119 lines
3.8 KiB
Lua
119 lines
3.8 KiB
Lua
local CommonMethods = require("TOC/CommonMethods")
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local StaticData = require("TOC/StaticData")
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local ModDataHandler = require("TOC/Handlers/ModDataHandler")
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local CachedDataHandler = require("TOC/Handlers/CachedDataHandler")
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-------------------------
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---@class ProsthesisHandler
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local ProsthesisHandler = {}
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local bodyLocArmProst = StaticData.MOD_BODYLOCS_BASE_IND_STR.TOC_ArmProst
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---comment
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---@param item InventoryItem
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function ProsthesisHandler.CheckIfProst(item)
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-- TODO Won't be correct when prost for legs are gonna be in
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return item:getBodyLocation():contains(bodyLocArmProst)
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end
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---Get the grouping for the prosthesis
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---@param item InventoryItem
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---@return string
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function ProsthesisHandler.GetGroup(item)
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local bodyLocation = item:getBodyLocation()
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local side = CommonMethods.GetSide(bodyLocation)
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local index
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if bodyLocation:contains(bodyLocArmProst) then
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index = "Top_" .. side
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else
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index = "Bottom_" .. side
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end
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local group = StaticData.PROSTHESES_GROUPS_IND_STR[index]
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return group
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end
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---Cache the correct texture for the Health Panel for the currently equipped prosthesis
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function ProsthesisHandler.SetHealthPanelTexture()
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-- TODO do it
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end
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---Check if a prosthesis is equippable. It depends whether the player has a cut limb or not on that specific side. There's an exception for Upper arm, obviously
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---@param bodyLocation string
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---@return boolean
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function ProsthesisHandler.CheckIfEquippable(bodyLocation)
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TOC_DEBUG.print("current item is a prosthesis")
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local side = CommonMethods.GetSide(bodyLocation)
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TOC_DEBUG.print("checking side: " .. tostring(side))
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local amputatedLimbs = CachedDataHandler.GetAmputatedLimbs(getPlayer():getUsername())
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for i = 1, #amputatedLimbs do
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local limbName = amputatedLimbs[i]
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if string.contains(limbName, side) and not string.contains(limbName, "UpperArm") then
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TOC_DEBUG.print("found acceptable limb to use prosthesis")
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return true
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end
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end
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-- No acceptable cut limbs
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getPlayer():Say("I can't equip this")
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return false
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end
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-------------------------
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--* Events *--
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-------------------------
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--* Overrides *--
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---@diagnostic disable-next-line: duplicate-set-field
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function ISWearClothing:isValid()
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TOC_DEBUG.print("ISWearClothing:isValid")
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local bodyLocation = self.item:getBodyLocation()
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if not string.contains(bodyLocation, bodyLocArmProst) then
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return true
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else
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return ProsthesisHandler.CheckIfEquippable(bodyLocation)
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end
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end
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local og_ISClothingExtraAction_isValid = ISClothingExtraAction.isValid
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---@diagnostic disable-next-line: duplicate-set-field
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function ISClothingExtraAction:isValid()
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--the item that we gets is the OG one, so if we're coming from the left one and wanna switch to the right one we're still gonna get the Left bodylocation
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-- TODO Figure out why it runs 2 times
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local testItem = InventoryItemFactory.CreateItem(self.extra)
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local bodyLocation = testItem:getBodyLocation()
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local isEquippable = og_ISClothingExtraAction_isValid(self)
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if isEquippable and not string.contains(bodyLocation, bodyLocArmProst) then
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isEquippable = true
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else
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isEquippable = ProsthesisHandler.CheckIfEquippable(bodyLocation)
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end
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return isEquippable
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end
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local og_ISClothingExtraAction_perform = ISClothingExtraAction.perform
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function ISClothingExtraAction:perform()
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og_ISClothingExtraAction_perform(self)
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if ProsthesisHandler.CheckIfProst(self.item) then
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local group = ProsthesisHandler.GetGroup(self.item)
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TOC_DEBUG.print("applying prosthesis stuff for " .. group)
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local modDataHandler = ModDataHandler.GetInstance()
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modDataHandler:setIsProstEquipped(group, true)
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modDataHandler:apply()
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end
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end
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return ProsthesisHandler
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