200 lines
5.7 KiB
Lua
200 lines
5.7 KiB
Lua
-- Helper for DropItem
|
|
function TheOnlyCure.CheckIfCanPickUpItem(toc_data, side, limb, secondary_limb)
|
|
|
|
|
|
-- TODO we can use this when uninstall prost or when cutting
|
|
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].is_prosthesis_equipped or toc_data[full_secondary_limb]) or
|
|
(toc_data[full_secondary_limb].is_cut and not toc_data[full_secondary_limb].is_prosthesis_equipped)
|
|
|
|
|
|
end
|
|
|
|
function TheOnlyCure.CheckIfPlayerIsInfected(player, toc_data)
|
|
|
|
local body_damage = player:getBodyDamage()
|
|
|
|
for _, v in ipairs(GetLimbsBodyPartTypes()) do
|
|
local part_name = TocGetPartNameFromBodyPartType(v)
|
|
local part_data = toc_data.Limbs[part_name]
|
|
|
|
|
|
if body_damage:getBodyPart(v):bitten() and part_data ~= nil then
|
|
if part_data.is_cut == false then
|
|
part_data.is_infected = true
|
|
end
|
|
|
|
end
|
|
end
|
|
|
|
for _, v in ipairs(GetOtherBodyPartTypes()) do
|
|
if body_damage:getBodyPart(v):bitten() then
|
|
toc_data.Limbs.is_other_bodypart_infected = true -- Even one is enough, stop cycling if we find it
|
|
break
|
|
end
|
|
end
|
|
end
|
|
|
|
function TheOnlyCure.UpdatePlayerHealth(player, part_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 part_data[part_name].is_cut then
|
|
TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
|
|
|
|
end
|
|
end
|
|
|
|
|
|
|
|
end
|
|
|
|
--Helper function for UpdatePlayerHealth
|
|
function TheOnlyCure.SetHealthStatusForBodyPart(part_data, part_name, player)
|
|
|
|
-- TODO this can be moved away from updates
|
|
|
|
local body_damage = player:getBodyDamage()
|
|
local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(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 = ""
|
|
|
|
-- TODO Bandages should have some disadvantage when not operated... Like getting drenched or something
|
|
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 for body part
|
|
if part_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
|
|
|
|
-- Cicatrization check
|
|
if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then
|
|
if part_data[part_name].cicatrization_time < 0 then
|
|
part_data[part_name].is_cicatrized = true
|
|
|
|
-- TODO make this random if the player gets it or not
|
|
|
|
if (not player:HasTrait("Brave")) and ZombRand(1, 11) > 5 then
|
|
player:getTraits():add("Brave")
|
|
|
|
end
|
|
|
|
if (not player:HasTrait("Insensitive")) and ZombRand(1, 11) > 5 then
|
|
player:getTraits():add("Insensitive")
|
|
end
|
|
|
|
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 part_data[part_name].is_amputation_shown and ZombRand(1, 100) < 10 then
|
|
local added_pain
|
|
if part_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(part_data, part_name)
|
|
|
|
|
|
local body_parts = GetBodyParts()
|
|
body_parts[part_name] = nil
|
|
|
|
for _, v in pairs(body_parts) do
|
|
if part_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.CheckIfPlayerIsInfected(player, toc_data)
|
|
TheOnlyCure.UpdatePlayerHealth(player, toc_data.Limbs)
|
|
end
|
|
|
|
|
|
|
|
if toc_data ~= nil then
|
|
sendClientCommand(player, 'TOC', 'ChangePlayerState', { toc_data.Limbs } )
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
end
|
|
|
|
function TheOnlyCure.UpdateEveryTenMinutes()
|
|
|
|
local player = getPlayer()
|
|
|
|
if player == nil then
|
|
return
|
|
end
|
|
local toc_data = player:getModData().TOC
|
|
local part_data = toc_data.Limbs
|
|
|
|
--Experience for prosthesis user
|
|
for _, side in ipairs(TOC_sides) do
|
|
if part_data[side .. "_Hand"].is_prosthesis_equipped or part_data[side .. "_LowerArm"].is_prosthesis_equipped then
|
|
player:getXp():AddXP(Perks[side .. "_Hand"], 4)
|
|
end
|
|
|
|
end
|
|
|
|
-- Updates the cicatrization time
|
|
for _, part_name in pairs(GetBodyParts()) do
|
|
if part_data[part_name].is_cut and not part_data[part_name].is_cicatrized then
|
|
part_data[part_name].cicatrization_time = part_data[part_name].cicatrization_time - 1 -- TODO Make it more "dynamic"
|
|
end
|
|
end
|
|
|
|
end
|
|
|
|
Events.EveryTenMinutes.Add(TheOnlyCure.UpdateEveryTenMinutes)
|
|
Events.EveryOneMinute.Add(TheOnlyCure.UpdateEveryOneMinute)
|