Files
The-Only-Cure/media/lua/client/TOC_HelperFunctions.lua

228 lines
6.7 KiB
Lua

-- CutLimb
-- TODO if TheONlyCure. triggers an errors
function TocCheckIfStillInfected(part_data)
if part_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 ipairs(GetBodyParts()) do
if part_data[v].is_infected then
check = true
end
end
if part_data.is_other_bodypart_infected then
check = true
end
return check
end
function TocCureInfection(body_damage, part_data, part_name)
local body_part_type = body_damage:getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
-- Check if we can heal the infection
local is_other_bodypart_infected = getPlayer():getModData().TOC.Limbs.is_other_bodypart_infected
if not is_other_bodypart_infected and not TheOnlyCure.CheckIfOtherLimbsAreInfected(part_data, part_name) then
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
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
function TocDeleteOtherAmputatedLimbs(side)
-- if left hand is cut and we cut left lowerarm, then delete hand
for _, limb in pairs(TOC_limbs) 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
function TocGetKitInInventory(surgeon)
local playerInv = surgeon:getInventory();
local item = playerInv:getItemFromType('TOC.Real_surgeon_kit') or playerInv:getItemFromType('TOC.Surgeon_kit') or
playerInv:getItemFromType('TOC.Improvised_surgeon_kit')
return item
end
function TocGetSawInInventory(surgeon)
local player_inv = surgeon:getInventory()
local item = player_inv:getItemFromType("Saw") or player_inv:getItemFromType("GardenSaw") or
player_inv:getItemFromType("Chainsaw")
return item
end
-- OperateLimb
function SetBodyPartsStatusAfterOperation(player, part_data, part_name, use_oven)
--for _, v in ipairs(GetBodyParts()) do
local body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromPartName(part_name))
FixSingleBodyPartType(body_part_type, use_oven)
for _, v in ipairs(part_data[part_name].depends_on) do
local depended_body_part_type = player:getBodyDamage():getBodyPart(TocGetBodyPartTypeFromPartName(v))
FixSingleBodyPartType(depended_body_part_type, use_oven)
end
end
function FixSingleBodyPartType(body_part_type, use_oven)
body_part_type:setDeepWounded(false) --Basically like stitching
body_part_type:setDeepWoundTime(0)
if use_oven then
body_part_type:AddDamage(100)
body_part_type:setAdditionalPain(100);
body_part_type:setBleeding(false)
body_part_type:setBleedingTime(0) -- no bleeding since it's been cauterized
else
-- TODO Think a little better about this, do we want to trigger bleeding or not?
body_part_type:setBleeding(false)
--body_part_type:setBleedingTime(ZombRand(1, 5)) -- Reset the bleeding, maybe make it random
end
end
-- Unequip Prosthesis
local function PartNameToBodyLocation(name)
-- This is still correct but naming sucks
if name == "Right_Hand" then return "ArmRight_Prot" end
if name == "Right_LowerArm" then return "ArmRight_Prot" end
if name == "Right_UpperArm" then return "ArmRight_Prot" end
if name == "Left_Hand" then return "ArmLeft_Prot" end
if name == "Left_LowerArm" then return "ArmLeft_Prot" end
if name == "Left_UpperArm" then return "ArmLeft_Prot" end
end
function TocFindItemInProstBodyLocation(part_name, patient)
-- FIXME this can return even amputated limbs, and we're using it only for prosthetics. This is gonna break sooner or later
-- Can't be used for online purposes, since we can't get the online inventory of another player
local worn_items = patient:getWornItems()
for i = 1, worn_items:size() - 1 do -- Maybe wornItems:size()-1
local item = worn_items:get(i):getItem()
if item:getBodyLocation() == PartNameToBodyLocation(part_name) then
return item
end
end
end
-------------------------------------
-- Override helper
function CheckIfItemIsAmputatedLimb(item)
-- TODO Benchmark if this is faster
local item_full_type = item:getFullType()
if string.find(item_full_type, "TOC.Amputation_") then
return true
else
return false
end
end
-- function CheckIfItemIsAmputatedLimb(item)
-- local item_full_type = item:getFullType()
-- local sides = {"Left", "Right"}
-- local limbs_to_check = {"Hand", "LowerArm", "UpperArm"}
-- local is_amputated_limb = false
-- for _, part in ipairs(limbs_to_check) do
-- for _, side in ipairs(sides) do
-- local part_name = side .. "_" .. part
-- local check_name = "TOC.Amputation_" .. part_name
-- print(check_name)
-- if item_full_type == check_name then
-- is_amputated_limb = true
-- break
-- end
-- end
-- end
-- return is_amputated_limb
-- end
function CheckIfItemIsProsthesis(item)
-- TODO find a cleaner way
local item_full_type = item:getFullType()
local prosthesis_list = GetProsthesisList()
for _, v in pairs(prosthesis_list) do
if v == item_full_type then
return true
end
end
return false
end
function CheckIfItemIsInstalledProsthesis(item)
local item_full_type = item:getFullType()
if string.find(item_full_type, "TOC.Prost_") then
return true
else
return false
end
end