Files
The-Only-Cure/media/lua/client/TimedActions/OverridenFunctions.lua

203 lines
5.7 KiB
Lua

require "TimedActions/ISBaseTimedAction"
require "TimedActions/ISEquipWeaponAction"
require "TimedActions/ISUnequipAction"
require "TimedActions/ISDropItemAction"
local og_ISEquipTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
-- FIXME something is seriously broken here, it stacks up
function ISBaseTimedAction:adjustMaxTime(maxTime)
local original_max_time = og_ISEquipTimedActionAdjustMaxTime(self, maxTime) -- TODO will it work?
local modified_max_time = original_max_time
local toc_data = getPlayer():getModData().TOC
local burn_factor = 1.3
-- To make it faster, let's have everything already written in another func
local all_body_parts = GetBodyParts()
-- TODO this gets awfully slow really quick, doesn't even make much sense.
for _, part_name in ipairs(all_body_parts) do
if toc_data[part_name].is_cut then
if toc_data[part_name].is_prosthesis_equipped then
modified_max_time = modified_max_time * toc_data[part_name].prosthesis_factor
else
modified_max_time = modified_max_time * 2
end
if toc_data[part_name].is_cauterized then
modified_max_time = modified_max_time * burn_factor
end
-- Perk scaling
if part_name == "RightHand" or part_name == "LeftHand" then
modified_max_time = modified_max_time * (1 + (9 - self.character:getPerkLevel(Perks[part_name])) / 20 )
end
end
end
if modified_max_time > 10 * original_max_time then modified_max_time = 10 * original_max_time end
print("MODIFIED MAX TIME: " .. modified_max_time)
return modified_max_time
end
local og_ISEquipWeaponActionPerform = ISEquipWeaponAction.perform
function ISEquipWeaponAction:perform()
og_ISEquipWeaponActionPerform(self)
local toc_data = self.character:getModData().TOC
local can_be_held = {}
for _, side in ipairs ({"Left", "Right"}) do
can_be_held[side] = true
if toc_data[side .. "Hand"].is_cut then
if toc_data[side .. "Forearm"].is_cut then
if not toc_data[side .. "Forearm"].is_prosthesis_equipped then
can_be_held[side] = false
end
elseif not toc_data[side .. "Hand"].is_prosthesis_equipped then
can_be_held[side] = false
end
end
end
if not self.item:isRequiresEquippedBothHands() then
if can_be_held["Right"] and not can_be_held["Left"] then
self.character:setPrimaryHandItem(self.item)
self.character:setSecondaryHandItem(nil)
elseif not can_be_held["Right"] and can_be_held["Left"] then
self.character:setPrimaryHandItem(nil)
self.character:setSecondaryHandItem(nil)
elseif not can_be_held["Left"] and not can_be_held["Right"] then
self.character:dropHandItems()
end
else
if (can_be_held["Right"] and not can_be_held["Left"]) or
(not can_be_held["Right"] and can_be_held["Left"]) or
(not can_be_held["Left"] and not can_be_held["Right"]) then
self.character:dropHandItems()
end
end
end
-- local og_ISInventoryPaneContextMenuDoWearClothingMenu = ISInventoryPaneContextMenu.doWearClothingMenu
-- function ISInventoryPaneContextMenu.doWearClothingMenu(player, clothing, items, context)
-- og_ISInventoryPaneContextMenuDoWearClothingMenu(self, player, clothing, items, context)
-- end
-- TODO override equip action
local og_ISUnequipActionPerform = ISUnequipAction.perform
function ISUnequipAction:perform()
-- -- check if the "clothing" is actually an amputation
-- -- for _, v in ipairs(GetBodyParts()) do
-- -- local amputation = TocFindAmputatedClothingFromPartName(v)
-- -- if amputation then
-- -- end
-- -- end
if CheckIfItemIsAmputatedLimb(self.item) == false and CheckIfItemIsInstalledProsthesis(self.item) == false then
og_ISUnequipActionPerform(self)
end
-- if not CheckIfItemIsAmputatedLimb(self.item) then
-- og_ISUnequipActionPerform(self)
-- end
-- if CheckIfItemIsInstalledProsthesis(self.item) then
-- og_ISUnequipActionPerform(self)
-- end
end
local og_ISDropItemActionPerform = ISDropItemAction.perform
function ISDropItemAction:perform()
if not CheckIfItemIsAmputatedLimb(self.item)then
og_ISDropItemActionPerform(self)
end
end
-- TODO Add "Clean Wound" to make the cicatrization faster
-- local og_ISInventoryPaneContextMenuCreateMenu = ISInventoryPaneContextMenu.createMenu
-- function ISInventoryPaneContextMenu.createMenu(player, isInPlayerInventory, items, x, y, origin)
-- og_ISInventoryPaneContextMenuCreateMenu(player, isInPlayerInventory, items, x, y, origin)
-- local items_to_delete = GetAmputatedLimbFullTypes()
-- local item_try_again
-- local test_item = nil
-- local item_to_test = nil
-- --local seccontext = ISContextMenu.get(player, x, y);
-- for index, v in ipairs(items) do
-- test_item = v
-- if not instanceof(v, "InventoryItem") then
-- item_to_test = v.items[1]
-- for _, item_to_delete in ipairs(items_to_delete) do
-- local item_type = item_to_test:getFullType()
-- print("ITEM IN INV " ..item_type)
-- print("CHECKING STRING " .. item_to_delete)
-- if item_type == item_to_delete then
-- --seccontext:removeOptionByName(getText("ContextMenu_Unequip")) -- IT IS ALREADY DEFINED!!!
-- end
-- end
-- end
-- end
-- end