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