Files
The-Only-Cure/media/lua/client/ActionsMethods/JCIO_CutLimb.lua
2023-02-28 12:01:18 +01:00

295 lines
10 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 CheckIfStillInfected(limbsData)
if limbsData == 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 limbsData[v].isInfected then
check = true
end
end
if limbsData.isOtherBodypartInfected then
check = true
end
return check
end
local function CureInfection(bodyDamage, partName)
local bodyPartType = bodyDamage:getBodyPart(JCIO_Common.GetBodyPartFromPartName(partName))
bodyDamage:setInfected(false)
bodyPartType:SetInfected(false)
bodyDamage:setInfectionMortalityDuration(-1)
bodyDamage:setInfectionTime(-1)
bodyDamage:setInfectionLevel(0)
local bodypartTypesTable = bodyDamage:getBodyParts()
-- TODO I think this is enough... we should just cycle if with everything instead of that crap up there
for i = bodypartTypesTable:size() - 1, 0, -1 do
local bodyPart = bodypartTypesTable:get(i)
bodyPart:SetInfected(false)
end
if bodyPartType:scratched() then bodyPartType:setScratched(false, false) end
if bodyPartType:haveGlass() then bodyPartType:setHaveGlass(false) end
if bodyPartType:haveBullet() then bodyPartType:setHaveBullet(false, 0) end
if bodyPartType:isInfectedWound() then bodyPartType:setInfectedWound(false) end
if bodyPartType:isBurnt() then bodyPartType:setBurnTime(0) end
if bodyPartType:isCut() then bodyPartType:setCut(false, false) end --Lacerations
if bodyPartType:getFractureTime() > 0 then bodyPartType:setFractureTime(0) end
end
local function DeleteOtherAmputatedLimbs(side)
-- if left hand is cut and we cut left lowerarm, then delete hand
for _, limb in pairs(JCIO.limbNames) do
local partName = "JCIO.Amputation_" .. side .. "_" .. limb
local amputatedLimbItem = getPlayer():getInventory():FindAndReturn(partName)
if amputatedLimbItem then
getPlayer():getInventory():Remove(amputatedLimbItem)
end
end
end
---@param player any
---@param perk any The perk to scale down
local function LosePerkLevel(player, perk)
player:LoseLevel(perk)
local actualLevel = player:getPerkLevel(perk)
local perkXp = player:getXp()
perkXp:setXPToLevel(perk, actualLevel)
SyncXp(player)
end
---@param isHealingBite boolean
local function SetParametersForMissingLimb(bodyPart, isHealingBite)
bodyPart:setBleeding(false)
bodyPart:setBleedingTime(0)
bodyPart:setDeepWounded(false)
bodyPart:setDeepWoundTime(0)
bodyPart:setScratched(false, false) -- why the fuck are there 2 booleans TIS?
bodyPart:setScratchTime(0)
bodyPart:setCut(false)
bodyPart:setCutTime(0)
if isHealingBite then
bodyPart:SetBitten(false)
bodyPart:setBiteTime(0)
end
end
function JCIO.DamagePlayerDuringAmputation(patient, partName)
-- 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 bodyPartType = JCIO_Common.GetBodyPartFromPartName(partName)
local bodyDamage = patient:getBodyDamage()
local bodyDamagePart = bodyDamage:getBodyPart(bodyPartType)
bodyDamagePart:setBleeding(true)
bodyDamagePart:setCut(true)
bodyDamagePart:setBleedingTime(ZombRand(10, 20))
end
local function FindTourniquetInWornItems(patient, side)
local checkString = "Surgery_" .. side .. "_Tourniquet"
local item = JCIO_Common.FindItemInWornItems(patient, checkString)
return item
end
local function FindWristWatchInWornItems(patient, side)
local checkString = "Watch_" .. side
local item = JCIO_Common.FindItemInWornItems(patient, checkString)
return item
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 limbParameters = JCIO.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()
local side = JCIO_Common.GetSideFromPartName(partName)
-- 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
SetParametersForMissingLimb(bodyPart, false)
-- Use a tourniquet if available
local tourniquetItem = FindTourniquetInWornItems(player, side)
local baseDamageValue = 100
if tourniquetItem ~= nil then
baseDamageValue = 50 -- TODO Decrease mostly blood and damage, add pain, not everything else
if partName == side .. "_UpperArm" then
player:removeWornItem(tourniquetItem)
end
end
-- Removes wrist watches in case they're amputating the same side where they equipped it
local wristWatchItem = FindWristWatchInWornItems(player, side)
if wristWatchItem ~= nil then
if partName == side .. "_LowerArm" or partName == side .. "_UpperArm" then
player:removeWornItem(wristWatchItem)
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 = limbParameters[partName].cicatrizationBaseTime - surgeonFactor * 50
for _, depended_v in pairs(limbParameters[partName].dependsOn) do
limbsData[depended_v].isCut = true
limbsData[depended_v].isAmputationShown = false
limbsData[depended_v].cicatrizationTime = limbParameters[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))
SetParametersForMissingLimb(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 CheckIfStillInfected(limbsData) == false then
CureInfection(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+)_')
DeleteOtherAmputatedLimbs(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)
JCIO_Visuals.SetTextureForAmputation(amputation_clothing_item, player, false)
player:setWornItem(amputation_clothing_item:getBodyLocation(), amputation_clothing_item)
-- Set blood on the amputated limb
JCIO_Visuals.SetBloodOnAmputation(getPlayer(), adjacentBodyPart)
if partName == "Left_Foot" or partName == "Right_Foot" then
JCIO_Anims.SetMissingFootAnimation(true)
end
end
end