185 lines
4.9 KiB
Lua
185 lines
4.9 KiB
Lua
-- Use the XLSX as a base for these stats
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local base_table = {
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LeatherBase = {
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durability = 25,
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speed = 15
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},
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WoodenBase = {
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durability = 10,
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speed = 5,
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},
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MetalBase = {
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durability = 75,
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speed = 7,
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}
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}
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local top_table = {
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MetalHook = {
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durability = 1,
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speed = 1,
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},
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WoodenHook = {
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durability = 1,
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speed = 1,
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}
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}
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local function GetProsthesisStats(array_stats, prosthesis_name)
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local durability
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local speed
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for name, values in pairs(array_stats) do
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-- Check the name of the prosthesis item, set the correct values
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if string.find(prosthesis_name, name) then
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durability = values.durability
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speed = values.speed
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return durability, speed
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end
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end
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end
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---comment
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---@param prosthesis_item any Normal item
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---@param inventory any player inventory
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---@param limb any
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---@return any equipped_prosthesis clothing item equipped prosthesis
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function GenerateEquippedProsthesis(prosthesis_item, inventory, limb)
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-- TODO Durability should be decided from the clothing item xml. Same thing for disassembling stuff
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-- TODO some stuff should be defined by the limb, like -10 if forearm in speed
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-- when we equip a prosthesis, we're gonna pass these parameters to the newly generated clothing item
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-- when we unequip it, we regen the normal item with the parameters from the clothing item
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local prosthesis_name = prosthesis_item:getFullType()
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local item_mod_data = prosthesis_item:getModData()
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local durability_base = 0
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local speed_base = 0
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local durability_top = 0
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local speed_top = 0
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-- Check the item mod data if the values are different than the default values
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if item_mod_data.TOC ~= nil then
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durability_base = item_mod_data.base_durability
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durability_top = item_mod_data.top_durability
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-- else
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-- durability_base, speed_base = GetProsthesisStats(base_table, prosthesis_name)
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-- durability_top, speed_top = GetProsthesisStats(top_table, prosthesis_name)
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end
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local equipped_prosthesis = inventory:AddItem(prosthesis_name)
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equipped_prosthesis:setCondition(prosthesis_item:getCondition())
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equipped_prosthesis:getModData().TOC = {
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base_durability = durability_base,
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top_durability = durability_top,
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}
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return equipped_prosthesis
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end
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----------------------------------------------------------
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-- Recipe functions
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ProsthesisRecipes = {}
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-- Parts should have a default condition max set at creation
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-- When we create a prosthesis, we carry the condition from the parts
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-- If we disassemble the prosthesis, the condition will be carried back to the parts
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-- Speed stat should be managed in another way, so change it
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local function GetProsthesisPartName(array_stats, prosthesis_name)
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for name, _ in pairs(array_stats) do
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if string.find(prosthesis_name, name) then
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return name
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end
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end
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end
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-- Creates the Normal Prosthesis Item
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function ProsthesisRecipes.OnCreateProsthesis(items, result, player, selectedItem)
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-- TODO We need a screwdriver to craft it? Some screws maybe
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-- Set mod data for item with durability and all that crap
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-- Get condition from the items
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local condition = 0
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for i=1,items:size() do
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local item = items:get(i-1)
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condition = condition + item:getCondition()
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end
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result:setCondition(condition) -- Should be the sum?
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result:getModData().TOC = {
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base_durability = 100,
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top_durability = 100, -- Stores it here too so we can re-reference it for later
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}
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end
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-- Reassign the correct condition to each item
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function ProsthesisRecipes.OnDisassembleProsthesis(item, result_items, player, selectedItem)
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-- Check durability of original item
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local item_mod_data = item.getModData().TOC
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local durability_top = item_mod_data.top.durability
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local durability_base = item_mod_data.base.durability
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-- TODO do we actually need to store speed again?
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local speed_top = item_mod_data.top.speed
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local speed_base = item_mod_data.base.speed
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-- Check name of the item
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local prosthesis_item_name = item:getFullType()
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local base_name = GetProsthesisPartName(base_table, prosthesis_item_name)
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local top_name = GetProsthesisPartName(top_table, prosthesis_item_name)
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print("TOC: " .. base_name .. " and " .. top_name)
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local player_inv = player:getInventory()
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local part_base = player_inv:AddItem("TOC.ProstPart" .. base_name)
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part_base:setCondition(durability_base)
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local part_top = player_inv:AddItem("TOC.ProstPart" .. top_name)
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part_top:setCondition(durability_top)
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-- TODO Add Screws from the item back with a chance of them breaking
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end
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function ProsthesisRecipes.OnCreateProsthesisPartItem(items, result, player, selectedItem)
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-- TODO Assign condition here from the table
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end
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