150 lines
5.6 KiB
Lua
150 lines
5.6 KiB
Lua
local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local CommonMethods = require("TOC/CommonMethods")
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local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
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local StaticData = require("TOC/StaticData")
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-----------
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-- THIS SHOULD BE LOCAL ONLY! WE'RE MANAGING EVENTS AND INITIALIZATION STUFF!
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-- LIST OF STUFF THAT THIS CLASS NEEDS TO DO
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-- Keep track of cut limbs so that we don't have to loop through all of them all the time
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-- Update current player status (infection checks)
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-- handle stats increase\decrease
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---@class PlayerHandler
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---@field playerObj IsoPlayer
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local PlayerHandler = {}
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---Setup the Player Handler and modData, only for local client
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---@param playerObj IsoPlayer
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---@param isForced boolean?
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function PlayerHandler.InitializePlayer(playerObj, isForced)
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local username = playerObj:getUsername()
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TOC_DEBUG.print("initializing local player: " .. username)
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ModDataHandler:new(username, isForced)
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PlayerHandler.playerObj = playerObj
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-- Calculate amputated limbs and highest point of amputations at startup
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CachedDataHandler.CalculateAmputatedLimbs(username)
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CachedDataHandler.CalculateHighestAmputatedLimbs(username)
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-- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too
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if isForced then
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--ISHealthPanel.highestAmputations = {}
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local ItemsHandler = require("TOC/Handlers/ItemsHandler")
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ItemsHandler.DeleteAllOldAmputationItems(playerObj)
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CachedDataHandler.Reset(username)
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end
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end
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---Handles the traits
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---@param playerObj IsoPlayer
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function PlayerHandler.ManageTraits(playerObj)
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local AmputationHandler = require("Handlers/TOC_AmputationHandler")
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for k, v in pairs(StaticData.TRAITS_BP) do
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if playerObj:HasTrait(k) then
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-- Once we find one, we should be done.
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local tempHandler = AmputationHandler:new(v)
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tempHandler:execute(false) -- No damage
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tempHandler:close()
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return
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end
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end
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end
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-------------------------
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--* Events *--
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---Check if the player has an infected (as in, zombie infection) body part
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---@param character IsoGameCharacter
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function PlayerHandler.CheckInfection(character)
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-- This fucking event barely works. Bleeding seems to be the only thing that triggers it
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if character ~= getPlayer() then return end
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local bd = character:getBodyDamage()
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local modDataHandler = ModDataHandler.GetInstance()
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for i=1, #StaticData.LIMBS_STRINGS do
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local limbName = StaticData.LIMBS_STRINGS[i]
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local bptEnum = StaticData.BODYPARTSTYPES_ENUM[limbName]
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local bodyPart = bd:getBodyPart(bptEnum)
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if bodyPart:bitten() or bodyPart:IsInfected() then
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if modDataHandler:getIsCut(limbName) then
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bodyPart:SetBitten(false)
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else
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modDataHandler:setIsInfected(limbName, true)
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end
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end
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end
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-- Check other body parts that are not included in the mod, if there's a bite there then the player is fucked
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-- We can skip this loop if the player has been infected. The one before we kinda need it to handle correctly the bites in case the player wanna cut stuff off anyway
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if ModDataHandler.GetInstance():getIsIgnoredPartInfected() then return end
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for i=1, #StaticData.IGNORED_PARTS_STRINGS do
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local bodyPartType = BodyPartType[StaticData.IGNORED_PARTS_STRINGS[i]]
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local bodyPart = bd:getBodyPart(bodyPartType)
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if bodyPart and (bodyPart:bitten() or bodyPart:IsInfected()) then
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ModDataHandler.GetInstance():setIsIgnoredPartInfected(true)
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end
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end
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end
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Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection)
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--* Events *--
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---Updates the cicatrization process, run when a limb has been cut
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function PlayerHandler.UpdateCicatrization()
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if ModDataHandler.GetInstance():getIsAnyLimbCut() == false then return end
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-- TODO Update cicatrization
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end
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--* Overrides *--
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local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
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--- Adjust time
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---@diagnostic disable-next-line: duplicate-set-field
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function ISBaseTimedAction:adjustMaxTime(maxTime)
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local time = og_ISBaseTimedAction_adjustMaxTime(self, maxTime)
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local modDataHandler = ModDataHandler.GetInstance()
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if time ~= -1 and modDataHandler and modDataHandler:getIsAnyLimbCut() then
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local pl = getPlayer()
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername())
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for i=1, #amputatedLimbs do
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local limbName = amputatedLimbs[i]
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if modDataHandler:getIsCut(limbName) then
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local perk = Perks["Side_" .. CommonMethods.GetSide(limbName)]
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local perkLevel = pl:getPerkLevel(perk)
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local perkLevelScaled
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if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end
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time = time * (StaticData.LIMBS_TIME_MULTIPLIER[limbName] - perkLevelScaled)
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end
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end
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end
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return time
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end
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local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform
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--- After each action, level up perks
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---@diagnostic disable-next-line: duplicate-set-field
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function ISBaseTimedAction:perform()
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og_ISBaseTimedAction_perform(self)
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if ModDataHandler.GetInstance():getIsAnyLimbCut() then
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for side, _ in pairs(StaticData.SIDES_STRINGS) do
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local limbName = "Hand_" .. side
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if ModDataHandler.GetInstance():getIsCut(limbName) then
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PlayerHandler.playerObj:getXp():AddXP(Perks["Side_" .. side], 2) -- TODO Make it dynamic
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end
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end
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end
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end
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-- TODO Limit 2 hands weapons and stuff like that
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return PlayerHandler |