Files
The-Only-Cure/media/lua/client/TOC/Handlers/AmputationHandler.lua
2023-11-13 16:37:53 +01:00

121 lines
4.0 KiB
Lua

local ModDataHandler = require("TOC/Handlers/ModDataHandler")
local ItemsHandler = require("TOC/Handlers/ItemsHandler")
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local StaticData = require("TOC/StaticData")
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-- TODO Add Bandages, Torniquet, etc.
--- Manages an amputation. Will be run on the patient client
---@class AmputationHandler
---@field patientPl IsoPlayer
---@field limbName string
---@field bodyPartType BodyPartType
---@field surgeonPl IsoPlayer?
local AmputationHandler = {}
---@param limbName string
---@param surgeonPl IsoPlayer?
---@return AmputationHandler
function AmputationHandler:new(limbName, surgeonPl)
local o = {}
setmetatable(o, self)
self.__index = self
o.patientPl = getPlayer()
o.limbName = limbName
o.bodyPartType = BodyPartType[self.limbName]
if surgeonPl then
o.surgeonPl = surgeonPl
else
o.surgeonPl = o.patientPl
end
AmputationHandler.instance = o
return o
end
--* Main methods *--
---Starts bleeding from the point where the saw is being used. Static since this could be used for online
---comment
---@param patientPl IsoPlayer
---@param bodyPartType BodyPartType
function AmputationHandler.DamageDuringAmputation(patientPl, bodyPartType)
TOC_DEBUG.print("damage patient")
local bodyDamage = patientPl:getBodyDamage()
local bodyDamagePart = bodyDamage:getBodyPart(bodyPartType)
bodyDamagePart:setBleeding(true)
bodyDamagePart:setCut(true)
bodyDamagePart:setBleedingTime(ZombRand(10, 20))
end
function AmputationHandler:damageDuringAmputation()
TOC_DEBUG.print("damage patient")
local bodyDamage = self.patientPl:getBodyDamage()
local bodyDamagePart = bodyDamage:getBodyPart(self.bodyPartType)
bodyDamagePart:setBleeding(true)
bodyDamagePart:setCut(true)
bodyDamagePart:setBleedingTime(ZombRand(10, 20))
end
---Execute the amputation
---@param damagePlayer boolean?
function AmputationHandler:execute(damagePlayer)
-- TODO Calculate surgeonStats
-- TODO Cap it to a certain amount, it shouldn't be more than ...?
local surgeonFactor = 1
if damagePlayer == nil then damagePlayer = true end -- Default at true
if damagePlayer then
local patientStats = self.patientPl:getStats()
local bd = self.patientPl:getBodyDamage()
local bodyPart = bd:getBodyPart(self.bodyPartType)
local baseDamage = StaticData.LIMBS_BASE_DAMAGE[self.limbName]
-- Set the bleeding and all the damage stuff in that part
bodyPart:AddDamage(baseDamage - surgeonFactor)
bodyPart:setAdditionalPain(baseDamage - surgeonFactor)
bodyPart:setBleeding(true)
bodyPart:setBleedingTime(baseDamage - surgeonFactor)
bodyPart:setDeepWounded(true)
bodyPart:setDeepWoundTime(baseDamage - surgeonFactor)
patientStats:setEndurance(surgeonFactor)
patientStats:setStress(baseDamage - surgeonFactor)
end
-- Set the data in modData
local modDataHandler = ModDataHandler.GetInstance()
modDataHandler:setCutLimb(self.limbName, false, false, false, surgeonFactor)
modDataHandler:apply() -- This will force rechecking the cached amputated limbs on the other client
-- Give the player the correct amputation item
ItemsHandler.DeleteOldAmputationItem(self.patientPl, self.limbName)
ItemsHandler.SpawnAmputationItem(self.patientPl, self.limbName)
-- Add it to the list of cut limbs on this local client
local username = self.patientPl:getUsername()
CachedDataHandler.AddAmputatedLimb(username, self.limbName)
CachedDataHandler.CalculateHighestAmputatedLimbs(username)
end
---Deletes the instance
function AmputationHandler:close()
AmputationHandler.instance = nil
end
--* Events *--
---Updates the cicatrization process, run when a limb has been cut
function AmputationHandler.UpdateCicatrization()
if ModDataHandler.GetInstance():getIsAnyLimbCut() == false then return end
-- TODO Update cicatrization
end
return AmputationHandler