You could define useful classes for everything you’ve mentioned.
Bosses
A Boss class could have a method for each ability that the boss has. This would make use of the Boss object’s internal stats to determine things like damage.
E.g.
local boss = Boss.new(...) -- Initialise with the stats for the specific boss you need
boss:Attack(player)
boss.Died:Connect(function(...) end)
Boss drops / Items
You seem to already be close to OOP with your current set up.
To turn it into a class all you’d really need to do is this:
-- Before
local item = {
Name = "ItemNameExample",
Damage = "ItemDamageExample",
}
-- After
local Item = {}
Item.__index = Item
function Item.new(name, damage)
local newItem = {
Name = name,
Damage = damage
}
return setmetatable(newItem, Item)
end
E.g.
local item = Item.new("ItemNameExample", "ItemDamageExample")
Though this really only makes sense to do if you can define some useful helper methods. You could also use this Item class as a parent class for Weapon / Armour / Potion /… classes.
Inventories
We can use some composition here to create an Inventory class:
local Inventory = {}
Inventory .__index = Inventory
function Inventory.new(player: Player, slots: number, items: {Item})
local newInventory = {
Player = player,
Slots = slots,
Content = {}
}
setmetatable(newInventory , Inventory)
for _, item in items do
newInventory:AddItem(item)
end
return newInventory
end
-- For a list-like inventory
function Inventory:AddItem(item: Item): boolean
if #self.Content >= self.Slots then
return false
end
table.insert(self.Content, item)
return true
end
So we have used other classes such as Player
and Item
to define this inventory class. I showed an AddItem method that seems fundamental to an inventory and you can define a GetItem method similarly.
Trades
You can define a trade class to handle individual transactions between players which could then be stored to keep track of the flow of items and trade history.
As I have already defined an Inventory class I may as well show some more composition here too:
local Trade = {}
Trade.__index = Trade
function Trade.new(inventory1, inventory2)
local newTrade = {
Inventory1 = inventory1,
Inventory2 = inventory2,
State = "pending",
ItemMap = {
"1" = {},
"2" = {}
}
}
setmetatable(newTrade, Trade)
return newTrade
end
function Trade:AddItem(inventoryNum: number, item: Item)
if self.State ~= "pending" then return false end
local items = self.ContentMap[tostring(inventoryNum)]
if not items then return false end
local inventory = if inventoryNum == 1 then self.Inventory1 else self.Inventory2
if not inventory:GetItem(item) then return false
table.insert(items, item)
end
function Trade:Process()
-- Exchange the items between the inventories
-- Set self.State to "completed" or "cancelled" depending on whether the exchange could be made
end