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lua
a year ago
7.6 kB
2
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skillsWindow = nil
skillsButton = nil

function init()
  connect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  connect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  skillsButton = modules.client_topmenu.addRightGameToggleButton('skillsButton', tr('Skills'), '/images/topbuttons/skills', toggle, false, 1)
  skillsButton:setOn(true)
  skillsWindow = g_ui.loadUI('skills', modules.game_interface.getRightPanel())
  
  refresh()
  skillsWindow:setup()
end

function terminate()
  disconnect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  disconnect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  skillsWindow:destroy()
  skillsButton:destroy()
end

function expForLevel(level)
  return math.floor((50*level*level*level)/3 - 100*level*level + (850*level)/3 - 200)
end

function expToAdvance(currentLevel, currentExp)
  return expForLevel(currentLevel+1) - currentExp
end

function resetSkillColor(id)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor('#bbbbbb')
end

function toggleSkill(id, state)
  local skill = skillsWindow:recursiveGetChildById(id)
  skill:setVisible(state)
end

function setSkillBase(id, value, baseValue)
  if baseValue <= 0 or value < 0 then
    return
  end
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')

  if value > baseValue then
    widget:setColor('#008b00') -- green
    skill:setTooltip(baseValue .. ' +' .. (value - baseValue))
  elseif value < baseValue then
    widget:setColor('#b22222') -- red
    skill:setTooltip(baseValue .. ' ' .. (value - baseValue))
  else
    widget:setColor('#bbbbbb') -- default
    skill:removeTooltip()
  end
end

function setSkillValue(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setText(value)
end

function setSkillColor(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor(value)
end

function setSkillTooltip(id, value)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setTooltip(value)
end

function setSkillPercent(id, percent, tooltip, color)
  local skill = skillsWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('percent')
  if widget then
    widget:setPercent(math.floor(percent))

    if tooltip then
      widget:setTooltip(tooltip)
    end

    if color then
    	widget:setBackgroundColor(color)
    end
  end
end

function checkAlert(id, value, maxValue, threshold, greaterThan)
  if greaterThan == nil then greaterThan = false end
  local alert = false

  -- maxValue can be set to false to check value and threshold
  -- used for regeneration checking
  if type(maxValue) == 'boolean' then
    if maxValue then
      return
    end

    if greaterThan then
      if value > threshold then
        alert = true
      end
    else
      if value < threshold then
        alert = true
      end
    end
  elseif type(maxValue) == 'number' then
    if maxValue < 0 then
      return
    end

    local percent = math.floor((value / maxValue) * 100)
    if greaterThan then
      if percent > threshold then
        alert = true
      end
    else
      if percent < threshold then
        alert = true
      end
    end
  end

  if alert then
    setSkillColor(id, '#b22222') -- red
  else
    resetSkillColor(id)
  end
end

function refresh()
  local player = g_game.getLocalPlayer()
  if not player then return end

  onExperienceChange(player, player:getExperience())
  onLevelChange(player, player:getLevel(), player:getLevelPercent())
  onMagicLevelChange(player, player:getMagicLevel(), player:getMagicLevelPercent())

  local hasAdditionalSkills = g_game.getFeature(GameAdditionalSkills)
  for i = Skill.Fist, Skill.ManaLeechAmount do
    onSkillChange(player, i, player:getSkillLevel(i), player:getSkillLevelPercent(i))
    onBaseSkillChange(player, i, player:getSkillBaseLevel(i))

    if i > Skill.Fishing then
      toggleSkill('skillId'..i, hasAdditionalSkills)
    end
  end

  update()

  local contentsPanel = skillsWindow:getChildById('contentsPanel')
  skillsWindow:setContentMinimumHeight(44)
  if hasAdditionalSkills then
    skillsWindow:setContentMaximumHeight(480)
  else
    skillsWindow:setContentMaximumHeight(390)
  end
end

function toggle()
  if skillsButton:isOn() then
    skillsWindow:close()
    skillsButton:setOn(false)
  else
    skillsWindow:open()
    skillsButton:setOn(true)
  end
end

function onMiniWindowClose()
  skillsButton:setOn(false)
end

function onSkillButtonClick(button)
  local percentBar = button:getChildById('percent')
  if percentBar then
    percentBar:setVisible(not percentBar:isVisible())
    if percentBar:isVisible() then
      button:setHeight(21)
    else
      button:setHeight(21 - 6)
    end
  end
end

function onExperienceChange(localPlayer, value)
  local postFix = ""
  if value > 1e15 then
	postFix = "B"
	value = math.floor(value / 1e9)
  elseif value > 1e12 then
	postFix = "M"
	value = math.floor(value / 1e6)
  elseif value > 1e9 then
	postFix = "K"
	value = math.floor(value / 1e3)
  end
  setSkillValue('experience', comma_value(value) .. postFix)
end

function onLevelChange(localPlayer, value, percent)
  setSkillValue('level', value)
  local text = tr('You have %s percent to go', 100 - percent)

  if localPlayer.expSpeed ~= nil then
     local expPerHour = math.floor(localPlayer.expSpeed * 3600)
     if expPerHour > 0 then
        local nextLevelExp = expForLevel(localPlayer:getLevel()+1)
        local hoursLeft = (nextLevelExp - localPlayer:getExperience()) / expPerHour
        local minutesLeft = math.floor((hoursLeft - math.floor(hoursLeft))*60)
        hoursLeft = math.floor(hoursLeft)
        text = text .. '\n' .. comma_value(expPerHour) .. ' of experience per hour'
        text = text .. '\n' .. tr('Next level in %d hours and %d minutes', hoursLeft, minutesLeft)
     end
  end

  setSkillPercent('level', percent, text)
end

function onMagicLevelChange(localPlayer, magiclevel, percent)
  setSkillValue('magiclevel', magiclevel)
  setSkillPercent('magiclevel', percent, tr('You have %s percent to go', 100 - percent))

  onBaseMagicLevelChange(localPlayer, localPlayer:getBaseMagicLevel())
end

function onBaseMagicLevelChange(localPlayer, baseMagicLevel)
  setSkillBase('magiclevel', localPlayer:getMagicLevel(), baseMagicLevel)
end

function onSkillChange(localPlayer, id, level, percent)
  setSkillValue('skillId' .. id, level)
  setSkillPercent('skillId' .. id, percent, tr('You have %s percent to go', 100 - percent))

  onBaseSkillChange(localPlayer, id, localPlayer:getSkillBaseLevel(id))
end

function onBaseSkillChange(localPlayer, id, baseLevel)
  setSkillBase('skillId'..id, localPlayer:getSkillLevel(id), baseLevel)
end