-- Helper for DropItem function TheOnlyCure.CheckIfCanPickUpItem(toc_data, side, limb, secondary_limb) -- TODO we can use this when uninstall prost or when cutting local full_primary_limb = side .. limb local full_secondary_limb = side .. secondary_limb return toc_data[full_primary_limb].is_cut and not (toc_data[full_primary_limb].is_prosthesis_equipped or toc_data[full_secondary_limb]) or (toc_data[full_secondary_limb].is_cut and not toc_data[full_secondary_limb].is_prosthesis_equipped) end function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data) local body_damage = player:getBodyDamage() -- Check for amputable limbs for _, v in ipairs(GetLimbsBodyPartTypes()) do local part_name = TocGetPartNameFromBodyPartType(v) local part_data = toc_data.Limbs[part_name] local body_part = body_damage:getBodyPart(v) if body_part:bitten() and part_data ~= nil then if part_data.is_cut == false then part_data.is_infected = true else -- if the player gets bit to a cut area we have to reset it here since it doesn't make any sense body_part:SetBitten(false) body_part:setBiteTime(0) part_data.is_infected = false end end end -- Check for everything else for _, v in ipairs(GetOtherBodyPartTypes()) do if body_damage:getBodyPart(v):bitten() then toc_data.Limbs.is_other_bodypart_infected = true -- Even one is enough, stop cycling if we find it break end end end function TheOnlyCure.UpdatePlayerHealth(player, part_data) local body_damage = player:getBodyDamage() if player:HasTrait("Insensitive") then body_damage:setPainReduction(49) end for i, part_name in pairs(GetBodyParts()) do if part_data[part_name].is_cut then TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player) end end end --Helper function for UpdatePlayerHealth function TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player) -- TODO this can be moved away from updates local body_damage = player:getBodyDamage() local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name)) if not body_part_type then print("TOC ERROR : Can't update health of " .. part_name); return false end -- Check bandages local is_bandaged = false local bandage_life = 0 local bandage_type = "" -- TODO Bandages should have some disadvantage when not operated... Like getting drenched or something if body_part_type:bandaged() then is_bandaged = true -- this is useless bandage_life = body_part_type:getBandageLife() bandage_type = body_part_type:getBandageType() end -- Set max health for body part if part_data[part_name].is_cicatrized and body_part_type:getHealth() > 80 then body_part_type:SetHealth(80) elseif body_part_type:getHealth() > 40 then body_part_type:SetHealth(40) end -- Cicatrization check if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then if part_data[part_name].cicatrization_time < 0 then part_data[part_name].is_cicatrized = true -- TODO make this random if the player gets it or not if (not player:HasTrait("Brave")) and ZombRand(1, 11) > 5 then player:getTraits():add("Brave") end if (not player:HasTrait("Insensitive")) and ZombRand(1, 11) > 5 then player:getTraits():add("Insensitive") end body_part_type:setBleeding(false); body_part_type:setDeepWounded(false) body_part_type:setBleedingTime(0) body_part_type:setDeepWoundTime(0) end end -- Phantom Pain if part_data[part_name].is_amputation_shown and ZombRand(1, 100) < 10 then local added_pain if part_data[part_name].is_cauterized then added_pain = 60 else added_pain = 30 end body_part_type:setAdditionalPain(ZombRand(1, added_pain)) end -- Reapplies bandages after the whole ordeal -- TODO not sure if this still works --body_part_type:setBandaged(true, bandage_life, false, bandage_type) end --Helper function for UpdatePlayerHealth function TheOnlyCure.CheckIfOtherLimbsAreInfected(limbs_data, part_name) local body_parts = GetBodyParts() body_parts[part_name] = nil for _, v in pairs(body_parts) do if limbs_data[v].is_infected then return true end end return false end -- MAIN UPDATE FUNCTIONS function TheOnlyCure.UpdateEveryOneMinute() local player = getPlayer() -- To prevent errors during loading if player == nil then return end local toc_data = player:getModData().TOC if toc_data ~= nil then TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data) TheOnlyCure.UpdatePlayerHealth(player, toc_data.Limbs) end -- Updates toc data in a global way, basically player:transmitModData but it works -- Sends only Limbs since the other stuff is mostly static if toc_data ~= nil then -- TODO make it so that we dont send it constantly sendClientCommand(player, 'TOC', 'ChangePlayerState', { toc_data.Limbs } ) end end function TheOnlyCure.UpdateEveryTenMinutes() local player = getPlayer() if player == nil then return end local toc_data = player:getModData().TOC local part_data = toc_data.Limbs --Experience for prosthesis user for _, side in ipairs(TOC_sides) do if part_data[side .. "_Hand"].is_prosthesis_equipped or part_data[side .. "_LowerArm"].is_prosthesis_equipped then player:getXp():AddXP(Perks[side .. "_Hand"], 4) end end -- Updates the cicatrization time for _, part_name in pairs(GetBodyParts()) do if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic" end end end Events.EveryTenMinutes.Add(TheOnlyCure.UpdateEveryTenMinutes) Events.EveryOneMinute.Add(TheOnlyCure.UpdateEveryOneMinute)