require "TimedActions/ISBaseTimedAction" ISUninstallProsthesis = ISBaseTimedAction:derive("ISUninstallProsthesis"); function ISUninstallProsthesis:isValid() return true; end function ISUninstallProsthesis:update() self.item:setJobDelta(self:getJobDelta()); end function ISUninstallProsthesis:start() self.item:setJobType("Uninstall prothesis"); self.item:setJobDelta(0.0); self:setActionAnim("WearClothing"); if self.item:IsClothing() then self:setAnimVariable("WearClothingLocation", "Jacket") elseif self.item:IsInventoryContainer() and self.item:canBeEquipped() ~= "" then self:setAnimVariable("WearClothingLocation", "Jacket") end end function ISUninstallProsthesis:stop() ISBaseTimedAction.stop(self); self.item:setJobDelta(0.0); end function ISUninstallProsthesis:perform() self.item:getContainer():setDrawDirty(true) self.item:setJobDelta(0.0) if instanceof(self.item, "InventoryContainer") and self.item:canBeEquipped() ~= "" then self.character:removeFromHands(self.item) self.character:setWornItem(self.item:canBeEquipped(), self.item) getPlayerInventory(self.character:getPlayerNum()):refreshBackpacks() elseif self.item:getCategory() == "Clothing" then if self.item:getBodyLocation() ~= "" then self.character:setWornItem(self.item:getBodyLocation(), self.item) end end local toc_data = self.character:getModData().TOC local body_part_type = self.bodyPart:getType() local accepting_body_parts = GetAcceptingProsthesisBodyPartTypes() if accepting_body_parts == nil then return -- should never happen end for _, v in ipairs(GetAcceptingProsthesisBodyPartTypes()) do if self.bodyPart:getType() == v then local part_name = FindTocBodyPartNameFromBodyPartType(v) print("Found prost in " .. part_name) if part_name then toc_data.Limbs[part_name].is_prosthesis_equipped = false --toc_data.Limbs[part_name].prosthesis_factor = 1 -- TODO This is wrong --local side = string.gsub(part_name, "Hand" or "Forearm", "") local item_full_type = self.item:getFullType() print("Searching for " .. item_full_type) for _, prost_v in ipairs(GetProsthesisList()) do local prosthesis_name = string.match(item_full_type, prost_v) if prosthesis_name then self.character:getInventory():AddItem(prosthesis_name) self.character:setWornItem(self.item:getBodyLocation(), nil) self.character:getInventory():Remove(self.item) self.character:transmitModData() -- needed to remove from queue / start next. ISBaseTimedAction.perform(self) end end end end end -- TODO Make the object currently on the hand return to the inventory end function ISUninstallProsthesis:new(character, item, bodyPart) local o = ISBaseTimedAction.new(self, character); o.item = item; o.character = character; o.bodyPart = bodyPart; o.maxTime = 100; o.stopOnWalk = true; o.stopOnRun = true; o.ignoreHandsWounds = false; o.fromHotbar = true; -- just to disable hotbar:update() during the wearing if o.character:isTimedActionInstant() then o.maxTime = 1; end return o; end