local CommonMethods = require("TOC/CommonMethods") local StaticData = require("TOC/StaticData") local ModDataHandler = require("TOC/Handlers/ModDataHandler") local CachedDataHandler = require("TOC/Handlers/CachedDataHandler") ------------------------- ---@class ProsthesisHandler local ProsthesisHandler = {} local bodyLocArmProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_ArmProst ---comment ---@param item InventoryItem function ProsthesisHandler.CheckIfProst(item) -- TODO Won't be correct when prost for legs are gonna be in return item:getBodyLocation():contains(bodyLocArmProst) end ---Get the grouping for the prosthesis ---@param item InventoryItem ---@return string function ProsthesisHandler.GetGroup(item) local bodyLocation = item:getBodyLocation() local side = CommonMethods.GetSide(bodyLocation) local index if bodyLocation:contains(bodyLocArmProst) then index = "Top_" .. side else index = "Bottom_" .. side end local group = StaticData.PROSTHESES_GROUPS_IND_STR[index] return group end ---Cache the correct texture for the Health Panel for the currently equipped prosthesis function ProsthesisHandler.SetHealthPanelTexture() -- TODO do it end ---Check if a prosthesis is equippable. It depends whether the player has a cut limb or not on that specific side. There's an exception for Upper arm, obviously ---@param bodyLocation string ---@return boolean function ProsthesisHandler.CheckIfEquippable(bodyLocation) TOC_DEBUG.print("current item is a prosthesis") local side = CommonMethods.GetSide(bodyLocation) TOC_DEBUG.print("checking side: " .. tostring(side)) local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(getPlayer():getUsername()) for i = 1, #amputatedLimbs do local limbName = amputatedLimbs[i] if string.contains(limbName, side) and not string.contains(limbName, "UpperArm") then TOC_DEBUG.print("found acceptable limb to use prosthesis") return true end end -- No acceptable cut limbs getPlayer():Say("I can't equip this") return false end ------------------------- --* Events *-- ------------------------- --* Overrides *-- ---@diagnostic disable-next-line: duplicate-set-field function ISWearClothing:isValid() TOC_DEBUG.print("ISWearClothing:isValid") local bodyLocation = self.item:getBodyLocation() if not string.contains(bodyLocation, bodyLocArmProst) then return true else return ProsthesisHandler.CheckIfEquippable(bodyLocation) end end local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid ---@diagnostic disable-next-line: duplicate-set-field function ISClothingExtraAction:isValid() --the item that we gets is the OG one, so if we're coming from the left one and wanna switch to the right one we're still gonna get the Left bodylocation -- TODO Figure out why it runs 2 times local testItem = InventoryItemFactory.CreateItem(self.extra) local bodyLocation = testItem:getBodyLocation() local isEquippable = og_ISClothingExtraAction_isValid(self) if isEquippable and not string.contains(bodyLocation, bodyLocArmProst) then isEquippable = true else isEquippable = ProsthesisHandler.CheckIfEquippable(bodyLocation) end return isEquippable end local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform function ISClothingExtraAction:perform() og_ISClothingExtraAction_perform(self) if ProsthesisHandler.CheckIfProst(self.item) then local group = ProsthesisHandler.GetGroup(self.item) TOC_DEBUG.print("applying prosthesis stuff for " .. group) local modDataHandler = ModDataHandler.GetInstance() modDataHandler:setIsProstEquipped(group, true) modDataHandler:apply() end end return ProsthesisHandler