156 lines
5.1 KiB
Lua
156 lines
5.1 KiB
Lua
local CommonMethods = require("TOC/CommonMethods")
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local StaticData = require("TOC/StaticData")
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
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-------------------------
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---@class ProsthesisHandler
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local ProsthesisHandler = {}
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local bodyLocArmProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_ArmProst
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---Check if the following item is a prosthesis or not
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---@param item InventoryItem?
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---@return boolean
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function ProsthesisHandler.CheckIfProst(item)
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-- TODO Won't be correct when prost for legs are gonna be in
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if item == nil then return false end
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return item:getBodyLocation():contains(bodyLocArmProst)
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end
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---Get the grouping for the prosthesis
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---@param item InventoryItem
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---@return string
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function ProsthesisHandler.GetGroup(item)
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local bodyLocation = item:getBodyLocation()
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local side = CommonMethods.GetSide(bodyLocation)
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local index
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if bodyLocation:contains(bodyLocArmProst) then
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index = "Top_" .. side
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else
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index = "Bottom_" .. side
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end
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local group = StaticData.PROSTHESES_GROUPS_IND_STR[index]
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return group
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end
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---Cache the correct texture for the Health Panel for the currently equipped prosthesis
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function ProsthesisHandler.SetHealthPanelTexture()
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-- TODO do it
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end
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---Check if a prosthesis is equippable. It depends whether the player has a cut limb or not on that specific side. There's an exception for Upper arm, obviously
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---@param bodyLocation string
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---@return boolean
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function ProsthesisHandler.CheckIfEquippable(bodyLocation)
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TOC_DEBUG.print("current item is a prosthesis")
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local side = CommonMethods.GetSide(bodyLocation)
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TOC_DEBUG.print("checking side: " .. tostring(side))
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(getPlayer():getUsername())
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for i = 1, #amputatedLimbs do
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local limbName = amputatedLimbs[i]
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if string.contains(limbName, side) and not string.contains(limbName, "UpperArm") then
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TOC_DEBUG.print("found acceptable limb to use prosthesis")
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return true
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end
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end
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-- No acceptable cut limbs
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return false
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end
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---Handle equipping or unequipping prosthetics
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---@param item InventoryItem
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---@param isEquipping boolean
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function ProsthesisHandler.SearchAndSetupProsthesis(item, isEquipping)
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if not ProsthesisHandler.CheckIfProst(item) then return end
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local group = ProsthesisHandler.GetGroup(item)
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TOC_DEBUG.print("applying prosthesis stuff for " .. group)
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local modDataHandler = ModDataHandler.GetInstance()
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modDataHandler:setIsProstEquipped(group, isEquipping)
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modDataHandler:apply()
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end
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-------------------------
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--* Events *--
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-------------------------
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--* Overrides *--
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---@diagnostic disable-next-line: duplicate-set-field
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local og_ISWearClothing_isValid = ISWearClothing.isValid
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function ISWearClothing:isValid()
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local isEquippable = og_ISWearClothing_isValid(self)
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local isProst = ProsthesisHandler.CheckIfProst(self.item)
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if not isProst then return isEquippable end
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--the item that we gets is the OG one, so if we're coming from the left one and wanna switch to the right one we're still gonna get the Left bodylocation
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local bodyLocation = self.item:getBodyLocation()
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if isEquippable and string.contains(bodyLocation, bodyLocArmProst) then
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isEquippable = ProsthesisHandler.CheckIfEquippable(bodyLocation)
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end
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return isEquippable
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end
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local og_ISWearClothing_perform = ISWearClothing.perform
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function ISWearClothing:perform()
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ProsthesisHandler.SearchAndSetupProsthesis(self.item, true)
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og_ISWearClothing_perform(self)
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end
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local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
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---@diagnostic disable-next-line: duplicate-set-field
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function ISClothingExtraAction:isValid()
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local isEquippable = og_ISClothingExtraAction_isValid(self)
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local isProst = ProsthesisHandler.CheckIfProst(self.itemExtra)
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if not isProst then return isEquippable end
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--the item that we gets is the OG one, so if we're coming from the left one and wanna switch to the right one we're still gonna get the Left bodylocation
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local testItem = InventoryItemFactory.CreateItem(self.extra)
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local bodyLocation = testItem:getBodyLocation()
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if isEquippable and string.contains(bodyLocation, bodyLocArmProst) then
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isEquippable = ProsthesisHandler.CheckIfEquippable(bodyLocation)
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end
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return isEquippable
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end
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local og_ISClothingExtraAction_stop = ISClothingExtraAction.stop
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function ISClothingExtraAction:stop()
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og_ISClothingExtraAction_stop(self)
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if ProsthesisHandler.CheckIfProst(self.item) then
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getPlayer():Say(getText("UI_Say_CantEquip"))
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end
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end
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local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
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function ISClothingExtraAction:perform()
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og_ISClothingExtraAction_perform(self)
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ProsthesisHandler.SearchAndSetupProsthesis(self.item, true)
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end
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local og_ISUnequipAction_perform = ISUnequipAction.perform
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function ISUnequipAction:perform()
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og_ISUnequipAction_perform(self)
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ProsthesisHandler.SearchAndSetupProsthesis(self.item, false)
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end
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return ProsthesisHandler
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