Files
The-Only-Cure/media/lua/client/Handlers/TOC_PlayerHandler.lua
2023-11-10 12:37:38 +01:00

171 lines
6.3 KiB
Lua

local ModDataHandler = require("Handlers/TOC_ModDataHandler")
local CommonMethods = require("TOC_Common")
local StaticData = require("TOC_StaticData")
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-- TODO We should instantiate this anyway if we want to keep track of cut limbs here. Doing so, we would be able to handle other players too
-- LIST OF STUFF THAT THIS CLASS NEEDS TO DO
-- Keep track of cut limbs so that we don't have to loop through all of them all the time
-- Update current player status (infection checks)
-- handle stats increase\decrease
---@class PlayerHandler
---@field modDataHandler ModDataHandler
---@field playerObj IsoPlayer
local PlayerHandler = {}
---Setup player modData
---@param _ nil
---@param playerObj IsoPlayer
---@param isForced boolean?
function PlayerHandler.InitializePlayer(_, playerObj, isForced)
PlayerHandler.modDataHandler = ModDataHandler:new(playerObj)
PlayerHandler.modDataHandler:setup(isForced)
PlayerHandler.playerObj = playerObj
-- Calculate amputated limbs at startup
PlayerHandler.amputatedLimbs = {}
for i=1, #StaticData.LIMBS_STRINGS do
local limbName = StaticData.LIMBS_STRINGS[i]
if PlayerHandler.modDataHandler:getIsCut(limbName) then
PlayerHandler.AddLocalAmputatedLimb(limbName)
end
end
-- Since isForced is used to reset an existing player data, we're gonna clean their ISHealthPanel table too
if isForced then
ISHealthPanel.highestAmputations = {}
local ItemsHandler = require("Handlers/TOC_ItemsHandler")
ItemsHandler.DeleteAllOldAmputationItems(playerObj)
end
end
---Handles the traits
---@param playerObj IsoPlayer
function PlayerHandler.ManageTraits(playerObj)
local AmputationHandler = require("Handlers/TOC_AmputationHandler")
for k, v in pairs(StaticData.TRAITS_BP) do
if playerObj:HasTrait(k) then
-- Once we find one, we should be done.
local tempHandler = AmputationHandler:new(v)
tempHandler:execute(false) -- No damage
tempHandler:close()
return
end
end
end
---Cache the currently amputated limbs
---@param limbName string
function PlayerHandler.AddLocalAmputatedLimb(limbName)
print("TOC: added " .. limbName .. " to known amputated limbs")
table.insert(PlayerHandler.amputatedLimbs, limbName)
end
--* Getters *--
function PlayerHandler.GetAmputatedLimbs()
return PlayerHandler.amputatedLimbs or {}
end
--* Events *--
---Check if the player has an infected (as in, zombie infection) body part
---@param character IsoGameCharacter
function PlayerHandler.CheckInfection(character)
-- This fucking event barely works. Bleeding seems to be the only thing that triggers it
if character ~= getPlayer() then return end
local bd = character:getBodyDamage()
for i=1, #StaticData.LIMBS_STRINGS do
local limbName = StaticData.LIMBS_STRINGS[i]
local bptEnum = StaticData.BODYPARTSTYPES_ENUM[limbName]
local bodyPart = bd:getBodyPart(bptEnum)
if bodyPart:bitten() or bodyPart:IsInfected() then
if PlayerHandler.modDataHandler:getIsCut(limbName) then
bodyPart:SetBitten(false)
else
PlayerHandler.modDataHandler:setIsInfected(limbName, true)
end
end
end
-- Check other body parts that are not included in the mod, if there's a bite there then the player is fucked
-- We can skip this loop if the player has been infected. The one before we kinda need it to handle correctly the bites in case the player wanna cut stuff off anyway
if PlayerHandler.modDataHandler:getIsIgnoredPartInfected() then return end
for i=1, #StaticData.IGNORED_PARTS_STRINGS do
local bodyPartType = BodyPartType[StaticData.IGNORED_PARTS_STRINGS[i]]
local bodyPart = bd:getBodyPart(bodyPartType)
if bodyPart and (bodyPart:bitten() or bodyPart:IsInfected()) then
PlayerHandler.modDataHandler:setIsIgnoredPartInfected(true)
end
end
end
Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection)
---Handle perks
---@param player IsoPlayer
function PlayerHandler.UpdatePerks(player)
-- TODO If player has an amputated limb, they're gonna level up them while doing normal stuff, getting better at it dynamically
-- TODO We should have a way to check if the player has done any amputation at all instead of having to check manually each time
-- TODO Should be run when player is doing stuff like picking up objects, not randomly
for side, _ in pairs(StaticData.SIDES_STRINGS) do
local limbName = "Hand_" .. side
if ModDataHandler.GetInstance():getIsCut(limbName) then
player:getXp():AddXP(Perks["Side_" .. side], 0.1)
end
end
end
--Events.OnPlayerUpdate.Add(PlayerHandler.UpdatePerks)
--* Some overrides *--
local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
--- Adjust time
function ISBaseTimedAction:adjustMaxTime(maxTime)
local time = og_ISBaseTimedAction_adjustMaxTime(self, maxTime)
local modDataHandler = ModDataHandler.GetInstance()
if time ~= -1 and modDataHandler and modDataHandler:getIsAnyLimbCut() then
local pl = getPlayer()
for i=1, #PlayerHandler.amputatedLimbs do
local limbName = PlayerHandler.amputatedLimbs[i]
if modDataHandler:getIsCut(limbName) then
local perk = Perks["Side_" .. CommonMethods.GetSide(limbName)]
local perkLevel = pl:getPerkLevel(perk)
local perkLevelScaled
if perkLevel ~= 0 then perkLevelScaled = perkLevel / 10 else perkLevelScaled = 0 end
time = time * (StaticData.LIMBS_TIME_MULTIPLIER[limbName] - perkLevelScaled)
end
end
end
return time
end
local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform
--- After each action, level up perks
function ISBaseTimedAction:perform()
og_ISBaseTimedAction_perform(self)
if PlayerHandler.modDataHandler:getIsAnyLimbCut() then
for side, _ in pairs(StaticData.SIDES_STRINGS) do
local limbName = "Hand_" .. side
if ModDataHandler.GetInstance():getIsCut(limbName) then
PlayerHandler.playerObj:getXp():AddXP(Perks["Side_" .. side], 2) -- TODO Make it dynamic
end
end
end
end
return PlayerHandler