Files
The-Only-Cure/media/lua/client/TOC_Test.lua

192 lines
6.9 KiB
Lua

-- TODO Rewrite how all prosthesis are handled
function TestStuffToc()
local mod_data = player:getModData().TOC
if mod_data.TOC == nil then
mod_data.TOC = {}
mod_data.TOC = {
Limbs = {},
Prosthesis = {},
Generic = {},
}
--------
-- NEW NAMING SCHEME
---- Amputations
-- Amputation_Left_Hand
-- Amputation_Right_UpperArm
---- Prosthesis to equip
-- Prost_Left_Hand_MetalHook
-- Prost_Right_Forearm_WoodenHook
--- Objects
-- Prost_Object_WoddenHook
local sides = {"Left", "Right"}
local limbs = {"Hand", "LowerArm", "UpperArm"} -- Let's follow their naming
local prosthesis_list = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_hand = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_lowerarm = {"WoodenHook", "MetalHook", "MetalHand"}
local accepted_prosthesis_upperarm = {} -- For future stuff
for _, side in ipairs(sides) do
for _, limb in ipairs(limbs) do
local part_name = side .. "_" .. limb
mod_data.TOC.Limbs[part_name].is_cut = false
mod_data.TOC.Limbs[part_name].is_infected = false
mod_data.TOC.Limbs[part_name].is_operated = false
mod_data.TOC.Limbs[part_name].is_cicatrized = false
mod_data.TOC.Limbs[part_name].is_cauterized = false
mod_data.TOC.Limbs[part_name].is_amputation_shown = false
mod_data.TOC.Limbs[part_name].cicatrization_time = 0
mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
mod_data.TOC.Limbs[part_name].prosthesis_factor = 1.0
mod_data.TOC.Limbs[part_name].prosthesis_material_id = nil
-- Even if there are some duplicates, this is just easier in the end since we're gonna get fairly easily part_name
if limb == "Hand" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1700
mod_data.TOC.Limbs[part_name].depends_on = {}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_hand
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.5
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.3
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
elseif limb == "LowerArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1800
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand",}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_lowerarm
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.65
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.45
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.25
elseif limb == "UpperArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
mod_data.TOC.Limbs[part_name].depends_on = {side .. "_Hand", side .. "_LowerArm",}
mod_data.TOC.Prosthesis.AcceptedProsthesis[part_name] = accepted_prosthesis_upperarm
end
end
end
-- Setup traits
if player:HasTrait("Amputee_Hand") then
-- TODO override AddItem so we can change the texture dynamically based on skin color
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_Hand")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_Hand.is_cut = true
mod_data.TOC.Left_Hand.is_operated = true
mod_data.TOC.Left_Hand.is_amputation_shown = true
mod_data.TOC.Left_Hand.is_cicatrized = true
elseif player:HasTrait("Amputee_LowerArm") then
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_LowerArm")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_LowerArm.is_cut = true
mod_data.TOC.Left_LowerArm.is_operated = true
mod_data.TOC.Left_LowerArm.is_amputation_shown = true
mod_data.TOC.Left_LowerArm.is_cicatrized = true
elseif player:HasTrait("Amputee_UpperArm") then
local amputation_clothing = player:getInventory():AddItem("TOC.Amputation_Left_UpperArm")
player:setWornItem(amputation_clothing:getBodyLocation(), amputation_clothing)
mod_data.TOC.Left_UpperArm.is_cut = true
mod_data.TOC.Left_UpperArm.is_operated = true
mod_data.TOC.Left_UpperArm.is_amputation_shown = true
mod_data.TOC.Left_UpperArm.is_cicatrized = true
end
end
end
function TheOnlyCure.DeclareTraits2()
local amp1 = TraitFactory.addTrait("Amputee_Hand", getText("UI_trait_Amputee_Hand"), -8, getText("UI_trait_Amputee_Hand_desc"), false, false)
amp1:addXPBoost(Perks.LeftHand, 4)
local amp2 = TraitFactory.addTrait("Amputee_LowerArm", getText("UI_trait_Amputee_LowerArm"), -10, getText("UI_trait_Amputee_LowerArm_desc"), false, false)
amp2:addXPBoost(Perks.LeftHand, 4)
local amp3 = TraitFactory.addTrait("Amputee_UpperArm", getText("UI_trait_Amputee_UpperArm"), -20, getText("UI_trait_Amputee_UpperArm_desc"), false, false)
amp3:addXPBoost(Perks.LeftHand, 4)
TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false, false)
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_LowerArm")
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_UpperArm")
TraitFactory.setMutualExclusive("Amputee_LowerArm", "Amputee_UpperArm")
end
function Test2Toc(part_name, prosthetic_name)
--------
-- NEW NAMING SCHEME
---- Amputations
-- Amputation_Left_Hand
-- Amputation_Right_UpperArm
---- Prosthesis to equip
-- Prost_Left_Hand_MetalHook
-- Prost_Right_Forearm_WoodenHook
--- Objects
-- Prost_Object_WoddenHook
-- First value side, second value limb
local part_name_table = {}
for v in part_name:gmatch("([^_]+)") do
table.insert(part_name_table, v)
end
-- TODO Probably add TOC. before prost_
local prost_to_equip_name = "Prost_" .. part_name_table[1] .. "_" .. part_name_table[2] .. "_" .. prosthetic_name
return prost_to_equip_name
end