) TOC_DEBUG.print("Dirtyness for this zone: " .. tostring(dirtyness)) --* Cicatrization local cicDec = SandboxVars.TOC.CicatrizationSpeed - dirtyness if cicDec <= 0 then cicDec = 0.1 end cicTime = cicTime - cicDec TOC_DEBUG.print("New cicatrization time: " .. tostring(cicTime)) if cicTime <= 0 then LocalPlayerController.HandleSetCicatrization(dcInst, pl, limbName) else dcInst:setCicatrizationTime(limbName, cicTime) end end end if needsUpdate then TOC_DEBUG.print("updating modData from cicatrization loop") dcInst:apply() -- TODO This is gonna be heavy. Not entirely sure else TOC_DEBUG.print("Removing UpdateAmputations") Events.EveryHours.Remove(LocalPlayerController.UpdateAmputations) -- We can remove it safely, no cicatrization happening here boys end TOC_DEBUG.print("updating cicatrization and wound dirtyness!") end ---Starts safely the loop to update cicatrzation function LocalPlayerController.ToggleUpdateAmputations() TOC_DEBUG.print("Activating amputation handling loop (if it wasn't active before)") 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("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 function LocalPlayerController.CanItemBeEquipped(itemObj, limbName) local bl = itemObj:getBodyLocation() local side = CommonMethods.GetSide(limbName) local sideStr = CommonMethods.GetSideFull(side) -- TODO Check from DataController if string.contains(limbName, "Hand_") and (bl == sideStr .. "_MiddleFinger" or bl == sideStr .. "_RingFinger") then return false end if string.contains(limbName, "ForeArm_") and (bl == sideStr .. "Wrist") then return false end return true end --- Drop all items from the affected limb ---@param limbName string function LocalPlayerController.DropItemsAfterAmputation(limbName) TOC_DEBUG.print("Triggered DropItemsAfterAmputation") local side = CommonMethods.GetSide(limbName) local sideStr = CommonMethods.GetSideFull(side) local pl = getPlayer() local wornItems = pl:getWornItems() for i = 1, wornItems:size() do local it = wornItems:get(i - 1) if it then local wornItem = wornItems:get(i - 1):getItem() TOC_DEBUG.print(wornItem:getBodyLocation()) local bl = wornItem:getBodyLocation() if string.contains(limbName, "Hand_") and (bl == sideStr .. "_MiddleFinger" or bl == sideStr .. "_RingFinger") then pl:removeWornItem(wornItem) end if string.contains(limbName, "ForeArm_") and (bl == sideStr .. "Wrist") then pl:removeWornItem(wornItem) 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) return LocalPlayerController