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