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x_enchanting/api.lua
2022-11-10 21:42:28 -05:00

613 lines
22 KiB
Lua

default = minetest.global_exists('default') and default --[[@as MtgDefault]]
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
},
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
},
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
},
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
},
silk_touch = {
name = S('Silk Touch'),
final_level_range = {
[1] = { 15, 65 }
},
level_def = {
[1] = 'silk_touch'
},
weight = 1
},
curse_of_vanishing = {
name = S('Curse of Vanishing'),
final_level_range = {
[1] = { 25, 50 }
},
level_def = {
[1] = 'curse_of_vanishing'
},
weight = 1
}
},
randomseed = os.time(),
form_context = {},
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 }
}
}
---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 = {}
local enchantments_desc_masked = {}
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
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]
if #enchantments_desc_masked == 0 then
enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name
.. ' '
.. self.roman_numbers[enchantment.level]
end
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]
if #enchantments_desc_masked == 0 then
enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name
.. ' '
.. self.roman_numbers[enchantment.level]
end
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]
if #enchantments_desc_masked == 0 then
enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name
.. ' '
.. self.roman_numbers[enchantment.level]
end
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]
if #enchantments_desc_masked == 0 then
enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name
.. ' '
.. self.roman_numbers[enchantment.level]
end
end
-- Silk Touch
if enchantment.id == 'silk_touch' then
enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name
if #enchantments_desc_masked == 0 then
enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name
end
end
-- Curse of Vanishing
if enchantment.id == 'curse_of_vanishing' then
enchantments_desc[#enchantments_desc + 1] = self.enchantment_defs[enchantment.id].name
if #enchantments_desc_masked == 0 then
enchantments_desc_masked[#enchantments_desc_masked + 1] = self.enchantment_defs[enchantment.id].name
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 {
tool_capabilities = tool_capabilities,
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
local capabilities = data.slots[level].tool_cap_data.tool_capabilities
local description = data.slots[level].tool_cap_data.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()
for i, val in ipairs(final_enchantments) do
stack_meta:set_int('is_' .. val.id, 1)
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({ enchantments = final_enchantments }))
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.randomseed = tonumber(tostring(os.time()):reverse():sub(1, 9)) --[[@as number]]
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)
end
function XEnchanting.get_enchantment_data(self, nr_of_bookshelfs, tool_def)
local _nr_of_bookshelfs = nr_of_bookshelfs
local data = {
slots = {}
}
if _nr_of_bookshelfs > 15 then
_nr_of_bookshelfs = 15
end
----
-- 0 Show slots in formspec
----
-- Base enchantment
math.randomseed(self.randomseed)
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
math.randomseed(self.randomseed)
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
math.randomseed(self.randomseed)
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
----
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]
if level then
table.insert(possible_enchantments, {
id = enchantment_name,
value = enchantment_def.level_def[level],
level = level
})
end
end
----
-- 3 Select a set of enchantments from the list
----
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
math.randomseed(self.randomseed)
local rand_weight = math.random(0, total_weight / 2)
-- select final enchantments
for j = 1, #possible_enchantments, 1 do
math.randomseed(self.randomseed)
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` 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)
table.insert(data.slots, i, {
level = slot_lvl,
final_enchantments = final_enchantments,
tool_cap_data = tool_cap_data
})
end
return data
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]',
'label[0, 0;' .. S('Enchant') .. ']',
'list[nodemeta:' .. spos .. ';item;0, 2.5;1, 1;]',
'image[1,2.5;1,1;x_enchanting_trade_slot.png;]',
'list[nodemeta:' .. spos .. ';trade;1, 2.5;1, 1;]',
'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]'
}
if default then
formspec[#formspec + 1] = default.get_hotbar_bg(0, 4.85)
end
-- 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[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) .. ']'
else
---@diagnostic disable-next-line: codestyle-check
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) .. ']'
end
formspec[#formspec + 1] = 'image[2.5,' .. -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[2.5,' .. -0.5 + i .. ';5,1;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[2.5,' .. -0.5 + i .. ';5,1;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