Files
The-Only-Cure/media/lua/client/TOC/UI/HealthPanel.lua
2024-01-07 21:21:05 +01:00

256 lines
11 KiB
Lua

local StaticData = require("TOC/StaticData")
local ModDataHandler = require("TOC/Handlers/ModDataHandler")
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local CutLimbHandler = require("TOC/UI/CutLimbInteractions")
local WoundCleaningHandler = require("TOC/UI/WoundCleaningInteraction")
function OverrideHealthPanelForTOC()
-- We're overriding ISHealthPanel to add custom textures to the body panel.
-- By doing so we can show the player which limbs have been cut without having to use another menu
-- We can show prosthesis too this way
-- We also manage the drag'n drop of items on the body to let the players use the saw this way too
---@diagnostic disable: duplicate-set-field
--ISHealthBodyPartPanel = ISBodyPartPanel:derive("ISHealthBodyPartPanel")
--* Handling drag n drop of the saw *--
local og_ISHealthPanel_dropItemsOnBodyPart = ISHealthPanel.dropItemsOnBodyPart
function ISHealthPanel:dropItemsOnBodyPart(bodyPart, items)
og_ISHealthPanel_dropItemsOnBodyPart(self, bodyPart, items)
TOC_DEBUG.print("override to dropItemsOnBodyPart running")
local cutLimbHandler = CutLimbHandler:new(self, bodyPart)
for _,item in ipairs(items) do
cutLimbHandler:checkItem(item)
end
if cutLimbHandler:dropItems(items) then
return
end
end
local og_ISHealthPanel_doBodyPartContextMenu = ISHealthPanel.doBodyPartContextMenu
function ISHealthPanel:doBodyPartContextMenu(bodyPart, x, y)
og_ISHealthPanel_doBodyPartContextMenu(self, bodyPart, x, y)
local playerNum = self.otherPlayer and self.otherPlayer:getPlayerNum() or self.character:getPlayerNum()
-- To not recreate it but reuse the one that has been created in the original method
local context = getPlayerContextMenu(playerNum)
local cutLimbHandler = CutLimbHandler:new(self, bodyPart)
self:checkItems({cutLimbHandler})
cutLimbHandler:addToMenu(context)
local woundCleaningHandler = WoundCleaningHandler:new(self, bodyPart, self.character:getUsername())
self:checkItems({woundCleaningHandler})
woundCleaningHandler:addToMenu(context)
end
--* Modifications and additional methods to handle visible amputation on the health menu *--
local og_ISHealthPanel_initialise = ISHealthPanel.initialise
function ISHealthPanel:initialise()
if self.character:isFemale() then
self.sexPl = "Female"
else
self.sexPl = "Male"
end
local username = self.character:getUsername()
if username ~= "Bob" then
--CachedDataHandler.CalculateHighestAmputatedLimbs(username)
self.highestAmputations = CachedDataHandler.GetHighestAmputatedLimbs(username)
end
og_ISHealthPanel_initialise(self)
end
local og_ISHealthPanel_setOtherPlayer = ISHealthPanel.setOtherPlayer
---@param playerObj IsoPlayer
function ISHealthPanel:setOtherPlayer(playerObj)
og_ISHealthPanel_setOtherPlayer(self, playerObj)
--CachedDataHandler.CalculateAmputatedLimbs(self.character:getUsername())
end
---Get a value between 1 and 0.1 for the cicatrization time
---@param cicTime integer
---@return integer
local function GetColorFromCicatrizationTime(cicTime, limbName)
local defaultTime = StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[limbName]
local delta = cicTime/defaultTime
return math.max(0.15, math.min(delta, 1))
end
---Try to draw the highest amputation in the health panel, based on the cicatrization time
---@param side string L or R
---@param username string
function ISHealthPanel:tryDrawHighestAmputation(highestAmputations, side, username)
local redColor
local texture
if TOC_DEBUG.enableHealthPanelDebug then
redColor = 1
texture = getTexture("media/ui/test_pattern.png")
else
if highestAmputations[side] == nil then return end
local limbName = highestAmputations[side]
TOC_DEBUG.print("Drawing " .. tostring(limbName) .. " for " .. username)
local cicTime = ModDataHandler.GetInstance(username):getCicatrizationTime(limbName)
redColor = GetColorFromCicatrizationTime(cicTime, limbName)
local sexPl
if self.character:isFemale() then
sexPl = "Female"
else
sexPl = "Male"
end
texture = StaticData.HEALTH_PANEL_TEXTURES[sexPl][limbName]
end
self:drawTexture(texture, self.healthPanel.x, self.healthPanel.y, 1, redColor, 0, 0)
end
local og_ISHealthPanel_render = ISHealthPanel.render
function ISHealthPanel:render()
og_ISHealthPanel_render(self)
local username = self.character:getUsername()
--CachedDataHandler.CalculateHighestAmputatedLimbs(username)
local highestAmputations = CachedDataHandler.GetHighestAmputatedLimbs(username)
-- TODO Client should send update to other client somehow
if highestAmputations ~= nil then
-- Left Texture
self:tryDrawHighestAmputation(highestAmputations, "L", username)
-- Right Texture
self:tryDrawHighestAmputation(highestAmputations, "R", username)
-- else
-- -- Request caching data
-- TOC_DEBUG.print("highest amputated limbs was nil, calculating and getting it now for " .. username)
-- CachedDataHandler.CalculateHighestAmputatedLimbs(username)
end
end
-- We need to override this to force the alpha to 1
local og_ISCharacterInfoWindow_render = ISCharacterInfoWindow.prerender
function ISCharacterInfoWindow:prerender()
og_ISCharacterInfoWindow_render(self)
self.backgroundColor.a = 1
end
-- We need to override this to force the alpha to 1 for the Medical Check in particular
local og_ISHealthPanel_prerender = ISHealthPanel.prerender
function ISHealthPanel:prerender()
og_ISHealthPanel_prerender(self)
self.backgroundColor.a = 1
end
--- The medical check wrap the health panel into this. We need to override its color
local overrideBackgroundColor = true
local og_ISUIElement_wrapInCollapsableWindow = ISUIElement.wrapInCollapsableWindow
---@param title string
---@param resizable any
---@param subClass any
---@return any
function ISUIElement:wrapInCollapsableWindow(title, resizable, subClass)
local panel = og_ISUIElement_wrapInCollapsableWindow(self, title, resizable, subClass)
if overrideBackgroundColor then
TOC_DEBUG.print("Overriding color for panel - " .. title)
self.backgroundColor.a = 1
panel.backgroundColor.a = 1
end
return panel
end
-- This is run when a player is trying the Medical Check action on another player
local og_ISMedicalCheckAction_perform = ISMedicalCheckAction.perform
function ISMedicalCheckAction:perform()
local username = self.otherPlayer:getUsername()
TOC_DEBUG.print("Medical Action on " .. username )
-- We need to recalculate them here before we can create the highest amputations point
CachedDataHandler.CalculateAmputatedLimbs(username)
og_ISMedicalCheckAction_perform(self)
end
local og_ISHealthBodyPartListBox_doDrawItem = ISHealthBodyPartListBox.doDrawItem
function ISHealthBodyPartListBox:doDrawItem(y, item, alt)
y = og_ISHealthBodyPartListBox_doDrawItem(self, y, item, alt)
y = y - 5
local x = 15
local fontHgt = getTextManager():getFontHeight(UIFont.Small)
local username = self.parent.character:getUsername()
--local amputatedLimbs = CachedDataHandler.GetIndexedAmputatedLimbs(username)
---@type BodyPart
local bodyPart = item.item.bodyPart
local bodyPartTypeStr = BodyPartType.ToString(bodyPart:getType())
local limbName = StaticData.LIMBS_IND_STR[bodyPartTypeStr]
if limbName then
local modDataHandler = ModDataHandler.GetInstance(username)
if modDataHandler:getIsCut(limbName) and modDataHandler:getIsVisible(limbName) then
if modDataHandler:getIsCicatrized(limbName) then
if modDataHandler:getIsCauterized(limbName) then
self:drawText("- " .. getText("IGUI_HealthPanel_Cauterized"), x, y, 0.58, 0.75, 0.28, 1, UIFont.Small)
else
self:drawText("- " .. getText("IGUI_HealthPanel_Cicatrized"), x, y, 0.28, 0.89, 0.28, 1, UIFont.Small)
end
else
local cicaTime = modDataHandler:getCicatrizationTime(limbName)
-- Show it in percentage
local maxCicaTime = StaticData.LIMBS_CICATRIZATION_TIME_IND_NUM[limbName]
local percentage = (1 - cicaTime/maxCicaTime) * 100
self:drawText("- " .. getText("IGUI_HealthPanel_Cicatrization") .. string.format(" %.2f", percentage) .. "%", x, y, 0.89, 0.28, 0.28, 1, UIFont.Small)
y = y + fontHgt
local scaledDirtyness = math.floor(modDataHandler:getWoundDirtyness(limbName) * 100)
self:drawText("- " .. getText("IGUI_HealthPanel_WoundDirtyness") .. string.format(" %d", scaledDirtyness) .. "%", x, y, 0.89, 0.28, 0.28, 1, UIFont.Small)
end
y = y + fontHgt
end
end
y = y + 5
return y
end
local og_ISHealthPanel_getDamagedParts = ISHealthPanel.getDamagedParts
function ISHealthPanel:getDamagedParts()
-- TODO Overriding it is a lot easier, but ew
local result = {}
local bodyParts = self:getPatient():getBodyDamage():getBodyParts()
if isClient() and not self:getPatient():isLocalPlayer() then
bodyParts = self:getPatient():getBodyDamageRemote():getBodyParts()
end
local patientUsername = self:getPatient():getUsername()
local mdh = ModDataHandler.GetInstance(patientUsername)
for i=1,bodyParts:size() do
local bodyPart = bodyParts:get(i-1)
local bodyPartTypeStr = BodyPartType.ToString(bodyPart:getType())
local limbName = StaticData.LIMBS_IND_STR[bodyPartTypeStr]
if ISHealthPanel.cheat or bodyPart:HasInjury() or bodyPart:bandaged() or bodyPart:stitched() or bodyPart:getSplintFactor() > 0 or bodyPart:getAdditionalPain() > 10 or bodyPart:getStiffness() > 5 or (mdh:getIsCut(limbName) and mdh:getIsVisible(limbName)) then
table.insert(result, bodyPart)
end
end
return result
end
end