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

249 lines
8.2 KiB
Lua

require "TimedActions/ISBaseTimedAction"
require "TimedActions/ISEquipWeaponAction"
require "TimedActions/ISUnequipAction"
require "ISUI/ISInventoryPaneContextMenu"
-- TODO 1) Add exceptions for watches
local og_ISBaseTimedActionAdjustMaxTime = ISBaseTimedAction.adjustMaxTime
function ISBaseTimedAction:adjustMaxTime(maxTime)
-- TODO we can customize it better through clothing items modifier, you mook
-- RunSpeedModifier = 0.93 for example
local originalMaxTime = og_ISBaseTimedActionAdjustMaxTime(self, maxTime)
if originalMaxTime ~= -1 then
local modData = getPlayer():getModData()
local limbParameters = JCIO.limbParameters
local limbsData = modData.JCIO.limbs
local modifiedMaxTime = originalMaxTime
local burnFactor = 1.3 -- TODO Move this crap
for _, partName in pairs(JCIO_Common.GetPartNames()) do
if limbsData[partName].isCut then
--Equipped prosthesis or not
if limbsData[partName].isProsthesisEquipped then
-- FIXME We should apply the correct values to equippedProsthesis once we equip it
--modifiedMaxTime = modifiedMaxTime * limbsData[partName].equipped_prosthesis.prosthesis_factor
else
-- TODO this should depend on the limb?
modifiedMaxTime = modifiedMaxTime * 1.5
end
-- Cauterization check
if limbsData[partName].is_cauterized then
modifiedMaxTime = modifiedMaxTime * burnFactor
end
-- Perk scaling
if partName == "Right_Hand" or partName == "Left_Hand" then
modifiedMaxTime = modifiedMaxTime *
(1 + (9 - self.character:getPerkLevel(Perks[partName])) / 20)
end
end
end
if modifiedMaxTime > 10 * originalMaxTime then modifiedMaxTime = 10 * originalMaxTime end
return modifiedMaxTime
end
return originalMaxTime
end
-------------------------------------------------
-- Block access to drag, picking, inspecting, etc to amputated limbs
local og_ISInventoryPaneOnMouseDoubleClick = ISInventoryPane.onMouseDoubleClick
function ISInventoryPane:onMouseDoubleClick(x, y)
local item_to_check = self.items[self.mouseOverOption]
local player_inventory = getPlayerInventory(self.player).inventory
if instanceof(item_to_check, "InventoryItem") then
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
elseif JCIO_Common.CheckIfItemIsAmputatedLimb(item_to_check.items[1]) or JCIO_Common.CheckIfItemIsInstalledProsthesis(item_to_check.items[1]) then
--print("JCIO: Can't double click this item")
end
og_ISInventoryPaneOnMouseDoubleClick(self, x, y)
end
local og_ISInventoryPaneGetActualItems = ISInventoryPane.getActualItems
function ISInventoryPane.getActualItems(items)
-- TODO add an exception for installed prosthesis, make them unequippable automatically from here and get the correct obj
local ret = og_ISInventoryPaneGetActualItems(items)
-- This is gonna be slower than just overriding the function but hey it's more compatible
for i = 1, #ret do
local item_full_type = ret[i]:getFullType()
if string.find(item_full_type, "Amputation_") or string.find(item_full_type, "Prost_") then
table.remove(ret, i)
end
end
return ret
end
local og_ISInventoryPaneContextMenuOnInspectClothing = ISInventoryPaneContextMenu.onInspectClothing
ISInventoryPaneContextMenu.onInspectClothing = function(playerObj, clothing)
-- Inspect menu bypasses getActualItems, so we need to add that workaround here too
local clothing_full_type = clothing:getFullType()
if JCIO_Common.CheckIfItemIsAmputatedLimb(clothing) or JCIO_Common.CheckIfItemIsInstalledProsthesis(clothing) then
--print("JCIO: Can't inspect this!")
else
og_ISInventoryPaneContextMenuOnInspectClothing(playerObj, clothing)
end
end
local og_ISEquipWeaponActionPerform = ISEquipWeaponAction.perform
function ISEquipWeaponAction:perform()
-- TODO this is only for weapons, not items. Won't work for everything I think
--TODO Block it before even performing
-- TODO in the inventory menu there is something broken, even though this works
og_ISEquipWeaponActionPerform(self)
local limbs_data = self.character:getModData().JCIO.limbs
local can_be_held = JCIO_Common.GetCanBeHeldTable(limbs_data)
if not self.item:isRequiresEquippedBothHands() then
if can_be_held["Right"] and not can_be_held["Left"] then
self.character:setPrimaryHandItem(self.item)
self.character:setSecondaryHandItem(nil)
elseif not can_be_held["Right"] and can_be_held["Left"] then
self.character:setPrimaryHandItem(nil)
self.character:setSecondaryHandItem(self.item)
elseif not can_be_held["Left"] and not can_be_held["Right"] then
self.character:dropHandItems()
end
else
if (can_be_held["Right"] and not can_be_held["Left"]) or
(not can_be_held["Right"] and can_be_held["Left"]) or
(not can_be_held["Left"] and not can_be_held["Right"]) then
self.character:dropHandItems()
end
end
-- Check if it's a prosthesis and let the player know that they're fucking things up
if self.item then
local item_name = self.item:getFullType()
for _, prost_v in pairs(GetProsthesisList()) do
local prosthesis_name = string.match(item_name, prost_v)
if prosthesis_name then
self.character:Say("This isn't the right way to equip this...")
end
end
end
end
local og_ISInventoryPaneContextMenuUnequipItem = ISInventoryPaneContextMenu.unequipItem
function ISInventoryPaneContextMenu.unequipItem(item, player)
if item == nil then
return
end
if JCIO_Common.CheckIfItemIsAmputatedLimb(item) == false and JCIO_Common.CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuUnequipItem(item, player)
end
end
local og_ISInventoryPaneContextMenuDropItem = ISInventoryPaneContextMenu.dropItem
function ISInventoryPaneContextMenu.dropItem(item, player)
if JCIO_Common.CheckIfItemIsAmputatedLimb(item) == false and JCIO_Common.CheckIfItemIsInstalledProsthesis(item) == false then
og_ISInventoryPaneContextMenuDropItem(item, player)
end
end
-- Make the player unable to equip a tourniquet or watches on an already fully amputated limb
local og_ISWearClothingIsValid = ISWearClothing.isValid
function ISWearClothing:isValid()
local baseCheck = og_ISWearClothingIsValid(self)
local itemFullType = self.item:getFullType()
local limbsData = self.character:getModData().JCIO.limbs
local itemToCheck = "Surgery_%s_Tourniquet"
for _, side in pairs(JCIO.sideNames) do
local formattedItemName = string.format(itemToCheck, side)
if string.find(itemFullType, formattedItemName) then
if limbsData[side .. "_UpperArm"].isCut then
return false
end
end
end
return baseCheck
end
-- This is to manage the watches, we don't want them equipped over an amputated limb of course
local og_ISWearClothingExtraAction = ISClothingExtraAction.isValid
function ISClothingExtraAction:isValid()
local baseCheck = og_ISWearClothingExtraAction(self)
-- Check the new extra instead of the old item
local newItem = self:createItem(self.item, self.extra)
local itemFullType = newItem:getFullType()
local location = newItem:getBodyLocation()
--print("JCIO: watch full type " .. itemFullType)
--print("JCIO: watch location " .. location)
local itemToCheck = "Watch_"
local limbsData = self.character:getModData().JCIO.limbs
if string.find(itemFullType, itemToCheck) then
for _, side in pairs (JCIO.sideNames) do
if location == side .. "Wrist" then
if limbsData[side .. "_LowerArm"].isCut then
return false
end
end
end
end
return baseCheck
end