local DataController = require("TOC/Controllers/DataController") local CommonMethods = require("TOC/CommonMethods") local CachedDataHandler = require("TOC/Handlers/CachedDataHandler") local StaticData = require("TOC/StaticData") require("TOC/Events") ----------- -- TODO Separate this in more classes, it's getting too big -- THIS SHOULD BE LOCAL ONLY! WE'RE MANAGING EVENTS AND INITIALIZATION STUFF! -- LIST OF STUFF THAT THIS CLASS NEEDS TO DO -- Keep track of cut limbs so that we don't have to loop through all of them all the time -- Update current player status (infection checks) -- handle stats increase\decrease ---@class LocalPlayerController ---@field playerObj IsoPlayer ---@field username string ---@field hasBeenDamaged boolean local LocalPlayerController = {} ---Setup the Player Handler and modData, only for local client ---@param isForced boolean? function LocalPlayerController.InitializePlayer(isForced) local playerObj = getPlayer() local username = playerObj:getUsername() TOC_DEBUG.print("Initializing local player: " .. username) DataController:new(username, isForced) LocalPlayerController.playerObj = playerObj LocalPlayerController.username = username -- Calculate amputated limbs and highest point of amputations at startup --CachedDataHandler.CalculateAmputatedLimbs(username) --CachedDataHandler.CalculateHighestAmputatedLimbs(username) --Setup the CicatrizationUpdate event and triggers it once Events.OnAmputatedLimb.Add(LocalPlayerController.ToggleUpdateAmputations) LocalPlayerController.ToggleUpdateAmputations() -- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too if isForced then local ItemsController = require("TOC/Controllers/ItemsController") ItemsController.Player.DeleteAllOldAmputationItems(playerObj) CachedDataHandler.Reset(username) end -- Set a bool to use an overriding GetDamagedParts SetHealthPanelTOC() end ---Handles the traits ---@param playerObj IsoPlayer function LocalPlayerController.ManageTraits(playerObj) local AmputationHandler = require("Handlers/TOC_AmputationHandler") 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:execute(false) -- No damage tempHandler:close() return end end end --* Health management *-- ---Used to heal an area that has been cut previously. There's an exception for bites, those are managed differently ---@param bodyPart BodyPart function LocalPlayerController.HealArea(bodyPart) bodyPart:setFractureTime(0) bodyPart:setScratched(false, true) bodyPart:setScratchTime(0) bodyPart:setBleeding(false) bodyPart:setBleedingTime(0) bodyPart:SetBitten(false) bodyPart:setBiteTime(0) bodyPart:setCut(false) bodyPart:setCutTime(0) bodyPart:setDeepWounded(false) bodyPart:setDeepWoundTime(0) bodyPart:setHaveBullet(false, 0) bodyPart:setHaveGlass(false) bodyPart:setSplint(false, 0) end ---comment ---@param bodyDamage BodyDamage ---@param bodyPart BodyPart ---@param limbName string ---@param dcInst DataController function LocalPlayerController.HealZombieInfection(bodyDamage, bodyPart, limbName, dcInst) if bodyDamage:isInfected() == false then return end bodyDamage:setInfected(false) bodyDamage:setInfectionMortalityDuration(-1) bodyDamage:setInfectionTime(-1) bodyDamage:setInfectionLevel(-1) bodyPart:SetInfected(false) dcInst:setIsInfected(limbName, false) dcInst:apply() end ---comment ---@param character IsoPlayer ---@param limbName string function LocalPlayerController.TryRandomBleed(character, limbName) -- Chance should be determined by the cicatrization time local cicTime = DataController.GetInstance():getCicatrizationTime(limbName) if cicTime == 0 then return end -- TODO This is just a placeholder, we need to figure out a better way to calculate this chance local normCicTime = CommonMethods.Normalize(cicTime, 0, StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[limbName])/2 TOC_DEBUG.print("OG cicTime: " .. tostring(cicTime)) TOC_DEBUG.print("Normalized cic time : " .. tostring(normCicTime)) local chance = ZombRandFloat(0.0, 1.0) if chance > normCicTime then TOC_DEBUG.print("Triggered bleeding from non cicatrized wound") local adjacentBodyPartType = BodyPartType[StaticData.LIMBS_ADJACENT_IND_STR[limbName]] character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleeding(true) character:getBodyDamage():getBodyPart(adjacentBodyPartType):setBleedingTime(20) end end ------------------------- --* Damage handling *-- --- Locks OnPlayerGetDamage event, to prevent it from getting spammed constantly LocalPlayerController.hasBeenDamaged = false ---Check if the player has in infected body part or if they have been hit in a cut area ---@param character IsoPlayer function LocalPlayerController.HandleDamage(character) -- TOC_DEBUG.print("Player got hit!") -- TOC_DEBUG.print(damageType) if character ~= getPlayer() then return end local bd = character:getBodyDamage() local dcInst = DataController.GetInstance() local modDataNeedsUpdate = false for i=1, #StaticData.LIMBS_STR do local limbName = StaticData.LIMBS_STR[i] local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName] local bodyPart = bd:getBodyPart(bptEnum) if dcInst:getIsCut(limbName) then -- Generic injury, let's heal it since they already cut the limb off if bodyPart:HasInjury() then TOC_DEBUG.print("Healing area - " .. limbName) LocalPlayerController.HealArea(bodyPart) end -- Special case for bites\zombie infections if bodyPart:IsInfected() then TOC_DEBUG.print("Healed from zombie infection - " .. limbName) LocalPlayerController.HealZombieInfection(bd, bodyPart, limbName, dcInst) end else if bodyPart:bitten() or bodyPart:IsInfected() then dcInst:setIsInfected(limbName, true) modDataNeedsUpdate = 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 dcInst:getIsIgnoredPartInfected() then return end for i=1, #StaticData.IGNORED_BODYLOCS_BPT do local bodyPartType = StaticData.IGNORED_BODYLOCS_BPT[i] local bodyPart = bd:getBodyPart(bodyPartType) if bodyPart and (bodyPart:bitten() or bodyPart:IsInfected()) then dcInst:setIsIgnoredPartInfected(true) modDataNeedsUpdate = true end end -- TODO in theory should sync modData, but it's gonna be expensive as fuck. Figure it out if modDataNeedsUpdate then dcInst:apply() end -- Disable the lock LocalPlayerController.hasBeenDamaged = false end ---Setup HandleDamage, triggered by OnPlayerGetDamage ---@param character IsoGameCharacter ---@param damageType string ---@param damageAmount number function LocalPlayerController.OnGetDamage(character, damageType, damageAmount) -- TODO Check if other players in the online triggers this if LocalPlayerController.hasBeenDamaged == false then -- Start checks -- TODO Add a timer before we can re-enable this bool? LocalPlayerController.hasBeenDamaged = true LocalPlayerController.HandleDamage(character) end end Events.OnPlayerGetDamage.Add(LocalPlayerController.OnGetDamage) --* Amputation Loop handling *-- ---Updates the cicatrization process, run when a limb has been cut. Run it every 1 hour function LocalPlayerController.UpdateAmputations() local dcInst = DataController.GetInstance() if dcInst:getIsAnyLimbCut() == false then Events.EveryHours.Remove(LocalPlayerController.UpdateAmputations) end local pl = LocalPlayerController.playerObj local visual = pl:getHumanVisual() local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername()) local needsUpdate = false for k, _ in pairs(amputatedLimbs) do local limbName = k local isCicatrized = dcInst:getIsCicatrized(limbName) if not isCicatrized then needsUpdate = true local cicTime = dcInst:getCicatrizationTime(limbName) TOC_DEBUG.print("Updating cicatrization for " .. tostring(limbName)) --* Dirtyness of the wound -- We need to get the BloodBodyPartType to find out how dirty the zone is local bbptEnum = BloodBodyPartType[limbName] local modifier = 0.01 * SandboxVars.TOC.WoundDirtynessMultiplier local dirtynessVis = visual:getDirt(bbptEnum) + visual:getBlood(bbptEnum) local dirtynessWound = dcInst:getWoundDirtyness(limbName) + modifier local dirtyness = dirtynessVis + dirtynessWound if dirtyness > 1 then dirtyness = 1 end dcInst:setWoundDirtyness(limbName, dirtyness) TOC_DEBUG.print("Dirtyness for this zone: " .. tostring(dirtyness)) --* Cicatrization local cicDec = SandboxVars.TOC.CicatrizationSpeed - dirtyness if cicDec <= 0 then cicDec = 0.1 end cicTime = cicTime - cicDec dcInst:setCicatrizationTime(limbName, cicTime) TOC_DEBUG.print("New cicatrization time: " .. tostring(cicTime)) if cicTime <= 0 then TOC_DEBUG.print(tostring(limbName) .. " is cicatrized") dcInst:setIsCicatrized(limbName, true) end end end if needsUpdate then TOC_DEBUG.print("updating modData from cicatrization loop") dcInst:apply() -- TODO This is gonna be heavy. Not entirely sure else TOC_DEBUG.print("Removing UpdateAmputations") Events.EveryHours.Remove(LocalPlayerController.UpdateAmputations) -- We can remove it safely, no cicatrization happening here boys end TOC_DEBUG.print("updating cicatrization and wound dirtyness!") end ---Starts safely the loop to update cicatrzation function LocalPlayerController.ToggleUpdateAmputations() TOC_DEBUG.print("Activating amputation handling loop (if it wasn't active before)") CommonMethods.SafeStartEvent("EveryHours", LocalPlayerController.UpdateAmputations) end --* Tourniquet handling function LocalPlayerController.HandleTourniquet() print("test") end Events.OnPuttingTourniquet.Add(LocalPlayerController.HandleTourniquet) return LocalPlayerController