256 lines
8.1 KiB
Lua
256 lines
8.1 KiB
Lua
require "TOC_Init"
|
|
|
|
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
|
|
TOC.UpdateOnTick = function()
|
|
|
|
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
|
|
TOC.UpdateEveryTenMinutes = function()
|
|
|
|
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.side_names) 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
|
|
TOC.UpdateEveryOneMinute = function()
|
|
|
|
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
|
|
|