Files
The-Only-Cure/media/lua/client/ActionsMethods/JCIO_CutLimb.lua
2023-02-26 23:15:06 +01:00

288 lines
9.8 KiB
Lua

------------------------------------------
------------- JUST CUT IT OFF ------------
------------------------------------------
----------- CUT LIMB FUNCTIONS -----------
-- Seems to be the first file loaded, so let's add this
if JCIO == nil then
JCIO = {}
end
local function TocCheckIfStillInfected(limbs_data)
if limbs_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 pairs(JCIO_Common.GetPartNames()) do
if limbs_data[v].is_infected then
check = true
end
end
if limbs_data.is_other_bodypart_infected then
check = true
end
return check
end
local function TocCureInfection(body_damage, part_name)
local body_part_type = body_damage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(part_name))
body_damage:setInfected(false)
body_part_type:SetInfected(false)
body_damage:setInfectionMortalityDuration(-1)
body_damage:setInfectionTime(-1)
body_damage:setInfectionLevel(0)
local body_part_types = body_damage:getBodyParts()
-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
for i = body_part_types:size() - 1, 0, -1 do
local bodyPart = body_part_types:get(i)
bodyPart:SetInfected(false)
end
if body_part_type:scratched() then body_part_type:setScratched(false, false) end
if body_part_type:haveGlass() then body_part_type:setHaveGlass(false) end
if body_part_type:haveBullet() then body_part_type:setHaveBullet(false, 0) end
if body_part_type:isInfectedWound() then body_part_type:setInfectedWound(false) end
if body_part_type:isBurnt() then body_part_type:setBurnTime(0) end
if body_part_type:isCut() then body_part_type:setCut(false, false) end --Lacerations
if body_part_type:getFractureTime() > 0 then body_part_type:setFractureTime(0) end
end
local function TocDeleteOtherAmputatedLimbs(side)
-- if left hand is cut and we cut left lowerarm, then delete hand
for _, limb in pairs(JCIO.limbNames) 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
---@param player any
---@param perk any The perk to scale down
local function LosePerkLevel(player, perk)
player:LoseLevel(perk)
local actual_level = player:getPerkLevel(perk)
local perk_xp = player:getXp()
perk_xp:setXPToLevel(perk, actual_level)
SyncXp(player)
end
---@param heal_bite boolean
local function TocSetParametersForMissingLimb(body_part, heal_bite)
body_part:setBleeding(false)
body_part:setBleedingTime(0)
body_part:setDeepWounded(false)
body_part:setDeepWoundTime(0)
body_part:setScratched(false, false) -- why the fuck are there 2 booleans TIS?
body_part:setScratchTime(0)
body_part:setCut(false)
body_part:setCutTime(0)
if heal_bite then
body_part:SetBitten(false)
body_part:setBiteTime(0)
end
end
function TocDamagePlayerDuringAmputation(patient, part_name)
-- Since we're cutting that specific part, it only makes sense that the bleeding starts from there.
-- Then, we just delete the bleeding somewhere else before applying the other damage to to upper part of the limb
local body_part_type = JCIO_Common.GetBodyPartFromPartName(part_name)
local body_damage = 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
local function FindTourniquetInWornItems(patient, side)
local worn_items = patient:getWornItems()
for i = 1, worn_items:size() - 1 do -- Maybe wornItems:size()-1
local item = worn_items:get(i):getItem()
local item_full_type = item:getFullType()
if string.find(item_full_type, "Surgery_" .. side .. "_Tourniquet") then
return item
end
end
return nil
end
----------------------------------------------------------------------------------
--- Main function for cutting a limb
---@param partName string the part name to amputate
---@param surgeonFactor any the surgeon factor, which will determine some stats for the inflicted wound
---@param bandageTable any bandages info
---@param painkillerTable any painkillers info, not used
JCIO.CutLimb = function(partName, surgeonFactor, bandageTable, painkillerTable)
-- TODO Separate Cut Limb in side and limb instead of single part_name
-- Items get unequipped in ISCutLimb.Start
local player = getPlayer()
local jcioModData = player:getModData().JCIO
local partsParameters = jcioModData.limbParameters
local limbsData = jcioModData.limbs
-- Cut Hand -> Damage in forearm
-- Cut Forearm -> Damage in Upperarm
-- Cut UpperArm -> Damage to torso
local bodyDamage = player:getBodyDamage()
local bodyPart = bodyDamage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName))
local adjacentBodyPart = player:getBodyDamage():getBodyPart(JCIO_Common.GetAdjacentBodyPartFromPartName(partName))
local stats = player:getStats()
-- Reset the status of the first body part, since we just cut it off it shouldn't be bleeding anymore
-- The bit will be checked later since we're not sure if the player is not infected from another wound
TocSetParametersForMissingLimb(bodyPart, false)
-- Use a tourniquet if available
local tourniquetItem = FindTourniquetInWornItems(player, JCIO_Common.GetSideFromPartName(partName))
local baseDamageValue = 100
if tourniquetItem ~= nil then
baseDamageValue = 50 -- TODO Decrease mostly blood and damage, add pain, not everything else
if partName == "Left_UpperArm" or partName == "Right_UpperArm" then
player:removeWornItem(tourniquetItem)
end
end
-- Set damage, stress, and low endurance after amputation
adjacentBodyPart:AddDamage(baseDamageValue - surgeonFactor)
adjacentBodyPart:setAdditionalPain(baseDamageValue - surgeonFactor)
adjacentBodyPart:setBleeding(true)
adjacentBodyPart:setBleedingTime(baseDamageValue - surgeonFactor)
adjacentBodyPart:setDeepWounded(true)
adjacentBodyPart:setDeepWoundTime(baseDamageValue - surgeonFactor)
stats:setEndurance(surgeonFactor)
stats:setStress(baseDamageValue - surgeonFactor)
-- Set malus for strength and fitness
-- TODO Make it more "random" with just some XP scaling down instead of a whole level, depending on the limb that we're cutting
LosePerkLevel(player, Perks.Fitness)
LosePerkLevel(player, Perks.Strength)
-- If bandages are available, use them
adjacentBodyPart:setBandaged(bandageTable.use_bandage, 10, bandageTable.is_bandage_sterilized,
bandageTable.bandage_type)
-- If painkillers are available, use them
-- TODO add painkiller support
-- A check for isCut shouldn't be necessary here since if we've got here we've already checked it out enough
if limbsData[partName].isCut == false then
limbsData[partName].isCut = true
limbsData[partName].isAmputationShown = true
limbsData[partName].cicatrizationTime = partsParameters[partName].cicatrizationBaseTime - surgeonFactor * 50
for _, depended_v in pairs(limbsData[partName].depends_on) do
limbsData[depended_v].isCut = true
limbsData[depended_v].isAmputationShown = false
limbsData[depended_v].cicatrizationTime = partsParameters[partName].cicatrizationBaseTime -
surgeonFactor * 50
local canHealDependedV = limbsData[depended_v].isInfected and
bodyDamage:getInfectionLevel() < 20
local depended_body_part = bodyDamage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(depended_v))
TocSetParametersForMissingLimb(depended_body_part, canHealDependedV)
if canHealDependedV then
limbsData[depended_v].isInfected = false
end
end
-- Heal the infection here
local body_damage = player:getBodyDamage()
if limbsData[partName].isInfected and body_damage:getInfectionLevel() < 20 then
limbsData[partName].isInfected = false
-- NOT THE ADIACENT ONE!!!
bodyPart:SetBitten(false)
bodyPart:setBiteTime(0)
-- Second check, let's see if there is any other infected limb.
if TocCheckIfStillInfected(limbsData) == false then
TocCureInfection(body_damage, partName)
getPlayer():Say("I'm gonna be fine...") -- TODO Make it visible to other players, check True Actions as reference
else
getPlayer():Say("I'm still gonna die...")
end
end
-- Check for older amputation models and deletes them from player's inventory
local side = string.match(partName, '(%w+)_')
TocDeleteOtherAmputatedLimbs(side)
--Equip new model for amputation
local amputation_clothing_item_name = JCIO_Common.FindAmputatedClothingName(partName)
print(amputation_clothing_item_name)
local amputation_clothing_item = player:getInventory():AddItem(amputation_clothing_item_name)
TocSetCorrectTextureForAmputation(amputation_clothing_item, player, false)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
-- Set blood on the amputated limb
TocSetBloodOnAmputation(getPlayer(), adjacentBodyPart)
if partName == "Left_Foot" or partName == "Right_Foot" then
JCIO_Anims.SetMissingFootAnimation(true)
end
end
end