Files
The-Only-Cure/media/lua/client/TOC/Handlers/ProsthesisHandler.lua
2023-11-15 02:52:02 +01:00

119 lines
3.8 KiB
Lua

local CommonMethods = require("TOC/CommonMethods")
local StaticData = require("TOC/StaticData")
local ModDataHandler = require("TOC/Handlers/ModDataHandler")
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
-------------------------
---@class ProsthesisHandler
local ProsthesisHandler = {}
local bodyLocArmProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_ArmProst
---comment
---@param item InventoryItem
function ProsthesisHandler.CheckIfProst(item)
-- TODO Won't be correct when prost for legs are gonna be in
return item:getBodyLocation():contains(bodyLocArmProst)
end
---Get the grouping for the prosthesis
---@param item InventoryItem
---@return string
function ProsthesisHandler.GetGroup(item)
local bodyLocation = item:getBodyLocation()
local side = CommonMethods.GetSide(bodyLocation)
local index
if bodyLocation:contains(bodyLocArmProst) then
index = "Top_" .. side
else
index = "Bottom_" .. side
end
local group = StaticData.PROSTHESES_GROUPS_IND_STR[index]
return group
end
---Cache the correct texture for the Health Panel for the currently equipped prosthesis
function ProsthesisHandler.SetHealthPanelTexture()
-- TODO do it
end
---Check if a prosthesis is equippable. It depends whether the player has a cut limb or not on that specific side. There's an exception for Upper arm, obviously
---@param bodyLocation string
---@return boolean
function ProsthesisHandler.CheckIfEquippable(bodyLocation)
TOC_DEBUG.print("current item is a prosthesis")
local side = CommonMethods.GetSide(bodyLocation)
TOC_DEBUG.print("checking side: " .. tostring(side))
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(getPlayer():getUsername())
for i = 1, #amputatedLimbs do
local limbName = amputatedLimbs[i]
if string.contains(limbName, side) and not string.contains(limbName, "UpperArm") then
TOC_DEBUG.print("found acceptable limb to use prosthesis")
return true
end
end
-- No acceptable cut limbs
getPlayer():Say("I can't equip this")
return false
end
-------------------------
--* Events *--
-------------------------
--* Overrides *--
---@diagnostic disable-next-line: duplicate-set-field
function ISWearClothing:isValid()
TOC_DEBUG.print("ISWearClothing:isValid")
local bodyLocation = self.item:getBodyLocation()
if not string.contains(bodyLocation, bodyLocArmProst) then
return true
else
return ProsthesisHandler.CheckIfEquippable(bodyLocation)
end
end
local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
---@diagnostic disable-next-line: duplicate-set-field
function ISClothingExtraAction:isValid()
--the item that we gets is the OG one, so if we're coming from the left one and wanna switch to the right one we're still gonna get the Left bodylocation
-- TODO Figure out why it runs 2 times
local testItem = InventoryItemFactory.CreateItem(self.extra)
local bodyLocation = testItem:getBodyLocation()
local isEquippable = og_ISClothingExtraAction_isValid(self)
if isEquippable and not string.contains(bodyLocation, bodyLocArmProst) then
isEquippable = true
else
isEquippable = ProsthesisHandler.CheckIfEquippable(bodyLocation)
end
return isEquippable
end
local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
function ISClothingExtraAction:perform()
og_ISClothingExtraAction_perform(self)
if ProsthesisHandler.CheckIfProst(self.item) then
local group = ProsthesisHandler.GetGroup(self.item)
TOC_DEBUG.print("applying prosthesis stuff for " .. group)
local modDataHandler = ModDataHandler.GetInstance()
modDataHandler:setIsProstEquipped(group, true)
modDataHandler:apply()
end
end
return ProsthesisHandler