local ModDataHandler = require("Handlers/TOC_ModDataHandler") local AmputationHandler = require("Handlers/TOC_AmputationHandler") local ItemsHandler = require("Handlers/TOC_ItemsHandler") local StaticData = require("TOC_StaticData") ----------- -- LIST OF STUFF THAT THIS CLASS NEEDS TO DO -- Main thing, should contain the other handlers when needed -- Handling Items (as in amputations spawns) -- Update current player status (infection checks) -- handle stats increase\decrease ---@class PlayerHandler local PlayerHandler = {} ---Setup player modData ---@param _ nil ---@param playerObj IsoPlayer ---@param isForced boolean? function PlayerHandler.InitializePlayer(_, playerObj, isForced) PlayerHandler.modDataHandler = ModDataHandler:new(playerObj) PlayerHandler.modDataHandler:setup(isForced) -- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too if isForced then ISHealthPanel.highestAmputations = {} ItemsHandler.DeleteAllOldAmputationItems(playerObj) end end ---Handles the traits ---@param playerObj IsoPlayer function PlayerHandler.ManageTraits(playerObj) 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:executeForTrait() tempHandler:close() return end end end --* Events *-- ---Check if the player has an infected (as in, zombie infection) body part ---@param character IsoGameCharacter ---@param damageType string ---@param damage number function PlayerHandler.CheckInfection(character) -- This fucking event barely works. Bleeding seems to be the only thing that triggers it if character ~= getPlayer() then return end local bd = character:getBodyDamage() for i=1, #StaticData.LIMBS_STRINGS do local limbName = StaticData.LIMBS_STRINGS[i] local bptEnum = StaticData.BODYPARTSTYPES_ENUM[limbName] local bodyPart = bd:getBodyPart(bptEnum) if bodyPart:bitten() or bodyPart:IsInfected() then if PlayerHandler.modDataHandler:getIsCut(limbName) then bodyPart:SetBitten(false) else PlayerHandler.modDataHandler:setIsInfected(limbName, 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 PlayerHandler.modDataHandler:getIsIgnoredPartInfected() then return end for i=1, #StaticData.IGNORED_PARTS_STRINGS do local bodyPartType = BodyPartType[StaticData.IGNORED_PARTS_STRINGS[i]] local bodyPart = bd:getBodyPart(bodyPartType) if bodyPart:bitten() or bodyPart:IsInfected() then PlayerHandler.modDataHandler:setIsIgnoredPartInfected(true) end end end Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection) return PlayerHandler