Files
The-Only-Cure/media/lua/client/TimedActions/ISCutLimb.lua
2023-01-22 04:04:02 +01:00

149 lines
4.7 KiB
Lua

require "TimedActions/ISBaseTimedAction"
ISCutLimb = ISBaseTimedAction:derive("ISCutLimb")
-- TODO Add a check so you can't cut your arm if you don't have hands or if you only have one arm and want to cut that same arm.
function ISCutLimb:isValid()
return self.patientX == self.patient:getX() and self.patientY == self.patient:getY()
end
function ISCutLimb:waitToStart()
if self.patient == self.surgeon then
return false
end
self.surgeon:faceThisObject(self.patient)
return self.surgeon:shouldBeTurning()
end
function ISCutLimb:update()
if self.patient ~= self.surgeon then
self.surgeon:faceThisObject(self.patient)
end
end
function ISCutLimb:start()
self:setActionAnim("SawLog")
local saw_item = TocGetSawInInventory(self.surgeon)
-- Return whatever object we've got in the inventory
if self.surgeon:getPrimaryHandItem() then
ISTimedActionQueue.add(ISUnequipAction:new(self.surgeon, self.surgeon:getPrimaryHandItem(), 2));
end
if self.surgeon:getSecondaryHandItem() and self.surgeon:getSecondaryHandItem() ~= self.surgeon:getPrimaryHandItem() then
ISTimedActionQueue.add(ISUnequipAction:new(self.surgeon, self.surgeon:getSecondaryHandItem(), 2));
end
if saw_item then
self:setOverrideHandModels(saw_item:getStaticModel(), nil)
end
-- TODO this doesn't work when doing it on another player
local body_part_type = TocGetBodyPartTypeFromPartName(self.part_name)
local body_damage = self.patient:getBodyDamage()
local body_damage_part = body_damage:getBodyPart(body_part_type)
body_damage_part:setBleeding(true)
body_damage_part:setCut(true)
body_damage_part:setBleedingTime(ZombRand(10,20))
end
function ISCutLimb:findArgs()
local surgeon_factor = self.surgeon:getPerkLevel(Perks.Doctor)
if self.surgeon:getDescriptor():getProfession() == "surgeon" then surgeon_factor = surgeon_factor + 15 end
if self.surgeon:getDescriptor():getProfession() == "doctor" then surgeon_factor = surgeon_factor + 9 end
if self.surgeon:getDescriptor():getProfession() == "nurse" then surgeon_factor = surgeon_factor + 4 end
local bandage_table = {
use_bandage = false,
bandage_type = nil,
is_bandage_sterilized = nil}
local painkiller_table = {}
local bandage = self.surgeon:getInventory():FindAndReturn('Bandage')
local sterilized_bandage = self.surgeon:getInventory():FindAndReturn('AlcoholBandage')
if sterilized_bandage then
bandage_table.bandage_type = sterilized_bandage:getType()
bandage_table.is_bandage_sterilized = true
bandage_table.use_bandage = true
self.surgeon:getInventory():Remove(sterilized_bandage)
surgeon_factor = surgeon_factor + 4
elseif bandage then
bandage_table.bandage_type = bandage:getType()
bandage_table.is_bandage_sterilized = false
self.surgeon:getInventory():Remove(bandage)
surgeon_factor = surgeon_factor + 2
else
bandage_table.bandage_type = ""
bandage_table.use_bandage = false
bandage_table.is_bandage_sterilized = false
end
-- local painkiller = self.surgeon:getInventory():FindAndReturn('Pills');
-- if painkiller then
-- usePainkiller = true;
-- painkillerCount = painkiller:getRemainingUses();
-- end
return surgeon_factor, bandage_table, painkiller_table
end
function ISCutLimb:perform()
local surgeon_factor, bandage_table, painkiller_table = self:findArgs()
if self.patient ~= self.surgeon and isClient() then
SendCutLimb(self.patient, self.part_name, surgeon_factor, bandage_table, painkiller_table)
else
TheOnlyCure.CutLimb(self.part_name, surgeon_factor, bandage_table, painkiller_table)
end
if self.patient ~= self.surgeon and isClient() then
SendCutLimb(self.patient, self.part_name, surgeon_factor, bandage_table, painkiller_table)
else
TheOnlyCure.CutLimb(self.part_name, surgeon_factor, bandage_table, painkiller_table)
end
self.surgeon:getXp():AddXP(Perks.Doctor, 400);
ISBaseTimedAction.perform(self);
end
function ISCutLimb:new(patient, surgeon, part_name)
local o = {}
setmetatable(o, self)
self.__index = self
o.part_name = part_name
o.character = surgeon -- For anim
o.surgeon = surgeon; -- Surgeon or player that make the operation
o.patient = patient; -- Player to amputate
o.patientX = patient:getX()
o.patientY = patient:getY()
o.maxTime = 1000 - (surgeon:getPerkLevel(Perks.Doctor) * 50)
o.stopOnWalk = true
o.stopOnRun = true
o.ignoreHandsWounds = false
o.fromHotbar = true
if o.patient:isTimedActionInstant() then o.maxTime = 1 end
return o
end