Files
The-Only-Cure/media/lua/client/TOC_main.lua
2023-02-03 14:19:36 +01:00

282 lines
9.1 KiB
Lua

if not TheOnlyCure then
TheOnlyCure = {}
end
TOC_sides = { "Left", "Right" }
TOC_limbs = { "Hand", "LowerArm", "UpperArm" }
local function TocCutLimbForTrait(player, limbs_data, part_name)
local amputation_clothing_item = player:getInventory():AddItem("TOC.Amputation_" .. part_name)
TocSetCorrectTextureForAmputation(amputation_clothing_item, player, true)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
limbs_data[part_name].is_cut = true
limbs_data[part_name].is_operated = true
limbs_data[part_name].is_amputation_shown = true
limbs_data[part_name].is_cicatrized = true
for _, v in pairs(limbs_data[part_name].depends_on) do
limbs_data[v].is_cut = true
limbs_data[v].is_operated = true
limbs_data[v].is_amputation_shown = false
limbs_data[v].is_cicatrized = true
end
end
local function TocSetInitData(mod_data, player)
print("TOC: Creating mod_data.TOC")
-- TODO this is gonna become a mess really fast, i fucked up.
-- TODO Move prosthesis to something more easily accessible
-- TODO Acceptable prosthesis need to be moved to something more accessible
mod_data.TOC = {
Limbs = {
Right_Hand = {},
Right_LowerArm = {},
Right_UpperArm = {},
Left_Hand = {},
Left_LowerArm = {},
Left_UpperArm = {},
is_other_bodypart_infected = false
},
Prosthesis = {
WoodenHook = {
Right_Hand = {},
Right_LowerArm = {},
Right_UpperArm = {},
Left_Hand = {},
Left_LowerArm = {},
Left_UpperArm = {},
},
MetalHook = {
Right_Hand = {},
Right_LowerArm = {},
Right_UpperArm = {},
Left_Hand = {},
Left_LowerArm = {},
Left_UpperArm = {},
},
MetalHand = {
Right_Hand = {},
Right_LowerArm = {},
Right_UpperArm = {},
Left_Hand = {},
Left_LowerArm = {},
Left_UpperArm = {},
},
Accepted_Prosthesis = {}
},
Generic = {},
}
--------
-- NEW NAMING SCHEME
---- Amputations
-- Amputation_Left_Hand
-- Amputation_Right_UpperArm
---- Prosthesis to equip
-- Prost_Left_Hand_MetalHook
-- Prost_Right_Forearm_WoodenHook
--- Objects
-- Prost_Object_WoddenHook
for _, side in ipairs(TOC_sides) do
for _, limb in ipairs(TOC_limbs) do
local part_name = side .. "_" .. limb
mod_data.TOC.Limbs[part_name].is_cut = false
mod_data.TOC.Limbs[part_name].is_infected = false
mod_data.TOC.Limbs[part_name].is_operated = false
mod_data.TOC.Limbs[part_name].is_cicatrized = false
mod_data.TOC.Limbs[part_name].is_cauterized = false
mod_data.TOC.Limbs[part_name].is_amputation_shown = false
mod_data.TOC.Limbs[part_name].cicatrization_time = 0
mod_data.TOC.Limbs[part_name].is_prosthesis_equipped = false
mod_data.TOC.Limbs[part_name].equipped_prosthesis = {} -- TODO i'm still not usign this, I should though
-- Even if there are some duplicates, this is just easier in the end since we're gonna get fairly easily part_name
end
end
-- Set data like prosthesis lists, cicatrization time etc
TocUpdateBaseData(mod_data)
-- Setup traits
if player:HasTrait("Amputee_Hand") then
TocCutLimbForTrait(player, mod_data.TOC.Limbs, "Left_Hand")
elseif player:HasTrait("Amputee_LowerArm") then
TocCutLimbForTrait(player, mod_data.TOC.Limbs, "Left_LowerArm")
elseif player:HasTrait("Amputee_UpperArm") then
TocCutLimbForTrait(player, mod_data.TOC.Limbs, "Left_UpperArm")
end
end
local function TocUpdateBaseData(mod_data)
-- TODO The prosthetic knife needs to be a weapon first and foremost, so other than a
-- clothing item it needs to be a weapon too (an invisible one maybe?)
--local prosthesis_list = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
local accepted_prosthesis_hand = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
local accepted_prosthesis_lowerarm = { "WoodenHook", "MetalHook", "MetalHand", "ProstheticKnife" }
local accepted_prosthesis_upperarm = {} -- For future stuff
for _, side in ipairs(TOC_sides) do
for _, limb in ipairs(TOC_limbs) do
local part_name = side .. "_" .. limb
if limb == "Hand" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1700
mod_data.TOC.Limbs[part_name].depends_on = {}
mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_hand
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.3
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.2
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.1
--mod_data.TOC.Prosthesis["ProstheticKnife"][part_name].prosthesis_factor = 1.5
elseif limb == "LowerArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 1800
mod_data.TOC.Limbs[part_name].depends_on = { side .. "_Hand", }
mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_lowerarm
mod_data.TOC.Prosthesis["WoodenHook"][part_name].prosthesis_factor = 1.35
mod_data.TOC.Prosthesis["MetalHook"][part_name].prosthesis_factor = 1.25
mod_data.TOC.Prosthesis["MetalHand"][part_name].prosthesis_factor = 1.15
--mod_data.TOC.Prosthesis["ProstheticKnife"][part_name].prosthesis_factor = 1.6
elseif limb == "UpperArm" then
mod_data.TOC.Limbs[part_name].cicatrization_base_time = 2000
mod_data.TOC.Limbs[part_name].depends_on = { side .. "_Hand", side .. "_LowerArm", }
mod_data.TOC.Prosthesis.Accepted_Prosthesis[part_name] = accepted_prosthesis_upperarm
end
end
end
end
function TheOnlyCure.InitTheOnlyCure(_, player)
local mod_data = player:getModData()
if mod_data.TOC == nil then
TocSetInitData(mod_data, player)
else
TocCheckCompatibilityWithOlderVersions(mod_data)
TocUpdateBaseData(mod_data) -- Since it's gonna be common to update stuff
end
end
function TheOnlyCure.DeclareTraits()
local amp1 = TraitFactory.addTrait("Amputee_Hand", getText("UI_trait_Amputee_Hand"), -8,
getText("UI_trait_Amputee_Hand_desc"), false, false)
amp1:addXPBoost(Perks.Left_Hand, 4)
local amp2 = TraitFactory.addTrait("Amputee_LowerArm", getText("UI_trait_Amputee_LowerArm"), -10,
getText("UI_trait_Amputee_LowerArm_desc"), false, false)
amp2:addXPBoost(Perks.Left_Hand, 4)
local amp3 = TraitFactory.addTrait("Amputee_UpperArm", getText("UI_trait_Amputee_UpperArm"), -20,
getText("UI_trait_Amputee_UpperArm_desc"), false, false)
amp3:addXPBoost(Perks.Left_Hand, 4)
TraitFactory.addTrait("Insensitive", getText("UI_trait_Insensitive"), 6, getText("UI_trait_Insensitivedesc"), false,
false)
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_LowerArm")
TraitFactory.setMutualExclusive("Amputee_Hand", "Amputee_UpperArm")
TraitFactory.setMutualExclusive("Amputee_LowerArm", "Amputee_UpperArm")
end
function TryTocAction(_, part_name, action, surgeon, patient)
-- TODO add checks so that we don't show these menus if a player has already beeen operated or amputated
-- TODO at this point surgeon doesnt do anything. We'll fix this later
-- Check if SinglePlayer
if not isServer() and not isClient() then
if action == "Cut" then
TocCutLocal(_, surgeon, part_name)
elseif action == "Operate" then
TocOperateLocal(_, surgeon, part_name, false)
elseif action == "Equip" then
TocEquipProsthesisLocal(_, surgeon, part_name)
elseif action == "Unequip" then
TocUnequipProsthesisLocal(_, surgeon, part_name)
end
else
local ui = GetConfirmUIMP()
if not ui then
CreateTocConfirmUIMP()
ui = GetConfirmUIMP()
end
if patient == nil then
patient = surgeon
end
if action == "Cut" then
AskCanCutLimb(patient, part_name)
elseif action == "Operate" then
AskCanOperateLimb(patient, part_name)
elseif action == "Equip" then
AskCanEquipProsthesis(patient, part_name)
elseif action == "Unequip" then
AskCanUnequipProsthesis(patient, part_name)
end
ui.actionAct = action
ui.partNameAct = part_name
ui.patient = patient
SendCommandToConfirmUIMP("Wait server")
end
end
Events.OnCreatePlayer.Add(TheOnlyCure.InitTheOnlyCure)
Events.OnGameBoot.Add(TheOnlyCure.DeclareTraits)