mirror of
https://bitbucket.org/minetest_gamers/x_enchanting.git
synced 2025-04-21 17:50:21 +02:00
777 lines
27 KiB
Lua
777 lines
27 KiB
Lua
default = minetest.global_exists('default') and default --[[@as MtgDefault]]
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local S = minetest.get_translator(minetest.get_current_modname())
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---@type XEnchanting
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XEnchanting = {
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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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},
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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 = S('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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groups = {
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'sword'
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}
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},
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fortune = {
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name = S('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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groups = {
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'pickaxe',
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'shovel',
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'axe'
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}
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},
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unbreaking = {
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name = S('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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-- all applicable
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groups = nil
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},
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efficiency = {
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name = S('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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groups = {
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'pickaxe',
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'shovel',
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'axe'
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}
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},
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silk_touch = {
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name = S('Silk Touch'),
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final_level_range = {
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[1] = { 15, 65 }
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},
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level_def = {
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[1] = 1
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},
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weight = 1,
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secondary = true,
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groups = {
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'pickaxe',
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'shovel',
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'axe'
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}
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},
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curse_of_vanishing = {
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name = S('Curse of Vanishing'),
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final_level_range = {
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[1] = { 25, 50 }
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},
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level_def = {
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[1] = 1
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},
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weight = 1,
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secondary = true,
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-- all applicable
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groups = nil
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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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groups = {
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'sword'
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}
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},
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power = {
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-- Increases arrow damage.
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-- Damage has to be calculated in the MOD where the bow comes from!
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name = S('Power'),
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final_level_range = {
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[1] = { 1, 16 },
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[2] = { 11, 26 },
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[3] = { 21, 36 },
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[4] = { 31, 46 },
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[5] = { 41, 56 }
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},
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-- increase %
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level_def = {
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[1] = 50,
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[2] = 75,
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[3] = 100,
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[4] = 125,
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[5] = 150
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},
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weight = 10,
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groups = {
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'bow'
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}
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},
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punch = {
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-- Increases arrow knockback.
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-- Knockback has to be calculated in the MOD where the bow comes from!
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name = S('Punch'),
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final_level_range = {
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[1] = { 12, 37 },
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[2] = { 32, 57 }
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},
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-- multiplier
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level_def = {
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[1] = 3,
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[2] = 6
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},
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weight = 2,
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groups = {
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'bow'
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}
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},
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infinity = {
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-- Prevents regular arrows from being consumed when shot.
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-- One arrow is needed to use a bow enchanted with Infinity.
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-- Only set in item meta, logic for this has to be in the MOD where the bow comes from!
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name = S('Infinity'),
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final_level_range = {
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[1] = { 20, 50 }
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},
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-- will be set in meta as float
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level_def = {
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[1] = 1
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},
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weight = 1,
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secondary = true,
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groups = {
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'bow'
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}
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},
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},
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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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scroll_open_idle = { { x = 41, y = 42 }, 0, 0, false },
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scroll_closed_idle = { { x = 43, y = 44 }, 0, 0, false }
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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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---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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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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elseif minetest.get_item_group(name, 'bow') > 0 then
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return 'bow'
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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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if minetest.get_item_group(tool_def.name, 'enchantability') > 0 then
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-- enchantability is already set, we dont need to override the item
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return
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end
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local _enchantability = 1
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if 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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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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-- apply enchantment
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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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local highest_cap_level = 0
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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 pairs(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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if highest_cap_level < lvl then
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highest_cap_level = lvl
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end
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new_times[lvl] = new_time
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end
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-- extend groupcaps levels
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while highest_cap_level > 1 do
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highest_cap_level = highest_cap_level - 1
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if not new_times[highest_cap_level] then
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-- add new cap level time
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local old_time = new_times[highest_cap_level + 1]
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local new_time = old_time * 2
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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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new_times[highest_cap_level] = new_time
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end
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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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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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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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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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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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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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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 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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enchantments_desc = '\n' .. minetest.colorize('#AE81FF', S('Enchanted'))
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.. '\n' .. table.concat(enchantments_desc, '\n')
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enchantments_desc_masked = table.concat(enchantments_desc_masked, '') .. '...?'
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return {
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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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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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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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local node_meta = minetest.get_meta(pos)
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if not tool_def then
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return
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end
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local stack_meta = itemstack:get_meta()
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---@type table<string, {["value"]: number}>
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local final_enchantments_meta = {}
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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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-- store only necessary data, keeping the meta optimized
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final_enchantments_meta[enchantment.id] = {
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value = enchantment.value
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}
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end
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stack_meta:set_tool_capabilities(capabilities)
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stack_meta:set_string('description', itemstack:get_description() .. '\n' .. description)
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stack_meta:set_string('short_description', S('Enchanted') .. ' ' .. itemstack:get_short_description())
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stack_meta:set_int('is_enchanted', 1)
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stack_meta:set_string('x_enchanting', minetest.serialize(final_enchantments_meta))
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inv:set_stack('item', 1, itemstack)
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local trade_stack = inv:get_stack('trade', 1)
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trade_stack:take_item(level)
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inv:set_stack('trade', 1, trade_stack)
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-- set new seed
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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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minetest.sound_play('x_enchanting_enchant', {
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gain = 0.3,
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pos = pos,
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max_hear_distance = 10
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}, true)
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end
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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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}
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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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-- Filter out enchantments compatible for this item group
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----
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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
|
|
})
|
|
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] 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
|
|
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
|
|
-- 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]
|
|
|
|
for idx, value in pairs(possible_enchantments) do
|
|
if rand_ench.id == value.id then
|
|
table.remove(possible_enchantments, idx)
|
|
end
|
|
end
|
|
|
|
table.insert(final_enchantments, rand_ench)
|
|
else
|
|
local probability = (probability_level + 1) / 50
|
|
|
|
table.remove(possible_enchantments, rand_ench_idx)
|
|
table.insert(final_enchantments, rand_ench)
|
|
|
|
-- 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
|
|
|
|
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.descriptions.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.descriptions.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
|