216 lines
7.9 KiB
Lua
216 lines
7.9 KiB
Lua
--[[
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General stuff
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]]
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-- Returns Handy plugin version number
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function GetHandyVersion()
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return HANDY_VERSION
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end
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-- Checks if handy is in proper version
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function CheckForRequiedVersion( inVersion )
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if( inVersion > HANDY_VERSION ) then return false end
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return true
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end
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--[[
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MCS-specific _functions and nasty hacks :D
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]]
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function GetChestHeightCheat( inChest )
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local chestGrid = inChest:GetContents()
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LOGINFO( "This function serves no purpose now! You should consider chest:GetContents():GetHeight() now!" )
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LOGINFO( "Also, you might find Handy's new 'IsChestDouble()' useful for your case" )
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return chestGrid:GetHeight()
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end
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function IsChestDouble( inChest )
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local chestHeight = inChest:GetContents():GetHeight()
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if( chestHeight == 3 ) then
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return false
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end
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return true
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end
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-- Those two checks how many items of given inItemID chest and player have, and how much they could fit inside them
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function ReadChestForItem( inChest, inItemID )
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return ReadGridForItems( inChest:GetContents(), inItemID )
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end
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function ReadPlayerForItem( inPlayer, inItemID )
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local inventoryFound, inventoryFree = ReadGridForItems( inPlayer:GetInventory():GetInventoryGrid(), inItemID )
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local hotbarFound, hotbarFree = ReadGridForItems( inPlayer:GetInventory():GetHotbarGrid(), inItemID )
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local itemsFound = inventoryFound + hotbarFound
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local freeSpace = inventoryFree + hotbarFree
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return itemsFound, freeSpace
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end
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-- Following functions are for chest-related operations
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-- BEWARE! Those assume you did checked if chest has items/space in it!
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function ReadGridForItems( inGrid, inItemID )
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local itemsFound = 0
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local freeSpace = 0
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local slotsCount = inGrid:GetNumSlots()
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local testerItem = cItem( inItemID )
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local maxStackSize = testerItem:GetMaxStackSize()
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for index = 0, (slotsCount - 1) do
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slotItem = inGrid:GetSlot( index )
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if( slotItem:IsEmpty() ) then
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freeSpace = freeSpace + maxStackSize
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else
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if( slotItem:IsStackableWith( testerItem ) ) then
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itemsFound = itemsFound + slotItem.m_ItemCount
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freeSpace = maxStackSize - slotItem.m_ItemCount
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end
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end
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end
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return itemsFound, freeSpace
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end
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function TakeItemsFromGrid( inGrid, inItem )
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local slotsCount = inGrid:GetNumSlots()
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local removedItem = cItem( inItem )
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for index = 0, (slotsCount - 1) do
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slotItem = inGrid:GetSlot( index )
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if( slotItem:IsSameType( removedItem ) ) then
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if( slotItem.m_ItemCount <= removedItem.m_ItemCount ) then
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removedItem.m_ItemCount = removedItem.m_ItemCount - slotItem.m_ItemCount
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inGrid:EmptySlot( index )
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else
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removedItem.m_ItemCount = slotItem.m_ItemCount - removedItem.m_ItemCount
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inGrid:SetSlot( index, removedItem )
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removedItem.m_ItemCount = 0
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end
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if( removedItem.m_ItemCount <= 0 ) then break end
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end
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end
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return removedItem.m_ItemCount
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end
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--------------
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function TakeItemsFromChest( inChest, inItemID, inAmount ) -- MIGHT BE UNSAFE! CHECK FOR ITEMS FIRST!!
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local chestGrid = inChest:GetContents()
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local removedItem = cItem( inItemID, inAmount )
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TakeItemsFromGrid( chestGrid, removedItem )
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end
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function PutItemsToChest( inChest, inItemID, inAmount )
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local chestGrid = inChest:GetContents()
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local addedItem = cItem( inItemID, inAmount )
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chestGrid:AddItem( addedItem )
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end
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-- Similar to chest-related.
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function TakeItemsFromPlayer( inPlayer, inItemID, inAmount ) -- MIGHT BE UNSAFE! CHECK FIRST!
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local removedItem = cItem( inItemID, inAmount )
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local inventoryGrid = inPlayer:GetInventory():GetInventoryGrid()
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local hotbarGrid = inPlayer:GetInventory():GetHotbarGrid()
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local itemsLeft = TakeItemsFromGrid( inventoryGrid, removedItem )
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if( itemsLeft > 0 ) then
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removedItem = cItem( inItemID, itemsLeft )
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TakeItemsFromGrid( hotbarGrid, removedItem )
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end
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end
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function GiveItemsToPlayer( inPlayer, inItemID, inAmount )
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local addedItem = cItem( inItemID, inAmount )
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local inventoryGrid = inPlayer:GetInventory():GetInventoryGrid()
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local hotbarGrid = inPlayer:GetInventory():GetHotbarGrid()
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local itemsAdded = inventoryGrid:AddItem( addedItem )
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if( itemsAdded < inAmount ) then
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addedItem.m_ItemCount = addedItem.m_ItemCount - itemsAdded
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hotbarGrid:AddItem( addedItem )
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end
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end
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-- This function returns item max stack for a given itemID. It uses vanilla max stack size, and uses several non-common items notations;
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-- Those are:
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-- oneonerecord( because aparently 11record wasn't the best idea in lua scripting application )
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-- carrotonastick( because it wasn't added to items.txt yet )
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-- waitrecord( for same reason )
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-- Feel free to ignore the difference, or to add those to items.txt
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function GetItemMaxStack( inItemID )
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local testerItem = cItem( inItemID )
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LOGINFO( "This function serves no real purpose now, maybe consider using cItem:GetMaxStackSize()?" )
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return testerItem:GetMaxStackSize()
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end
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function ItemIsArmor( inItemID, inCheckForHorseArmor )
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inCheckForHorseArmor = inCheckForHorseArmor or false
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if( inItemID == E_ITEM_LEATHER_CAP ) then return true end
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if( inItemID == E_ITEM_LEATHER_TUNIC ) then return true end
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if( inItemID == E_ITEM_LEATHER_PANTS ) then return true end
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if( inItemID == E_ITEM_LEATHER_BOOTS ) then return true end
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if( inItemID == E_ITEM_CHAIN_HELMET ) then return true end
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if( inItemID == E_ITEM_CHAIN_CHESTPLATE ) then return true end
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if( inItemID == E_ITEM_CHAIN_LEGGINGS ) then return true end
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if( inItemID == E_ITEM_CHAIN_BOOTS ) then return true end
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if( inItemID == E_ITEM_IRON_HELMET ) then return true end
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if( inItemID == E_ITEM_IRON_CHESTPLATE ) then return true end
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if( inItemID == E_ITEM_IRON_LEGGINGS ) then return true end
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if( inItemID == E_ITEM_IRON_BOOTS ) then return true end
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if( inItemID == E_ITEM_DIAMOND_HELMET ) then return true end
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if( inItemID == E_ITEM_DIAMOND_CHESTPLATE ) then return true end
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if( inItemID == E_ITEM_DIAMOND_LEGGINGS ) then return true end
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if( inItemID == E_ITEM_DIAMOND_BOOTS ) then return true end
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if( inItemID == E_ITEM_GOLD_HELMET ) then return true end
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if( inItemID == E_ITEM_GOLD_CHESTPLATE ) then return true end
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if( inItemID == E_ITEM_GOLD_LEGGINGS ) then return true end
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if( inItemID == E_ITEM_GOLD_BOOTS ) then return true end
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if( inCheckForHorseArmor ) then
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if( inItemID == E_ITEM_IRON_HORSE_ARMOR ) then return true end
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if( inItemID == E_ITEM_GOLD_HORSE_ARMOR ) then return true end
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if( inItemID == E_ITEM_DIAMOND_HORSE_ARMOR ) then return true end
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end
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return false
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end
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-- Returns full-length playername for a short name( usefull for parsing commands )
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function GetExactPlayername( inPlayerName )
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local _result = inPlayerName
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local function SetProcessingPlayername( inPlayer )
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_result = inPlayer:GetName()
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end
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cRoot:Get():FindAndDoWithPlayer( inPlayerName, SetProcessingPlayername )
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return _result
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end
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function GetPlayerByName( inPlayerName )
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local _player
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local PlayerSetter = function( Player )
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_player = Player
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end
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cRoot:Get():FindAndDoWithPlayer( inPlayerName, PlayerSetter )
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return _player
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end
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--[[
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Not-so-usual math _functions
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]]
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-- Rounds floating point number. Because lua guys think this function doesn't deserve to be presented in lua's math
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function round( inX )
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if( inX%2 ~= 0.5 ) then
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return math.floor( inX + 0.5 )
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end
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return inX - 0.5
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end
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--[[
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Functions I use for filework and stringswork
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]]
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function PluralString( inValue, inSingularString, inPluralString )
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local _value_string = tostring( inValue )
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if( _value_string[#_value_string] == "1" ) then
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return inSingularString
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end
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return inPluralString
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end
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function PluralItemName( inItemID, inAmount ) -- BEWARE! TEMPORAL SOLUTION THERE! :D
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local _value_string = tostring( inValue )
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local _name = ""
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if( _value_string[#_value_string] == "1" ) then
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-- singular names
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_name = ItemTypeToString( inItemID )
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else
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-- plural names
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_name = ItemTypeToString( inItemID ).."s"
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end
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return _name
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end
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-- for filewriting purposes. 0 = false, 1 = true
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function StringToBool( inValue )
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if( inValue == "1" ) then return true end
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return false
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end
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-- same, but reversal
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function BoolToString( inValue )
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if( inValue == true ) then return 1 end
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return 0
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end |