sonic-radiance/sonic-radiance.love/game/abstractmobs/character/equip.lua

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local CharacterEquip = Object:extend()
local categories = {"gloves", "shoes", "accessories"}
function CharacterEquip:initEquip()
self.equip = {}
if self.data.inventory == nil then
core.debug:warning("character/equip", "Initial equip not set for " .. self.simplename)
for _, category in ipairs(categories) do
self.equip[category] = ""
end
else
for _, category in ipairs(categories) do
self.equip[category] = self.data.inventory[category] or ""
end
end
end
function CharacterEquip:setEquip(category, name)
if (not utils.string.isEmpty(self.equip[category])) then
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game.loot:addItem(category, self.equip[category], 1)
end
self.equip[category] = name
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game.loot:removeItem(category, name, 1)
self.stats = self:createStats()
end
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function CharacterEquip:removeEquip(category)
if (not utils.string.isEmpty(self.equip[category])) then
game.loot:addItem(category, self.equip[category], 1)
self.equip[category] = ""
self.stats = self:createStats()
end
end
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function CharacterEquip:predictStat(statName, category, name)
local data = core.datas:get("items", name)
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local boost = data.statsBoost[statName] or 0
return self:getStat(statName, category) + boost
end
function CharacterEquip:getEquipStats(stat, ignore)
local boost = 0
local ignore = ignore or ""
for _, category in ipairs(categories) do
if (category ~= ignore) then
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boost = boost + self:getEquipStatByType(stat, category)
end
end
return boost
end
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function CharacterEquip:getEquipStatByType(stat, category)
if (not utils.string.isEmpty(self.equip[category])) then
local data = core.datas:get("items", self.equip[category])
local boost = data.statsBoost[stat] or 0
return boost
end
return 0
end
return CharacterEquip