Files
The-Only-Cure/media/lua/client/TOC_HelperFunctions.lua
2023-01-19 00:39:17 +01:00

151 lines
3.9 KiB
Lua

-- CutLimb
-- TODO if TheONlyCure. triggers an errors
function CheckIfStillInfected(part_data)
if part_data == nil then
return
end
-- Check ALL body part types to check if the player is still gonna die
local check = false
for _, v in ipairs(GetBodyParts()) do
if part_data[v].is_infected then
check = true
end
end
if part_data.is_other_bodypart_infected then
check = true
end
return check
end
-- TODO this triggers an error
function CureInfection(body_damage)
body_damage:setInfected(false)
body_damage:setInfectionMortalityDuration(-1)
body_damage:setInfectionTime(-1)
body_damage:setInfectionLevel(0)
local body_part_types = body_damage:getBodyParts()
for i=body_part_types:size()-1, 0, -1 do
local bodyPart = body_part_types:get(i)
bodyPart:SetInfected(false)
end
getPlayer().Say("I'm gonna be fine")
end
function TocDeleteOtherAmputatedLimbs(side)
-- if left hand is cut and we cut left lowerarm, then delete hand
for _, limb in pairs(TOC_limbs) do
local part_name = "TOC.Amputation_" .. side .. "_" .. limb
local amputated_limb = getPlayer():getInventory():FindAndReturn(part_name)
if amputated_limb then
getPlayer():getInventory():Remove(amputated_limb)
end
end
end
-- OperateLimb
function SetBodyPartsStatusAfterOperation(player, part_data, part_name, use_oven)
--for _, v in ipairs(GetBodyParts()) do
local body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromBodyPart(part_name))
FixSingleBodyPartType(body_part_type, use_oven)
for _, v in ipairs(part_data[part_name].depends_on) do
local depended_body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromBodyPart(v))
FixSingleBodyPartType(depended_body_part_type, use_oven)
end
end
function FixSingleBodyPartType(body_part_type, use_oven)
body_part_type:setDeepWounded(false) --Basically like stitching
body_part_type:setDeepWoundTime(0)
if use_oven then
body_part_type:AddDamage(100)
body_part_type:setAdditionalPain(100);
body_part_type:setBleeding(false)
body_part_type:setBleedingTime(0) -- no bleeding since it's been cauterized
else
-- TODO Think a little better about this, do we want to trigger bleeding or not?
body_part_type:setBleeding(false)
--body_part_type:setBleedingTime(ZombRand(1, 5)) -- Reset the bleeding, maybe make it random
end
end
-------------------------------------
-- Override helper
function CheckIfItemIsAmputatedLimb(item)
local item_full_type = item:getFullType()
local sides = {"Left", "Right"}
local limbs_to_check = {"Hand", "LowerArm", "UpperArm"}
local is_amputated_limb = false
for _, part in ipairs(limbs_to_check) do
for _, side in ipairs(sides) do
local part_name = side .. "_" .. part
local check_name = "TOC.Amputation_" .. part_name
print(check_name)
if item_full_type == check_name then
is_amputated_limb = true
break
end
end
end
return is_amputated_limb
end
function CheckIfItemIsProsthesis(item)
local item_full_type = item:getFullType()
local prosthesis_list = GetProsthesisList()
for _, v in pairs(prosthesis_list) do
if v == item_full_type then
return true
end
end
return false
end
function CheckIfItemIsInstalledProsthesis(item)
local item_full_type = item:getFullType()
local installable_prosthesis_list = GetInstallableProsthesisList()
print("Checking for " .. item_full_type)
for _, v in pairs(installable_prosthesis_list)do
print(v)
if (v == item_full_type) then
return true
end
end
return false
end