Files
The-Only-Cure/media/lua/client/TOC_ProsthesisHandler.lua
2023-03-20 01:02:16 +01:00

190 lines
5.0 KiB
Lua

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