Files
The-Only-Cure/common/media/lua/client/TOC/Controllers/ItemsController.lua

182 lines
6.9 KiB
Lua

local StaticData = require("TOC/StaticData")
local CommonMethods = require("TOC/CommonMethods")
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--- Submodule to handle spawning the correct items after certain actions (ie: cutting a hand). LOCAL ONLY!
---@class ItemsController
local ItemsController = {}
--* Player Methods *--
---@class ItemsController.Player
ItemsController.Player = {}
---Returns the correct index for the textures of the amputation
---@param playerObj IsoPlayer
---@param isCicatrized boolean
---@return number
---@private
function ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized)
local textureString = playerObj:getHumanVisual():getSkinTexture()
local isHairy = textureString:sub(-1) == "a"
local matchedIndex = tonumber(textureString:match("%d%d")) -- it must always be at least 1
TOC_DEBUG.print("Texture string: " .. tostring(textureString))
if isHairy then
matchedIndex = matchedIndex + 5
end
if isCicatrized then
matchedIndex = matchedIndex + (isHairy and 5 or 10) -- We add 5 is it's the texture, else 10
end
TOC_DEBUG.print("isCicatrized = " .. tostring(isCicatrized))
TOC_DEBUG.print("Amputation Texture Index: " .. tostring(matchedIndex))
return matchedIndex - 1
end
---Main function to delete a clothing item
---@param playerObj IsoPlayer
---@param clothingItem InventoryItem
---@return boolean
---@private
function ItemsController.Player.RemoveClothingItem(playerObj, clothingItem)
if clothingItem and instanceof(clothingItem, "InventoryItem") then
playerObj:removeWornItem(clothingItem)
---@diagnostic disable-next-line: param-type-mismatch
playerObj:getInventory():Remove(clothingItem) -- Umbrella is wrong, can be an InventoryItem too
TOC_DEBUG.print("found and deleted" .. tostring(clothingItem))
-- Reset model
playerObj:resetModelNextFrame()
return true
end
return false
end
---Search and deletes an old amputation clothing item on the same side
---@param playerObj IsoPlayer
---@param limbName string
function ItemsController.Player.DeleteOldAmputationItem(playerObj, limbName)
local side = CommonMethods.GetSide(limbName)
for partName, _ in pairs(StaticData.PARTS_IND_STR) do
local othLimbName = partName .. "_" .. side
local othClothingItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. othLimbName
local othClothingItem = playerObj:getInventory():FindAndReturn(othClothingItemName)
-- If we manage to find and remove an item, then we should stop this function.
---@cast othClothingItem InventoryItem
if ItemsController.Player.RemoveClothingItem(playerObj, othClothingItem) then return end
end
end
---Deletes all the old amputation items, used for resets
---@param playerObj IsoPlayer
function ItemsController.Player.DeleteAllOldAmputationItems(playerObj)
-- TODO Fix visual bug
-- This part is a workaround for a pretty shitty implementation on the java side. Check ProsthesisHandler for more infos
-- local group = BodyLocations.getGroup("Human")
-- group:setMultiItem("TOC_Arm", false)
-- group:setMultiItem("TOC_ArmProst", false)
for i = 1, #StaticData.LIMBS_STR do
local limbName = StaticData.LIMBS_STR[i]
-- TODO Won't work with dedicated clothingItems for multi amps
local clothItemName = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
local clothItem = playerObj:getInventory():FindAndReturn(clothItemName)
---@cast clothItem InventoryItem
ItemsController.Player.RemoveClothingItem(playerObj, clothItem)
end
-- Reset model just in case
playerObj:resetModel()
-- group:setMultiItem("TOC_Arm", true)
-- group:setMultiItem("TOC_ArmProst", true)
end
---Spawns and equips the correct amputation item to the player.
---@param playerObj IsoPlayer
---@param limbName string
function ItemsController.Player.SpawnAmputationItem(playerObj, limbName)
TOC_DEBUG.print("clothing name " .. StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
local clothingItem = playerObj:getInventory():AddItem(StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName)
local texId = ItemsController.Player.GetAmputationTexturesIndex(playerObj, false)
---@cast clothingItem InventoryItem
clothingItem:getVisual():setTextureChoice(texId) -- it counts from 0, so we have to subtract 1
playerObj:setWornItem(clothingItem:getBodyLocation(), clothingItem)
end
---Search through worn items and modifies a specific amputation item
---@param playerObj IsoPlayer
---@param limbName string
---@param isCicatrized boolean
function ItemsController.Player.OverrideAmputationItemVisuals(playerObj, limbName, isCicatrized)
local wornItems = playerObj:getWornItems()
local fullType = StaticData.AMPUTATION_CLOTHING_ITEM_BASE .. limbName
for i = 1, wornItems:size() do
local it = wornItems:get(i - 1)
if it then
local wornItem = wornItems:get(i - 1):getItem()
TOC_DEBUG.print(wornItem:getFullType())
if wornItem:getFullType() == fullType then
TOC_DEBUG.print("Found amputation item for " .. limbName)
-- change it here
local texId = ItemsController.Player.GetAmputationTexturesIndex(playerObj, isCicatrized)
wornItem:getVisual():setTextureChoice(texId)
playerObj:resetModelNextFrame() -- necessary to update the model
return
end
end
end
end
--* Zombie Methods *--
---@class ItemsController.Zombie
ItemsController.Zombie = {}
---Set an amputation to a zombie
---@param zombie IsoZombie
---@param amputationFullType string Full Type
function ItemsController.Zombie.SpawnAmputationItem(zombie, amputationFullType)
local texId = ItemsController.Zombie.GetAmputationTexturesIndex(zombie)
local zombieVisuals = zombie:getItemVisuals()
local itemVisual = ItemVisual:new()
itemVisual:setItemType(amputationFullType)
itemVisual:setTextureChoice(texId)
if zombieVisuals then zombieVisuals:add(itemVisual) end
zombie:resetModelNextFrame()
-- Spawn the item too in the inventory to keep track of stuff this way. It's gonna get deleted when we reload the game
local zombieInv = zombie:getInventory()
zombieInv:AddItem(amputationFullType)
-- TODO Remove objects in that part of the body to prevent items floating in mid air
end
function ItemsController.Zombie.GetAmputationTexturesIndex(zombie)
local x = zombie:getHumanVisual():getSkinTexture()
-- Starting ID for zombies = 20
-- 3 levels
local matchedIndex = tonumber(x:match("ZedBody0(%d)")) - 1
matchedIndex = matchedIndex * 3
local level = tonumber(x:match("%d$")) - 1 -- it's from 1 to 3, but we're using it like 0 indexed arrays
local finalId = 20 + matchedIndex + level
--print("Zombie texture index: " .. tostring(finalId))
return finalId
end
return ItemsController