Anvils: Allow to use up to 4 materials at once
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@ -1,7 +1,12 @@
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local MAX_NAME_LENGTH = 30
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local MAX_WEAR = 65535
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local SAME_TOOL_REPAIR_BOOST = math.ceil(MAX_WEAR * 0.12) -- 12%
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local MATERIAL_TOOL_REPAIR_BOOST = math.ceil(MAX_WEAR * 0.25) -- 25%
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local MATERIAL_TOOL_REPAIR_BOOST = {
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math.ceil(MAX_WEAR * 0.25), -- 25%
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math.ceil(MAX_WEAR * 0.5), -- 50%
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math.ceil(MAX_WEAR * 0.75), -- 75%
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MAX_WEAR, -- 100%
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}
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local NAME_COLOR = "#FFFF4C"
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local function get_anvil_formspec(set_name)
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@ -25,6 +30,41 @@ local function get_anvil_formspec(set_name)
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"listring[current_player;main]"
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end
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-- Given a tool and material stack, returns how many items of the material stack
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-- needs to be used up to repair the tool.
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local function get_consumed_materials(tool, material)
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local wear = tool:get_wear()
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if wear == 0 then
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return 0
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end
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local health = (MAX_WEAR - wear)
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local matsize = material:get_count()
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local materials_used = 0
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for m=1, math.min(4, matsize) do
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materials_used = materials_used + 1
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if (wear - MATERIAL_TOOL_REPAIR_BOOST[m]) <= 0 then
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break
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end
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end
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return materials_used
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end
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-- Given 2 input stacks, tells you which is the tool and which is the material.
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-- Returns ("tool", input1, input2) if input1 is tool and input2 is material.
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-- Returns ("material", input2, input1) if input1 is material and input2 is tool.
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-- Returns nil otherwise.
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local function distinguish_tool_and_material(input1, input2)
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local def1 = input1:get_definition()
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local def2 = input2:get_definition()
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if def1.type == "tool" and def1._repair_material then
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return "tool", input1, input2
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elseif def2.type == "tool" and def2._repair_material then
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return "material", input2, input1
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else
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return nil
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end
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end
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-- Update the inventory slots of an anvil node.
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-- meta: Metadata of anvil node
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local function update_anvil_slots(meta)
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@ -72,17 +112,9 @@ local function update_anvil_slots(meta)
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-- Big repair bonus
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-- TODO: Combine tool enchantments
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local tool, tooldef, material
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if def1.type == "tool" and def1._repair_material then
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tool = input1
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tooldef = def1
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material = input2
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elseif def2.type == "tool" and def2._repair_material then
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tool = input2
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tooldef = def2
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material = input1
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end
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if tool and material then
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local distinguished, tool, material = distinguish_tool_and_material(input1, input2)
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if distinguished then
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local tooldef = tool:get_definition()
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local has_correct_material = false
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if string.sub(tooldef._repair_material, 1, 6) == "group:" then
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has_correct_material = minetest.get_item_group(material:get_name(), string.sub(tooldef._repair_material, 7)) ~= 0
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@ -90,7 +122,8 @@ local function update_anvil_slots(meta)
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has_correct_material = true
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end
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if has_correct_material and tool:get_wear() > 0 then
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local new_wear = calculate_repair(tool:get_wear(), MAX_WEAR, MATERIAL_TOOL_REPAIR_BOOST)
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local materials_used = get_consumed_materials(tool, material)
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local new_wear = calculate_repair(tool:get_wear(), MAX_WEAR, MATERIAL_TOOL_REPAIR_BOOST[materials_used])
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tool:set_wear(new_wear)
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name_item = tool
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new_output = name_item
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@ -285,12 +318,29 @@ local anvildef = {
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local inv = meta:get_inventory()
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local input1 = inv:get_stack("input", 1)
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local input2 = inv:get_stack("input", 2)
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-- Both slots occupied?
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if not input1:is_empty() and not input2:is_empty() then
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-- Both slots occupied: Repair mode. Only take 1 item from each stack
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input1:take_item()
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input2:take_item()
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inv:set_stack("input", 1, input1)
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inv:set_stack("input", 2, input2)
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-- Take as many items as needed
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local distinguished, tool, material = distinguish_tool_and_material(input1, input2)
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if distinguished then
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-- Tool + material: Take tool and as many materials as needed
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local materials_used = get_consumed_materials(tool, material)
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material:set_count(material:get_count() - materials_used)
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tool:take_item()
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if distinguished == "tool" then
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input1, input2 = tool, material
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else
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input1, input2 = material, tool
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end
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inv:set_stack("input", 1, input1)
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inv:set_stack("input", 2, input2)
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else
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-- Else take 1 item from each stack
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input1:take_item()
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input2:take_item()
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inv:set_stack("input", 1, input1)
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inv:set_stack("input", 2, input2)
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end
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else
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-- Otherwise: Rename mode: Clear all input slots as the whole stack is renamed.
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inv:set_list("input", {"", ""})
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