230 lines
8.7 KiB
Lua
230 lines
8.7 KiB
Lua
if not TheOnlyCure then
|
|
TheOnlyCure = {}
|
|
end
|
|
|
|
|
|
-- TODO this is gonna break a lot of stuff, don't do this you ass
|
|
-- GLOBAL STRINGS
|
|
|
|
|
|
|
|
|
|
-- TODO Unify Context Menus check with TOC Menu UI
|
|
|
|
|
|
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].is_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:getModData().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
|
|
-- ...
|
|
|
|
|
|
-- Remove object in hand
|
|
-- TODO do this
|
|
|
|
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 CheckIfStillInfected(toc_data) == false then
|
|
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 = false -- TODO why was it true before?
|
|
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
|
|
|
|
SetBodyPartsStatusAfterOperation(player, toc_data, part_name, use_oven)
|
|
player:transmitModData()
|
|
end
|
|
|
|
|
|
|
|
Events.OnCreatePlayer.Add(TheOnlyCure.InitTheOnlyCure)
|
|
Events.OnGameBoot.Add(TheOnlyCure.DeclareTraits) |