Files
The-Only-Cure/media/lua/client/TimedActions/AddedToOther.lua
2023-01-12 19:09:51 +01:00

163 lines
7.4 KiB
Lua

require "TimedActions/ISBaseTimedAction"
require "TimedActions/ISEquipWeaponAction"
local burnFact = 1.3
function ISBaseTimedAction:adjustMaxTime(maxTime)
if maxTime ~= -1 then
local maxTime_org = maxTime
-- add a slight maxtime if the character is unhappy
maxTime = maxTime + ((self.character:getMoodles():getMoodleLevel(MoodleType.Unhappy)) * 10)
-- add more time if the character have his hands wounded
if not self.ignoreHandsWounds then
for i=BodyPartType.ToIndex(BodyPartType.Hand_L), BodyPartType.ToIndex(BodyPartType.ForeArm_R) do
local part = self.character:getBodyDamage():getBodyPart(BodyPartType.FromIndex(i));
maxTime = maxTime + part:getPain();
end
end
-- Apply a multiplier based on body temperature.
maxTime = maxTime * self.character:getTimedActionTimeModifier();
if self.noAfectByCut then return maxTime; end
--Added if cut
local modData = getPlayer():getModData()
local protPartNames = {"RightHand", "RightForearm", "LeftHand", "LeftForearm"}
local otherPartNames = {"RightArm", "LeftArm"}
for i,name in ipairs(protPartNames) do
if modData.TOC[name].is_cut then
if modData.TOC[name].has_prosthesis_equipped then
maxTime = maxTime * modData.TOC[name].EquipFact --todo this is dumb
else
maxTime = maxTime * 2;
end
if modData.TOC[name].is_cauterized then maxTime = maxTime * burnFact end
end
end
for i,name in ipairs(otherPartNames) do
if modData.TOC[name].is_cut then
maxTime = maxTime * 2
if modData.TOC[name].is_cauterized then maxTime = maxTime * burnFact end
end
end
-- Protheses perks stuff
if modData.TOC.RightHand.is_cut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.RightHand)) / 20) end
if modData.TOC.LeftHand.is_cut then maxTime = maxTime * (1 + (9 - self.character:getPerkLevel(Perks.LeftHand)) / 20) end
if maxTime > 10 * maxTime_org then maxTime = 10 * maxTime_org end
end
return maxTime;
end
function ISEquipWeaponAction:perform()
if self.sound then
self.character:getEmitter():stopSound(self.sound)
end
self.item:setJobDelta(0.0);
if self:isAlreadyEquipped(self.item) then
ISBaseTimedAction.perform(self);
return
end
if self.character:isEquippedClothing(self.item) then
self.character:removeWornItem(self.item)
triggerEvent("OnClothingUpdated", self.character)
end
self.item:getContainer():setDrawDirty(true);
forceDropHeavyItems(self.character)
if self.fromHotbar then
local hotbar = getPlayerHotbar(self.character:getPlayerNum());
hotbar.chr:removeAttachedItem(self.item);
self:setOverrideHandModels(self.item, nil)
end
if not self.twoHands then
-- equip primary weapon
if(self.primary) then
-- if the previous weapon need to be equipped in both hands, we then remove it
if self.character:getSecondaryHandItem() and self.character:getSecondaryHandItem():isRequiresEquippedBothHands() then
self.character:setSecondaryHandItem(nil);
end
-- if this weapon is already equiped in the 2nd hand, we remove it
if(self.character:getSecondaryHandItem() == self.item or self.character:getSecondaryHandItem() == self.character:getPrimaryHandItem()) then
self.character:setSecondaryHandItem(nil);
end
if not self.character:getPrimaryHandItem() or self.character:getPrimaryHandItem() ~= self.item then
self.character:setPrimaryHandItem(nil);
self.character:setPrimaryHandItem(self.item);
end
else -- second hand weapon
-- if the previous weapon need to be equipped in both hands, we then remove it
if self.character:getPrimaryHandItem() and self.character:getPrimaryHandItem():isRequiresEquippedBothHands() then
self.character:setPrimaryHandItem(nil);
end
-- if this weapon is already equiped in the 1st hand, we remove it
if(self.character:getPrimaryHandItem() == self.item or self.character:getSecondaryHandItem() == self.character:getPrimaryHandItem()) then
self.character:setPrimaryHandItem(nil);
end
if not self.character:getSecondaryHandItem() or self.character:getSecondaryHandItem() ~= self.item then
self.character:setSecondaryHandItem(nil);
self.character:setSecondaryHandItem(self.item);
end
end
else
self.character:setPrimaryHandItem(nil);
self.character:setSecondaryHandItem(nil);
self.character:setPrimaryHandItem(self.item);
self.character:setSecondaryHandItem(self.item);
end
local modData = self.character:getModData()
if not self.item:isRequiresEquippedBothHands() then
if modData.TOC.RightHand.is_cut then
if modData.TOC.RightForearm.is_cut then
if not modData.TOC.RightForearm.has_prosthesis_equipped then
self.character:setPrimaryHandItem(nil);
self.character:setSecondaryHandItem(self.item);
end
else
if not modData.TOC.RightHand.has_prosthesis_equipped then
self.character:setPrimaryHandItem(nil);
self.character:setSecondaryHandItem(self.item);
end
end
end
if modData.TOC.LeftHand.is_cut then
if modData.TOC.LeftForearm.is_cut then
if not modData.TOC.LeftForearm.has_prosthesis_equipped then
self.character:setPrimaryHandItem(self.item);
self.character:setSecondaryHandItem(nil);
end
else
if not modData.TOC.LeftHand.has_prosthesis_equipped then
self.character:setPrimaryHandItem(self.item);
self.character:setSecondaryHandItem(nil);
end
end
end
if (modData.TOC.RightHand.is_cut and not (modData.TOC.RightHand.has_prosthesis_equipped or modData.TOC.RightForearm.has_prosthesis_equipped)) and (modData.TOC.LeftHand.is_cut and not (modData.TOC.LeftHand.has_prosthesis_equipped or modData.TOC.LeftForearm.has_prosthesis_equipped)) then
self.character:dropHandItems();
end
end
if self.item:isRequiresEquippedBothHands() and ((modData.TOC.RightHand.is_cut and not modData.TOC.RightHand.has_prosthesis_equipped) or (modData.TOC.RightForearm.is_cut and not modData.TOC.RightForearm.has_prosthesis_equipped) or (modData.TOC.LeftHand.is_cut and not modData.TOC.LeftHand.has_prosthesis_equipped) or (modData.TOC.LeftForearm.is_cut and not modData.TOC.LeftForearm.has_prosthesis_equipped)) then
self.character:dropHandItems();
end
--if self.item:canBeActivated() and ((instanceof("Drainable", self.item) and self.item:getUsedDelta() > 0) or not instanceof("Drainable", self.item)) then
if self.item:canBeActivated() then
self.item:setActivated(true);
end
getPlayerInventory(self.character:getPlayerNum()):refreshBackpacks();
-- needed to remove from queue / start next.
ISBaseTimedAction.perform(self);
end