Charakterbewegungen hinzugefügt, Deko hinzugefügt, Kochrezepte angepasst
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506
mods/xdecor/src/enchanting.lua
Normal file
506
mods/xdecor/src/enchanting.lua
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local enchanting = {}
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screwdriver = screwdriver or {}
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local S = minetest.get_translator("xdecor")
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local NS = function(s) return s end
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local FS = function(...) return minetest.formspec_escape(S(...)) end
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local ceil, abs, random = math.ceil, math.abs, math.random
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local reg_tools = minetest.registered_tools
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local reg_enchantable_tools = {}
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local available_tool_enchants = {}
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-- Cost in Mese crystal(s) for enchanting.
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local MESE_COST = 1
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-- Default strenth of the enchantments
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local DEFAULT_ENCHANTING_USES = 1.2 -- Durability
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local DEFAULT_ENCHANTING_TIMES = 0.1 -- Efficiency
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local DEFAULT_ENCHANTING_DAMAGES = 1 -- Sharpness
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local function to_percent(orig_value, final_value)
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return abs(ceil(((final_value - orig_value) / orig_value) * 100))
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end
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function enchanting:get_tooltip_raw(enchant, percent)
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local specs = {
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durable = "#00baff",
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fast = "#74ff49",
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sharp = "#ffff00",
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}
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local enchant_loc = {
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--~ Enchantment
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fast = S("Efficiency"),
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--~ Enchantment
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durable = S("Durability"),
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--~ Enchantment
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sharp = S("Sharpness"),
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}
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if minetest.colorize then
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--~ Tooltip in format "<enchantment name> (+<bonus>%)", e.g. "Efficiency (+5%)"
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return minetest.colorize(specs[enchant], S("@1 (+@2%)", enchant_loc[enchant], percent))
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else
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return S("@1 (+@2%)", enchant_loc[enchant], percent)
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end
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end
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function enchanting:get_tooltip(enchant, orig_caps, fleshy, bonus_defs)
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local bonus = {durable = 0, efficiency = 0, damages = 0}
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if orig_caps then
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bonus.durable = to_percent(orig_caps.uses, orig_caps.uses * bonus_defs.uses)
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local sum_caps_times = 0
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for i=1, #orig_caps.times do
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sum_caps_times = sum_caps_times + orig_caps.times[i]
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end
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local average_caps_time = sum_caps_times / #orig_caps.times
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bonus.efficiency = to_percent(average_caps_time, average_caps_time -
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bonus_defs.times)
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end
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if fleshy then
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bonus.damages = to_percent(fleshy, fleshy + bonus_defs.damages)
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end
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local specs = {
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durable = bonus.durable,
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fast = bonus.efficiency,
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sharp = bonus.damages,
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}
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local percent = specs[enchant]
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return enchanting:get_tooltip_raw(enchant, percent)
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end
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local enchant_buttons = {
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fast = "image_button[3.6,0.67;4.75,0.85;bg_btn.png;fast;"..FS("Efficiency").."]",
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durable = "image_button[3.6,1.65;4.75,1.05;bg_btn.png;durable;"..FS("Durability").."]",
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sharp = "image_button[3.6,2.8;4.75,0.85;bg_btn.png;sharp;"..FS("Sharpness").."]",
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}
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function enchanting.formspec(pos, enchants)
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local meta = minetest.get_meta(pos)
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local formspec = [[
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size[9,8.6;]
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no_prepend[]
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bgcolor[#080808BB;true]
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listcolors[#00000069;#5A5A5A;#141318;#30434C;#FFF]
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background9[0,0;9,9;ench_ui.png;6]
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list[context;tool;0.9,2.9;1,1;]
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list[context;mese;2,2.9;1,1;]
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list[current_player;main;0.55,4.5;8,4;]
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listring[current_player;main]
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listring[context;tool]
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listring[current_player;main]
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listring[context;mese]
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image[2,2.9;1,1;mese_layout.png]
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]]
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--~ Sharpness enchantment
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.."tooltip[sharp;"..FS("Your weapon inflicts more damage").."]"
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--~ Durability enchantment
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.."tooltip[durable;"..FS("Your tool lasts longer").."]"
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--~ Efficiency enchantment
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.."tooltip[fast;"..FS("Your tool digs faster").."]"
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..default.gui_slots .. default.get_hotbar_bg(0.55, 4.5)
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if enchants then
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for e=1, #enchants do
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formspec = formspec .. enchant_buttons[enchants[e]]
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end
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end
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meta:set_string("formspec", formspec)
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end
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function enchanting.on_put(pos, listname, _, stack)
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if listname == "tool" then
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local stackname = stack:get_name()
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local enchants = available_tool_enchants[stackname]
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if enchants then
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enchanting.formspec(pos, enchants)
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end
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end
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end
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function enchanting.fields(pos, _, fields, sender)
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if not next(fields) or fields.quit then return end
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local inv = minetest.get_meta(pos):get_inventory()
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local tool = inv:get_stack("tool", 1)
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local mese = inv:get_stack("mese", 1)
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local orig_wear = tool:get_wear()
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local mod, name = tool:get_name():match("(.*):(.*)")
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local enchanted_tool = (mod or "") .. ":enchanted_" .. (name or "") .. "_" .. next(fields)
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if mese:get_count() >= MESE_COST and reg_tools[enchanted_tool] then
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minetest.sound_play("xdecor_enchanting", {
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to_player = sender:get_player_name(),
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gain = 0.8
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})
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tool:replace(enchanted_tool)
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tool:add_wear(orig_wear)
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mese:take_item(MESE_COST)
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inv:set_stack("mese", 1, mese)
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inv:set_stack("tool", 1, tool)
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end
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end
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function enchanting.dig(pos)
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local inv = minetest.get_meta(pos):get_inventory()
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return inv:is_empty("tool") and inv:is_empty("mese")
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end
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function enchanting.blast(pos)
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local drops = xdecor.get_inventory_drops(pos, {"tool", "mese"})
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minetest.remove_node(pos)
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return drops
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end
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local function allowed(tool)
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if not tool then
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return false
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end
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if reg_enchantable_tools[tool] then
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return true
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else
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return false
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end
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end
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function enchanting.put(_, listname, _, stack)
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local stackname = stack:get_name()
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if listname == "mese" and (stackname == "default:mese_crystal" or
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stackname == "imese:industrial_mese_crystal") then
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return stack:get_count()
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elseif listname == "tool" and allowed(stackname) then
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return 1
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end
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return 0
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end
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function enchanting.on_take(pos, listname)
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if listname == "tool" then
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enchanting.formspec(pos)
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end
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end
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function enchanting.construct(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("infotext", S("Enchantment Table"))
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enchanting.formspec(pos)
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local inv = meta:get_inventory()
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inv:set_size("tool", 1)
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inv:set_size("mese", 1)
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minetest.add_entity({x = pos.x, y = pos.y + 0.85, z = pos.z}, "xdecor:book_open")
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local timer = minetest.get_node_timer(pos)
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timer:start(0.5)
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end
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function enchanting.destruct(pos)
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for _, obj in pairs(minetest.get_objects_inside_radius(pos, 0.9)) do
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if obj and obj:get_luaentity() and
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obj:get_luaentity().name == "xdecor:book_open" then
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obj:remove()
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break
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end
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end
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end
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function enchanting.timer(pos)
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local minp = {x = pos.x - 2, y = pos.y, z = pos.z - 2}
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local maxp = {x = pos.x + 2, y = pos.y + 1, z = pos.z + 2}
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local bookshelves = minetest.find_nodes_in_area(minp, maxp, "default:bookshelf")
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if #bookshelves == 0 then
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return true
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end
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local bookshelf_pos = bookshelves[random(1, #bookshelves)]
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local x = pos.x - bookshelf_pos.x
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local y = bookshelf_pos.y - pos.y
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local z = pos.z - bookshelf_pos.z
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if tostring(x .. z):find(2) then
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minetest.add_particle({
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pos = bookshelf_pos,
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velocity = {x = x, y = 2 - y, z = z},
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acceleration = {x = 0, y = -2.2, z = 0},
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expirationtime = 1,
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size = 1.5,
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glow = 5,
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texture = "xdecor_glyph" .. random(1,18) .. ".png"
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})
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end
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return true
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end
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xdecor.register("enchantment_table", {
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description = S("Enchantment Table"),
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_tt_help = S("Enchant your tools with mese crystals"),
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tiles = {
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"xdecor_enchantment_top.png", "xdecor_enchantment_bottom.png",
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"xdecor_enchantment_side.png", "xdecor_enchantment_side.png",
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"xdecor_enchantment_side.png", "xdecor_enchantment_side.png"
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},
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groups = {cracky = 1, level = 1},
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is_ground_content = false,
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light_source = 6,
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sounds = default.node_sound_stone_defaults(),
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on_rotate = screwdriver.rotate_simple,
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can_dig = enchanting.dig,
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on_blast = enchanting.blast,
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on_timer = enchanting.timer,
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on_construct = enchanting.construct,
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on_destruct = enchanting.destruct,
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on_receive_fields = enchanting.fields,
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on_metadata_inventory_put = enchanting.on_put,
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on_metadata_inventory_take = enchanting.on_take,
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allow_metadata_inventory_put = enchanting.put,
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allow_metadata_inventory_move = function()
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return 0
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end,
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})
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minetest.register_entity("xdecor:book_open", {
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initial_properties = {
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visual = "sprite",
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visual_size = {x=0.75, y=0.75},
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collisionbox = {0,0,0,0,0,0},
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pointable = false,
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physical = false,
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textures = {"xdecor_book_open.png"},
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static_save = false,
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},
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})
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minetest.register_lbm({
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label = "recreate book entity",
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name = "xdecor:create_book_entity",
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nodenames = {"xdecor:enchantment_table"},
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run_at_every_load = true,
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action = function(pos, node)
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local objs = minetest.get_objects_inside_radius(pos, 0.9)
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for _, obj in ipairs(objs) do
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local e = obj:get_luaentity()
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if e and e.name == "xdecor:book_open" then
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return
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end
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end
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minetest.add_entity({x = pos.x, y = pos.y + 0.85, z = pos.z}, "xdecor:book_open")
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end,
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})
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function enchanting:enchant_texture(img)
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if img == nil or img == "" or type(img) ~= "string" then
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return "no_texture.png"
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else
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return "("..img.. ")^[colorize:violet:50"
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end
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end
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function enchanting:register_tool(original_tool_name, def)
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local original_tool = reg_tools[original_tool_name]
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if not original_tool then
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minetest.log("error", "[xdecor] Called enchanting:register_tool for non-existing tool: "..original_tool_name)
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return
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end
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local original_toolcaps = original_tool.tool_capabilities
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if not original_toolcaps then
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minetest.log("error", "[xdecor] Called enchanting:register_tool for tool without tool_capabilities: "..original_tool_name)
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return
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end
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local original_damage_groups = original_toolcaps.damage_groups
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local original_groupcaps = original_toolcaps.groupcaps
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local original_basename = original_tool_name:match(".*:(.*)")
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local toolitem = ItemStack(original_tool_name)
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local original_desc = toolitem:get_short_description() or original_tool_name
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local groups
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if def.groups then
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groups = table.copy(def.groups)
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elseif original_tool.groups then
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groups = table.copy(original_tool.groups)
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else
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groups = {}
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end
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groups.not_in_creative_inventory = 1
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for _, enchant in ipairs(def.enchants) do
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local groupcaps = table.copy(original_groupcaps)
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local full_punch_interval = original_toolcaps.full_punch_interval
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local max_drop_level = original_toolcaps.max_drop_level
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local dig_group = def.dig_group
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local fleshy
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if not def.bonuses then
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def.bonuses = {}
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end
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local bonus_defs = {
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uses = def.bonuses.uses or DEFAULT_ENCHANTING_USES,
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times = def.bonuses.times or DEFAULT_ENCHANTING_TIMES,
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damages = def.bonuses.damages or DEFAULT_ENCHANTING_DAMAGES,
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}
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if enchant == "durable" then
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groupcaps[dig_group].uses = ceil(original_groupcaps[dig_group].uses *
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bonus_defs.uses)
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elseif enchant == "fast" then
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for i, time in pairs(original_groupcaps[dig_group].times) do
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groupcaps[dig_group].times[i] = time - bonus_defs.times
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end
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elseif enchant == "sharp" then
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fleshy = original_damage_groups.fleshy
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fleshy = fleshy + bonus_defs.damages
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else
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minetest.log("error", "[xdecor] Called enchanting:register_tool with unsupported enchant: "..tostring(enchant))
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return
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end
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local arg1 = original_desc
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local arg2 = self:get_tooltip(enchant, original_groupcaps[dig_group], fleshy, bonus_defs)
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local enchantedTool = original_tool.mod_origin .. ":enchanted_" .. original_basename .. "_" .. enchant
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local invimg = original_tool.inventory_image
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invimg = enchanting:enchant_texture(invimg)
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local wieldimg = original_tool.wield_image
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if wieldimg == nil or wieldimg == "" then
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wieldimg = invimg
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end
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minetest.register_tool(":" .. enchantedTool, {
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--~ Enchanted tool description, e.g. "Enchanted Diamond Sword". @1 is the original tool name, @2 is the enchantment text, e.g. "Durability (+20%)"
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description = S("Enchanted @1\n@2", arg1, arg2),
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--~ Enchanted tool description, e.g. "Enchanted Diamond Sword"
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short_description = S("Enchanted @1", arg1),
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inventory_image = invimg,
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wield_image = wieldimg,
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groups = groups,
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tool_capabilities = {
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groupcaps = groupcaps, damage_groups = {fleshy = fleshy},
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full_punch_interval = full_punch_interval,
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max_drop_level = max_drop_level
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},
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pointabilities = original_tool.pointabilities,
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})
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if minetest.get_modpath("toolranks") then
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toolranks.add_tool(enchantedTool)
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end
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end
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available_tool_enchants[original_tool_name] = table.copy(def.enchants)
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reg_enchantable_tools[original_tool_name] = true
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end
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function enchanting:register_custom_tool(original_tool_name, enchanted_tools)
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if not available_tool_enchants[original_tool_name] then
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available_tool_enchants[original_tool_name] = {}
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end
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for enchant, v in pairs(enchanted_tools) do
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table.insert(available_tool_enchants[original_tool_name], enchant)
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end
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reg_enchantable_tools[original_tool_name] = true
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end
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-- Recipes
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minetest.register_craft({
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output = "xdecor:enchantment_table",
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recipe = {
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{"", "default:book", ""},
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{"default:diamond", "default:obsidian", "default:diamond"},
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{"default:obsidian", "default:obsidian", "default:obsidian"}
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}
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})
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--[[ API FUNCTIONS ]]
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--[[
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Register one or more enchantments for an already defined tool.
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This will register a new tool for each enchantment. The new tools will
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have the following changes over the original:
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* New description and short_description
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* Apply a purple glow on wield_image and inventory_image using
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"(<original_texture_string>)^[colorize:purple"
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* Change tool_capabilities and damage_groups, depending on
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enchantments.
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* Have groups set to { not_in_creative_inventory = 1 }
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The new tools will follow this naming scheme:
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<original_mod>:enchanted_<original_basename>_<enchantment>
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e.g. example:sword_diamond with the enchantment "sharp" will
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have "example:enchanted_sword_diamond_sharp" added.
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You must make sure this name is available before calling this
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function.
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Arguments:
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* toolname: Itemstring of original tool to enchant
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* def: Definition table with the following fields:
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||||
* enchants: a list of strings, one for each enchantment to add.
|
||||
there must be at least one enchantment.
|
||||
Available enchantments:
|
||||
* "durable": Durability (tool lasts longer)
|
||||
* "fast": Efficiency (tool digs faster)
|
||||
* "sharp": Sharpness (more damage using the damage group "fleshy")
|
||||
* dig_group: Must be specified if Durability or Efficiency is used.
|
||||
This defines the tool's digging group that enchantment will improve.
|
||||
* bonuses: optional table to customize the enchantment "strengths":
|
||||
* uses: multiplies number of uses (Durability) (default: 1.2)
|
||||
* times: subtracts from digging time; higher = faster (Efficiency) (default: 0.1)
|
||||
* damages: adds to damage (Sharpness) (default: 1)
|
||||
* groups: optional table specifying all item groups. If specified,
|
||||
this should at least contain `not_in_creative_inventory=1`.
|
||||
If unspecified (recommended), the enchanted tools will inherit all
|
||||
groups from the original tool, plus they receive `not_in_creative_inventory=1`
|
||||
]]
|
||||
xdecor.register_enchantable_tool = function(toolname, def)
|
||||
enchanting:register_tool(toolname, def)
|
||||
end
|
||||
|
||||
--[[ Registers a custom tool enchantment.
|
||||
Here, you are fully free to design the tool yourself.
|
||||
|
||||
The enchanted tools should follow these guidelines:
|
||||
|
||||
1) Use xdecor.enchant_description to generate the description and short_description
|
||||
2) Use xdecor.enchant_texture to generate the inventory_image and wield_image
|
||||
3) Set groups to { not_in_creative_inventory = 1 }
|
||||
|
||||
Arguments:
|
||||
* toolname: Itemstring of original tool to enchant
|
||||
* enchanted_tools: Table of enchanted tools.
|
||||
* The keys are enchantment names from "enchants" in xdecor.register_enchantable_tool
|
||||
* The values are the itemstrings of the enchanted tools for those
|
||||
enchantments
|
||||
]]
|
||||
xdecor.register_custom_enchantable_tool = function(toolname, enchanted_tools)
|
||||
enchanting:register_custom_tool(toolname, enchanted_tools)
|
||||
end
|
||||
|
||||
-- Takes a texture (string) and applies an "enchanting" modifier on it.
|
||||
-- Useful when you want to register custom tool enchantments.
|
||||
xdecor.enchant_texture = function(texture)
|
||||
return enchanting:enchant_texture(texture)
|
||||
end
|
||||
|
||||
--[[
|
||||
Takes a description of a normal tool and modifies it for the enchanted tool variant.
|
||||
Arguments:
|
||||
* description: Original description to modify
|
||||
* enchant: Enchantment type. One of the enchantment names from "enchants" in xdecor.register_enchantable_tool
|
||||
* percent: Percentage to display
|
||||
|
||||
Returns: <description>, <short_description>
|
||||
|
||||
-- Useful when you want to register custom tool enchantments.
|
||||
]]
|
||||
xdecor.enchant_description = function(description, enchant, percent)
|
||||
local append = enchanting:get_tooltip_raw(enchant, percent)
|
||||
local desc = S("Enchanted @1\n@2", description, append)
|
||||
local short_desc S("Enchanted @1", description)
|
||||
return desc, short_desc
|
||||
end
|
||||
|
Loading…
Add table
Add a link
Reference in a new issue