local S = minetest.get_translator(minetest.get_current_modname()) ---@type XEnchanting XEnchanting = { 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 }, 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 = S('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, groups = { 'sword' } }, looting = { name = S('Looting'), -- 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, groups = { 'sword' } }, fortune = { name = S('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, groups = { 'pickaxe', 'shovel', 'axe' }, incompatible = { 'silk_touch' } }, unbreaking = { name = S('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, -- all applicable groups = nil }, efficiency = { name = S('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, groups = { 'pickaxe', 'shovel', 'axe' } }, silk_touch = { name = S('Silk Touch'), final_level_range = { [1] = { 15, 65 } }, level_def = { [1] = 1 }, weight = 1, secondary = true, groups = { 'pickaxe', 'shovel', 'axe' }, incompatible = { 'fortune' } }, curse_of_vanishing = { name = S('Curse of Vanishing'), final_level_range = { [1] = { 25, 50 } }, level_def = { [1] = 1 }, weight = 1, secondary = true, -- all applicable groups = nil }, knockback = { name = S('Knockback'), final_level_range = { [1] = { 5, 55 }, [2] = { 25, 75 } }, -- increase % level_def = { [1] = 105, [2] = 190 }, weight = 5, groups = { 'sword' } }, power = { -- Increases arrow damage. -- Damage has to be calculated in the MOD where the bow comes from! name = S('Power'), final_level_range = { [1] = { 1, 16 }, [2] = { 11, 26 }, [3] = { 21, 36 }, [4] = { 31, 46 }, [5] = { 41, 56 } }, -- increase % level_def = { [1] = 50, [2] = 75, [3] = 100, [4] = 125, [5] = 150 }, weight = 10, groups = { 'bow' } }, punch = { -- Increases arrow knockback. -- Knockback has to be calculated in the MOD where the bow comes from! name = S('Punch'), final_level_range = { [1] = { 12, 37 }, [2] = { 32, 57 } }, -- multiplier level_def = { [1] = 3, [2] = 6 }, weight = 2, groups = { 'bow' } }, infinity = { -- Prevents regular arrows from being consumed when shot. -- One arrow is needed to use a bow enchanted with Infinity. -- Only set in item meta, logic for this has to be in the MOD where the bow comes from! name = S('Infinity'), final_level_range = { [1] = { 20, 50 } }, -- will be set in meta as float level_def = { [1] = 1 }, weight = 1, secondary = true, groups = { 'bow' } }, }, form_context = {}, player_seeds = {}, scroll_animations = { scroll_open = { { x = 1, y = 40 }, 80, 0, false }, scroll_close = { { x = 45, y = 84 }, 80, 0, false }, scroll_open_idle = { { x = 41, y = 42 }, 0, 0, false }, scroll_closed_idle = { { x = 43, y = 44 }, 0, 0, false } }, registered_ores = {} } ---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 ---Gets length of hashed table ---@param table any ---@return integer local function get_table_length(table) local length = 0 for _ in pairs(table) do length = length + 1 end return length 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' elseif minetest.get_item_group(name, 'bow') > 0 then return 'bow' end return false end function XEnchanting.set_tool_enchantability(self, tool_def) if minetest.get_item_group(tool_def.name, 'enchantability') > 0 then -- enchantability is already set, we dont need to override the item return end local _enchantability = 1 if 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() for i, enchantment in ipairs(enchantments) do -- Efficiency if enchantment.id == 'efficiency' then -- apply enchantment if tool_capabilities.groupcaps then -- groupcaps for group_name, def in pairs(tool_capabilities.groupcaps) do local highest_cap_level = 0 -- times if def.times then local old_times = def.times local new_times = {} for lvl, old_time in pairs(old_times) do local new_time = old_time - (old_time * (enchantment.value / 100)) if new_time < 0.15 then new_time = 0.15 end if highest_cap_level < lvl then highest_cap_level = lvl end new_times[lvl] = new_time end -- extend groupcaps levels while highest_cap_level > 1 do highest_cap_level = highest_cap_level - 1 if not new_times[highest_cap_level] then -- add new cap level time local old_time = new_times[highest_cap_level + 1] local new_time = old_time * 2 if new_time < 0.15 then new_time = 0.15 end new_times[highest_cap_level] = new_time end 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 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 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 end -- Fortune if enchantment.id == 'fortune' or enchantment.id == 'looting' 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 end end return tool_capabilities end function XEnchanting.get_randomseed(self) return tonumber(tostring(os.time()):reverse():sub(1, 9)) --[[@as integer]] end function XEnchanting.get_enchanted_descriptions(self, enchantments) local enchantments_desc = {} local enchantments_desc_masked = {} for i, enchantment in ipairs(enchantments) do local add_roman_numbers = true if get_table_length(self.enchantment_defs[enchantment.id].final_level_range) == 1 then add_roman_numbers = false end if add_roman_numbers then enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name .. ' ' .. self.roman_numbers[enchantment.level] else enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name end if #enchantments_desc_masked == 0 and not enchantment.secondary then enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name if add_roman_numbers then enchantments_desc_masked[#enchantments_desc_masked + 1] = ' ' .. self.roman_numbers[enchantment.level] end end end enchantments_desc = '\n' .. minetest.colorize('#AE81FF', S('Enchanted')) .. '\n' .. table.concat(enchantments_desc, '\n') enchantments_desc_masked = table.concat(enchantments_desc_masked, '') .. '..?' return { enchantments_desc = enchantments_desc, enchantments_desc_masked = enchantments_desc_masked } end function XEnchanting.set_enchanted_tool(self, pos, itemstack, level, player_name) local data = self.form_context[player_name].data if not data then return end local capabilities = data.slots[level].tool_cap_data local description = data.slots[level].descriptions.enchantments_desc local final_enchantments = data.slots[level].final_enchantments local inv = minetest.get_meta(pos):get_inventory() local tool_def = minetest.registered_tools[itemstack:get_name()] local node_meta = minetest.get_meta(pos) if not tool_def then return end local stack_meta = itemstack:get_meta() ---@type table local final_enchantments_meta = {} for i, enchantment in ipairs(final_enchantments) do stack_meta:set_float('is_' .. enchantment.id, enchantment.value) -- store only necessary data, keeping the meta optimized final_enchantments_meta[enchantment.id] = { value = enchantment.value } end stack_meta:set_tool_capabilities(capabilities) stack_meta:set_string('description', itemstack:get_description() .. '\n' .. description) stack_meta:set_string('short_description', S('Enchanted') .. ' ' .. itemstack:get_short_description()) stack_meta:set_int('is_enchanted', 1) stack_meta:set_string('x_enchanting', minetest.serialize(final_enchantments_meta)) inv:set_stack('item', 1, itemstack) local trade_stack = inv:get_stack('trade', 1) trade_stack:take_item(level) inv:set_stack('trade', 1, trade_stack) -- set new seed self.player_seeds[player_name] = self:get_randomseed() local formspec = self:get_formspec(pos, player_name) node_meta:set_string('formspec', formspec) minetest.sound_play('x_enchanting_enchant', { gain = 0.3, pos = pos, max_hear_distance = 10 }, true) -- particles local particlespawner_def = { amount = 50, time = 0.5, minpos = { x = pos.x - 1, y = pos.y + 1, z = pos.z - 1 }, maxpos = { x = pos.x + 1, y = pos.y + 1.5, z = pos.z + 1 }, minvel = { x = -0.1, y = -0.5, z = -0.1 }, maxvel = { x = 0.1, y = -1.5, z = 0.1 }, minacc = { x = -0.1, y = -0.5, z = -0.1 }, maxacc = { x = 0.1, y = -1.5, z = 0.1 }, minexptime = 0.5, maxexptime = 1, minsize = 0.5, maxsize = 1, texture = 'x_enchanting_scroll_particle.png^[colorize:#A179E9:256', glow = 1 } if minetest.has_feature({ dynamic_add_media_table = true, particlespawner_tweenable = true }) then -- new syntax, after v5.6.0 particlespawner_def = { amount = 50, time = 0.5, size = { min = 0.5, max = 1, }, exptime = 2, pos = { min = vector.new({ x = pos.x - 1.5, y = pos.y + 1, z = pos.z - 1.5 }), max = vector.new({ x = pos.x + 1.5, y = pos.y + 1.5, z = pos.z + 1.5 }), }, attract = { kind = 'point', strength = 2, origin = vector.new({ x = pos.x, y = pos.y + 0.65, z = pos.z }), die_on_contact = true }, texture = { name = 'x_enchanting_scroll_particle.png^[colorize:#A179E9:256', alpha_tween = { 0.5, 1, style = 'fwd', reps = 1 } }, glow = 1 } end minetest.add_particlespawner(particlespawner_def) end function XEnchanting.get_enchantment_data(self, player, nr_of_bookshelfs, tool_def) local p_name = player:get_player_name() local randomseed = self.player_seeds[p_name] or self:get_randomseed() math.randomseed(randomseed) local _nr_of_bookshelfs = nr_of_bookshelfs local data = { slots = {} } if _nr_of_bookshelfs > 15 then _nr_of_bookshelfs = 15 end ---- -- Filter out enchantments compatible for this item group ---- local group_enchantments = {} for enchantment_name, enchantment_def in pairs(self.enchantment_defs) do if not enchantment_def.groups then group_enchantments[enchantment_name] = enchantment_def else for i, group in ipairs(enchantment_def.groups) do if minetest.get_item_group(tool_def.name, group) > 0 then group_enchantments[enchantment_name] = enchantment_def break end end end 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)) for i, slot_lvl in ipairs({ top_slot_base_level, middle_slot_base_level, bottom_slot_base_level }) do ---- -- 1 Applying modifiers to the enchantment level ---- local chosen_enchantment_level = slot_lvl -- 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 local rand_enchantability = 1 + math.random(enchantability / 4 + 1) + math.random(enchantability / 4 + 1) -- Choose the enchantment level local k = chosen_enchantment_level + rand_enchantability -- 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 -- Finally, we calculate the level local final_level = math.round(k * rand_bonus_percent) if final_level < 1 then final_level = 1 end ---- -- 2 Find possible enchantments ---- ---@type Enchantment[] 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(group_enchantments) do local levels = {} -- find matching 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 -- pick the highest level local level = levels[#levels] if level then table.insert(possible_enchantments, { id = enchantment_name, value = enchantment_def.level_def[level], level = level, secondary = enchantment_def.secondary, incompatible = enchantment_def.incompatible }) end end ---- -- 3 Select a set of enchantments from the list ---- ---@type Enchantment[] local final_enchantments = {} local total_weight = 0 -- calculate total weight for j, enchantment in ipairs(possible_enchantments) do total_weight = total_weight + self.enchantment_defs[enchantment.id].weight end -- Pick a random integer in the half range [0; total_weight / 2] as a number `rand_weight` local rand_weight = math.random(0, total_weight / 2) -- local probability = (final_level + 1) / 50 local probability_level = final_level ---@type Enchantment[] local possible_enchantments_excl_secodnary = {} for _, enchantment in pairs(possible_enchantments) do if not enchantment.secondary then table.insert(possible_enchantments_excl_secodnary, enchantment) end end -- Select final enchantments -- Iterate through each enchantment in the list, subtracting its weight from `rand_weight`. -- If `rand_weight` is now negative, select the current enchantment. for j = 1, #possible_enchantments, 1 do local rand_ench_idx = math.random(1, #possible_enchantments) local rand_ench = possible_enchantments[rand_ench_idx] if j == 1 then -- First pick -- Dont add cursed/secondary enchantment as first pick rand_ench_idx = math.random(1, #possible_enchantments_excl_secodnary) rand_ench = possible_enchantments_excl_secodnary[rand_ench_idx] table.insert(final_enchantments, rand_ench) for idx, value in pairs(possible_enchantments) do if rand_ench.id == value.id then table.remove(possible_enchantments, idx) end -- remove incomaptible enchantments if rand_ench.incompatible and table.indexof(rand_ench.incompatible, value.id) ~= -1 then table.remove(possible_enchantments, idx) end end else local probability = (probability_level + 1) / 50 table.insert(final_enchantments, rand_ench) table.remove(possible_enchantments, rand_ench_idx) for idx, value in pairs(possible_enchantments) do -- remove incomaptible enchantments if rand_ench.incompatible and table.indexof(rand_ench.incompatible, value.id) ~= -1 then table.remove(possible_enchantments, idx) end end -- With probability (`final_level` + 1) / 50, keep going. Otherwise, stop picking bonus enchantments. local rand_probability = math.random() if rand_probability < probability then -- Divide the `final_level` in half, rounded down -- (this does not affect the possible enchantments themselves, -- because they were all pre-calculated in Step Two). break end -- Repeat from the beginning. probability_level = probability_level / 2 end rand_weight = rand_weight - self.enchantment_defs[rand_ench.id].weight -- If `rand_weight` is now negative, select the current enchantment and stop. if rand_weight < 0 then break end end local tool_cap_data = self:get_enchanted_tool_capabilities(tool_def, final_enchantments) local descriptions = self:get_enchanted_descriptions(final_enchantments) table.insert(data.slots, i, { level = slot_lvl, final_enchantments = final_enchantments, tool_cap_data = tool_cap_data, descriptions = descriptions }) end return data end local function get_hotbar_bg(x, y) local out = '' for i = 0, 7, 1 do out = out .. 'image[' .. x + i .. ',' .. y .. ';1,1;x_enchanting_gui_hb_bg.png]' end return out end local function get_list_bg(x, y) local out = '' for row = 0, 2, 1 do for i = 0, 7, 1 do out = out .. 'image[' .. x + i .. ',' .. y + row .. ';1,1;x_enchanting_gui_slot_bg.png]' end end return out end local function get_formspec_bg(player_name) local info = minetest.get_player_information(player_name) local bg = 'background[5,5;1,1;x_enchanting_gui_formbg.png;true]' if info.formspec_version > 1 then bg = 'background9[5,5;1,1;x_enchanting_gui_formbg.png;true;10]' end return bg end function XEnchanting.get_formspec(self, pos, player_name, data) local spos = pos.x .. ',' .. pos.y .. ',' .. pos.z local inv = minetest.get_meta(pos):get_inventory() ---@diagnostic disable-next-line: codestyle-check local model_scroll_open = 'model[0,0;2,3;x_enchanting_table;x_enchanting_scroll.b3d;x_enchanting_scroll_mesh.png,x_enchanting_scroll_handles_mesh.png,x_enchanting_scroll_mesh.png;89,0;false;false;' .. self.scroll_animations.scroll_open_idle[1].x .. ',' .. self.scroll_animations.scroll_open_idle[1].y .. ';0]' ---@diagnostic disable-next-line: codestyle-check local model_scroll_closed = 'model[0,0;2,3;x_enchanting_table;x_enchanting_scroll.b3d;x_enchanting_scroll_mesh.png,x_enchanting_scroll_handles_mesh.png,x_enchanting_scroll_mesh.png;89,0;false;false;' .. self.scroll_animations.scroll_closed_idle[1].x .. ',' .. self.scroll_animations.scroll_closed_idle[1].y .. ';0]' local model_scroll_is_open local formspec = { 'size[8,9]', 'bgcolor[#080808BB;true]', 'listcolors[#FFFFFF00;#FFFFFF1A;#FFFFFF00;#30434C;#FFF]', get_formspec_bg(player_name), 'style_type[label;font=mono,bold]', 'style[slot_1,slot_2,slot_3;font=mono,bold;textcolor=#4D413A]', 'label[0, 0;' .. S('Enchant') .. ']', -- item 'list[nodemeta:' .. spos .. ';item;0, 2.5;1, 1;]', 'image[0, 2.5;1,1;x_enchanting_gui_cloth_bg.png]', -- trade 'list[nodemeta:' .. spos .. ';trade;1, 2.5;1, 1;]', 'image[1, 2.5;1,1;x_enchanting_gui_cloth_trade_bg.png]', -- inventories 'list[current_player;main;0, 4.85;8, 1;]', 'list[current_player;main;0, 6.08;8, 3;8]', 'listring[nodemeta:' .. spos .. ';trade]', 'listring[current_player;main]', 'listring[nodemeta:' .. spos .. ';item]', 'listring[current_player;main]', } formspec[#formspec + 1] = get_hotbar_bg(0, 4.85) formspec[#formspec + 1] = get_list_bg(0, 6.08) -- data if data then for i, slot in ipairs(data.slots) do if #slot.final_enchantments > 0 then -- show buttons with content if inv:get_stack('trade', 1):get_count() >= i then ---@diagnostic disable-next-line: codestyle-check formspec[#formspec + 1] = 'image_button[3.125,' .. -0.5 + i .. ';5.125,1;x_enchanting_image_button.png;slot_' .. i .. ';' .. slot.descriptions.enchantments_desc_masked .. minetest.formspec_escape(' [' .. slot.level .. ']') .. ']' else ---@diagnostic disable-next-line: codestyle-check formspec[#formspec + 1] = 'image_button[3.125,' .. -0.5 + i .. ';5.125,1;x_enchanting_image_button_disabled.png;slot_' .. i .. ';' .. slot.descriptions.enchantments_desc_masked .. minetest.formspec_escape(' [' .. slot.level .. ']') .. ']' end formspec[#formspec + 1] = 'image[2.3,' .. -0.5 + i .. ';1,1;x_enchanting_image_trade_' .. i .. '.png;]' else -- disabled buttons ---@diagnostic disable-next-line: codestyle-check formspec[#formspec + 1] = 'image_button[3.125,' .. -0.5 + i .. ';5.125,1;x_enchanting_image_button_disabled.png;slot_' .. i .. ';]' end end model_scroll_is_open = true else for i = 1, 3, 1 do -- disabled buttons ---@diagnostic disable-next-line: codestyle-check formspec[#formspec + 1] = 'image_button[3.125,' .. -0.5 + i .. ';5.125,1;x_enchanting_image_button_disabled.png;slot_' .. i .. ';]' end model_scroll_is_open = false end if model_scroll_is_open then formspec[#formspec + 1] = model_scroll_open else formspec[#formspec + 1] = model_scroll_closed end self.form_context[player_name] = { data = data, pos = pos } return table.concat(formspec, '') end