Files
The-Only-Cure/media/lua/client/TOC/Controllers/LimitActionsController.lua
2024-01-10 01:30:54 +01:00

230 lines
10 KiB
Lua

local LocalPlayerController = require("TOC/Controllers/LocalPlayerController")
local DataController = require("TOC/Controllers/DataController")
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
local CommonMethods = require("TOC/CommonMethods")
local StaticData = require("TOC/StaticData")
-----------------
--* TIMED ACTIONS *--
-- We want to be able to modify how long actions are gonna take,
-- depending on amputation status and kind of action. Also, when the
-- player has not completely cicatrized their own wounds, and try to do any action with
-- a prosthesis on, that can trigger random bleeds.
local function CheckHandFeasibility(limbName)
local dcInst = DataController.GetInstance()
return not dcInst:getIsCut(limbName) or dcInst:getIsProstEquipped(StaticData.LIMBS_TO_PROST_GROUP_MATCH_IND_STR[limbName])
end
--* Time to perform actions overrides *--
local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
--- Adjust time
---@diagnostic disable-next-line: duplicate-set-field
function ISBaseTimedAction:adjustMaxTime(maxTime)
local time = og_ISBaseTimedAction_adjustMaxTime(self, maxTime)
-- Exceptions handling, if we find that parameter then we just use the original time
local queue = ISTimedActionQueue.getTimedActionQueue(getPlayer())
if queue and queue.current and queue.current.skipTOC then return time end
-- Action is valid, check if we have any cut limb and then modify maxTime
local dcInst = DataController.GetInstance()
if time ~= -1 and dcInst and dcInst:getIsAnyLimbCut() then
local pl = getPlayer()
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername())
for k, _ in pairs(amputatedLimbs) do
local limbName = k
--if dcInst:getIsCut(limbName) then
local perk = Perks["Side_" .. CommonMethods.GetSide(limbName)]
local perkLevel = pl:getPerkLevel(perk)
local perkLevelScaled
if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end
time = time * (StaticData.LIMBS_TIME_MULTIPLIER_IND_NUM[limbName] - perkLevelScaled)
--end
end
end
return time
end
--* Random bleeding during cicatrization + Perks leveling override *--
local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform
--- After each action, level up perks
---@diagnostic disable-next-line: duplicate-set-field
function ISBaseTimedAction:perform()
og_ISBaseTimedAction_perform(self)
TOC_DEBUG.print("Running ISBaseTimedAction.perform override")
local dcInst = DataController.GetInstance()
if not dcInst:getIsAnyLimbCut() then return end
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(LocalPlayerController.username)
for k, _ in pairs(amputatedLimbs) do
local limbName = k
-- We're checking for only "visible" amputations to prevent from having bleeds everywhere
if dcInst:getIsCut(limbName) and dcInst:getIsVisible(limbName) then
local side = CommonMethods.GetSide(limbName)
LocalPlayerController.playerObj:getXp():AddXP(Perks["Side_" .. side], 1) -- TODO Make it dynamic
local prostGroup = StaticData.LIMBS_TO_PROST_GROUP_MATCH_IND_STR[limbName]
if not dcInst:getIsCicatrized(limbName) and dcInst:getIsProstEquipped(prostGroup) then
TOC_DEBUG.print("Trying for bleed, player met the criteria")
LocalPlayerController.TryRandomBleed(self.character, limbName)
end
end
end
end
--* EQUIPPING ITEMS *--
-- Check wheter the player can equip items or not, for example dual wielding when you only have one
-- hand (and no prosthesis) should be disabled. Same thing for some werable items, like watches.
---@class ISEquipWeaponAction
---@field character IsoPlayer
local primaryHand = StaticData.PARTS_IND_STR.Hand .. "_" .. StaticData.SIDES_IND_STR.R
local secondaryHand = StaticData.PARTS_IND_STR.Hand .. "_" .. StaticData.SIDES_IND_STR.L
--* Equipping items overrides *--
local og_ISEquipWeaponAction_isValid = ISEquipWeaponAction.isValid
---Add a condition to check the feasibility of having 2 handed weapons or if both arms are cut off
---@return boolean
---@diagnostic disable-next-line: duplicate-set-field
function ISEquipWeaponAction:isValid()
local isValid = og_ISEquipWeaponAction_isValid(self)
local dcInst = DataController.GetInstance(self.character:getUsername())
if isValid and dcInst:getIsAnyLimbCut() then
local isPrimaryHandValid = CheckHandFeasibility(primaryHand)
local isSecondaryHandValid = CheckHandFeasibility(secondaryHand)
-- Both hands are cut off, so it's impossible to equip in any way
if not isPrimaryHandValid and not isSecondaryHandValid then
isValid = false
end
end
return isValid
end
---A recreation of the original method, but with amputations in mind
---@param dcInst DataController
function ISEquipWeaponAction:performWithAmputation(dcInst)
local hand = nil
local otherHand = nil
local getMethodFirst = nil
local setMethodFirst = nil
local getMethodSecond = nil
local setMethodSecond = nil
if self.primary then
hand = StaticData.LIMBS_IND_STR.Hand_R
otherHand = StaticData.LIMBS_IND_STR.Hand_L
getMethodFirst = self.character.getSecondaryHandItem
setMethodFirst = self.character.setSecondaryHandItem
getMethodSecond = self.character.getPrimaryHandItem
setMethodSecond = self.character.setPrimaryHandItem
else
hand = StaticData.LIMBS_IND_STR.Hand_L
otherHand = StaticData.LIMBS_IND_STR.Hand_R
getMethodFirst = self.character.getPrimaryHandItem
setMethodFirst = self.character.setPrimaryHandItem
getMethodSecond = self.character.getSecondaryHandItem
setMethodSecond = self.character.setSecondaryHandItem
end
if not self.twoHands then
if getMethodFirst(self.character) and getMethodFirst(self.character):isRequiresEquippedBothHands() then
setMethodFirst(self.character, nil)
-- if this weapon is already equiped in the 2nd hand, we remove it
elseif (getMethodFirst(self.character) == self.item or getMethodFirst(self.character) == getMethodSecond(self.character)) then
setMethodFirst(self.character, nil)
-- if we are equipping a handgun and there is a weapon in the secondary hand we remove it
elseif instanceof(self.item, "HandWeapon") and self.item:getSwingAnim() and self.item:getSwingAnim() == "Handgun" then
if getMethodFirst(self.character) and instanceof(getMethodFirst(self.character), "HandWeapon") then
setMethodFirst(self.character, nil)
end
else
setMethodSecond(self.character, nil)
-- TODO We should use the CachedData indexable instead of dcInst
if not dcInst:getIsCut(hand) then
setMethodSecond(self.character, self.item)
-- Check other HAND!
elseif not dcInst:getIsCut(otherHand) then
setMethodFirst(self.character, self.item)
end
end
else
setMethodFirst(self.character, nil)
setMethodSecond(self.character, nil)
local isFirstValid = CheckHandFeasibility(hand)
local isSecondValid = CheckHandFeasibility(otherHand)
-- TOC_DEBUG.print("First Hand: " .. tostring(hand))
-- TOC_DEBUG.print("Prost Group: " .. tostring(prostGroup))
-- TOC_DEBUG.print("Other Hand: " .. tostring(otherHand))
-- TOC_DEBUG.print("Other Prost Group: " .. tostring(otherProstGroup))
-- TOC_DEBUG.print("isPrimaryHandValid: " .. tostring(isFirstValid))
-- TOC_DEBUG.print("isSecondaryHandValid: " .. tostring(isSecondValid))
if isFirstValid then
setMethodSecond(self.character, self.item)
end
if isSecondValid then
setMethodFirst(self.character, self.item)
end
end
end
local og_ISEquipWeaponAction_perform = ISEquipWeaponAction.perform
---@diagnostic disable-next-line: duplicate-set-field
function ISEquipWeaponAction:perform()
og_ISEquipWeaponAction_perform(self)
-- TODO Can we do it earlier?
local dcInst = DataController.GetInstance(self.character:getUsername())
-- Just check it any limb has been cut. If not, we can just return from here
if dcInst:getIsAnyLimbCut() == true then
self:performWithAmputation(dcInst)
end
end
function ISInventoryPaneContextMenu.doEquipOption(context, playerObj, isWeapon, items, player)
-- check if hands if not heavy damaged
if (not playerObj:isPrimaryHandItem(isWeapon) or (playerObj:isPrimaryHandItem(isWeapon) and playerObj:isSecondaryHandItem(isWeapon))) and not getSpecificPlayer(player):getBodyDamage():getBodyPart(BodyPartType.Hand_R):isDeepWounded() and (getSpecificPlayer(player):getBodyDamage():getBodyPart(BodyPartType.Hand_R):getFractureTime() == 0 or getSpecificPlayer(player):getBodyDamage():getBodyPart(BodyPartType.Hand_R):getSplintFactor() > 0) then
-- forbid reequipping skinned items to avoid multiple problems for now
local add = true
if playerObj:getSecondaryHandItem() == isWeapon and isWeapon:getScriptItem():getReplaceWhenUnequip() then
add = false
end
if add then
local equipOption = context:addOption(getText("ContextMenu_Equip_Primary"), items, ISInventoryPaneContextMenu.OnPrimaryWeapon, player)
equipOption.notAvailable = not CheckHandFeasibility(StaticData.LIMBS_IND_STR.Hand_R)
end
end
if (not playerObj:isSecondaryHandItem(isWeapon) or (playerObj:isPrimaryHandItem(isWeapon) and playerObj:isSecondaryHandItem(isWeapon))) and not getSpecificPlayer(player):getBodyDamage():getBodyPart(BodyPartType.Hand_L):isDeepWounded() and (getSpecificPlayer(player):getBodyDamage():getBodyPart(BodyPartType.Hand_L):getFractureTime() == 0 or getSpecificPlayer(player):getBodyDamage():getBodyPart(BodyPartType.Hand_L):getSplintFactor() > 0) then
-- forbid reequipping skinned items to avoid multiple problems for now
local add = true
if playerObj:getPrimaryHandItem() == isWeapon and isWeapon:getScriptItem():getReplaceWhenUnequip() then
add = false
end
if add then
local equipOption = context:addOption(getText("ContextMenu_Equip_Secondary"), items, ISInventoryPaneContextMenu.OnSecondWeapon, player)
equipOption.notAvailable = not CheckHandFeasibility(StaticData.LIMBS_IND_STR.Hand_L)
end
end
end