148 lines
5.3 KiB
Lua
148 lines
5.3 KiB
Lua
local ModDataHandler = require("Handlers/TOC_ModDataHandler")
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local AmputationHandler = require("Handlers/TOC_AmputationHandler")
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local ItemsHandler = require("Handlers/TOC_ItemsHandler")
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local CommonMethods = require("TOC_Common")
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local StaticData = require("TOC_StaticData")
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-----------
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-- LIST OF STUFF THAT THIS CLASS NEEDS TO DO
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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 modDataHandler ModDataHandler
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---@field playerObj IsoPlayer
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local PlayerHandler = {}
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---Setup player modData
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---@param _ nil
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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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PlayerHandler.modDataHandler = ModDataHandler:new(playerObj)
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PlayerHandler.modDataHandler:setup(isForced)
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PlayerHandler.playerObj = playerObj
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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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ItemsHandler.DeleteAllOldAmputationItems(playerObj)
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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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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:executeForTrait()
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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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--* 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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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 PlayerHandler.modDataHandler:getIsCut(limbName) then
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bodyPart:SetBitten(false)
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else
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PlayerHandler.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 PlayerHandler.modDataHandler: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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PlayerHandler.modDataHandler: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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---Handle perks
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---@param player IsoPlayer
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function PlayerHandler.UpdatePerks(player)
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-- TODO If player has an amputated limb, they're gonna level up them while doing normal stuff, getting better at it dynamically
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-- TODO We should have a way to check if the player has done any amputation at all instead of having to check manually each time
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-- TODO Should be run when player is doing stuff like picking up objects, not randomly
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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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player:getXp():AddXP(Perks["Side_" .. side], 0.1)
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end
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end
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end
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Events.OnPlayerUpdate.Add(PlayerHandler.UpdatePerks)
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--* Some overrides *--
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local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
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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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for i=1, #StaticData.LIMBS_STRINGS do
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local limbName = StaticData.LIMBS_STRINGS[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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function ISBaseTimedAction:perform()
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og_ISBaseTimedAction_perform(self)
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if PlayerHandler.modDataHandler: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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return PlayerHandler |