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 } }, 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 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() 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