AltSystem/Data.lua

129 lines
4.9 KiB
Lua

-- AltSystem Data Definitions
-- Contains skill data (fetched from TRP3 profile), item options, defense options, and modifier constants.
AltSystem = AltSystem or {}
AltSystem.Data = {}
-- Skill levels and their modifiers
AltSystem.Data.SkillLevels = {
["Inept"] = -4,
["Novice"] = -2,
["Adept"] = 0,
["Expert"] = 2,
["Master"] = 4,
}
-- The "Base roll" entry is always the first (default) skill
local BASE_ROLL_ENTRY = { name = "Base roll", level = "Base", modifier = 0 }
-- Default/fallback skill list used when no TRP3 profile skills are found
local DEFAULT_SKILLS = {
{ name = "Base roll", level = "Base", modifier = 0 },
{ name = "Novice Skill", level = "Novice", modifier = -2 },
{ name = "Adept Skill", level = "Adept", modifier = 0 },
{ name = "Expert Skill", level = "Expert", modifier = 2 },
{ name = "Master Skill", level = "Master", modifier = 4 },
}
-- Valid skill level keywords that must appear in the trait's right field (RT)
local VALID_SKILL_KEYWORDS = { "Inept", "Novice", "Adept", "Expert", "Master" }
-- Check if the trait's right text field contains a valid skill keyword.
-- Returns true if any keyword is found, false otherwise.
local function HasSkillKeyword(rightText)
if not rightText or rightText == "" then return false end
for _, keyword in ipairs(VALID_SKILL_KEYWORDS) do
if rightText:find(keyword) then
return true
end
end
return false
end
-- Determine the skill level from the trait's right text and numeric value (V2 field, 0-20 range).
-- If the trait is marked as Inept, always returns "Inept" with -4 modifier regardless of numeric value.
-- Otherwise returns the level string and modifier based on numeric value, or nil if the value is 0 or absent.
local function ParseSkillLevel(rightText, numericValue)
if rightText and rightText:find("Inept") then
return "Inept", AltSystem.Data.SkillLevels["Inept"]
end
if not numericValue or numericValue <= 0 then return nil, nil end
if numericValue >= 20 then
return "Master", AltSystem.Data.SkillLevels["Master"]
elseif numericValue >= 11 then
return "Expert", AltSystem.Data.SkillLevels["Expert"]
elseif numericValue >= 6 then
return "Adept", AltSystem.Data.SkillLevels["Adept"]
else
return "Novice", AltSystem.Data.SkillLevels["Novice"]
end
end
-- Fetch skills from the current TRP3 profile's personality traits.
-- Returns an array of skill entries, always starting with "Base roll".
-- Traits marked as Inept get a -4 modifier regardless of their numeric value.
-- Falls back to the default list if no profile or no valid skills are found.
function AltSystem.Data:RefreshSkills()
local skills = {}
-- Always add Base roll as the first entry
table.insert(skills, { name = BASE_ROLL_ENTRY.name, level = BASE_ROLL_ENTRY.level, modifier = BASE_ROLL_ENTRY.modifier })
local foundAny = false
-- Try to read personality traits from the active TRP3 profile
if TRP3_API and TRP3_API.profile and TRP3_API.profile.getData then
local ok, characteristics = pcall(TRP3_API.profile.getData, "player/characteristics")
if ok and characteristics and characteristics.PS then
for _, trait in ipairs(characteristics.PS) do
local skillName = trait.LT
local numericValue = trait.V2
if skillName and skillName ~= "" and HasSkillKeyword(trait.RT) then
local level, modifier = ParseSkillLevel(trait.RT, numericValue)
if level and modifier then
foundAny = true
table.insert(skills, {
name = skillName,
level = level,
modifier = modifier,
})
end
end
end
end
end
-- If no valid skills were found, use the default fallback list
if not foundAny then
skills = {}
for _, skill in ipairs(DEFAULT_SKILLS) do
table.insert(skills, { name = skill.name, level = skill.level, modifier = skill.modifier })
end
end
AltSystem.Data.Skills = skills
return skills
end
-- Initialize with the default skill list
AltSystem.Data.Skills = {}
for _, skill in ipairs(DEFAULT_SKILLS) do
table.insert(AltSystem.Data.Skills, { name = skill.name, level = skill.level, modifier = skill.modifier })
end
-- Item options: name and modifier (first entry = no item)
AltSystem.Data.Items = {
{ name = "No item", modifier = 0 },
{ name = "Rare item", modifier = 3 },
{ name = "Epic item", modifier = 5 },
}
-- Defense options: name and modifier
AltSystem.Data.Defenses = {
{ name = "Base armor", modifier = 0 },
{ name = "Extra small armor", modifier = 1 },
{ name = "Extra large armor", modifier = 2 },
}
-- Shield modifier
AltSystem.Data.ShieldModifier = 1