Files
The-Only-Cure/media/lua/client/TOC_main.lua

390 lines
14 KiB
Lua

if not TheOnlyCure then
TheOnlyCure = {}
end
TOC_sides = {"Left", "Right"}
TOC_limbs = {"Hand", "LowerArm", "UpperArm"}
-- TODO remove this crap
Left = "Left"
Right = "Right"
Hand = "Hand"
Forearm = "Forearm"
Arm = "Arm"
function TheOnlyCure.InitTheOnlyCure(_, player)
local mod_data = player:getModData()
if mod_data.TOC == nil then
TocSetInitData(mod_data, player)
else
TocCheckCompatibilityWithOlderVersions(mod_data)
end
end
function TocSetInitData(mod_data, player)
print("TOC: Creating mod_data.TOC")
mod_data.TOC = {
Limbs = {
Right_Hand = {},
Right_LowerArm = {},
Right_UpperArm = {},
Left_Hand = {},
Left_LowerArm = {},
Left_UpperArm = {},
is_other_bodypart_infected = false
},
Prosthesis = {
WoodenHook = {
Right_Hand = {},
Right_LowerArm = {},
Right_UpperArm = {},
Left_Hand = {},
Left_LowerArm = {},
Left_UpperArm = {},
},
MetalHook = {
Right_Hand = {},
Right_LowerArm = {},
Right_UpperArm = {},
Left_Hand = {},
Left_LowerArm = {},
Left_UpperArm = {},
},
MetalHand = {
Right_Hand = {},
Right_LowerArm = {},
Right_UpperArm = {},
Left_Hand = {},
Left_LowerArm = {},
Left_UpperArm = {},
},
Accepted_Prosthesis = {}
},
Generic = {},
}
--------
-- NEW NAMING SCHEME
---- Amputations
-- Amputation_Left_Hand
-- Amputation_Right_UpperArm
---- Prosthesis to equip
-- Prost_Left_Hand_MetalHook
-- Prost_Right_Forearm_WoodenHook
--- Objects
-- Prost_Object_WoddenHook
local sides = {"Left", "Right"}
local limbs = {"Hand", "LowerArm", "UpperArm"} -- Let's follow their naming
local prosthesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_hand = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_lowerarm = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_upperarm = {} -- For future stuff
for _, side in ipairs(sides) do
for _, limb in ipairs(limbs) do
local part_name = side .. "_" .. limb
mod_data.TOC.Limbs[part_name].is_cut = false
mod_data.TOC.Limbs[part_name].is_infected = false
mod_data.TOC.Limbs[part_name].is_operated = false
mod_data.TOC.Limbs[part_name].is_cicatrized = false
mod_data.TOC.Limbs[part_name].is_cauterized = false
mod_data.TOC.Limbs[part_name].is_amputation_shown = false
mod_data.TOC.Limbs[part_name].cicatrization_time = 0
mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
mod_data.TOC.Limbs[part_name].equipped_prosthesis = {}
-- Even if there are some duplicates, this is just easier in the end since we're gonna get fairly easily part_name
if limb == "Hand" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1700
mod_data.TOC.Limbs[part_name].depends_on = {}
mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_hand
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.5
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.3
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
elseif limb == "LowerArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1800
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_lowerarm
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.65
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.45
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.25
elseif limb == "UpperArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand", side .. "_LowerArm",}
mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_upperarm
end
end
end
-- Setup traits
if player:HasTrait("Amputee_Hand") then
local amputation_clothing_item = player:getInventory():AddItem("TOC.Amputation_Left_Hand")
TocSetCorrectTextureForAmputation(amputation_clothing_item, player)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
mod_data.TOC.Left_Hand.is_cut = true
mod_data.TOC.Left_Hand.is_operated = true
mod_data.TOC.Left_Hand.is_amputation_shown = true
mod_data.TOC.Left_Hand.is_cicatrized = true
elseif player:HasTrait("Amputee_LowerArm") then
local amputation_clothing_item = player:getInventory():AddItem("TOC.Amputation_Left_LowerArm")
TocSetCorrectTextureForAmputation(amputation_clothing_item, player)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
mod_data.TOC.Left_LowerArm.is_cut = true
mod_data.TOC.Left_LowerArm.is_operated = true
mod_data.TOC.Left_LowerArm.is_amputation_shown = true
mod_data.TOC.Left_LowerArm.is_cicatrized = true
elseif player:HasTrait("Amputee_UpperArm") then
local amputation_clothing_item = player:getInventory():AddItem("TOC.Amputation_Left_UpperArm")
TocSetCorrectTextureForAmputation(amputation_clothing_item, player)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
mod_data.TOC.Left_UpperArm.is_cut = true
mod_data.TOC.Left_UpperArm.is_operated = true
mod_data.TOC.Left_UpperArm.is_amputation_shown = true
mod_data.TOC.Left_UpperArm.is_cicatrized = true
end
end
function TheOnlyCure.DeclareTraits()
local amp1 = TraitFactory.addTrait("Amputee_Hand", getText("UI_trait_Amputee_Hand"), -8, getText("UI_trait_Amputee_Hand_desc"), false, false)
amp1:addXPBoost(Perks.Left_Hand, 4)
local amp2 = TraitFactory.addTrait("Amputee_LowerArm", getText("UI_trait_Amputee_LowerArm"), -10, getText("UI_trait_Amputee_LowerArm_desc"), false, false)
amp2:addXPBoost(Perks.Left_Hand, 4)
local amp3 = TraitFactory.addTrait("Amputee_UpperArm", getText("UI_trait_Amputee_UpperArm"), -20, getText("UI_trait_Amputee_UpperArm_desc"), false, false)
amp3:addXPBoost(Perks.Left_Hand, 4)
TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false, false)
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_LowerArm")
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_UpperArm")
TraitFactory.setMutualExclusive("Amputee_LowerArm", "Amputee_UpperArm")
end
-----------------------------------------------------------------------
function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkiller_table)
-- TODO Separate Cut Limb in side and limb instead of single part_name
-- TODO Check if this works in MP through MENU UI
local player = getPlayer()
local toc_data = player:getModData().TOC
local part_data = toc_data.Limbs
local body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromBodyPart(part_name))
local stats = player:getStats()
-- Set damage, stress, and low endurance after amputation
body_part_type:AddDamage(100 - surgeon_factor)
body_part_type:setAdditionalPain(100 - surgeon_factor)
body_part_type:setBleeding(true)
body_part_type:setBleedingTime(100 - surgeon_factor)
body_part_type:setDeepWounded(true)
body_part_type:setDeepWoundTime(100 - surgeon_factor)
stats:setEndurance(surgeon_factor)
stats:setStress(100 - surgeon_factor)
-- If bandages are available, use them
body_part_type:setBandaged(bandage_table.use_bandage, 10, bandage_table.is_bandage_sterilized, bandage_table.bandage_type)
-- If painkillers are available, use them
-- ...
-- Remove object in hand
-- TODO do this
if part_data[part_name].is_cut == false then
part_data[part_name].is_cut = true
part_data[part_name].is_amputation_shown = true
part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_base_time - surgeon_factor * 50
-- Heal the infection here
local body_damage = player:getBodyDamage()
if part_data[part_name].is_infected and body_damage.getInfectionLevel() < 20 then
part_data[part_name].is_infected = false
body_part_type:SetBitten(false)
-- Second check, let's see if there is any other infected limb.
if CheckIfStillInfected(part_data) == false then
CureInfection(body_damage)
getPlayer():Say("I'm gonna be fine")
else
getPlayer():Say("I'm still gonna die...")
end
end
-- Cut the depended part
for _, depended_v in pairs(part_data[part_name].depends_on) do
part_data[depended_v].is_cut = true
part_data[depended_v].is_amputation_shown = false -- TODO why was it true before?
part_data[depended_v].cicatrization_time = part_data[part_name].cicatrization_base_time - surgeon_factor * 50
end
-- Check for older amputation models and deletes them from player's inventory
local side = string.match(part_name, '(%w+)_')
TocDeleteOtherAmputatedLimbs(side)
--Equip new model for amputation
local amputation_clothing_item = player:getInventory():AddItem(TocFindAmputatedClothingFromPartName(part_name))
TocSetCorrectTextureForAmputation(amputation_clothing_item, player)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
player:transmitModData()
end
end
function TheOnlyCure.OperateLimb(part_name, surgeon_factor, use_oven)
local player = getPlayer()
local part_data = player:getModData().TOC.Limbs
if use_oven then
local stats = player:getStats()
stats:setEndurance(100)
stats:setStress(100)
end
if part_data[part_name].is_operated == false and part_data[part_name].is_cut == true then
part_data[part_name].is_operated = true
part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_time - (surgeon_factor * 200)
if use_oven then part_data[part_name].is_cauterized = true end
for _, depended_v in pairs(part_data[part_name].depends_on) do
part_data[depended_v].is_operated = true
part_data[depended_v].cicatrization_time = part_data[depended_v].cicatrization_time - (surgeon_factor * 200)
if use_oven then part_data[depended_v].is_cauterized = true end -- TODO does this make sense?
end
end
SetBodyPartsStatusAfterOperation(player, part_data, part_name, use_oven)
player:transmitModData()
end
function TryTocAction(_, part_name, action, surgeon, patient)
-- TODO add checks so that we don't show these menus if a player has already beeen operated or amputated
-- TODO at this point surgeon doesnt do anything. We'll fix this later
-- Check if SinglePlayer
if not isServer() and not isClient() then
if action == "Cut" then
TocCutLocal(_, surgeon, surgeon, part_name)
elseif action == "Operate" then
TocOperateLocal(_, surgeon, surgeon, part_name, false)
elseif action == "Equip" then
-- TODO finish this
local item
TocEquipProsthesisLocal(_, surgeon, surgeon, part_name)
elseif action == "Unequip" then
-- TODO finish this
local item
TocUnequipProsthesisLocal(_, surgeon, part_name)
end
else
local ui = GetConfirmUIMP()
if not ui then
CreateTocConfirmUIMP()
ui = GetConfirmUIMP()
end
if patient == nil then
patient = surgeon
end
if action == "Cut" then
AskCanCutLimb(patient, part_name)
elseif action == "Operate" then
AskCanOperateLimb(patient, part_name)
elseif action == "Equip" then
local surgeon_inventory = surgeon:getInventory()
local prosthesis_to_equip = surgeon_inventory:getItemFromType('TOC.MetalHand') or
surgeon_inventory:getItemFromType('TOC.MetalHook') or
surgeon_inventory:getItemFromType('TOC.WoodenHook')
if prosthesis_to_equip then
ISTimedActionQueue.add(ISInstallProsthesis:new(patient, prosthesis_to_equip, patient:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromBodyPart(part_name))))
else
surgeon:Say("I need a prosthesis")
end
--AskCanEquipProsthesis(patient, part_name, item)
elseif action == "Unequip" then
--AskCanUnequipProsthesis(patient, part_name)
local equipped_prosthesis = FindTocItemWorn(part_name, patient)
ISTimedActionQueue.add(ISUninstallProsthesis:new(patient, equipped_prosthesis, patient:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromBodyPart(part_name))))
end
ui.actionAct = action
ui.partNameAct = part_name
ui.patient = patient
--TODO just a workaround for now
if action ~= "Equip" and action ~= "Unequip" then
SendCommandToConfirmUIMP("Wait server")
end
end
end
Events.OnCreatePlayer.Add(TheOnlyCure.InitTheOnlyCure)
Events.OnGameBoot.Add(TheOnlyCure.DeclareTraits)