179 lines
6.1 KiB
Lua
179 lines
6.1 KiB
Lua
require "TimedActions/ISBaseTimedAction"
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require "TimedActions/ISEquipWeaponAction"
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require "TimedActions/ISUnequipAction"
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require "ISUI/ISInventoryPaneContextMenu"
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local og_ISEquipTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
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function ISBaseTimedAction:adjustMaxTime(maxTime)
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-- TODO Make the malus for time a little less awful and add some other malus, like fitness and stuff
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--print("TOC: Input max time " .. tostring(maxTime))
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local original_max_time = og_ISEquipTimedActionAdjustMaxTime(self, maxTime)
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--print("TOC: Return original max time: " .. tostring(original_max_time))
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if original_max_time ~= -1 then
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local modified_max_time = original_max_time
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local part_data = getPlayer():getModData().TOC.Limbs
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local burn_factor = 1.3
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-- if it's -1, it should be instant.
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-- To make it faster, let's have everything already written in another func
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local all_body_parts = GetBodyParts()
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-- TODO this gets awfully slow really quick, doesn't even make much sense.
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for _, part_name in ipairs(all_body_parts) do
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if part_data[part_name].is_cut then
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if part_data[part_name].is_prosthesis_equipped then
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modified_max_time = modified_max_time * part_data[part_name].equipped_prosthesis.prosthesis_factor
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else
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modified_max_time = modified_max_time * 1.5 -- TODO make this lower
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end
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if part_data[part_name].is_cauterized then
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modified_max_time = modified_max_time * burn_factor
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end
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-- Perk scaling
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if part_name == "Right_Hand" or part_name == "Left_Hand" then
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modified_max_time = modified_max_time *
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(1 + (9 - self.character:getPerkLevel(Perks[part_name])) / 20)
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end
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end
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end
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if modified_max_time > 10 * original_max_time then modified_max_time = 10 * original_max_time end
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--print("TOC: Modified Max Time " .. modified_max_time)
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return modified_max_time
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else
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return original_max_time
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end
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end
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-------------------------------------------------
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-- Block access to drag, picking, inspecting, etc to amputated limbs
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local og_ISInventoryPaneOnMouseDoubleClick = ISInventoryPane.onMouseDoubleClick
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function ISInventoryPane:onMouseDoubleClick(x, y)
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local item_to_check = self.items[self.mouseOverOption]
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local player_inventory = getPlayerInventory(self.player).inventory
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if instanceof(item_to_check, "InventoryItem") then
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og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
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elseif CheckIfItemIsAmputatedLimb(item_to_check.items[1]) or CheckIfItemIsInstalledProsthesis(item_to_check.items[1]) then
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print("TOC: Can't double click this item")
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else
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og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
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end
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end
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local og_ISInventoryPaneGetActualItems = ISInventoryPane.getActualItems
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function ISInventoryPane.getActualItems(items)
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-- TODO add an exception for installed prosthesis, make them unequippable automatically from here and get the correct obj
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local ret = og_ISInventoryPaneGetActualItems(items)
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-- This is gonna be slower than just overriding the function but hey it's more compatible
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for i = 1, #ret do
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local item_full_type = ret[i]:getFullType()
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if string.find(item_full_type, "Amputation_") or string.find(item_full_type, "Prost_") then
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table.remove(ret, i)
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end
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end
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return ret
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end
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local og_ISInventoryPaneContextMenuOnInspectClothing = ISInventoryPaneContextMenu.onInspectClothing
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ISInventoryPaneContextMenu.onInspectClothing = function(playerObj, clothing)
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-- Inspect menu bypasses getActualItems, so we need to add that workaround here too
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local clothing_full_type = clothing:getFullType()
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if CheckIfItemIsAmputatedLimb(clothing) or CheckIfItemIsInstalledProsthesis(clothing) then
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print("TOC: Can't inspect this!")
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else
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og_ISInventoryPaneContextMenuOnInspectClothing(playerObj, clothing)
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end
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end
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local og_ISEquipWeaponActionPerform = ISEquipWeaponAction.perform
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function ISEquipWeaponAction:perform()
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-- TODO this is only for weapons, not items. Won't work for everything I think
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--TODO Block it before even performing
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-- TODO in the inventory menu there is something broken, even though this works
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og_ISEquipWeaponActionPerform(self)
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local limbs_data = self.character:getModData().TOC.Limbs
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local can_be_held = {}
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TocPopulateCanBeHeldTable(can_be_held, limbs_data)
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if not self.item:isRequiresEquippedBothHands() then
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if can_be_held["Right"] and not can_be_held["Left"] then
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self.character:setPrimaryHandItem(self.item)
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self.character:setSecondaryHandItem(nil)
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elseif not can_be_held["Right"] and can_be_held["Left"] then
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self.character:setPrimaryHandItem(nil)
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self.character:setSecondaryHandItem(self.item)
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elseif not can_be_held["Left"] and not can_be_held["Right"] then
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self.character:dropHandItems()
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end
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else
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if (can_be_held["Right"] and not can_be_held["Left"]) or
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(not can_be_held["Right"] and can_be_held["Left"]) or
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(not can_be_held["Left"] and not can_be_held["Right"]) then
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self.character:dropHandItems()
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end
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end
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end
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local og_ISInventoryPaneContextMenuUnequipItem = ISInventoryPaneContextMenu.unequipItem
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function ISInventoryPaneContextMenu.unequipItem(item, player)
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if item == nil then
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return
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end
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if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then
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og_ISInventoryPaneContextMenuUnequipItem(item, player)
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end
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end
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local og_ISInventoryPaneContextMenuDropItem = ISInventoryPaneContextMenu.dropItem
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function ISInventoryPaneContextMenu.dropItem(item, player)
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if CheckIfItemIsAmputatedLimb(item) == false and CheckIfItemIsInstalledProsthesis(item) == false then
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og_ISInventoryPaneContextMenuDropItem(item, player)
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end
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end
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