163 lines
6.0 KiB
Lua
163 lines
6.0 KiB
Lua
local StaticData = require("TOC/StaticData")
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
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local CutLimbHandler = require("TOC/UI/CutLimbInteractions")
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---------------------------------
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-- We're overriding ISHealthPanel to add custom textures to the body panel.
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-- By doing so we can show the player which limbs have been cut without having to use another menu
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-- We can show prosthesis too this way
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-- We also manage the drag'n drop of items on the body to let the players use the saw this way too
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---@diagnostic disable: duplicate-set-field
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ISHealthBodyPartPanel = ISBodyPartPanel:derive("ISHealthBodyPartPanel")
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--* Handling drag n drop of the saw *--
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local og_ISHealthPanel_dropItemsOnBodyPart = ISHealthPanel.dropItemsOnBodyPart
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function ISHealthPanel:dropItemsOnBodyPart(bodyPart, items)
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og_ISHealthPanel_dropItemsOnBodyPart(self, bodyPart, items)
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TOC_DEBUG.print("override to dropItemsOnBodyPart running")
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local cutLimbHandler = CutLimbHandler:new(self, bodyPart)
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for _,item in ipairs(items) do
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cutLimbHandler:checkItem(item)
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end
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if cutLimbHandler:dropItems(items) then
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return
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end
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end
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local og_ISHealthPanel_doBodyPartContextMenu = ISHealthPanel.doBodyPartContextMenu
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function ISHealthPanel:doBodyPartContextMenu(bodyPart, x, y)
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og_ISHealthPanel_doBodyPartContextMenu(self, bodyPart, x, y)
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local playerNum = self.otherPlayer and self.otherPlayer:getPlayerNum() or self.character:getPlayerNum()
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-- To not recreate it but reuse the one that has been created in the original method
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local context = getPlayerContextMenu(playerNum)
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local cutLimbHandler = CutLimbHandler:new(self, bodyPart)
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self:checkItems({cutLimbHandler})
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cutLimbHandler:addToMenu(context)
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end
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--* Modifications and additional methods to handle visible amputation on the health menu *--
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local og_ISHealthPanel_initialise = ISHealthPanel.initialise
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function ISHealthPanel:initialise()
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if self.character:isFemale() then
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self.sexPl = "Female"
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else
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self.sexPl = "Male"
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end
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local username = self.character:getUsername()
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if username ~= "Bob" then
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CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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self.highestAmputations = CachedDataHandler.GetHighestAmputatedLimbs(username)
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end
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og_ISHealthPanel_initialise(self)
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end
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local og_ISHealthPanel_setOtherPlayer = ISHealthPanel.setOtherPlayer
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---@param playerObj IsoPlayer
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function ISHealthPanel:setOtherPlayer(playerObj)
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og_ISHealthPanel_setOtherPlayer(self, playerObj)
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--CachedDataHandler.CalculateAmputatedLimbs(self.character:getUsername())
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end
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---Get a value between 1 and 0.1 for the cicatrization time
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---@param cicTime integer
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---@return integer
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local function GetColorFromCicatrizationTime(cicTime)
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return math.max(math.min(cicTime/100, 1), 0.1)
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end
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---Try to draw the highest amputation in the health panel, based on the cicatrization time
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---@param side string L or R
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---@param username string
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function ISHealthPanel:tryDrawHighestAmputation(side, username)
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local redColor
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local texture
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if TOC_DEBUG.enableHealthPanelDebug then
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redColor = 1
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texture = getTexture("media/ui/test_pattern.png")
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else
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if self.highestAmputations[side] == nil then return end
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local cicTime = ModDataHandler.GetInstance(username):getCicatrizationTime(self.highestAmputations[side])
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redColor = GetColorFromCicatrizationTime(cicTime)
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texture = StaticData.HEALTH_PANEL_TEXTURES[self.sexPl][self.highestAmputations[side]]
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end
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self:drawTexture(texture, self.healthPanel.x, self.healthPanel.y, 1, redColor, 0, 0)
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end
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local og_ISHealthPanel_render = ISHealthPanel.render
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function ISHealthPanel:render()
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og_ISHealthPanel_render(self)
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local username = self.character:getUsername()
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self.highestAmputations = CachedDataHandler.GetHighestAmputatedLimbs(username)
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if self.highestAmputations ~= nil then
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-- Left Texture
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self:tryDrawHighestAmputation("L", username)
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-- Right Texture
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self:tryDrawHighestAmputation("R", username)
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else
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-- Request caching data
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TOC_DEBUG.print("highest amputated limbs was nil, calculating and getting it now for" .. username)
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CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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end
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end
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-- We need to override this to force the alpha to 1
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local og_ISCharacterInfoWindow_render = ISCharacterInfoWindow.prerender
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function ISCharacterInfoWindow:prerender()
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og_ISCharacterInfoWindow_render(self)
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self.backgroundColor.a = 1
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end
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-- We need to override this to force the alpha to 1 for the Medical Check in particular
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local og_ISHealthPanel_prerender = ISHealthPanel.prerender
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function ISHealthPanel:prerender()
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og_ISHealthPanel_prerender(self)
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self.backgroundColor.a = 1
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end
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--- The medical check wrap the health panel into this. We need to override its color
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local overrideBackgroundColor = true
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local og_ISUIElement_wrapInCollapsableWindow = ISUIElement.wrapInCollapsableWindow
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---@param title string
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---@param resizable any
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---@param subClass any
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---@return any
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function ISUIElement:wrapInCollapsableWindow(title, resizable, subClass)
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local panel = og_ISUIElement_wrapInCollapsableWindow(self, title, resizable, subClass)
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if overrideBackgroundColor then
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TOC_DEBUG.print("Overriding color for panel - " .. title)
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self.backgroundColor.a = 1
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panel.backgroundColor.a = 1
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end
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return panel
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end
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-- This is run when a player is trying the Medical Check action on another player
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local og_ISMedicalCheckAction_perform = ISMedicalCheckAction.perform
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function ISMedicalCheckAction:perform()
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local username = self.otherPlayer:getUsername()
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TOC_DEBUG.print("creating instance for " .. username )
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ModDataHandler.GetInstance(username)
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-- We need to recalculate them here before we can create the highest amputations point
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CachedDataHandler.CalculateAmputatedLimbs(username)
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og_ISMedicalCheckAction_perform(self)
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end |