Files
The-Only-Cure/media/lua/client/TOC_main.lua
2023-01-12 21:25:13 +01:00

221 lines
8.5 KiB
Lua

if not TheOnlyCure then
TheOnlyCure = {}
end
-- GLOBAL STRINGS
Left = "Left"
Right = "Right"
Hand = "Hand"
Forearm = "Forearm"
Arm = "Arm"
function TheOnlyCure.InitTheOnlyCure(_, player)
local mod_data = player:getModData()
--local toc_data = player:getModData().TOC
if mod_data.TOC == nil then
mod_data.TOC = {}
print("CREATING NEW TOC STUFF SINCE YOU JUST DIED")
local rightHand = "RightHand"
local rightForearm = "RightForearm"
local rightArm = "RightArm"
local leftHand = "LeftHand"
local leftForearm = "LeftForearm"
local leftArm = "LeftArm"
mod_data.TOC = {
RightHand = {},
RightForearm = {},
RightArm = {},
LeftHand = {},
LeftForearm = {},
LeftArm = {},
is_other_bodypart_infected = false
}
for _ ,v in pairs(GetBodyParts()) do
mod_data.TOC[v].is_cut = false
mod_data.TOC[v].is_infected = false
mod_data.TOC[v].is_operated = false
mod_data.TOC[v].is_cicatrized = false
mod_data.TOC[v].is_cauterized = false
mod_data.TOC[v].is_amputation_shown = false
mod_data.TOC[v].cicatrization_time = 0
mod_data.TOC[v].has_prosthesis_equipped = false
mod_data.TOC[v].prothesis_factor = 1.0 -- TODO Every prosthesis has the same... does this even make sense here?
mod_data.TOC[v].prothesis_material_id = nil
end
-- Manual stuff, just a temporary fix since this is kinda awful
mod_data.TOC[rightHand].depends_on = {}
mod_data.TOC[rightForearm].depends_on = {rightHand}
mod_data.TOC[rightArm].depends_on = { rightHand, rightForearm }
mod_data.TOC[leftHand].depends_on = {}
mod_data.TOC[leftForearm].depends_on = { leftHand }
mod_data.TOC[leftArm].depends_on = { leftHand, leftForearm }
-- Setup cicatrization times
mod_data.TOC[rightHand].cicatrization_base_time = 1700
mod_data.TOC[leftHand].cicatrization_base_time = 1700
mod_data.TOC[rightForearm].cicatrization_base_time = 1800
mod_data.TOC[leftForearm].cicatrization_base_time = 1800
mod_data.TOC[rightArm].cicatrization_base_time = 2000
mod_data.TOC[leftArm].cicatrization_base_time = 2000
-- Traits setup
if player:HasTrait("amputee1") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noHand")
player:setWornItem(cloth:getBodyLocation(), cloth)
mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true; mod_data.TOC.LeftHand.is_amputation_shown=true; mod_data.TOC.LeftHand.is_cicatrized=true
player:getInventory():AddItem("TOC.MetalHook")
end
if player:HasTrait("amputee2") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noForearm")
player:setWornItem(cloth:getBodyLocation(), cloth)
mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true
mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true; mod_data.TOC.LeftForearm.is_amputation_shown=true; mod_data.TOC.LeftForearm.is_cicatrized=true
player:getInventory():AddItem("TOC.MetalHook")
end
if player:HasTrait("amputee3") then
local cloth = player:getInventory():AddItem("TOC.ArmLeft_noArm")
player:setWornItem(cloth:getBodyLocation(), cloth)
mod_data.TOC.LeftHand.is_cut=true; mod_data.TOC.LeftHand.is_operated=true
mod_data.TOC.LeftForearm.is_cut=true; mod_data.TOC.LeftForearm.is_operated=true
mod_data.TOC.LeftArm.is_cut=true; mod_data.TOC.LeftArm.is_operated=true; mod_data.TOC.LeftArm.is_amputation_shown=true; mod_data.TOC.LeftArm.is_cicatrized=true
player:getInventory():AddItem("TOC.MetalHook")
end
player:transmitModData()
end
end
function TheOnlyCure.DeclareTraits()
local amp1 = TraitFactory.addTrait("amputee1", getText("UI_trait_Amputee1"), -8, getText("UI_trait_Amputee1desc"), false, false)
amp1:addXPBoost(Perks.LeftHand, 4)
local amp2 = TraitFactory.addTrait("amputee2", getText("UI_trait_Amputee2"), -10, getText("UI_trait_Amputee2desc"), false, false)
amp2:addXPBoost(Perks.LeftHand, 4)
local amp3 = TraitFactory.addTrait("amputee3", getText("UI_trait_Amputee3"), -20, getText("UI_trait_Amputee3desc"), false, false)
amp3:addXPBoost(Perks.LeftHand, 4)
TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false, false)
TraitFactory.setMutualExclusive("amputee1", "amputee2")
TraitFactory.setMutualExclusive("amputee1", "amputee3")
TraitFactory.setMutualExclusive("amputee2", "amputee3")
end
-----------------------------------------------------------------------
function TheOnlyCure.CutLimb(part_name, surgeon_factor, bandage_table, painkiller_table)
-- TODO Check if this works in MP through MENU UI
local player = getPlayer()
local toc_data = player:getModDare().TOC
local body_part_type = player:getBodyDamage():getBodyPart(TheOnlyCure.GetBodyPartTypeFromBodyPart(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
-- ...
if toc_data[part_name].is_cut == false then
toc_data[part_name].is_cut = true
toc_data[part_name].is_amputation_shown = true
toc_data[part_name].cicatrization_time = toc_data[part_name].cicatrization_base_time - surgeon_factor * 50
-- Heal the infection here
local body_damage = player:getBodyDamage()
if toc_data[part_name].is_infected and body_damage.getInfectionLevel() < 20 then
toc_data[part_name].is_infected = false
body_part_type:SetBitten(false)
-- Second check, let's see if there is any other infected limb.
if TheOnlyCure.CheckIfStillInfected(toc_data) == false then
TheOnlyCure.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(toc_data[part_name].depends_on) do
toc_data[depended_v].is_cut = true
toc_data[depended_v].is_amputation_shown = true
toc_data[depended_v].cicatrization_time = toc_data[part_name].cicatrization_base_time - surgeon_factor * 50
end
--Equip model for amputation
local cloth = player:getInventory():AddItem(find_clothName2_TOC(part_name))
player:setWornItem(cloth:getBodyLocation(), cloth)
player:transmitModData()
end
end
function TheOnlyCure.OperateLimb(part_name, surgeon_factor, use_oven)
local player = getPlayer()
local toc_data = player:getModData().TOC
if use_oven then
local stats = player:getStats()
stats:setEndurance(100)
stats:setStress(100)
end
if toc_data[part_name].is_operated == false and toc_data[part_name].is_cut == true then
toc_data[part_name].is_operated = true
toc_data[part_name].cicatrization_time = toc_data[part_name].cicatrization_time - (surgeon_factor * 200)
if use_oven then toc_data[part_name].is_cauterized = true end
for _, depended_v in pairs(toc_data[part_name].depends_on) do
toc_data[depended_v].is_operated = true
toc_data[depended_v].cicatrization_time = toc_data[depended_v].cicatrization_time - (surgeon_factor * 200)
if use_oven then toc_data[depended_v].is_cauterized = true end -- TODO does this make sense?
end
end
TheOnlyCure.SetBodyPartsStatusAfterOperation(player, toc_data, part_name, use_oven)
player:transmitModData()
end
Events.OnCreatePlayer.Add(TheOnlyCure.InitTheOnlyCure)
Events.OnGameBoot.Add(TheOnlyCure.DeclareTraits)