Files
The-Only-Cure/media/lua/client/TOC_OverridenFunctions.lua
Pao 79fd46a808 - Fixed some MP checks
- New prost for lower arm males
2023-01-26 21:46:50 +01:00

188 lines
6.3 KiB
Lua

require "TimedActions/ISBaseTimedAction"
require "TimedActions/ISEquipWeaponAction"
require "TimedActions/ISUnequipAction"
require "ISUI/ISInventoryPaneContextMenu"
local og_ISEquipTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
function ISBaseTimedAction:adjustMaxTime(maxTime)
-- TODO Make the malus for time a little less awful and add some other malus, like fitness and stuff
print("TOC: Input max time " .. tostring(maxTime))
local original_max_time = og_ISEquipTimedActionAdjustMaxTime(self, maxTime)
print("TOC: Return original max time: " .. tostring(original_max_time))
if original_max_time ~= -1 then
local modified_max_time = original_max_time
local part_data = getPlayer():getModData().TOC.Limbs
local burn_factor = 1.3
-- if it's -1, it should be instant.
-- To make it faster, let's have everything already written in another func
local all_body_parts = GetBodyParts()
-- TODO this gets awfully slow really quick, doesn't even make much sense.
for _, part_name in ipairs(all_body_parts) do
if part_data[part_name].is_cut then
if part_data[part_name].is_prosthesis_equipped then
modified_max_time = modified_max_time * part_data[part_name].equipped_prosthesis.prosthesis_factor
else
modified_max_time = modified_max_time * 1.5 -- TODO make this lower
end
if part_data[part_name].is_cauterized then
modified_max_time = modified_max_time * burn_factor
end
-- Perk scaling
if part_name == "Right_Hand" or part_name == "Left_Hand" then
modified_max_time = modified_max_time *
(1 + (9 - self.character:getPerkLevel(Perks[part_name])) / 20)
end
end
end
if modified_max_time > 10 * original_max_time then modified_max_time = 10 * original_max_time end
print("TOC: Modified Max Time " .. modified_max_time)
return modified_max_time
else
return original_max_time
end
end
-------------------------------------------------
-- Block access to drag, picking, inspecting, etc to amputated limbs
local og_ISInventoryPaneOnMouseDoubleClick = ISInventoryPane.onMouseDoubleClick
function ISInventoryPane:onMouseDoubleClick(x, y)
local item_to_check = self.items[self.mouseOverOption]
local player_inventory = getPlayerInventory(self.player).inventory
if instanceof(item_to_check, "InventoryItem") then
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
elseif CheckIfItemIsAmputatedLimb(item_to_check.items[1]) or CheckIfItemIsProsthesis(item_to_check.items[1]) then
print("TOC: Can't double click this item")
else
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
end
end
local og_ISInventoryPaneGetActualItems = ISInventoryPane.getActualItems
function ISInventoryPane.getActualItems(items)
-- TODO add an exception for installed prosthesis, make them unequippable automatically from here and get the correct obj
local ret = og_ISInventoryPaneGetActualItems(items)
-- This is gonna be slower than just overriding the function but hey it's more compatible
for i = 1, #ret do
local item_full_type = ret[i]:getFullType()
if string.find(item_full_type, "Amputation_") or string.find(item_full_type, "Prost_") then
table.remove(ret, i)
end
end
return ret
end
local og_ISInventoryPaneContextMenuOnInspectClothing = ISInventoryPaneContextMenu.onInspectClothing
ISInventoryPaneContextMenu.onInspectClothing = function(playerObj, clothing)
-- Inspect menu bypasses getActualItems, so we need to add that workaround here too
local clothing_full_type = clothing:getFullType()
if not string.find(clothing_full_type, "Amputation_") then
og_ISInventoryPaneContextMenuOnInspectClothing(playerObj, clothing)
end
end
local og_ISEquipWeaponActionPerform = ISEquipWeaponAction.perform
function ISEquipWeaponAction:perform()
-- TODO in the inventory menu there is something broken, even though this works
og_ISEquipWeaponActionPerform(self)
local part_data = self.character:getModData().TOC.Limbs
local can_be_held = {}
for _, side in ipairs(TOC_sides) do
can_be_held[side] = true
if part_data[side .. "_Hand"].is_cut then
if part_data[side .. "_LowerArm"].is_cut then
if not part_data[side .. "_LowerArm"].is_prosthesis_equipped then
can_be_held[side] = false
end
elseif not part_data[side .. "_Hand"].is_prosthesis_equipped then
can_be_held[side] = false
end
end
end
if not self.item:isRequiresEquippedBothHands() then
if can_be_held["Right"] and not can_be_held["Left"] then
self.character:setPrimaryHandItem(self.item)
self.character:setSecondaryHandItem(nil)
elseif not can_be_held["Right"] and can_be_held["Left"] then
self.character:setPrimaryHandItem(nil)
self.character:setSecondaryHandItem(self.item)
elseif not can_be_held["Left"] and not can_be_held["Right"] then
self.character:dropHandItems()
end
else
if (can_be_held["Right"] and not can_be_held["Left"]) or
(not can_be_held["Right"] and can_be_held["Left"]) or
(not can_be_held["Left"] and not can_be_held["Right"]) then
self.character:dropHandItems()
end
end
end
local og_ISInventoryPaneContextMenuUnequipItem = ISInventoryPaneContextMenu.unequipItem
function ISInventoryPaneContextMenu.unequipItem(item, player)
if item == nil then
return
end
if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuUnequipItem(item, player)
end
end
local og_ISInventoryPaneContextMenuDropItem = ISInventoryPaneContextMenu.dropItem
function ISInventoryPaneContextMenu.dropItem(item, player)
if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuDropItem(item, player)
end
end