local function 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 end end end -- Check for everything else for _, v in pairs(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 local function TocManagePhantomPain(player, toc_data) -- Phantom Pain local part_data = toc_data.Limbs local body_damage = player:getBodyDamage() for _, part_name in pairs(GetBodyParts()) do if part_data[part_name].is_cut and part_data[part_name].is_amputation_shown and ZombRand(1, 100) < 10 then local body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(part_name)) local added_pain if part_data[part_name].is_cauterized then added_pain = 60 else added_pain = 30 end body_part:setAdditionalPain(ZombRand(1, added_pain)) for _, depended_v in pairs(part_data[part_name].depends_on) do local depended_body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(depended_v)) if part_data[depended_v].is_cauterized then added_pain = 60 else added_pain = 30 end body_part:setAdditionalPain(ZombRand(1, added_pain)) end end end end --Helper function for UpdatePlayerHealth local function SetHealthStatusForBodyPart(part_data, part_name, player) -- In case the player gets bit in a cut area, we have to heal him... local body_damage = player:getBodyDamage() local body_part = body_damage:getBodyPart(TocGetBodyPartFromPartName(part_name)) if not body_part 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:bandaged() then is_bandaged = true -- this is useless bandage_life = body_part:getBandageLife() bandage_type = body_part:getBandageType() end -- Check for stitching local is_stitched = false -- TODO Implement this if part_data[part_name].is_cut then --print("TOC: Check update for " .. part_name) -- if the player gets attacked and damaged in a cut area we have to reset it here since it doesn't make any sense -- this is using map 1:1, so it doesn't affect the wound caused by the amputation -- TODO if the players gets damaged in a cut part and it has a prosthesis, damage the prosthesis body_part:setBleeding(false) body_part:setDeepWounded(false) body_part:setBleedingTime(0) body_part:setDeepWoundTime(0) body_part:SetBitten(false) body_part:setScratched(false, false) -- ffs it always fucks me body_part:setCut(false) body_part:SetInfected(false) body_part:setBiteTime(0) part_data.is_infected = false -- Set max health for body part if part_data[part_name].is_cicatrized and body_part:getHealth() > 80 then body_part:SetHealth(80) elseif body_part:getHealth() > 40 then body_part:SetHealth(40) end -- Cicatrization check if not part_data[part_name].is_cicatrized then if part_data[part_name].cicatrization_time < 0 then part_data[part_name].is_cicatrized = true local player_inventory = player:getInventory() local amputated_clothing_item_name = TocFindAmputationOrProsthesisName(part_name, player, "Amputation") local amputated_clothing_item = player_inventory:FindAndReturn(amputated_clothing_item_name) player:removeWornItem(amputated_clothing_item) TocSetCorrectTextureForAmputation(amputated_clothing_item, player, true) player:setWornItem(amputated_clothing_item:getBodyLocation(), amputated_clothing_item) 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 -- if the player gets attacked and damaged in a cut area we have to reset it here since it doesn't make any sense body_part:setBleeding(false); body_part:setDeepWounded(false) body_part:setBleedingTime(0) body_part:setDeepWoundTime(0) body_part:SetBitten(false) body_part:setBiteTime(0) part_data.is_infected = false end end end end local function UpdatePlayerHealth(player, part_data) local body_damage = player:getBodyDamage() if player:HasTrait("Insensitive") then body_damage:setPainReduction(49) end for _, part_name in pairs(GetBodyParts()) do if part_data[part_name].is_cut then SetHealthStatusForBodyPart(part_data, part_name, player) end end end -- MAIN UPDATE FUNCTIONS local function TocUpdateOnTick() local player = getPlayer() if player == nil then return end local toc_data = player:getModData().TOC if toc_data ~= nil then CheckIfPlayerIsInfected(player, toc_data) UpdatePlayerHealth(player, toc_data.Limbs) end end local function TocUpdateEveryTenMinutes() local player = getPlayer() if player == nil then return end local part_data = player:getModData().TOC.Limbs --Experience for prosthesis user for _, side in pairs(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 --Wound cleanliness contributes to cicatrization -- TODO we reset this stuff every time we restart the game for compat reason, this is an issue local amputated_limb_item = TocGetAmputationItemInInventory(player, part_name) local item_dirtyness = amputated_limb_item:getDirtyness()/100 local item_bloodyness = amputated_limb_item:getBloodLevel()/100 local modifier = SandboxVars.TOC.CicatrizationSpeedMultiplier - item_bloodyness - item_dirtyness --print("TOC: Type " .. amputated_limb_item:getFullType()) --print("TOC: Dirtyness " .. item_dirtyness) --print("TOC: Bloodyness " .. item_bloodyness) part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_time - modifier end end end local function TocUpdateEveryOneMinute() 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 TocManagePhantomPain(player, toc_data) 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 -- FIXME Send little packets instead of the whole thing? -- TODO we shouldn't run this if we're in SP I guess? sendClientCommand(player, 'TOC', 'ChangePlayerState', { toc_data.Limbs } ) end end local function TocOnDamage(player, type, amount) end Events.OnTick.Add(TocUpdateOnTick) Events.EveryTenMinutes.Add(TocUpdateEveryTenMinutes) Events.EveryOneMinute.Add(TocUpdateEveryOneMinute)