Files
warren/src/classes.lua
T

65 lines
1.8 KiB
Lua

-- Player classes. A class is chosen once at character creation (Game.new
-- options.class) and never changes; it grants a one-time stat or kit delta
-- and, through skills.lua, gates which skills the player is allowed to spend
-- points on. Classless play (no options.class given) is unaffected - every
-- class delta is opt-in so existing unclassed games keep their exact stats.
local Items = require("items")
local Classes = {}
Classes.order = { "fighter", "rogue", "mage", "ranger" }
Classes.defs = {
fighter = {
name = "fighter",
apply = function(player)
player.maxHp = player.maxHp + 8
player.hp = player.hp + 8
player.attack = player.attack + 2
player.baseAttack = player.baseAttack + 2
end,
},
rogue = {
name = "rogue",
apply = function(player)
player.gold = player.gold + 15
player.attack = player.attack + 1
player.baseAttack = player.baseAttack + 1
end,
},
mage = {
name = "mage",
apply = function(player)
player.maxMana = player.maxMana + 8
player.mana = player.mana + 8
player.attack = player.attack - 1
player.baseAttack = player.baseAttack - 1
end,
},
ranger = {
name = "ranger",
apply = function(player)
Items.equipBow(Items.bow("shortbow", 3, 6), player)
player.inventory[#player.inventory + 1] = Items.ammo("arrow", 12)
end,
},
}
function Classes.isValid(key)
return Classes.defs[key] ~= nil
end
-- Applies the one-time delta for `key` to a freshly created player. Must run
-- after the player's base stats, mana pool and starting inventory are all in
-- place, since every delta is additive on top of whatever is already there.
function Classes.apply(player, key)
local def = Classes.defs[key]
if not def then return false end
player.class = key
def.apply(player)
return true
end
return Classes