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cuberite-2a/MCServer/Plugins/Handy/handy_functions.lua

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