VoxeLibre/mods/ITEMS/mcl_enchanting/engine.lua
payton 6247c9eeb9 Fix enchanting table experience requirement in creative mode (#4705)
Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4705
Reviewed-by: Mikita Wiśniewski <rudzik8@protonmail.com>
Co-authored-by: payton <pdp9729@gmail.com>
Co-committed-by: payton <pdp9729@gmail.com>
2024-12-03 16:59:46 +01:00

737 lines
26 KiB
Lua

local S = minetest.get_translator(minetest.get_current_modname())
local F = minetest.formspec_escape
function mcl_enchanting.is_book(itemname)
return itemname == "mcl_books:book" or itemname == "mcl_enchanting:book_enchanted" or
itemname == "mcl_books:book_enchanted"
end
function mcl_enchanting.get_enchantments(itemstack)
if not itemstack then
return {}
end
return minetest.deserialize(itemstack:get_meta():get_string("mcl_enchanting:enchantments")) or {}
end
function mcl_enchanting.unload_enchantments(itemstack)
local itemdef = itemstack:get_definition()
local meta = itemstack:get_meta()
if itemdef.tool_capabilities then
meta:set_tool_capabilities(nil)
meta:set_string("groupcaps_hash", "")
end
if meta:get_string("name") == "" then
meta:set_string("description", "")
meta:set_string("groupcaps_hash", "")
end
end
function mcl_enchanting.load_enchantments(itemstack, enchantments)
if not mcl_enchanting.is_book(itemstack:get_name()) then
mcl_enchanting.unload_enchantments(itemstack)
for enchantment, level in pairs(enchantments or mcl_enchanting.get_enchantments(itemstack)) do
local enchantment_def = mcl_enchanting.enchantments[enchantment]
if enchantment_def.on_enchant then
enchantment_def.on_enchant(itemstack, level)
end
end
mcl_enchanting.update_groupcaps(itemstack)
end
tt.reload_itemstack_description(itemstack)
end
function mcl_enchanting.set_enchantments(itemstack, enchantments)
itemstack:get_meta():set_string("mcl_enchanting:enchantments", minetest.serialize(enchantments))
mcl_enchanting.load_enchantments(itemstack)
end
function mcl_enchanting.get_enchantment(itemstack, enchantment)
return mcl_enchanting.get_enchantments(itemstack)[enchantment] or 0
end
function mcl_enchanting.has_enchantment(itemstack, enchantment)
return mcl_enchanting.get_enchantment(itemstack, enchantment) > 0
end
function mcl_enchanting.get_enchantment_description(enchantment, level)
local enchantment_def = mcl_enchanting.enchantments[enchantment]
return enchantment_def.name ..
(enchantment_def.max_level == 1 and "" or " " .. mcl_util.to_roman(level))
end
function mcl_enchanting.get_colorized_enchantment_description(enchantment, level)
return minetest.colorize(mcl_enchanting.enchantments[enchantment].curse and mcl_colors.RED or mcl_colors.GRAY,
mcl_enchanting.get_enchantment_description(enchantment, level))
end
function mcl_enchanting.get_enchanted_itemstring(itemname)
local def = minetest.registered_items[itemname]
return def and def._mcl_enchanting_enchanted_tool
end
function mcl_enchanting.set_enchanted_itemstring(itemstack)
itemstack:set_name(mcl_enchanting.get_enchanted_itemstring(itemstack:get_name()))
end
function mcl_enchanting.is_enchanted(itemname)
return minetest.get_item_group(itemname, "enchanted") > 0
end
function mcl_enchanting.not_enchantable_on_enchanting_table(itemname)
return mcl_enchanting.get_enchantability(itemname) == -1
end
function mcl_enchanting.is_enchantable(itemname)
return mcl_enchanting.get_enchantability(itemname) > 0 or
mcl_enchanting.not_enchantable_on_enchanting_table(itemname)
end
function mcl_enchanting.can_enchant_freshly(itemname)
return mcl_enchanting.is_enchantable(itemname) and not mcl_enchanting.is_enchanted(itemname)
end
function mcl_enchanting.get_enchantability(itemname)
return minetest.get_item_group(itemname, "enchantability")
end
function mcl_enchanting.item_supports_enchantment(itemname, enchantment, early)
if not mcl_enchanting.is_enchantable(itemname) then
return false
end
local enchantment_def = mcl_enchanting.enchantments[enchantment]
if mcl_enchanting.is_book(itemname) then
return true, (not enchantment_def.treasure)
end
local itemdef = minetest.registered_items[itemname]
if itemdef.type ~= "tool" and enchantment_def.requires_tool then
return false
end
for disallow in pairs(enchantment_def.disallow) do
if minetest.get_item_group(itemname, disallow) > 0 then
return false
end
end
for group in pairs(enchantment_def.primary) do
if minetest.get_item_group(itemname, group) > 0 then
return true, true
end
end
for group in pairs(enchantment_def.secondary) do
if minetest.get_item_group(itemname, group) > 0 then
return true, false
end
end
return false
end
function mcl_enchanting.can_enchant(itemstack, enchantment, level)
local enchantment_def = mcl_enchanting.enchantments[enchantment]
if not enchantment_def then
return false, "enchantment invalid"
end
local itemname = itemstack:get_name()
if itemname == "" then
return false, "item missing"
end
local supported, primary = mcl_enchanting.item_supports_enchantment(itemname, enchantment)
if not supported then
return false, "item not supported"
end
if not level then
return false, "level invalid"
end
if level > enchantment_def.max_level then
return false, "level too high", enchantment_def.max_level
elseif level < 1 then
return false, "level too small", 1
end
local item_enchantments = mcl_enchanting.get_enchantments(itemstack)
local enchantment_level = item_enchantments[enchantment]
if enchantment_level then
return false, "incompatible", mcl_enchanting.get_enchantment_description(enchantment, enchantment_level)
end
if not mcl_enchanting.is_book(itemname) then
for incompatible in pairs(enchantment_def.incompatible) do
local incompatible_level = item_enchantments[incompatible]
if incompatible_level then
return false, "incompatible",
mcl_enchanting.get_enchantment_description(incompatible, incompatible_level)
end
end
end
return true, nil, nil, primary
end
function mcl_enchanting.enchant(itemstack, enchantment, level)
mcl_enchanting.set_enchanted_itemstring(itemstack)
local enchantments = mcl_enchanting.get_enchantments(itemstack)
enchantments[enchantment] = level
mcl_enchanting.set_enchantments(itemstack, enchantments)
return itemstack
end
function mcl_enchanting.combine(itemstack, combine_with)
local itemname = itemstack:get_name()
local combine_name = combine_with:get_name()
local enchanted_itemname = mcl_enchanting.get_enchanted_itemstring(itemname)
if not enchanted_itemname or
enchanted_itemname ~= mcl_enchanting.get_enchanted_itemstring(combine_name) and
not mcl_enchanting.is_book(combine_name) then
return false
end
local enchantments = mcl_enchanting.get_enchantments(itemstack)
local any_new_enchantment = false
for enchantment, combine_level in pairs(mcl_enchanting.get_enchantments(combine_with)) do
local enchantment_def = mcl_enchanting.enchantments[enchantment]
local enchantment_level = enchantments[enchantment]
if enchantment_level then -- The enchantment already exist in the provided item
if enchantment_level == combine_level then
enchantment_level = math.min(enchantment_level + 1, enchantment_def.max_level)
else
enchantment_level = math.max(enchantment_level, combine_level)
end
any_new_enchantment = any_new_enchantment or ( enchantment_level ~= enchantments[enchantment] )
elseif mcl_enchanting.item_supports_enchantment(itemname, enchantment) then -- this is a new enchantement to try to add
local supported = true
for incompatible in pairs(enchantment_def.incompatible) do
if enchantments[incompatible] then
supported = false
break
end
end
if supported then
enchantment_level = combine_level
any_new_enchantment = true
end
end
if enchantment_level and enchantment_level > 0 then
enchantments[enchantment] = enchantment_level
end
end
if any_new_enchantment then
itemstack:set_name(enchanted_itemname)
mcl_enchanting.set_enchantments(itemstack, enchantments)
end
return any_new_enchantment
end
function mcl_enchanting.enchantments_snippet(_, _, itemstack)
if not itemstack then
return
end
local enchantments = mcl_enchanting.get_enchantments(itemstack)
local text = ""
for enchantment, level in pairs(enchantments) do
text = text .. mcl_enchanting.get_colorized_enchantment_description(enchantment, level) .. "\n"
end
if text ~= "" then
if not itemstack:get_definition()._tt_original_description then
text = text:sub(1, text:len() - 1)
end
return text, false
end
end
-- Returns the after_use callback function to use when registering an enchanted
-- item. The after_use callback is used to update the tool_capabilities of
-- efficiency enchanted tools with outdated digging times.
--
-- It does this by calling apply_efficiency to reapply the efficiency
-- enchantment. That function is written to use hash values to only update the
-- tool if neccessary.
--
-- This is neccessary for digging times of tools to be in sync when MineClone2
-- or mods add new hardness values.
local function get_after_use_callback(itemdef)
if itemdef.after_use then
-- If the tool already has an after_use, make sure to call that
-- one too.
return function(itemstack, user, node, digparams)
itemdef.after_use(itemstack, user, node, digparams)
mcl_enchanting.update_groupcaps(itemstack)
end
end
-- If the tool does not have after_use, add wear to the tool as if no
-- after_use was registered.
return function(itemstack, user, node, digparams)
if not minetest.is_creative_enabled(user:get_player_name()) then
itemstack:add_wear(digparams.wear)
end
--local enchantments = mcl_enchanting.get_enchantments(itemstack)
mcl_enchanting.update_groupcaps(itemstack)
end
end
function mcl_enchanting.initialize()
local register_tool_list = {}
local register_item_list = {}
for itemname, itemdef in pairs(minetest.registered_items) do
if mcl_enchanting.can_enchant_freshly(itemname) and not mcl_enchanting.is_book(itemname) then
local new_name = itemname .. "_enchanted"
minetest.override_item(itemname, { _mcl_enchanting_enchanted_tool = new_name })
local new_def = table.copy(itemdef)
new_def.inventory_image = itemdef.inventory_image .. mcl_enchanting.overlay
if new_def.wield_image then
new_def.wield_image = new_def.wield_image .. mcl_enchanting.overlay
end
new_def.groups.not_in_creative_inventory = 1
new_def.groups.not_in_craft_guide = 1
new_def.groups.enchanted = 1
if new_def._mcl_armor_texture then
if type(new_def._mcl_armor_texture) == "string" then
new_def._mcl_armor_texture = new_def._mcl_armor_texture .. mcl_enchanting.overlay
end
end
new_def._mcl_enchanting_enchanted_tool = new_name
new_def.after_use = get_after_use_callback(itemdef)
local register_list = register_item_list
if itemdef.type == "tool" then
register_list = register_tool_list
end
register_list[":" .. new_name] = new_def
end
end
for new_name, new_def in pairs(register_item_list) do
minetest.register_craftitem(new_name, new_def)
end
for new_name, new_def in pairs(register_tool_list) do
minetest.register_tool(new_name, new_def)
end
end
function mcl_enchanting.random(pr, ...)
local r = pr and pr:next(...) or math.random(...)
if pr and not ({ ... })[1] then
r = r / 32767
end
return r
end
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) 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 > 0 and possible[mcl_enchanting.random(pr, 1, #possible)]
end
function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance,
ignore_already_enchanted, pr)
local itemname = itemstack:get_name()
if (not mcl_enchanting.can_enchant_freshly(itemname) and not ignore_already_enchanted) or
mcl_enchanting.not_enchantable_on_enchanting_table(itemname) then
return
end
itemstack = ItemStack(itemstack)
local enchantability = minetest.get_item_group(itemname, "enchantability")
enchantability = 1 + mcl_enchanting.random(pr, 0, math.floor(enchantability / 4)) +
mcl_enchanting.random(pr, 0, math.floor(enchantability / 4))
enchantment_level = enchantment_level + enchantability
enchantment_level = enchantment_level +
enchantment_level * (mcl_enchanting.random(pr) + mcl_enchanting.random(pr) - 1) * 0.15
enchantment_level = math.max(math.floor(enchantment_level + 0.5), 1)
local enchantments = {}
local description
enchantment_level = enchantment_level * 2
repeat
enchantment_level = math.floor(enchantment_level / 2)
if enchantment_level == 0 then
break
end
local selected_enchantment = mcl_enchanting.get_random_enchantment(itemstack, treasure, true, nil, pr)
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 mcl_enchanting.random(pr) >= (enchantment_level + 1) / 50
return enchantments, description
end
function mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
local enchantments
repeat
enchantments = mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure,
no_reduced_bonus_chance, ignore_already_enchanted, pr)
until enchantments
return enchantments
end
function mcl_enchanting.enchant_randomly(itemstack, enchantment_level, treasure, no_reduced_bonus_chance,
ignore_already_enchanted, pr)
local enchantments = mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
mcl_enchanting.set_enchanted_itemstring(itemstack)
mcl_enchanting.set_enchantments(itemstack, enchantments)
return itemstack
end
function mcl_enchanting.enchant_uniform_randomly(stack, exclude, pr)
local enchantment = mcl_enchanting.get_random_enchantment(stack, true, false, exclude, pr)
if enchantment then
mcl_enchanting.enchant(stack, enchantment,
mcl_enchanting.random(pr, 1, mcl_enchanting.enchantments[enchantment].max_level))
end
return stack
end
function mcl_enchanting.get_random_glyph_row()
local glyphs = ""
local x = 1.3
for i = 1, 9 do
glyphs = glyphs ..
"image[" .. x .. ",0.1;0.5,0.5;mcl_enchanting_glyph_" .. math.random(18) .. ".png^[colorize:#675D49:255]"
x = x + 0.6
end
return glyphs
end
function mcl_enchanting.generate_random_table_slots(itemstack, num_bookshelves)
local base = math.random(8) + math.floor(num_bookshelves / 2) + math.random(0, num_bookshelves)
local required_levels = {
math.max(base / 3, 1),
(base * 2) / 3 + 1,
math.max(base, num_bookshelves * 2)
}
local slots = {}
for i, enchantment_level in ipairs(required_levels) do
local slot = false
local enchantments, description = mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level)
if enchantments then
slot = {
enchantments = enchantments,
description = description,
glyphs = mcl_enchanting.get_random_glyph_row(),
level_requirement = math.max(i, math.floor(enchantment_level)),
}
end
slots[i] = slot
end
return slots
end
function mcl_enchanting.get_table_slots(player, itemstack, num_bookshelves)
local itemname = itemstack:get_name()
if (not mcl_enchanting.can_enchant_freshly(itemname)) or mcl_enchanting.not_enchantable_on_enchanting_table(itemname) then
return { false, false, false }
end
local meta = player:get_meta()
local player_slots = minetest.deserialize(meta:get_string("mcl_enchanting:slots")) or {}
local player_bookshelves_slots = player_slots[num_bookshelves] or {}
local player_bookshelves_item_slots = player_bookshelves_slots[itemname]
if player_bookshelves_item_slots then
return player_bookshelves_item_slots
else
player_bookshelves_item_slots = mcl_enchanting.generate_random_table_slots(itemstack, num_bookshelves)
if player_bookshelves_item_slots then
player_bookshelves_slots[itemname] = player_bookshelves_item_slots
player_slots[num_bookshelves] = player_bookshelves_slots
meta:set_string("mcl_enchanting:slots", minetest.serialize(player_slots))
return player_bookshelves_item_slots
else
return { false, false, false }
end
end
end
function mcl_enchanting.reset_table_slots(player)
player:get_meta():set_string("mcl_enchanting:slots", "")
end
function mcl_enchanting.show_enchanting_formspec(player)
local C = minetest.get_color_escape_sequence
local name = player:get_player_name()
local meta = player:get_meta()
local inv = player:get_inventory()
local num_bookshelves = meta:get_int("mcl_enchanting:num_bookshelves")
local table_name = meta:get_string("mcl_enchanting:table_name")
local formspec = table.concat({
"formspec_version[4]",
"size[11.75,10.425]",
"label[0.375,0.375;" .. F(C(mcl_formspec.label_color) .. table_name) .. "]",
mcl_formspec.get_itemslot_bg_v4(1, 3.25, 1, 1),
"list[current_player;enchanting_item;1,3.25;1,1]",
mcl_formspec.get_itemslot_bg_v4(2.25, 3.25, 1, 1),
"image[2.25,3.25;1,1;mcl_enchanting_lapis_background.png]",
"list[current_player;enchanting_lapis;2.25,3.25;1,1]",
"image[4.125,0.56;7.25,4.1;mcl_enchanting_button_background.png]",
"label[0.375,4.7;" .. F(C(mcl_formspec.label_color) .. S("Inventory")) .. "]",
mcl_formspec.get_itemslot_bg_v4(0.375, 5.1, 9, 3),
"list[current_player;main;0.375,5.1;9,3;9]",
mcl_formspec.get_itemslot_bg_v4(0.375, 9.05, 9, 1),
"list[current_player;main;0.375,9.05;9,1;]",
"listring[current_player;enchanting_item]",
"listring[current_player;main]",
"listring[current_player;enchanting]",
"listring[current_player;main]",
"listring[current_player;enchanting_lapis]",
"listring[current_player;main]",
})
local itemstack = inv:get_stack("enchanting_item", 1)
local player_levels = mcl_experience.get_level(player)
local y = 0.65
local any_enchantment = false
local table_slots = mcl_enchanting.get_table_slots(player, itemstack, num_bookshelves)
for i, slot in ipairs(table_slots) do
any_enchantment = any_enchantment or slot
local enough_lapis = inv:contains_item("enchanting_lapis", ItemStack({ name = "mcl_core:lapis", count = i }))
local enough_levels = true
if mcl_gamemode.get_gamemode(player) == "survival" then
enough_levels = slot and slot.level_requirement <= player_levels
end
local can_enchant = (slot and enough_lapis and enough_levels)
local ending = (can_enchant and "" or "_off")
local hover_ending = (can_enchant and "_hovered" or "_off")
formspec = formspec
.. "container[4.125," .. y .. "]"
..
(
slot and
"tooltip[button_" ..
i ..
";" ..
C("#818181") ..
((slot.description and F(slot.description)) or "") ..
" " ..
C("#FFFFFF") ..
" . . . ?\n\n" ..
(
enough_levels and
C(enough_lapis and "#818181" or "#FC5454") ..
F(S("@1 Lapis Lazuli", i)) .. "\n" .. C("#818181") .. F(S("@1 Enchantment Levels", i)) or
C("#FC5454") .. F(S("Level requirement: @1", slot.level_requirement))) .. "]" or "")
..
"style[button_" ..
i ..
";bgimg=mcl_enchanting_button" ..
ending ..
".png;bgimg_hovered=mcl_enchanting_button" ..
hover_ending .. ".png;bgimg_pressed=mcl_enchanting_button" .. hover_ending .. ".png]"
.. "button[0,0;7.25,1.3;button_" .. i .. ";]"
.. (slot and "image[0,0;1.3,1.3;mcl_enchanting_number_" .. i .. ending .. ".png]" or "")
.. (slot and "label[6.8,1;" .. C(can_enchant and "#80FF20" or "#407F10") .. slot.level_requirement .. "]" or "")
.. (slot and slot.glyphs or "")
.. "container_end[]"
y = y + 1.3
end
formspec = formspec
..
"image[" ..
(any_enchantment and 1.1 or 1.67) ..
",1.2;" ..
(any_enchantment and 2 or 0.87) ..
",1.43;mcl_enchanting_book_" .. (any_enchantment and "open" or "closed") .. ".png]"
minetest.show_formspec(name, "mcl_enchanting:table", formspec)
end
function mcl_enchanting.handle_formspec_fields(player, formname, fields)
if formname == "mcl_enchanting:table" then
local button_pressed
for i = 1, 3 do
if fields["button_" .. i] then
button_pressed = i
end
end
if not button_pressed then return end
local name = player:get_player_name()
local inv = player:get_inventory()
local meta = player:get_meta()
local num_bookshelfes = meta:get_int("mcl_enchanting:num_bookshelves")
local itemstack = inv:get_stack("enchanting_item", 1)
local cost = ItemStack({ name = "mcl_core:lapis", count = button_pressed })
if not inv:contains_item("enchanting_lapis", cost) then
return
end
local slots = mcl_enchanting.get_table_slots(player, itemstack, num_bookshelfes)
local slot = slots[button_pressed]
if not slot then
return
end
local player_level = mcl_experience.get_level(player)
if mcl_gamemode.get_gamemode(player) == "survival" then
if player_level < slot.level_requirement then
return
end
mcl_experience.set_level(player, player_level - button_pressed)
end
inv:remove_item("enchanting_lapis", cost)
mcl_enchanting.set_enchanted_itemstring(itemstack)
mcl_enchanting.set_enchantments(itemstack, slot.enchantments)
inv:set_stack("enchanting_item", 1, itemstack)
minetest.sound_play("mcl_enchanting_enchant", { to_player = name, gain = 5.0 })
mcl_enchanting.reset_table_slots(player)
mcl_enchanting.show_enchanting_formspec(player)
awards.unlock(player:get_player_name(), "mcl:enchanter")
end
end
function mcl_enchanting.initialize_player(player)
local inv = player:get_inventory()
inv:set_size("enchanting", 1)
inv:set_size("enchanting_item", 1)
inv:set_size("enchanting_lapis", 1)
end
function mcl_enchanting.is_enchanting_inventory_action(action, inventory, inventory_info)
if inventory:get_location().type == "player" then
local enchanting_lists = mcl_enchanting.enchanting_lists
if action == "move" then
local is_from = table.indexof(enchanting_lists, inventory_info.from_list) ~= -1
local is_to = table.indexof(enchanting_lists, inventory_info.to_list) ~= -1
return is_from or is_to, is_to
elseif (action == "put" or action == "take") and table.indexof(enchanting_lists, inventory_info.listname) ~= -1 then
return true
end
else
return false
end
end
function mcl_enchanting.allow_inventory_action(player, action, inventory, inventory_info)
local is_enchanting_action, do_limit = mcl_enchanting.is_enchanting_inventory_action(action, inventory,
inventory_info)
if is_enchanting_action and do_limit then
if action == "move" then
local listname = inventory_info.to_list
local stack = inventory:get_stack(inventory_info.from_list, inventory_info.from_index)
if stack:get_name() == "mcl_core:lapis" and listname ~= "enchanting_item" then
local count = stack:get_count()
local old_stack = inventory:get_stack("enchanting_lapis", 1)
if old_stack:get_name() ~= "" then
count = math.min(count, old_stack:get_free_space())
end
return count
elseif inventory:get_stack("enchanting_item", 1):get_count() == 0 and listname ~= "enchanting_lapis" then
return 1
else
return 0
end
else
return 0
end
end
end
function mcl_enchanting.on_inventory_action(player, action, inventory, inventory_info)
if mcl_enchanting.is_enchanting_inventory_action(action, inventory, inventory_info) then
if action == "move" and inventory_info.to_list == "enchanting" then
local stack = inventory:get_stack("enchanting", 1)
local result_list
if stack:get_name() == "mcl_core:lapis" then
result_list = "enchanting_lapis"
stack:add_item(inventory:get_stack("enchanting_lapis", 1))
else
result_list = "enchanting_item"
end
inventory:set_stack(result_list, 1, stack)
inventory:set_stack("enchanting", 1, nil)
end
mcl_enchanting.show_enchanting_formspec(player)
end
end
function mcl_enchanting.schedule_book_animation(self, anim)
self.scheduled_anim = { timer = self.anim_length, anim = anim }
end
function mcl_enchanting.set_book_animation(self, anim)
local anim_index = mcl_enchanting.book_animations[anim]
local start, stop = mcl_enchanting.book_animation_steps[anim_index],
mcl_enchanting.book_animation_steps[anim_index + 1]
self.object:set_animation({ x = start, y = stop }, mcl_enchanting.book_animation_speed, 0,
mcl_enchanting.book_animation_loop[anim] or false)
self.scheduled_anim = nil
self.anim_length = (stop - start) / 40
end
function mcl_enchanting.check_animation_schedule(self, dtime)
local schedanim = self.scheduled_anim
if schedanim then
schedanim.timer = schedanim.timer - dtime
if schedanim.timer <= 0 then
mcl_enchanting.set_book_animation(self, schedanim.anim)
end
end
end
function mcl_enchanting.look_at(self, pos2)
local pos1 = self.object:get_pos()
local vec = vector.subtract(pos1, pos2)
local yaw = math.atan(vec.z / vec.x) - math.pi / 2
yaw = yaw + (pos1.x >= pos2.x and math.pi or 0)
self.object:set_yaw(yaw + math.pi)
end
function mcl_enchanting.get_bookshelves(pos)
local absolute, relative = {}, {}
for i, rp in ipairs(mcl_enchanting.bookshelf_positions) do
local airp = vector.add(pos, mcl_enchanting.air_positions[i])
local ap = vector.add(pos, rp)
if minetest.get_node(ap).name == "mcl_books:bookshelf" and minetest.get_node(airp).name == "air" then
table.insert(absolute, ap)
table.insert(relative, rp)
end
end
return absolute, relative
end