311 lines
12 KiB
Lua
311 lines
12 KiB
Lua
local ModDataHandler = require("TOC/Handlers/ModDataHandler")
|
|
local CommonMethods = require("TOC/CommonMethods")
|
|
local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
|
|
local StaticData = require("TOC/StaticData")
|
|
-----------
|
|
|
|
-- THIS SHOULD BE LOCAL ONLY! WE'RE MANAGING EVENTS AND INITIALIZATION STUFF!
|
|
|
|
-- 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 playerObj IsoPlayer
|
|
local PlayerHandler = {}
|
|
|
|
---Setup the Player Handler and modData, only for local client
|
|
---@param playerObj IsoPlayer
|
|
---@param isForced boolean?
|
|
function PlayerHandler.InitializePlayer(playerObj, isForced)
|
|
local username = playerObj:getUsername()
|
|
TOC_DEBUG.print("initializing local player: " .. username)
|
|
|
|
ModDataHandler:new(username, isForced)
|
|
PlayerHandler.playerObj = playerObj
|
|
|
|
-- Calculate amputated limbs and highest point of amputations at startup
|
|
CachedDataHandler.CalculateAmputatedLimbs(username)
|
|
CachedDataHandler.CalculateHighestAmputatedLimbs(username)
|
|
|
|
-- 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("TOC/Handlers/ItemsHandler")
|
|
ItemsHandler.Player.DeleteAllOldAmputationItems(playerObj)
|
|
CachedDataHandler.Reset(username)
|
|
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
|
|
|
|
-------------------------
|
|
--* 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()
|
|
local modDataHandler = ModDataHandler.GetInstance()
|
|
|
|
for i=1, #StaticData.LIMBS_STR do
|
|
local limbName = StaticData.LIMBS_STR[i]
|
|
local bptEnum = StaticData.BODYLOCS_IND_BPT[limbName]
|
|
local bodyPart = bd:getBodyPart(bptEnum)
|
|
|
|
if bodyPart:bitten() or bodyPart:IsInfected() then
|
|
if modDataHandler:getIsCut(limbName) then
|
|
bodyPart:SetBitten(false)
|
|
else
|
|
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 ModDataHandler.GetInstance():getIsIgnoredPartInfected() then return end
|
|
|
|
for i=1, #StaticData.IGNORED_BODYLOCS_BPT do
|
|
local bodyPartType = StaticData.IGNORED_BODYLOCS_BPT[i]
|
|
local bodyPart = bd:getBodyPart(bodyPartType)
|
|
if bodyPart and (bodyPart:bitten() or bodyPart:IsInfected()) then
|
|
ModDataHandler.GetInstance():setIsIgnoredPartInfected(true)
|
|
end
|
|
end
|
|
end
|
|
|
|
Events.OnPlayerGetDamage.Add(PlayerHandler.CheckInfection)
|
|
|
|
|
|
---Updates the cicatrization process, run when a limb has been cut
|
|
function PlayerHandler.UpdateCicatrization()
|
|
if ModDataHandler.GetInstance():getIsAnyLimbCut() == false then return end
|
|
|
|
-- TODO Update cicatrization
|
|
end
|
|
|
|
|
|
|
|
------------------------------------------
|
|
--* OVERRIDES *--
|
|
|
|
--* Time to perform actions overrides *--
|
|
|
|
local og_ISBaseTimedAction_adjustMaxTime = ISBaseTimedAction.adjustMaxTime
|
|
--- Adjust time
|
|
---@diagnostic disable-next-line: duplicate-set-field
|
|
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()
|
|
local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(pl:getUsername())
|
|
for i=1, #amputatedLimbs do
|
|
local limbName = 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_IND_NUM[limbName] - perkLevelScaled)
|
|
end
|
|
end
|
|
end
|
|
return time
|
|
end
|
|
|
|
local og_ISBaseTimedAction_perform = ISBaseTimedAction.perform
|
|
--- After each action, level up perks
|
|
---@diagnostic disable-next-line: duplicate-set-field
|
|
function ISBaseTimedAction:perform()
|
|
og_ISBaseTimedAction_perform(self)
|
|
|
|
if ModDataHandler.GetInstance():getIsAnyLimbCut() then
|
|
for side, _ in pairs(StaticData.SIDES_IND_STR) 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
|
|
|
|
--* Equipping items overrides *--
|
|
|
|
local equipPrimaryText = getText("ContextMenu_Equip_Primary")
|
|
local equipSecondaryText = getText("ContextMenu_Equip_Secondary")
|
|
|
|
local primaryHand = StaticData.PARTS_IND_STR.Hand .. "_" .. StaticData.SIDES_IND_STR.R
|
|
local secondaryHand = StaticData.PARTS_IND_STR.Hand .. "_" .. StaticData.SIDES_IND_STR.L
|
|
|
|
local prostTopR = StaticData.PROSTHESES_GROUPS_IND_STR.Top_R
|
|
local prostTopL = StaticData.PROSTHESES_GROUPS_IND_STR.Top_L
|
|
|
|
local og_ISEquipWeaponAction_isValid = ISEquipWeaponAction.isValid
|
|
---Add a condition to check the feasibility of having 2 handed weapons or if both arms are cut off
|
|
---@return boolean
|
|
---@diagnostic disable-next-line: duplicate-set-field
|
|
function ISEquipWeaponAction:isValid()
|
|
local isValid = og_ISEquipWeaponAction_isValid(self)
|
|
local modDataHandler = ModDataHandler.GetInstance(self.character:getUsername())
|
|
if isValid and modDataHandler:getIsAnyLimbCut() then
|
|
|
|
-- TODO We need to consider amputating legs, this won't be correct anymore
|
|
-- TODO Cache this!
|
|
local isPrimaryHandValid = not modDataHandler:getIsCut(primaryHand) or modDataHandler:getIsProstEquipped(prostTopR)
|
|
local isSecondaryHandValid = not modDataHandler:getIsCut(secondaryHand) or modDataHandler:getIsProstEquipped(prostTopL)
|
|
-- Check prosthesis before anything else. If we have them, then we're gucci
|
|
--if modDataHandler:getIsProstEquipped(StaticData.PROSTHESES_GROUPS.top)
|
|
|
|
|
|
TOC_DEBUG.print("isPrimaryHandValid: " .. tostring(isPrimaryHandValid))
|
|
TOC_DEBUG.print("isSecondaryHandValid: " .. tostring(isSecondaryHandValid))
|
|
|
|
|
|
-- Both hands are cut off
|
|
if not isPrimaryHandValid and not isSecondaryHandValid then
|
|
TOC_DEBUG.print("Both hands invalid")
|
|
isValid = false
|
|
end
|
|
|
|
-- Equip primary and no right hand (with no prost)
|
|
if self.jobType:contains(equipPrimaryText) and not isPrimaryHandValid then
|
|
TOC_DEBUG.print("Equip primary, no right hand, not valid")
|
|
isValid = false
|
|
end
|
|
|
|
-- Equip secondary and no left hand (with no prost)
|
|
if self.jobType:contains(equipSecondaryText) and not isSecondaryHandValid then
|
|
TOC_DEBUG.print("Equip secondary, no left hand, not valid")
|
|
isValid = false
|
|
end
|
|
end
|
|
|
|
TOC_DEBUG.print("isValid to return -> " .. tostring(isValid))
|
|
--print("_________________________________")
|
|
return isValid
|
|
end
|
|
|
|
|
|
---@class ISEquipWeaponAction
|
|
---@field character IsoPlayer
|
|
|
|
---A recreation of the original method, but with amputations in mind
|
|
---@param modDataHandler ModDataHandler
|
|
function ISEquipWeaponAction:performWithAmputation(modDataHandler)
|
|
|
|
-- TODO Simplify this
|
|
local hand = nil
|
|
local prostGroup = nil
|
|
local otherHand = nil
|
|
local otherProstGroup = nil
|
|
local getMethodFirst = nil
|
|
local setMethodFirst = nil
|
|
local getMethodSecond = nil
|
|
local setMethodSecond = nil
|
|
|
|
if self.primary then
|
|
hand = StaticData.LIMBS_IND_STR.Hand_R
|
|
prostGroup = StaticData.PROSTHESES_GROUPS_IND_STR.Top_R
|
|
otherHand = StaticData.LIMBS_IND_STR.Hand_L
|
|
otherProstGroup = StaticData.PROSTHESES_GROUPS_IND_STR.Top_L
|
|
getMethodFirst = self.character.getSecondaryHandItem
|
|
setMethodFirst = self.character.setSecondaryHandItem
|
|
getMethodSecond = self.character.getPrimaryHandItem
|
|
setMethodSecond = self.character.setPrimaryHandItem
|
|
else
|
|
hand = StaticData.LIMBS_IND_STR.Hand_L
|
|
prostGroup = StaticData.PROSTHESES_GROUPS_IND_STR.Top_L
|
|
otherHand = StaticData.LIMBS_IND_STR.Hand_R
|
|
otherProstGroup = StaticData.PROSTHESES_GROUPS_IND_STR.Top_R
|
|
getMethodFirst = self.character.getPrimaryHandItem
|
|
setMethodFirst = self.character.setPrimaryHandItem
|
|
getMethodSecond = self.character.getSecondaryHandItem
|
|
setMethodSecond = self.character.setSecondaryHandItem
|
|
end
|
|
|
|
|
|
if not self.twoHands then
|
|
if getMethodFirst(self.character) and getMethodFirst(self.character):isRequiresEquippedBothHands() then
|
|
setMethodFirst(self.character, nil)
|
|
end
|
|
-- if this weapon is already equiped in the 2nd hand, we remove it
|
|
if(getMethodFirst(self.character) == self.item or getMethodFirst(self.character) == getMethodSecond(self.character)) then
|
|
setMethodFirst(self.character, nil)
|
|
end
|
|
-- if we are equipping a handgun and there is a weapon in the secondary hand we remove it
|
|
if instanceof(self.item, "HandWeapon") and self.item:getSwingAnim() and self.item:getSwingAnim() == "Handgun" then
|
|
if getMethodFirst(self.character) and instanceof(getMethodFirst(self.character), "HandWeapon") then
|
|
setMethodFirst(self.character, nil)
|
|
end
|
|
end
|
|
if not getMethodSecond(self.character) or getMethodSecond(self.character) ~= self.item then
|
|
setMethodSecond(self.character, nil)
|
|
|
|
-- TODO We should use the CachedData indexable instead of modDataHandler
|
|
|
|
if not modDataHandler:getIsCut(hand) then
|
|
setMethodSecond(self.character, self.item)
|
|
else
|
|
setMethodFirst(self.character, self.item)
|
|
end
|
|
end
|
|
else
|
|
setMethodFirst(self.character, nil)
|
|
setMethodSecond(self.character, nil)
|
|
|
|
|
|
local isFirstValid = not modDataHandler:getIsCut(hand) or modDataHandler:getIsProstEquipped(prostGroup)
|
|
local isSecondValid = not modDataHandler:getIsCut(otherHand) or modDataHandler:getIsProstEquipped(otherProstGroup)
|
|
TOC_DEBUG.print("First Hand: " .. tostring(hand))
|
|
TOC_DEBUG.print("Prost Group: " .. tostring(prostGroup))
|
|
TOC_DEBUG.print("Other Hand: " .. tostring(otherHand))
|
|
TOC_DEBUG.print("Other Prost Group: " .. tostring(otherProstGroup))
|
|
|
|
TOC_DEBUG.print("isPrimaryHandValid: " .. tostring(isFirstValid))
|
|
TOC_DEBUG.print("isSecondaryHandValid: " .. tostring(isSecondValid))
|
|
|
|
|
|
if isFirstValid then
|
|
setMethodSecond(self.character, self.item)
|
|
end
|
|
|
|
if isSecondValid then
|
|
setMethodFirst(self.character, self.item)
|
|
end
|
|
end
|
|
end
|
|
|
|
local og_ISEquipWeaponAction_perform = ISEquipWeaponAction.perform
|
|
---@diagnostic disable-next-line: duplicate-set-field
|
|
function ISEquipWeaponAction:perform()
|
|
og_ISEquipWeaponAction_perform(self)
|
|
|
|
-- TODO Can we do it earlier?
|
|
local modDataHandler = ModDataHandler.GetInstance(self.character:getUsername())
|
|
|
|
-- Just check it any limb has been cut. If not, we can just return from here
|
|
if modDataHandler:getIsAnyLimbCut() == true then
|
|
self:performWithAmputation(modDataHandler)
|
|
end
|
|
end
|
|
|
|
|
|
return PlayerHandler |