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