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Initial commit
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410
api.lua
Normal file
410
api.lua
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@ -0,0 +1,410 @@
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XEnchanting = {
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-- add enchantability to default tools
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tools_enchantability = {
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-- picks
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['default:pick_wood'] = 15,
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['default:pick_stone'] = 5,
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['default:pick_bronze'] = 22,
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['default:pick_steel'] = 14,
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['default:pick_mese'] = 15,
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['default:pick_diamond'] = 10,
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-- shovels
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['default:shovel_wood'] = 15,
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['default:shovel_stone'] = 5,
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['default:shovel_bronze'] = 22,
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['default:shovel_steel'] = 14,
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['default:shovel_mese'] = 15,
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['default:shovel_diamond'] = 10,
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-- axes
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['default:axe_wood'] = 15,
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['default:axe_stone'] = 5,
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['default:axe_bronze'] = 22,
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['default:axe_steel'] = 14,
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['default:axe_mese'] = 15,
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['default:axe_diamond'] = 10,
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-- swords
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['default:sword_wood'] = 15,
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['default:sword_stone'] = 5,
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['default:sword_bronze'] = 22,
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['default:sword_steel'] = 14,
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['default:sword_mese'] = 15,
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['default:sword_diamond'] = 10,
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-- hoes
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['farming:hoe_wood'] = 15,
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['farming:hoe_stone'] = 5,
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['farming:hoe_steel'] = 14,
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['farming:hoe_bronze'] = 22,
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['farming:hoe_mese'] = 15,
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['farming:hoe_diamond'] = 10,
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},
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roman_numbers = {
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[1] = 'I',
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[2] = 'II',
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[3] = 'III',
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[4] = 'IV',
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[5] = 'V',
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},
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enchantment_defs = {
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-- Living things like animals and the player. This could imply
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-- some blood effects when hitting
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sharpness = {
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name = 'Sharpness',
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-- what level should be taken, `level = min/max values`
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final_level_range = {
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[1] = { 1, 21 },
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[2] = { 12, 32 },
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[3] = { 23, 43 },
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[4] = { 34, 54 },
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[5] = { 45, 65 },
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},
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-- level definition, `level = added value`
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level_def = {
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[1] = 1.25,
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[2] = 2.5,
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[3] = 3.75,
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[4] = 5,
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[5] = 6.25,
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},
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weight = 10
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},
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fortune = {
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name = 'Fortune',
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-- what level should be taken, `level = min/max values`
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final_level_range = {
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[1] = { 15, 65 },
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[2] = { 24, 74 },
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[3] = { 33, 83 }
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},
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-- level definition, `level = number to add`
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level_def = {
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[1] = 1,
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[2] = 2,
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[3] = 3
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},
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weight = 2
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},
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unbreaking = {
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name = 'Unbreaking',
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-- what level should be taken, `level = min/max values`
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final_level_range = {
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[1] = { 5, 55 },
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[2] = { 13, 63 },
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[3] = { 21, 71 }
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},
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-- level definition, `level = percentage increase`
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level_def = {
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[1] = 100,
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[2] = 200,
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[3] = 300
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},
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weight = 5
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},
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efficiency = {
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name = 'Efficiency',
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-- what level should be taken, `level = min/max values`
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final_level_range = {
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[1] = { 1, 51 },
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[2] = { 11, 61 },
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[3] = { 21, 71 },
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[4] = { 31, 81 },
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[5] = { 41, 91 },
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},
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-- level definition, `level = percentage increase`
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level_def = {
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[1] = 25,
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[2] = 30,
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[3] = 35,
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[4] = 40,
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[5] = 45,
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},
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weight = 10
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}
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}
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}
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---Merge two tables with key/value pair
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---@param t1 table
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---@param t2 table
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---@return table
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local function mergeTables(t1, t2)
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for k, v in pairs(t2) do t1[k] = v end
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return t1
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end
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function XEnchanting.has_tool_group(self, name)
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if minetest.get_item_group(name, 'pickaxe') > 0 then
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return 'pickaxe'
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elseif minetest.get_item_group(name, 'shovel') > 0 then
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return 'shovel'
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elseif minetest.get_item_group(name, 'axe') > 0 then
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return 'axe'
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elseif minetest.get_item_group(name, 'sword') > 0 then
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return 'sword'
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end
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return false
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end
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function XEnchanting.set_tool_enchantability(self, tool_def)
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local _enchantability = 1
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if minetest.get_item_group(tool_def.name, 'enchantability') > 0 then
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_enchantability = minetest.get_item_group(tool_def.name, 'enchantability')
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elseif self.tools_enchantability[tool_def.name] then
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_enchantability = self.tools_enchantability[tool_def.name]
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end
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minetest.override_item(tool_def.name, {
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groups = mergeTables(tool_def.groups, { enchantability = _enchantability })
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})
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end
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function XEnchanting.get_enchanted_tool_capabilities(self, tool_def, enchantments)
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local tool_stack = ItemStack({ name = tool_def.name })
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local tool_capabilities = tool_stack:get_tool_capabilities()
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local enchantments_desc = {}
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-- print('tool_capabilities #1', dump(tool_capabilities))
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for i, enchantment in ipairs(enchantments) do
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-- Efficiency
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if enchantment.id == 'efficiency' then
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if tool_capabilities.groupcaps then
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-- groupcaps
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for group_name, def in pairs(tool_capabilities.groupcaps) do
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-- times
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if def.times then
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local old_times = def.times
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local new_times = {}
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for lvl, old_time in ipairs(old_times) do
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local new_time = old_time - (old_time * (enchantment.value / 100))
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if new_time < 0.15 then
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new_time = 0.15
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end
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table.insert(new_times, lvl, new_time)
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end
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tool_capabilities.groupcaps[group_name].times = new_times
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end
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-- maxlevel
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if def.maxlevel and def.maxlevel < enchantment.level then
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tool_capabilities.groupcaps[group_name].maxlevel = enchantment.level
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end
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end
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end
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if tool_capabilities.full_punch_interval then
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-- full_punch_interval
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local old_fpi = tool_capabilities.full_punch_interval
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local new_fpi = old_fpi - (old_fpi * (enchantment.value / 100))
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if new_fpi < 0.15 then
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new_fpi = 0.15
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end
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tool_capabilities.full_punch_interval = new_fpi
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end
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if tool_capabilities.groupcaps or tool_capabilities.full_punch_interval then
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enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name
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.. ' '
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.. self.roman_numbers[enchantment.level]
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end
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end
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-- Unbreaking
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if enchantment.id == 'unbreaking' then
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if tool_capabilities.groupcaps then
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-- groupcaps
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for group_name, def in pairs(tool_capabilities.groupcaps) do
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-- uses
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if def.uses then
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local old_uses = def.uses
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local new_uses = old_uses + (old_uses * (enchantment.value / 100))
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tool_capabilities.groupcaps[group_name].uses = new_uses
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end
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end
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end
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if tool_capabilities.punch_attack_uses then
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-- punch_attack_uses
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local old_uses = tool_capabilities.punch_attack_uses
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local new_uses = old_uses + (old_uses * (enchantment.value / 100))
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tool_capabilities.punch_attack_uses = new_uses
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end
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if tool_capabilities.groupcaps or tool_capabilities.punch_attack_uses then
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enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name
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.. ' '
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.. self.roman_numbers[enchantment.level]
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end
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end
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-- Sharpness
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if enchantment.id == 'sharpness' and tool_capabilities.damage_groups then
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for group_name, val in pairs(tool_capabilities.damage_groups) do
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local old_damage = val
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local new_damage = old_damage + enchantment.value
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tool_capabilities.damage_groups[group_name] = new_damage
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end
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enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name
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.. ' '
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.. self.roman_numbers[enchantment.level]
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end
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-- Fortune
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if enchantment.id == 'fortune' and tool_capabilities.max_drop_level then
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local old_max_drop_level = tool_capabilities.max_drop_level
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local new_max_drop_level = old_max_drop_level + enchantment.value
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tool_capabilities.max_drop_level = new_max_drop_level
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enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name
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.. ' '
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.. self.roman_numbers[enchantment.level]
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end
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end
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enchantments_desc = minetest.colorize('#C70039', '\nEnchanted\n') .. table.concat(enchantments_desc, '\n')
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-- print('tool_capabilities #2', dump(tool_capabilities))
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-- print('enchantments_desc', enchantments_desc)
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-- return {
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-- tool_capabilities = tool_capabilities,
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-- enchantments_desc = enchantments_desc
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-- }
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end
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function XEnchanting.set_enchanted_tool_capabilities(self, itemstack, capabilities, description)
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-- local tool_def = minetest.registered_tools[itemstack:get_name()]
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-- minetest.override_item(tool_def.name, {
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-- groups = mergeTables(tool_def.groups, { enchantability = 0 }),
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-- tool_capabilities = tool_capabilities
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-- })
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end
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function XEnchanting.get_base_enchantment_level(self, nr_of_bookshelfs, tool_def)
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local _nr_of_bookshelfs = nr_of_bookshelfs
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if _nr_of_bookshelfs > 15 then
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_nr_of_bookshelfs = 15
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end
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----
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-- 0 Show slots in formspec
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----
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-- Base enchantment
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local base = math.random(1, 8) + math.floor(_nr_of_bookshelfs / 2) + math.random(0, _nr_of_bookshelfs)
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local top_slot_base_level = math.floor(math.max(base / 3, 1))
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local middle_slot_base_level = math.floor((base * 2) / 3 + 1)
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local bottom_slot_base_level = math.floor(math.max(base, _nr_of_bookshelfs * 2))
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-- print('top_slot_base_level', top_slot_base_level)
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-- print('middle_slot_base_level', middle_slot_base_level)
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-- print('bottom_slot_base_level', bottom_slot_base_level)
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----
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-- 1 Applying modifiers to the enchantment level
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----
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-- Just for testing, this has to come from formspec
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local chosen_enchantment_level = 30
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-- Applying modifiers to the enchantment level
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local enchantability = minetest.get_item_group(tool_def.name, 'enchantability')
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-- Generate a random number between 1 and 1+(enchantability/2), with a triangular distribution
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-- print('-------------------')
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-- print('enchantability', enchantability)
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local rand_enchantability = 1 + math.random(enchantability / 4 + 1) + math.random(enchantability / 4 + 1)
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-- print('rand_enchantability', rand_enchantability)
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-- Choose the enchantment level
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local k = chosen_enchantment_level + rand_enchantability
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-- print('k', k)
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-- A random bonus, between .85 and 1.15
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local rand_bonus_percent = 1 + ((math.random(0, 99) / 100) + (math.random(0, 99) / 100) - 1) * 0.15
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-- print('rand_bonus_percent', rand_bonus_percent)
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-- Finally, we calculate the level
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local final_level = math.round(k * rand_bonus_percent)
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if final_level < 1 then
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final_level = 1
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end
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-- print('final_level', final_level)
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----
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-- 2 Find possible enchantments
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----
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local possible_enchantments = {}
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-- Get level
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-- If the modified level is within two overlapping ranges for the same
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-- enchantment type, the higher power value is used.
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for enchantment_name, enchantment_def in pairs(self.enchantment_defs) do
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local levels = {}
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for level, final_level_range in ipairs(enchantment_def.final_level_range) do
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local min = final_level_range[1]
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local max = final_level_range[2]
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if final_level >= min and final_level <= max then
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table.insert(levels, level)
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end
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end
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local level = levels[#levels]
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-- print('levels', enchantment_name, dump(levels))
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-- print('level', enchantment_name, level)
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table.insert(possible_enchantments, {
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id = enchantment_name,
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value = enchantment_def.level_def[level],
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level = level
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})
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end
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-- print('possible_enchantments', dump(possible_enchantments))
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----
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-- 3 Select a set of enchantments from the list
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----
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local final_enchantments = {}
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local total_weight = 0
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-- calculate total weight
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for i, enchantment in ipairs(possible_enchantments) do
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total_weight = total_weight + self.enchantment_defs[enchantment.id].weight
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end
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local rand_weight = math.random(0, total_weight / 2)
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-- print('total_weight', total_weight)
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-- print('rand_weight', rand_weight)
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-- select final enchantments
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for i = 1, #possible_enchantments, 1 do
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local rand_ench_idx = math.random(1, #possible_enchantments)
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local rand_ench = possible_enchantments[rand_ench_idx]
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table.remove(possible_enchantments, rand_ench_idx)
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rand_weight = rand_weight - self.enchantment_defs[rand_ench.id].weight
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table.insert(final_enchantments, rand_ench)
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if rand_weight < 0 then
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break
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end
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end
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-- print('final_enchantments', dump(final_enchantments))
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self:get_enchanted_tool_capabilities(tool_def, final_enchantments)
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end
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Reference in New Issue
Block a user