mirror of
https://bitbucket.org/minetest_gamers/x_enchanting.git
synced 2025-06-30 23:00:24 +02:00
add knockback, adjust enchantment probability algorithm, add new description logic, fix type errors, add player relative randomseed
This commit is contained in:
211
api.lua
211
api.lua
@ -122,9 +122,10 @@ XEnchanting = {
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[1] = { 15, 65 }
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},
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level_def = {
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[1] = 'silk_touch'
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[1] = 1
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},
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weight = 1
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weight = 1,
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secondary = true
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},
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curse_of_vanishing = {
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name = S('Curse of Vanishing'),
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@ -132,13 +133,27 @@ XEnchanting = {
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[1] = { 25, 50 }
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},
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level_def = {
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[1] = 'curse_of_vanishing'
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[1] = 1
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},
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weight = 1
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}
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weight = 1,
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secondary = true
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},
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knockback = {
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name = S('Knockback'),
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final_level_range = {
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[1] = { 5, 55 },
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[2] = { 25, 75 }
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},
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-- increase %
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level_def = {
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[1] = 105,
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[2] = 190
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},
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weight = 5
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},
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},
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randomseed = os.time(),
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form_context = {},
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player_seeds = {},
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scroll_animations = {
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scroll_open = { { x = 1, y = 40 }, 80, 0, false },
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scroll_close = { { x = 45, y = 84 }, 80, 0, false },
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@ -156,6 +171,18 @@ local function mergeTables(t1, t2)
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return t1
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end
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---Gets length of hashed table
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---@param table any
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---@return integer
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local function get_table_length(table)
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local length = 0
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for _ in pairs(table) do
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length = length + 1
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end
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return length
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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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@ -187,8 +214,6 @@ 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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local enchantments_desc_masked = {}
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for i, enchantment in ipairs(enchantments) do
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-- Efficiency
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@ -256,18 +281,6 @@ function XEnchanting.get_enchanted_tool_capabilities(self, tool_def, enchantment
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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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if #enchantments_desc_masked == 0 then
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enchantments_desc_masked[#enchantments_desc_masked + 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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end
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-- Unbreaking
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@ -292,18 +305,6 @@ function XEnchanting.get_enchanted_tool_capabilities(self, tool_def, enchantment
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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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if #enchantments_desc_masked == 0 then
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enchantments_desc_masked[#enchantments_desc_masked + 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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end
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-- Sharpness
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@ -314,16 +315,6 @@ function XEnchanting.get_enchanted_tool_capabilities(self, tool_def, enchantment
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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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if #enchantments_desc_masked == 0 then
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enchantments_desc_masked[#enchantments_desc_masked + 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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-- Fortune
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@ -332,33 +323,40 @@ function XEnchanting.get_enchanted_tool_capabilities(self, tool_def, enchantment
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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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end
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end
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return tool_capabilities
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end
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function XEnchanting.get_randomseed(self)
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return tonumber(tostring(os.time()):reverse():sub(1, 9)) --[[@as integer]]
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end
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function XEnchanting.get_enchanted_descriptions(self, enchantments)
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local enchantments_desc = {}
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local enchantments_desc_masked = {}
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for i, enchantment in ipairs(enchantments) do
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local add_roman_numbers = true
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if get_table_length(self.enchantment_defs[enchantment.id].final_level_range) == 1 then
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add_roman_numbers = false
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end
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if add_roman_numbers 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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if #enchantments_desc_masked == 0 then
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enchantments_desc_masked[#enchantments_desc_masked + 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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else
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enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name
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end
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-- Silk Touch
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if enchantment.id == 'silk_touch' then
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enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name
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if #enchantments_desc_masked == 0 and not enchantment.secondary then
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enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name
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if #enchantments_desc_masked == 0 then
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enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name
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end
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end
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-- Curse of Vanishing
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if enchantment.id == 'curse_of_vanishing' then
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enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name
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if #enchantments_desc_masked == 0 then
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enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name
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if add_roman_numbers then
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enchantments_desc_masked[#enchantments_desc_masked + 1] = ' ' .. self.roman_numbers[enchantment.level]
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end
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end
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end
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@ -368,7 +366,6 @@ function XEnchanting.get_enchanted_tool_capabilities(self, tool_def, enchantment
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enchantments_desc_masked = table.concat(enchantments_desc_masked, '') .. '...?'
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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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enchantments_desc_masked = enchantments_desc_masked
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}
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@ -376,8 +373,13 @@ end
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function XEnchanting.set_enchanted_tool(self, pos, itemstack, level, player_name)
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local data = self.form_context[player_name].data
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local capabilities = data.slots[level].tool_cap_data.tool_capabilities
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local description = data.slots[level].tool_cap_data.enchantments_desc
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if not data then
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return
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end
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local capabilities = data.slots[level].tool_cap_data
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local description = data.slots[level].descriptions.enchantments_desc
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local final_enchantments = data.slots[level].final_enchantments
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local inv = minetest.get_meta(pos):get_inventory()
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local tool_def = minetest.registered_tools[itemstack:get_name()]
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@ -389,8 +391,8 @@ function XEnchanting.set_enchanted_tool(self, pos, itemstack, level, player_name
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local stack_meta = itemstack:get_meta()
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for i, val in ipairs(final_enchantments) do
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stack_meta:set_int('is_' .. val.id, 1)
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for i, enchantment in ipairs(final_enchantments) do
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stack_meta:set_float('is_' .. enchantment.id, enchantment.value)
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end
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stack_meta:set_tool_capabilities(capabilities)
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@ -406,7 +408,7 @@ function XEnchanting.set_enchanted_tool(self, pos, itemstack, level, player_name
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inv:set_stack('trade', 1, trade_stack)
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-- set new seed
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self.randomseed = tonumber(tostring(os.time()):reverse():sub(1, 9)) --[[@as number]]
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self.player_seeds[player_name] = self:get_randomseed()
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local formspec = self:get_formspec(pos, player_name)
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node_meta:set_string('formspec', formspec)
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@ -418,7 +420,10 @@ function XEnchanting.set_enchanted_tool(self, pos, itemstack, level, player_name
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}, true)
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end
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function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
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function XEnchanting.get_enchantment_data(self, player, nr_of_bookshelfs, tool_def)
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local p_name = player:get_player_name()
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local randomseed = self.player_seeds[p_name] or self:get_randomseed()
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math.randomseed(randomseed)
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local _nr_of_bookshelfs = nr_of_bookshelfs
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local data = {
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slots = {}
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@ -433,7 +438,6 @@ function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
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----
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-- Base enchantment
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math.randomseed(self.randomseed)
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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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@ -448,12 +452,10 @@ function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
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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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math.randomseed(self.randomseed)
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local rand_enchantability = 1 + math.random(enchantability / 4 + 1) + math.random(enchantability / 4 + 1)
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-- Choose the enchantment level
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local k = chosen_enchantment_level + rand_enchantability
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-- A random bonus, between .85 and 1.15
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math.randomseed(self.randomseed)
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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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-- Finally, we calculate the level
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local final_level = math.round(k * rand_bonus_percent)
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@ -466,6 +468,7 @@ function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
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-- 2 Find possible enchantments
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----
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---@type Enchantment[]
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local possible_enchantments = {}
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-- Get level
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@ -474,6 +477,7 @@ function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
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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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-- find matching 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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@ -483,13 +487,15 @@ function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
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end
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end
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-- pick the highest level
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local level = levels[#levels]
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if level then
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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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level = level,
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secondary = enchantment_def.secondary
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})
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end
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end
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@ -498,6 +504,7 @@ function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
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-- 3 Select a set of enchantments from the list
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----
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---@type Enchantment[]
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local final_enchantments = {}
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local total_weight = 0
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@ -506,18 +513,58 @@ function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
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total_weight = total_weight + self.enchantment_defs[enchantment.id].weight
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end
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math.randomseed(self.randomseed)
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-- Pick a random integer in the half range [0; total_weight] as a number `rand_weight`
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local rand_weight = math.random(0, total_weight / 2)
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-- local probability = (final_level + 1) / 50
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local probability_level = final_level
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local possible_enchantments_excl_secodnary = {}
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-- select final enchantments
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for _, enchantment in pairs(possible_enchantments) do
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if not enchantment.secondary then
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table.insert(possible_enchantments_excl_secodnary, enchantment)
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end
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end
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-- Select final enchantments
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-- Iterate through each enchantment in the list, subtracting its weight from `rand_weight`.
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-- If `rand_weight` is now negative, select the current enchantment.
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for j = 1, #possible_enchantments, 1 do
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math.randomseed(self.randomseed)
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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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if j == 1 then
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-- Dont add cursed/secondary enchantment as first pick
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rand_ench_idx = math.random(1, #possible_enchantments_excl_secodnary)
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rand_ench = possible_enchantments_excl_secodnary[rand_ench_idx]
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for idx, value in pairs(possible_enchantments) do
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if rand_ench.id == value.id then
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table.remove(possible_enchantments, idx)
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end
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end
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table.insert(final_enchantments, rand_ench)
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else
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local probability = (probability_level + 1) / 50
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table.remove(possible_enchantments, rand_ench_idx)
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table.insert(final_enchantments, rand_ench)
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-- With probability (`final_level` + 1) / 50, keep going. Otherwise, stop picking bonus enchantments.
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local rand_probability = math.random()
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if rand_probability < probability then
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-- Divide the `final_level` in half, rounded down
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-- (this does not affect the possible enchantments themselves,
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-- because they were all pre-calculated in Step Two).
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break
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end
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-- Repeat from the beginning.
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probability_level = probability_level / 2
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end
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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` is now negative, select the current enchantment and stop.
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if rand_weight < 0 then
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@ -526,11 +573,13 @@ function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
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end
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local tool_cap_data = self:get_enchanted_tool_capabilities(tool_def, final_enchantments)
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local descriptions = self:get_enchanted_descriptions(final_enchantments)
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table.insert(data.slots, i, {
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level = slot_lvl,
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final_enchantments = final_enchantments,
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tool_cap_data = tool_cap_data
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tool_cap_data = tool_cap_data,
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descriptions = descriptions
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})
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end
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@ -572,10 +621,10 @@ function XEnchanting.get_formspec(self, pos, player_name, data)
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if inv:get_stack('trade', 1):get_count() >= i then
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---@diagnostic disable-next-line: codestyle-check
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formspec[#formspec + 1] = 'image_button[2.5,' .. -0.5 + i .. ';5,1;x_enchanting_image_button.png;slot_' .. i .. ';' .. slot.tool_cap_data.enchantments_desc_masked .. ' ' .. minetest.colorize('#FFFF00', S('level') .. ': ' .. slot.level) .. ']'
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formspec[#formspec + 1] = 'image_button[2.5,' .. -0.5 + i .. ';5,1;x_enchanting_image_button.png;slot_' .. i .. ';' .. slot.descriptions.enchantments_desc_masked .. ' ' .. minetest.colorize('#FFFF00', S('level') .. ': ' .. slot.level) .. ']'
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else
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---@diagnostic disable-next-line: codestyle-check
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formspec[#formspec + 1] = 'image_button[2.5,' .. -0.5 + i .. ';5,1;x_enchanting_image_button_disabled.png;slot_' .. i .. ';' .. slot.tool_cap_data.enchantments_desc_masked .. ' ' .. minetest.colorize('#FFFF00', S('level') .. ': ' .. slot.level) .. ']'
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formspec[#formspec + 1] = 'image_button[2.5,' .. -0.5 + i .. ';5,1;x_enchanting_image_button_disabled.png;slot_' .. i .. ';' .. slot.descriptions.enchantments_desc_masked .. ' ' .. minetest.colorize('#FFFF00', S('level') .. ': ' .. slot.level) .. ']'
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end
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formspec[#formspec + 1] = 'image[2.5,' .. -0.5 + i .. ';1,1;x_enchanting_image_trade_' .. i .. '.png;]'
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