xdecor-libre/enchanting.lua

284 lines
8.9 KiB
Lua

local enchanting = {}
screwdriver = screwdriver or {}
-- Cost in Mese crystal(s) for enchanting.
local mese_cost = 1
-- Force of the enchantments.
enchanting.uses = 1.2 -- Durability
enchanting.times = 0.1 -- Efficiency
enchanting.damages = 1 -- Sharpness
enchanting.strength = 1.2 -- Armor strength (3d_armor only)
enchanting.speed = 0.2 -- Player speed (3d_armor only)
enchanting.jump = 0.2 -- Player jumping (3d_armor only)
function enchanting.formspec(pos, num)
local meta = minetest.get_meta(pos)
local formspec = [[ size[9,9;]
bgcolor[#080808BB;true]
background[0,0;9,9;ench_ui.png]
list[context;tool;0.9,2.9;1,1;]
list[context;mese;2,2.9;1,1;]
list[current_player;main;0.5,4.5;8,4;]
image[2,2.9;1,1;mese_layout.png]
tooltip[sharp;Your weapon inflicts more damages]
tooltip[durable;Your tool last longer]
tooltip[fast;Your tool digs faster]
tooltip[strong;Your armor is more resistant]
tooltip[speed;Your speed is increased] ]]
..default.gui_slots..default.get_hotbar_bg(0.5,4.5)
local enchant_buttons = {
[[ image_button[3.9,0.85;4,0.92;bg_btn.png;fast;Efficiency]
image_button[3.9,1.77;4,1.12;bg_btn.png;durable;Durability] ]],
"image_button[3.9,0.85;4,0.92;bg_btn.png;strong;Strength]",
"image_button[3.9,2.9;4,0.92;bg_btn.png;sharp;Sharpness]",
[[ image_button[3.9,0.85;4,0.92;bg_btn.png;strong;Strength]
image_button[3.9,1.77;4,1.12;bg_btn.png;speed;Speed] ]]
}
formspec = formspec..(enchant_buttons[num] or "")
meta:set_string("formspec", formspec)
end
function enchanting.on_put(pos, listname, _, stack)
if listname == "tool" then
local stackname = stack:get_name()
local tool_groups = {
"axe, pick, shovel",
"chestplate, leggings, helmet",
"sword", "boots"
}
for idx, tools in pairs(tool_groups) do
if tools:find(stackname:match(":(%w+)")) then
enchanting.formspec(pos, idx)
end
end
end
end
function enchanting.fields(pos, _, fields, sender)
if fields.quit then return end
local inv = minetest.get_meta(pos):get_inventory()
local tool = inv:get_stack("tool", 1)
local mese = inv:get_stack("mese", 1)
local orig_wear = tool:get_wear()
local mod, name = tool:get_name():match("(.*):(.*)")
local enchanted_tool = (mod or "")..":enchanted_"..(name or "").."_"..next(fields)
if mese:get_count() >= mese_cost and minetest.registered_tools[enchanted_tool] then
minetest.sound_play("xdecor_enchanting", {to_player=sender:get_player_name(), gain=0.8})
tool:replace(enchanted_tool)
tool:add_wear(orig_wear)
mese:take_item(mese_cost)
inv:set_stack("mese", 1, mese)
inv:set_stack("tool", 1, tool)
end
end
function enchanting.dig(pos)
local inv = minetest.get_meta(pos):get_inventory()
return inv:is_empty("tool") and inv:is_empty("mese")
end
local function allowed(tool)
for item in pairs(minetest.registered_tools) do
if item:find("enchanted_"..tool) then return true end
end
return false
end
function enchanting.put(_, listname, _, stack)
local item = stack:get_name():match("[^:]+$")
if listname == "mese" and item == "mese_crystal" then
return stack:get_count()
elseif listname == "tool" and allowed(item) then
return 1
end
return 0
end
function enchanting.on_take(pos, listname)
if listname == "tool" then enchanting.formspec(pos, nil) end
end
function enchanting.construct(pos)
local meta = minetest.get_meta(pos)
meta:set_string("infotext", "Enchantment Table")
enchanting.formspec(pos, nil)
local inv = meta:get_inventory()
inv:set_size("tool", 1)
inv:set_size("mese", 1)
minetest.add_entity({x=pos.x, y=pos.y+0.85, z=pos.z}, "xdecor:book_open")
local timer = minetest.get_node_timer(pos)
timer:start(5.0)
end
function enchanting.destruct(pos)
for _, obj in pairs(minetest.get_objects_inside_radius(pos, 0.9)) do
if obj and obj:get_luaentity() and
obj:get_luaentity().name == "xdecor:book_open" then
obj:remove() break
end
end
end
function enchanting.timer(pos)
local node = minetest.get_node(pos)
local num = #minetest.get_objects_inside_radius(pos, 0.9)
if num == 0 then
minetest.add_entity({x=pos.x, y=pos.y+0.85, z=pos.z}, "xdecor:book_open")
end
local minp = {x=pos.x-2, y=pos.y, z=pos.z-2}
local maxp = {x=pos.x+2, y=pos.y+1, z=pos.z+2}
local bookshelves = minetest.find_nodes_in_area(minp, maxp, "default:bookshelf")
if #bookshelves == 0 then return true end
local bookshelf_pos = bookshelves[math.random(1, #bookshelves)]
local x = pos.x - bookshelf_pos.x
local y = bookshelf_pos.y - pos.y
local z = pos.z - bookshelf_pos.z
if tostring(x..z):find(2) then
minetest.add_particle({
pos = bookshelf_pos,
velocity = {x=x, y=2-y, z=z},
acceleration = {x=0, y=-2.2, z=0},
expirationtime = 1,
size = 2,
texture = "xdecor_glyph"..math.random(1,18)..".png"
})
end
return true
end
xdecor.register("enchantment_table", {
description = "Enchantment Table",
tiles = {"xdecor_enchantment_top.png", "xdecor_enchantment_bottom.png",
"xdecor_enchantment_side.png", "xdecor_enchantment_side.png",
"xdecor_enchantment_side.png", "xdecor_enchantment_side.png"},
groups = {cracky=1, level=1},
sounds = default.node_sound_stone_defaults(),
on_rotate = screwdriver.rotate_simple,
can_dig = enchanting.dig,
on_timer = enchanting.timer,
on_construct = enchanting.construct,
on_destruct = enchanting.destruct,
on_receive_fields = enchanting.fields,
on_metadata_inventory_put = enchanting.on_put,
on_metadata_inventory_take = enchanting.on_take,
allow_metadata_inventory_put = enchanting.put,
allow_metadata_inventory_move = function() return 0 end
})
minetest.register_entity("xdecor:book_open", {
visual = "sprite",
visual_size = {x=0.75, y=0.75},
collisionbox = {0},
physical = false,
textures = {"xdecor_book_open.png"},
on_activate = function(self)
local pos = self.object:getpos()
local pos_under = {x=pos.x, y=pos.y-1, z=pos.z}
if minetest.get_node(pos_under).name ~= "xdecor:enchantment_table" then
self.object:remove()
end
end
})
local function cap(S) return S:gsub("^%l", string.upper) end
function enchanting:register_tools(mod, def)
for tool in pairs(def.tools) do
for material in def.materials:gmatch("[%w_]+") do
for enchant in def.tools[tool].enchants:gmatch("[%w_]+") do
local original_tool = minetest.registered_tools[mod..":"..tool.."_"..material]
if not original_tool then break end
if original_tool.tool_capabilities then
local original_damage_groups = original_tool.tool_capabilities.damage_groups
local original_groupcaps = original_tool.tool_capabilities.groupcaps
local groupcaps = table.copy(original_groupcaps)
local fleshy = original_damage_groups.fleshy
local full_punch_interval = original_tool.tool_capabilities.full_punch_interval
local max_drop_level = original_tool.tool_capabilities.max_drop_level
local group = next(original_groupcaps)
if enchant == "durable" then
groupcaps[group].uses = math.ceil(original_groupcaps[group].uses * enchanting.uses)
elseif enchant == "fast" then
for i, time in pairs(original_groupcaps[group].times) do
groupcaps[group].times[i] = time - enchanting.times
end
elseif enchant == "sharp" then
fleshy = fleshy + enchanting.damages
end
minetest.register_tool(":"..mod..":enchanted_"..tool.."_"..material.."_"..enchant, {
description = "Enchanted "..cap(material).." "..cap(tool).." ("..cap(enchant)..")",
inventory_image = original_tool.inventory_image.."^[colorize:violet:50",
wield_image = original_tool.wield_image,
groups = {not_in_creative_inventory=1},
tool_capabilities = {
groupcaps = groupcaps, damage_groups = {fleshy = fleshy},
full_punch_interval = full_punch_interval, max_drop_level = max_drop_level
}
})
end
if mod == "3d_armor" then
local original_armor_groups = original_tool.groups
local armorcaps = {}
armorcaps.not_in_creative_inventory = 1
for armor_group, value in pairs(original_armor_groups) do
if enchant == "strong" then
armorcaps[armor_group] = math.ceil(value * enchanting.strength)
elseif enchant == "speed" then
armorcaps[armor_group] = value
armorcaps.physics_speed = enchanting.speed
armorcaps.physics_jump = enchanting.jump
end
end
minetest.register_tool(":"..mod..":enchanted_"..tool.."_"..material.."_"..enchant, {
description = "Enchanted "..cap(material).." "..cap(tool).." ("..cap(enchant)..")",
inventory_image = original_tool.inventory_image,
texture = "3d_armor_"..tool.."_"..material,
wield_image = original_tool.wield_image,
groups = armorcaps,
wear = 0
})
end
end
end
end
end
enchanting:register_tools("default", {
materials = "steel, bronze, mese, diamond",
tools = {
axe = {enchants = "durable, fast"},
pick = {enchants = "durable, fast"},
shovel = {enchants = "durable, fast"},
sword = {enchants = "sharp"}
}
})
enchanting:register_tools("3d_armor", {
materials = "steel, bronze, gold, diamond",
tools = {
boots = {enchants = "strong, speed"},
chestplate = {enchants = "strong"},
helmet = {enchants = "strong"},
leggings = {enchants = "strong"}
}
})