[Handy] updated for new API, fixed bugs, added warnings. Now v2.
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@ -1,7 +1,7 @@
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-- Global variables
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PLUGIN = {} -- Reference to own plugin object
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CHEST_WIDTH = 9
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HANDY_VERSION = 1
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HANDY_VERSION = 2
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--[[
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Handy is a plugin for other plugins. It contain no commands, no hooks, but functions to ease plugins developers' life.
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@ -6,350 +6,211 @@ 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(IN_version)
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if (IN_version > HANDY_VERSION) then return false end
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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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-- There's a "GetChestHeight" function inside source code, but it's not lua-exported
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function GetChestHeightCheat(IN_chest)
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if (IN_chest:GetSlot(28) == nil) then -- this means we're trying to get double chest slot and FAIL
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LOGWARN("HANDY: single chest checked")
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return 3
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end
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LOGWARN("HANDY: double chest checked")
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return 6
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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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-- Those two checks how many items of given IN_itemID chest and player have, and how much they could fit inside them
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function ReadChestForItem(IN_chest, IN_itemID)
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local _items_found = 0
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local _free_space = 0
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-- stalk through chest slots...
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local _slot_counter = 0
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local _slot_item
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local _item_max_stack = GetItemMaxStack(IN_itemID)
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while true do
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_slot_item = IN_chest:GetSlot(_slot_counter)
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if (_slot_item ~= nil) then
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if (_slot_item.m_ItemID == IN_itemID) then
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_items_found = _items_found + _slot_item.m_ItemCount
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_free_space = _free_space + (_item_max_stack - _slot_item.m_ItemCount)
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end
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if (_slot_item:IsEmpty() == true) then
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_free_space = _free_space + _item_max_stack
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end
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end
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_slot_counter = _slot_counter + 1
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if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
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break
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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 _items_found, _free_space
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return true
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end
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function ReadPlayerForItem(IN_player, IN_itemID)
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local _items_found = 0
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local _free_space = 0
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-- stalk through IN_player inventory slots...
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local _slot_counter = 9
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if (ItemIsArmor(IN_itemID) == true) then _slot_counter = 5 end
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local _slot_item
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local _item_max_stack = GetItemMaxStack(IN_itemID)
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while true do
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_slot_item = IN_player:GetInventory():GetSlot(_slot_counter)
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if (_slot_item ~= nil) then
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if (_slot_item.m_ItemID == IN_itemID) then
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_items_found = _items_found + _slot_item.m_ItemCount
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_free_space = _free_space + (_item_max_stack - _slot_item.m_ItemCount)
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end
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if (_slot_item:IsEmpty() == true) then
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_free_space = _free_space + _item_max_stack
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end
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end
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_slot_counter = _slot_counter + 1
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if (_slot_counter == 45) then
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break
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end
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end
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return _items_found, _free_space
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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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-- Following functions are for chest-related operations (since noone was bothered writing them in MCS code)
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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 TakeItemsFromChest(IN_chest, IN_itemID, IN_ammount) -- UNSAFE! CHECK FOR ITEMS FIRST!!
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-- stalk through chest slots...
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local _slot_counter = 0
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local _slot_item
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local _take_count = IN_ammount
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while true do
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_slot_item = IN_chest:GetSlot(_slot_counter)
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if (_slot_item ~= nil) then
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if (_slot_item.m_ItemID == IN_itemID) then
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-- assuming player have enought money
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if (_take_count > 0) then
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if (_take_count > _slot_item.m_ItemCount) then
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_take_count = _take_count - _slot_item.m_ItemCount
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IN_chest:SetSlot(_slot_counter, cItem()) -- a bit hacky, can't make cItem:Clear() work(
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else
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local _left_count = _slot_item.m_ItemCount - _take_count
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IN_chest:SetSlot(_slot_counter, cItem(_slot_item.m_ItemID, _left_count)) -- a bit hacky
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_take_count = 0
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end
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end
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if (_take_count == 0) then
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break
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end
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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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_slot_counter = _slot_counter + 1
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if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
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break
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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 PutItemsToChest(IN_chest, IN_itemID, IN_ammount) -- UNSAFE! CHECK FOR SPACE FIRST!!
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-- stalk through chest slots...
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local _slot_counter = 0
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local _slot_item
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local _put_count = IN_ammount
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local _max_stack = GetItemMaxStack(IN_itemID)
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while true do
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_slot_item = IN_chest:GetSlot(_slot_counter)
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local _portion = 0
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local _ammount_to_set = 0
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if (_slot_item ~= nil) then
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if (_slot_item:IsEmpty() == true) then
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_portion = math.min(_max_stack, _put_count)
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_ammount_to_set = _portion
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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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if (_slot_item.m_ItemID == IN_itemID) then
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-- choose between how much we need to put and how much free space left
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_portion = math.min(_put_count, _max_stack - _slot_item.m_ItemCount)
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_ammount_to_set = _slot_item.m_ItemCount + _portion
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end
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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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end
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IN_chest:SetSlot(_slot_counter, cItem(IN_itemID, _ammount_to_set)) -- we add max stack to chest
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_put_count = _put_count - _portion
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if (_put_count == 0) then break end
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_slot_counter = _slot_counter + 1
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if (_slot_counter == CHEST_WIDTH*GetChestHeightCheat(IN_chest)) then
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break
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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(IN_player, IN_itemID, IN_ammount) -- UNSAFE! CHECK FIRST!
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local _put_count = IN_ammount
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local _max_stack = GetItemMaxStack(IN_itemID)
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while true do
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local _portion = math.min(_max_stack, _put_count)
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IN_player:GetInventory():RemoveItem(cItem(IN_itemID, _portion))
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_put_count = _put_count - _portion
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if (_put_count == 0) then break end
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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(IN_player, IN_itemID, IN_ammount) -- UNSAFE! CHECK FIRST!
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local _put_count = IN_ammount
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local _max_stack = GetItemMaxStack(IN_itemID)
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while true do
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local _portion = math.min(_max_stack, _put_count)
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IN_player:GetInventory():AddItem(cItem(IN_itemID, _portion))
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_put_count = _put_count - _portion
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if (_put_count == 0) then break 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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-- 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(IN_itemID)
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local _result = 64
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-- Tools and swords
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if (IN_itemID == woodensword) then _result = 1 end
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if (IN_itemID == woodenshovel) then _result = 1 end
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if (IN_itemID == woodenpickaxe) then _result = 1 end
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if (IN_itemID == woodenaxe) then _result = 1 end
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if (IN_itemID == woodenhoe) then _result = 1 end
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if (IN_itemID == stonesword) then _result = 1 end
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if (IN_itemID == stoneshovel) then _result = 1 end
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if (IN_itemID == stonepickaxe) then _result = 1 end
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if (IN_itemID == stoneaxe) then _result = 1 end
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if (IN_itemID == stonehoe) then _result = 1 end
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if (IN_itemID == ironsword) then _result = 1 end
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if (IN_itemID == ironshovel) then _result = 1 end
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if (IN_itemID == ironpickaxe) then _result = 1 end
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if (IN_itemID == ironaxe) then _result = 1 end
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if (IN_itemID == ironhoe) then _result = 1 end
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if (IN_itemID == diamondsword) then _result = 1 end
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if (IN_itemID == diamondshovel) then _result = 1 end
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if (IN_itemID == diamondpickaxe) then _result = 1 end
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if (IN_itemID == diamondaxe) then _result = 1 end
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if (IN_itemID == diamondhoe) then _result = 1 end
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if (IN_itemID == goldensword) then _result = 1 end
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if (IN_itemID == goldenshovel) then _result = 1 end
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if (IN_itemID == goldenpickaxe) then _result = 1 end
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if (IN_itemID == goldenaxe) then _result = 1 end
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if (IN_itemID == goldenhoe) then _result = 1 end
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if (IN_itemID == flintandsteel) then _result = 1 end
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if (IN_itemID == bow) then _result = 1 end
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if (IN_itemID == sign) then _result = 16 end
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if (IN_itemID == woodendoor) then _result = 1 end
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if (IN_itemID == irondoor) then _result = 1 end
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if (IN_itemID == cake) then _result = 1 end
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if (IN_itemID == cauldron) then _result = 1 end
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if (IN_itemID == mushroomstew) then _result = 1 end
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if (IN_itemID == painting) then _result = 1 end
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if (IN_itemID == bucket) then _result = 16 end
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if (IN_itemID == waterbucket) then _result = 1 end
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if (IN_itemID == lavabucket) then _result = 1 end
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if (IN_itemID == minecart) then _result = 1 end
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if (IN_itemID == saddle) then _result = 1 end
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if (IN_itemID == snowball) then _result = 16 end
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if (IN_itemID == boat) then _result = 1 end
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if (IN_itemID == milkbucket) then _result = 1 end
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if (IN_itemID == storageminecart) then _result = 1 end
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if (IN_itemID == poweredminecart) then _result = 1 end
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if (IN_itemID == egg) then _result = 16 end
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if (IN_itemID == fishingrod) then _result = 1 end
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if (IN_itemID == bed) then _result = 1 end
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if (IN_itemID == map) then _result = 1 end
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if (IN_itemID == shears) then _result = 1 end
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if (IN_itemID == enderpearl) then _result = 16 end
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if (IN_itemID == potion) then _result = 1 end
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if (IN_itemID == spawnegg) then _result = 1 end
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if (IN_itemID == bookandquill) then _result = 1 end
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if (IN_itemID == writtenbook) then _result = 1 end
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if (IN_itemID == carrotonastick) then _result = 1 end
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if (IN_itemID == goldrecord) then _result = 1 end
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if (IN_itemID == greenrecord) then _result = 1 end
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if (IN_itemID == blocksrecord) then _result = 1 end
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if (IN_itemID == chirprecord) then _result = 1 end
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if (IN_itemID == farrecord) then _result = 1 end
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if (IN_itemID == mallrecord) then _result = 1 end
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if (IN_itemID == mellohirecord) then _result = 1 end
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if (IN_itemID == stalrecord) then _result = 1 end
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if (IN_itemID == stradrecord) then _result = 1 end
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if (IN_itemID == wardrecord) then _result = 1 end
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if (IN_itemID == oneonerecord) then _result = 1 end
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if (IN_itemID == waitrecord) then _result = 1 end
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--if (IN_itemID == xxxxxxxxx) then _result = 1 end
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if (IN_itemID == leatherhelmet) then _result = 1 end
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if (IN_itemID == leatherchestplate) then _result = 1 end
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if (IN_itemID == leatherpants) then _result = 1 end
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if (IN_itemID == leatherboots) then _result = 1 end
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if (IN_itemID == chainmailhelmet) then _result = 1 end
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if (IN_itemID == chainmailchestplate) then _result = 1 end
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if (IN_itemID == chainmailpants) then _result = 1 end
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if (IN_itemID == chainmailboots) then _result = 1 end
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if (IN_itemID == ironhelmet) then _result = 1 end
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if (IN_itemID == ironchestplate) then _result = 1 end
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if (IN_itemID == ironpants) then _result = 1 end
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if (IN_itemID == ironboots) then _result = 1 end
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if (IN_itemID == diamondhelmet) then _result = 1 end
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if (IN_itemID == diamondchestplate) then _result = 1 end
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if (IN_itemID == diamondpants) then _result = 1 end
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if (IN_itemID == diamondboots) then _result = 1 end
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if (IN_itemID == goldenhelmet) then _result = 1 end
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if (IN_itemID == goldenchestplate) then _result = 1 end
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if (IN_itemID == goldenpants) then _result = 1 end
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if (IN_itemID == goldenboots) then _result = 1 end
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return _result
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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(IN_itemID)
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local _result = false
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if (IN_itemID == leatherhelmet) then _result = true end
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if (IN_itemID == leatherchestplate) then _result = true end
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if (IN_itemID == leatherpants) then _result = true end
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if (IN_itemID == leatherboots) then _result = true 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 (IN_itemID == chainmailhelmet) then _result = true end
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if (IN_itemID == chainmailchestplate) then _result = true end
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if (IN_itemID == chainmailpants) then _result = true end
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if (IN_itemID == chainmailboots) then _result = 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
|
||||
if( inItemID == E_ITEM_CHAIN_LEGGINGS ) then return true end
|
||||
if( inItemID == E_ITEM_CHAIN_BOOTS ) then return true end
|
||||
|
||||
if (IN_itemID == ironhelmet) then _result = true end
|
||||
if (IN_itemID == ironchestplate) then _result = true end
|
||||
if (IN_itemID == ironpants) then _result = true end
|
||||
if (IN_itemID == ironboots) then _result = 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 (IN_itemID == diamondhelmet) then _result = true end
|
||||
if (IN_itemID == diamondchestplate) then _result = true end
|
||||
if (IN_itemID == diamondpants) then _result = true end
|
||||
if (IN_itemID == diamondboots) then _result = 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 (IN_itemID == goldenhelmet) then _result = true end
|
||||
if (IN_itemID == goldenchestplate) then _result = true end
|
||||
if (IN_itemID == goldenpants) then _result = true end
|
||||
if (IN_itemID == goldenboots) then _result = true end
|
||||
return _result
|
||||
end
|
||||
-- Returns full-length playername for a short name (usefull for parsing commands)
|
||||
function GetExactPlayername(IN_playername)
|
||||
local _result = IN_playername
|
||||
local function SetProcessingPlayername(IN_player)
|
||||
_result = IN_player:GetName()
|
||||
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
|
||||
cRoot:Get():FindAndDoWithPlayer(IN_playername, SetProcessingPlayername)
|
||||
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(IN_playername)
|
||||
function GetPlayerByName( inPlayerName )
|
||||
local _player
|
||||
local PlayerSetter = function (Player)
|
||||
local PlayerSetter = function( Player )
|
||||
_player = Player
|
||||
end
|
||||
cRoot:Get():FindAndDoWithPlayer(IN_playername, PlayerSetter)
|
||||
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(IN_x)
|
||||
if (IN_x%2 ~= 0.5) then
|
||||
return math.floor(IN_x+0.5)
|
||||
function round( inX )
|
||||
if( inX%2 ~= 0.5 ) then
|
||||
return math.floor( inX + 0.5 )
|
||||
end
|
||||
return IN_x-0.5
|
||||
return inX - 0.5
|
||||
end
|
||||
--[[
|
||||
Functions I use for filework and stringswork
|
||||
]]
|
||||
function PluralString(IN_value, IN_singular_string, IN_plural_string)
|
||||
local _value_string = tostring(IN_value)
|
||||
if (_value_string[#_value_string] == "1") then
|
||||
return IN_singular_string
|
||||
function PluralString( inValue, inSingularString, inPluralString )
|
||||
local _value_string = tostring( inValue )
|
||||
if( _value_string[#_value_string] == "1" ) then
|
||||
return inSingularString
|
||||
end
|
||||
return IN_plural_string
|
||||
return inPluralString
|
||||
end
|
||||
function PluralItemName(IN_itemID, IN_ammount) -- BEWARE! TEMPORAL SOLUTION THERE! :D
|
||||
local _value_string = tostring(IN_value)
|
||||
function PluralItemName( inItemID, inAmount ) -- BEWARE! TEMPORAL SOLUTION THERE! :D
|
||||
local _value_string = tostring( inValue )
|
||||
local _name = ""
|
||||
if (_value_string[#_value_string] == "1") then
|
||||
if( _value_string[#_value_string] == "1" ) then
|
||||
-- singular names
|
||||
_name = ItemTypeToString(IN_itemID)
|
||||
_name = ItemTypeToString( inItemID )
|
||||
else
|
||||
-- plural names
|
||||
_name = ItemTypeToString(IN_itemID).."s"
|
||||
_name = ItemTypeToString( inItemID ).."s"
|
||||
end
|
||||
return _name
|
||||
end
|
||||
-- for filewriting purposes. 0 = false, 1 = true
|
||||
function StringToBool(value)
|
||||
if value=="1" then return true end
|
||||
function StringToBool( inValue )
|
||||
if( inValue == "1" ) then return true end
|
||||
return false
|
||||
end
|
||||
-- same, but reversal
|
||||
function BoolToString(value)
|
||||
if value==true then return 1 end
|
||||
function BoolToString( inValue )
|
||||
if( inValue == true ) then return 1 end
|
||||
return 0
|
||||
end
|
Loading…
Reference in New Issue
Block a user