local function CutLocal(_, patient, surgeon, partName) if IsSawInInventory(surgeon) ~= nil then ISTimedActionQueue.add(IsCutArm:new(patient, surgeon, partName)); else surgeon:Say("I don't have a saw on me") end end local function OperateLocal(_, patient, surgeon, partName, useOven) --local player = getPlayer(); -- todo add a check if the player has already been amputated or somethin if useOven then ISTimedActionQueue.add(ISOperateArm:new(patient, surgeon, _, partName, useOven)); else local kit = GetKitInInventory(surgeon) if kit ~= nil then ISTimedActionQueue.add(ISOperateArm:new(patient, surgeon, kit, partName, false)) else surgeon:Say("I don't have a kit on me") end end end local function otherPlayerLocal(_, partName, action, surgeon, patient) local ui = GetConfirmUIMP(); if not ui then MakeConfirmUIMP(); ui = GetConfirmUIMP(); end if action == "Cut" then AskCanCutArm(patient, partName); else AskCanOperateArm(patient, partName); end ui.actionAct = action; ui.partNameAct = partName; ui.patient = patient; --SetConfirmUIMP("Wait server") end local function CheckIfCanBeOperated(modData) if modData.TOC.RightHand.is_cut and not modData.TOC.RightHand.is_operated or modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.is_operated or modData.TOC.RightArm.is_cut and not modData.TOC.RightArm.is_operated or modData.TOC.LeftHand.is_cut and not modData.TOC.LeftHand.is_operated or modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.is_operated or modData.TOC.LeftArm.is_cut and not modData.TOC.LeftArm.is_operated then return true else return false end end function ISWorldObjectContextMenu.OnFillTOCMenu(player, context, worldObjects, test) local clickedPlayersTable = {} --todo awful workaround local clickedPlayer = nil local player_obj = getSpecificPlayer(player) --local players = getOnlinePlayers() for k,v in ipairs(worldObjects) do -- help detecting a player by checking nearby squares for x=v:getSquare():getX()-1,v:getSquare():getX()+1 do for y=v:getSquare():getY()-1,v:getSquare():getY()+1 do local sq = getCell():getGridSquare(x,y,v:getSquare():getZ()); if sq then for i=0,sq:getMovingObjects():size()-1 do local o = sq:getMovingObjects():get(i) if instanceof(o, "IsoPlayer") then clickedPlayer = o if clickedPlayersTable[clickedPlayer:getUsername()] == nil then clickedPlayersTable[clickedPlayer:getUsername()] = true local rootOption = context:addOption("The Only Cure on " .. clickedPlayer:getUsername()) local rootMenu = context:getNew(context) local cutOption = rootMenu:addOption("Cut"); local operateOption = rootMenu:addOption("Operate"); local cutMenu = context:getNew(context); local operateMenu = context:getNew(context); context:addSubMenu(rootOption, rootMenu); context:addSubMenu(cutOption, cutMenu); context:addSubMenu(operateOption, operateMenu); -- todo add checks so that we don't show these menus if a player has already beeen operated or amputated for k_part, v_part in ipairs(GetBodyParts()) do --todo right now it doesnt check for a saw. if clickedPlayer == player_obj then cutMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, CutLocal, player_obj, player_obj, v_part) operateMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, OperateLocal, player_obj, player_obj, v_part) else cutMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, otherPlayerLocal, v_part, "Cut", player_obj, clickedPlayer) operateMenu:addOption(getText('UI_ContextMenu_' .. v_part), worldObjects, otherPlayerLocal, v_part, "Operate", player_obj, clickedPlayer); end end break end end end end end end end end -- why local? function ISWorldObjectContextMenu.OnFillOperateWithOven(player, context, worldObjects, test) local player_obj = getSpecificPlayer(player) --local clickedPlayer local modData = player_obj:getModData() local is_main_menu_already_created = false --local props = v:getSprite() and v:getSprite():getProperties() or nil for k_stove, v_stove in pairs(worldObjects) do if instanceof(v_stove, "IsoStove") and (player_obj:HasTrait("Brave") or player_obj:getPerkLevel(Perks.Strength) >= 6) then -- Check temperature if v_stove:getCurrentTemperature() > 250 then for k_bodypart, v_bodypart in ipairs(GetBodyParts()) do if modData.TOC[v_bodypart].is_cut and not modData.TOC[v_bodypart].is_operated then local subMenu = context:getNew(context); if is_main_menu_already_created == false then local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldObjects, nil); context:addSubMenu(rootMenu, subMenu) is_main_menu_already_created = true end subMenu:addOption(getText('UI_ContextMenu_' .. v_bodypart), worldObjects, OperateLocal, getSpecificPlayer(player), getSpecificPlayer(player), v_bodypart, true) end end end break -- stop searching for stoves end end end -- if instanceof(vtest, "IsoStove") and (player_obj:HasTrait("Brave") or player_obj:getPerkLevel(Perks.Strength) >= 6) then -- --if v:getCurrentTemperature() > 250 then -- local rootMenu = context:addOption(getText('UI_ContextMenu_OperateOven'), worldObjects, nil); -- local subMenu = context:getNew(context); -- context:addSubMenu(rootMenu, subMenu) -- for k_bodypart, v_bodypart in pairs(GetBodyParts()) do -- -- todo this is awful but it should work -- if modData.TOC[v_bodypart].is_cut and not modData.TOC[v_bodypart].is_operated then -- subMenu:addOption(getText('UI_ContextMenu_' .. v_bodypart), worldObjects, operateLocal, v_bodypart); -- end -- end -- --end -- end -- for _,object in ipairs(worldobjects) do -- local square = object:getSquare() -- if square then -- local movingObjects = square:getMovingObjects() -- for i = 0, movingObjects:size() - 1 do -- local o = movingObjects:get(i) -- if instanceof(o, "IsoPlayer") then -- clickedPlayer = o; -- print("Found player") -- end -- end -- if clickedPlayer then -- -- Pretty sure this check is kinda broken -- if not ((-1 < clickedPlayer:getX() - player:getX() and clickedPlayer:getX() - player:getX() < 1) and (-1 < clickedPlayer:getY() - player:getY() and clickedPlayer:getY() - player:getY() < 1)) then -- return false; -- end -- local rootOption = context:addOption("The Only Cure on " .. clickedPlayer:getUsername()); -- local rootMenu = context:getNew(context); -- local cutOption = rootMenu:addOption("Cut"); -- local operateOption = rootMenu:addOption("Operate"); -- local cutMenu = context:getNew(context); -- local operateMenu = context:getNew(context); -- context:addSubMenu(rootOption, rootMenu); -- context:addSubMenu(cutOption, cutMenu); -- context:addSubMenu(operateOption, operateMenu); -- -- todo add checks so that we don't show these menus if a player has already beeen operated or amputated -- for k, v in ipairs(GetBodyParts()) do -- cutMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Cut", clickedPlayer) -- operateMenu:addOption(getText('UI_ContextMenu_' .. v), worldobjects, otherPlayerLocal, v, "Operate", clickedPlayer); -- end -- end -- end -- end --Events.OnTick.Add(TheOnlyCure.CheckState); Events.OnFillWorldObjectContextMenu.Add(ISWorldObjectContextMenu.OnFillOperateWithOven) -- this is probably too much Events.OnFillWorldObjectContextMenu.Add(ISWorldObjectContextMenu.OnFillTOCMenu)