local ModDataHandler = require("Handlers/TOC_ModDataHandler") local AmputationHandler = require("Handlers/TOC_AmputationHandler") local ItemsHandler = require("Handlers/TOC_ItemsHandler") local CommonMethods = require("TOC_Common") local StaticData = require("TOC_StaticData") ----------- -- LIST OF STUFF THAT THIS CLASS NEEDS TO DO -- 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 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 and (bodyPart:bitten() or bodyPart:IsInfected()) then PlayerHandler.modDataHandler:setIsIgnoredPartInfected(true) end end end Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection) ---Handle perks ---@param player IsoPlayer function PlayerHandler.UpdatePerks(player) -- TODO If player has an amputated limb, they're gonna level up them while doing normal stuff, getting better at it dynamically -- TODO We should have a way to check if the player has done any amputation at all instead of having to check manually each time -- TODO Should be run when player is doing stuff like picking up objects, not randomly for side, _ in pairs(StaticData.SIDES_STRINGS) do local limbName = "Hand_" .. side if ModDataHandler.GetInstance():getIsCut(limbName) then player:getXp():AddXP(Perks["Side_" .. side], 0.1) end end end Events.OnPlayerUpdate.Add(PlayerHandler.UpdatePerks) local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime function ISBaseTimedAction:adjustMaxTime(maxTime) local time = og_ISBaseTimedAction_adjustMaxTime(self, maxTime) local modDataHandler = ModDataHandler.GetInstance() if time ~= -1 and modDataHandler and modDataHandler:getIsAnyLimbCut() then local pl = getPlayer() for i=1, #StaticData.LIMBS_STRINGS do local limbName = StaticData.LIMBS_STRINGS[i] if modDataHandler:getIsCut(limbName) then --print("TOC: cut limb " .. limbName) --print("TOC: cTime" .. tostring(time)) 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 --print("TOC: perk level for this side: " .. tonumber(perkLevel)) --print("TOC: perk scaling for this side: " .. tonumber(perkLevelScaled)) time = time * (StaticData.LIMBS_TIME_MULTIPLIER[limbName] - perkLevelScaled) end end --print("TOC: new time " .. tostring(time)) end return time end return PlayerHandler