Files
The-Only-Cure/media/lua/client/TOC_Update.lua
2023-01-12 22:32:33 +01:00

231 lines
7.8 KiB
Lua

-- Makes the player drop an item if they don't have a limb or haven't equipped a prosthesis
function TheOnlyCure.TryDropItem(player, toc_data)
if TheOnlyCure.CheckIfCanPickUpItem(toc_data, Right, Hand, Forearm) and player:getPrimaryHandItem() ~= nil then
if player:getPrimaryHandItem():getName() ~= "Bare Hands" then
player:dropHandItems()
end
end
if TheOnlyCure.CheckIfCanPickUpItem(toc_data, Left, Hand, Forearm) and player:getSecondaryHandItem() ~= nil then
if player:getSecondaryHandItem():getName() ~= "Bare Hands" then
player:dropHandItems()
end
end
end
-- Helper for DropItem
function TheOnlyCure.CheckIfCanPickUpItem(toc_data, side, limb, secondary_limb)
local full_primary_limb = side .. limb
local full_secondary_limb = side .. secondary_limb
return toc_data[full_primary_limb].is_cut and not (toc_data[full_primary_limb].has_prosthesis_equipped or toc_data[full_secondary_limb]) or
(toc_data[full_secondary_limb].is_cut and not toc_data[full_secondary_limb].has_prosthesis_equipped)
end
function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
local body_damage = player:getBodyDamage()
for _, v in ipairs(GetLimbsBodyPartTypes()) do
local toc_bodypart = TheOnlyCure.FindTocDataPartNameFromBodyPartType(toc_data, v)
if body_damage:getBodyPart(v):bitten() and toc_bodypart ~= nil then
if toc_bodypart.is_cut then
toc_data[toc_bodypart].is_infected = true
player:transmitModData()
end
end
end
for _, v in ipairs(GetOtherBodyPartTypes()) do
if body_damage:getBodyPart(v):bitten() then
toc_data.is_other_bodypart_infected = true -- Even one is enough, stop cycling if we find it
player:transmitModData()
break
end
end
end
function TheOnlyCure.UpdatePlayerHealth(player, toc_data)
local body_damage = player:getBodyDamage()
if player:HasTrait("Insensitive") then body_damage:setPainReduction(49) end
for i, part_name in pairs(GetBodyParts()) do
if toc_data[part_name].is_cut then
TheOnlyCure.HealSpecificPart(toc_data, part_name, player)
end
end
player:transmitModData()
end
--Helper function for UpdatePlayerHealth
function TheOnlyCure.HealSpecificPart(toc_data, part_name, player)
local body_damage = player:getBodyDamage()
local body_part_type = body_damage:getBodyPart(TOC_getBodyPart(part_name))
if not body_part_type then
print("TOC ERROR : Can't update health of " .. part_name);
return false
end
-- Check bandages
local is_bandaged = false
local bandage_life = 0
local bandage_type = ""
if body_part_type:bandaged() then
is_bandaged = true -- this is useless
bandage_life = body_part_type:getBandageLife()
bandage_type = body_part_type:getBandageType()
end
-- Set max health
if toc_data[part_name].is_cicatrized and body_part_type:getHealth() > 80 then
body_part_type:SetHealth(80)
elseif body_part_type:getHealth() > 40 then
body_part_type:SetHealth(40)
end
-- This is useless here. We don't need to do this every single time, only after operation
-- if modData_part.is_cicatrized then
-- if bodyPart:deepWounded() then bodyPart:setDeepWounded(false) end
-- if bodyPart:bleeding() then bodyPart:setBleeding(false) end
-- end
-- Check if we can heal the infection
if body_part_type:bitten() then
body_part_type:SetBitten(false)
if not toc_data[part_name].is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(toc_data, part_name) then
body_part_type:setInfected(false)
body_part_type:setInfectionMortalityDuration(-1)
body_part_type:setInfectionTime(-1)
body_part_type:setInfectionLevel(0)
local body_part_types = body_damage:getBodyParts()
-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
for i=body_part_types:size()-1, 0, -1 do
local bodyPart = body_part_types:get(i);
bodyPart:SetInfected(false);
end
end
end
if body_part_type:scratched() then body_part_type:setScratched(false, false) end
if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end
if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
if body_part_type:getFractureTime()>0 then body_part_type:setFractureTime(0) end
-- Cicatrization check
if toc_data[part_name].is_cut and not toc_data[part_name].is_cicatrized then
if toc_data[part_name].cicatrization_time < 0 then
toc_data[part_name].is_cicatrized = true
-- TODO make this random if the player gets it or not
player:getTraits():add("Brave")
player:getTraits():add("Insensitive")
body_part_type:setBleeding(false);
body_part_type:setDeepWounded(false)
body_part_type:setBleedingTime(0)
body_part_type:setDeepWoundTime(0)
end
end
-- Phantom Pain
if toc_data[part_name].is_amputation_shown and ZombRand(1, 100) < 10 then
local added_pain
if toc_data[part_name].is_cauterized then added_pain = 60 else added_pain = 30 end
body_part_type:setAdditionalPain(ZombRand(1, added_pain))
end
-- Reapplies bandages after the whole ordeal
-- TODO not sure if this still works
--body_part_type:setBandaged(true, bandage_life, false, bandage_type)
end
--Helper function for UpdatePlayerHealth
function TheOnlyCure.CheckIfOtherLimbsAreInfected(toc_data, part_name)
local body_parts = GetBodyParts()
body_parts[part_name] = nil
for _,v in pairs(body_parts) do
if toc_data[v].is_infected then
return true
end
end
return false
end
-- MAIN UPDATE FUNCTIONS
function TheOnlyCure.UpdateEveryOneMinute()
local player = getPlayer()
-- To prevent errors during loading
if player == nil then
return
end
local toc_data = player:getModData().TOC
if toc_data ~= nil then
--TheOnlyCure.TryDropItem(player, toc_data) -- TODO this is kinda useless I think
TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
TheOnlyCure.UpdatePlayerHealth(player, toc_data)
end
end
function TheOnlyCure.UpdateEveryTenMinutes()
local player = getPlayer()
if player == nil then
return
end
local toc_data = player:getModData().TOC
--Experience for prosthesis
if toc_data.RightHand.has_prosthesis_equipped or toc_data.RightForearm.has_prosthesis_equipped then player:getXp():AddXP(Perks.RightHand, 4) end
if toc_data.LeftHand.has_prosthesis_equipped or toc_data.LeftForearm.has_prosthesis_equipped then player:getXp():AddXP(Perks.LeftHand, 4) end
-- Updates the cicatrization timesssss
for _, part_name in pairs(GetBodyParts()) do
if toc_data[part_name].is_cut and toc_data[part_name].is_cicatrized then
toc_data[part_name].cicatrization_time = toc_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic"
end
end
player:transmitModData() -- TODO if we do this every minutes, do we need to re do it here?
end
Events.EveryTenMinutes.Add(TheOnlyCure.UpdateEveryTenMinutes)
Events.EveryOneMinute.Add(TheOnlyCure.UpdateEveryOneMinute)