Refactor random enchantment selection code

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Elias Fleckenstein 2021-12-07 16:16:07 +01:00
parent 882db9f873
commit b3958a956d
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@ -295,17 +295,22 @@ function mcl_enchanting.initialize()
end
end
function mcl_enchanting.get_possible_enchantments(itemstack, treasure)
local possible_enchantments, weights, accum_weight = {}, {}, 0
function mcl_enchanting.get_random_enchantment(itemstack, treasure, weighted, exclude, pr)
local possible = {}
for enchantment, enchantment_def in pairs(mcl_enchanting.enchantments) do
local can_enchant, _, _, primary = mcl_enchanting.can_enchant(itemstack, enchantment, 1)
if can_enchant and (primary or treasure) then
table.insert(possible_enchantments, enchantment)
accum_weight = accum_weight + enchantment_def.weight
weights[enchantment] = accum_weight
if can_enchant and (primary or treasure) and (not exclude or table.indexof(exclude, enchantment) == -1) then
local weight = weighted and enchantment_def.weight or 1
for i = 1, weight do
table.insert(possible, enchantment)
end
end
end
return possible_enchantments, weights, accum_weight
return #possible > 0 and possible[pr and pr:next(1, #possible) or math.random(#possible)]
end
function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted)
@ -324,41 +329,42 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
enchantment_level = enchantment_level * 2
repeat
enchantment_level = math.floor(enchantment_level / 2)
if enchantment_level == 0 then
break
end
local possible, weights, accum_weight = mcl_enchanting.get_possible_enchantments(itemstack, treasure)
local selected_enchantment, enchantment_power
if #possible > 0 then
local r = math.random(accum_weight)
for _, enchantment in ipairs(possible) do
if weights[enchantment] >= r then
selected_enchantment = enchantment
break
end
end
local enchantment_def = mcl_enchanting.enchantments[selected_enchantment]
local power_range_table = enchantment_def.power_range_table
for i = enchantment_def.max_level, 1, -1 do
local power_range = power_range_table[i]
if enchantment_level >= power_range[1] and enchantment_level <= power_range[2] then
enchantment_power = i
break
end
end
if not description then
if not enchantment_power then
return
end
description = mcl_enchanting.get_enchantment_description(selected_enchantment, enchantment_power)
end
if enchantment_power then
enchantments[selected_enchantment] = enchantment_power
mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
end
else
local selected_enchantment = mcl_enchanting.get_random_enchantment(itemstack, treasure, true)
if not selected_enchantment then
break
end
local enchantment_def = mcl_enchanting.enchantments[selected_enchantment]
local power_range_table = enchantment_def.power_range_table
local enchantment_power
for i = enchantment_def.max_level, 1, -1 do
local power_range = power_range_table[i]
if enchantment_level >= power_range[1] and enchantment_level <= power_range[2] then
enchantment_power = i
break
end
end
if not description then
if not enchantment_power then
return
end
description = mcl_enchanting.get_enchantment_description(selected_enchantment, enchantment_power)
end
if enchantment_power then
enchantments[selected_enchantment] = enchantment_power
mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
end
until not no_reduced_bonus_chance and math.random() >= (enchantment_level + 1) / 50
return enchantments, description
end
@ -381,32 +387,21 @@ function mcl_enchanting.get_randomly_enchanted_book(enchantment_level, treasure,
return mcl_enchanting.enchant_randomly(ItemStack("mcl_books:book"), enchantment_level, treasure, no_reduced_bonus_chance, true)
end
function mcl_enchanting.get_uniform_randomly_enchanted_book(except, pr)
except = except or except
local stack = ItemStack("mcl_enchanting:book_enchanted")
local list = {}
for enchantment in pairs(mcl_enchanting.enchantments) do
if table.indexof(except, enchantment) == -1 then
table.insert(list, enchantment)
end
function mcl_enchanting.enchant_uniform_randomly(stack, exclude, pr)
local enchantment = mcl_enchanting.get_random_enchantment(stack, true, weighted, exclude, pr)
if enchantment then
local max_level = mcl_enchanting.enchantments[enchantment].max_level
mcl_enchanting.enchant(stack, enchantment, pr and pr:next(1, max_level) or math.random(max_level))
end
local index, level
if pr then
index = pr:next(1,#list)
else
index = math.random(#list)
end
local enchantment = list[index]
local enchantment_def = mcl_enchanting.enchantments[enchantment]
if pr then
level = pr:next(1, enchantment_def.max_level)
else
level = math.random(enchantment_def.max_level)
end
mcl_enchanting.enchant(stack, enchantment, level)
return stack
end
function mcl_enchanting.get_uniform_randomly_enchanted_book(exclude, pr)
return mcl_enchanting.enchant_uniform_randomly(ItemStack("mcl_books:book"), exclude, pr)
end
function mcl_enchanting.get_random_glyph_row()
local glyphs = ""
local x = 1.3