AltSystem/Data.lua

114 lines
4.2 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 = {
["Novice"] = -2,
["Adept"] = 0,
["Expert"] = 2,
["Master"] = 4,
}
-- The "Unskilled" entry is always the first (default) skill
local UNSKILLED_ENTRY = { name = "Unskilled", level = "Unskilled", modifier = -4 }
-- Default/fallback skill list used when no TRP3 profile skills are found
local DEFAULT_SKILLS = {
{ name = "Unskilled", level = "Unskilled", modifier = -4 },
{ 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 },
}
-- Parse the skill level from the right-side text of a TRP3 personality trait.
-- The level keyword must appear at the start of the string; anything after it is ignored.
-- Returns the level string and modifier, or nil if not recognized.
local function ParseSkillLevel(rightText)
if not rightText or rightText == "" then return nil, nil end
-- Trim leading/trailing whitespace
local trimmed = rightText:match("^%s*(.-)%s*$")
if not trimmed or trimmed == "" then return nil, nil end
-- Check if the text starts with a recognized level keyword
for _, levelName in ipairs({"Master", "Expert", "Adept", "Novice"}) do
if trimmed == levelName or trimmed:match("^" .. levelName .. "[%s%p]") then
return levelName, AltSystem.Data.SkillLevels[levelName]
end
end
return nil, nil
end
-- Fetch skills from the current TRP3 profile's personality traits.
-- Returns an array of skill entries, always starting with "Unskilled".
-- Falls back to the default list if no profile or no valid skills are found.
function AltSystem.Data:RefreshSkills()
local skills = {}
-- Always add Unskilled as the first entry
table.insert(skills, { name = UNSKILLED_ENTRY.name, level = UNSKILLED_ENTRY.level, modifier = UNSKILLED_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 rightText = trait.RT
if skillName and skillName ~= "" then
local level, modifier = ParseSkillLevel(rightText)
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 (skip first "Unskilled" since we already added it)
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