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ItemShopTest.wurst
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ItemShopTest.wurst
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package ItemShopTest
import ItemShopMenu
import ClosureTimers
import ToggleShopButton
import UnitIds
import RecipeItem
import Icons
import Execute
import ClosureEvents
constant SWORD_ITEM = compiletime(new RecipeItem()
..setName("Cool Sword")
..setInterfaceIcon(Icons.bTNSteelMelee)
..setGoldCost(120)
..addBonus(Bonus.DAMAGE, 10)
..generateTooltip("It cuts through enemies.")
)..register()
constant RING_ITEM = compiletime(new RecipeItem()
..setName("Cool Ring")
..setInterfaceIcon(Icons.bTNRingGreen)
..setGoldCost(140)
..setLumberCost(120)
..addBonus(Bonus.ARMOR, 2)
..generateTooltip("Looks shiny.")
)..register()
constant ARMOR_ITEM = compiletime(new RecipeItem()
..setName("Cool Armor")
..setInterfaceIcon(Icons.bTNSteelArmor)
..setLumberCost(160)
..addBonus(Bonus.LIFE, 100)
..generateTooltip("Pretty cool.")
)..register()
constant SUPER_ARMOR_ITEM = compiletime(new RecipeItem()
..setName("Super Armor")
..addBonus(Bonus.LIFE, 150)
..addBonus(Bonus.ARMOR, 4)
..setGoldCost(1260)
..setInterfaceIcon(Icons.bTNAdvancedMoonArmor)
)..register()
constant SUPER_ARMOR_RECIPE = new ItemRecipe()
..setRequiredItems(RING_ITEM, ARMOR_ITEM)
..setResultItem(SUPER_ARMOR_ITEM)
init
doAfter(0.5) ->
let shop = new ItemShop()
..addSection("Consumables")
..addItem(SWORD_ITEM)
..addItem(RING_ITEM)
..addSection("Basic Items")
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
execute() ->
shop..addSection("Tier 1 Recipes")
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
execute() ->
shop..addSection("Tier 2 Recipes")
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
..addItem(ARMOR_ITEM)
new ToggleShopButton(shop, "Shop (L)")
..show(players[0])
..addHotkeyForPlayer(players[0], OSKEY_L)
let bm1 = createUnit(players[0], UnitIds.bloodmage, ZERO2, angle(0))
let bag = createUnit(players[0], UnitIds.paladin, ZERO2, angle(0))
shop.setPlayerTarget(bm1.getOwner(), bm1)
EventListener.add(bm1, EVENT_PLAYER_UNIT_SELECTED) ->
print("set target hero1")
shop.setPlayerTarget(bm1.getOwner(), bm1)
EventListener.add(bag, EVENT_PLAYER_UNIT_SELECTED) ->
print("set target hero2")
shop.setPlayerTarget(bag.getOwner(), bag)
players[0].addGold(900)