local ModDataHandler = require("TOC_ModDataHandler") local StaticData = require("TOC_StaticData") ----------- ---@class PlayerHandler local PlayerHandler = {} ---Setup player modData ---@param _ nil ---@param playerObj IsoPlayer function PlayerHandler.InitializePlayer(_, playerObj) PlayerHandler.modDataHandler = ModDataHandler:new(playerObj) PlayerHandler.modDataHandler:setup() end ---Cut a limb for a trait ---@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. PlayerHandler.ForceCutLimb(v) return end end end ---comment ---@param patient IsoPlayer ---@param surgeon IsoPlayer ---@param limbName string ---@param surgeryHelpItems table function PlayerHandler.CutLimb(patient, surgeon, limbName, surgeryHelpItems) -- TODO Start bleeding and crap like that local patientStats = patient:getStats() -- TODO Get surgeon ability from his aid skill local surgeonSkill = 50 local surgeonFactor = surgeonSkill - 1 -- TODO Should be decided by surgeryHelpItems local bd = patient:getBodyDamage() local bodyPart = bd:getBodyPart(BodyPartType[limbName]) local baseDamage = StaticData.LIMBS_BASE_DAMAGE[limbName] -- Set the bleeding and all the damage stuff in that part bodyPart:AddDamage(baseDamage - surgeonSkill) bodyPart:setAdditionalPain(baseDamage - surgeonSkill) bodyPart:setBleeding(true) bodyPart:setBleedingTime(baseDamage - surgeonSkill) bodyPart:setDeepWounded(true) bodyPart:setDeepWoundTime(baseDamage - surgeonSkill) patientStats:setEndurance(surgeonSkill) patientStats:setStress(baseDamage - surgeonSkill) PlayerHandler.modDataHandler:setCutLimb(limbName, false, false, false, surgeonFactor) end ---Set an already cut limb, for example for a trait. ---@param limbName string function PlayerHandler.ForceCutLimb(limbName) PlayerHandler.modDataHandler:setCutLimb(limbName, true, true, true, 0) -- TODO Spawn amputation item 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, damageType, damage) -- This fucking event barely works. Bleeding seems to be the only thing that triggers it 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