Files
The-Only-Cure/media/lua/client/TOC_Update.lua
Pao e29bb1c9df - Fixed bug that could cause bit status to amputated limbs
- Optimizations to various functions
2023-01-26 19:52:22 +01:00

179 lines
5.3 KiB
Lua

local function CheckIfPlayerIsInfected(player, toc_data)
local body_damage = player:getBodyDamage()
-- Check for amputable limbs
for _, v in ipairs(GetLimbsBodyPartTypes()) do
local part_name = TocGetPartNameFromBodyPartType(v)
local part_data = toc_data.Limbs[part_name]
local body_part = body_damage:getBodyPart(v)
if body_part:bitten() and part_data ~= nil then
if part_data.is_cut == false then
part_data.is_infected = true
else
-- if the player gets bit to a cut area we have to reset it here since it doesn't make any sense
body_part:SetBitten(false)
body_part:setBiteTime(0)
part_data.is_infected = false
end
end
end
-- Check for everything else
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
--Helper function for UpdatePlayerHealth
local function 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
local function UpdatePlayerHealth(player, part_data)
local body_damage = player:getBodyDamage()
if player:HasTrait("Insensitive") then body_damage:setPainReduction(49) end
for _, part_name in pairs(GetBodyParts()) do
if part_data[part_name].is_cut then
SetHealthStatusForBodyPart(part_data, part_name, player)
end
end
end
-- MAIN UPDATE FUNCTIONS
local function TocUpdateEveryOneMinute()
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
CheckIfPlayerIsInfected(player, toc_data)
UpdatePlayerHealth(player, toc_data.Limbs)
end
-- Updates toc data in a global way, basically player:transmitModData but it works
-- Sends only Limbs since the other stuff is mostly static
if toc_data ~= nil then
-- TODO make it so that we dont send it constantly
sendClientCommand(player, 'TOC', 'ChangePlayerState', { toc_data.Limbs } )
end
end
local function TocUpdateEveryTenMinutes()
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(TocUpdateEveryTenMinutes)
Events.EveryOneMinute.Add(TocUpdateEveryOneMinute)