Added name and curse transfer

This commit is contained in:
ChrisPHP 2022-08-16 22:06:49 +01:00
parent d6a30cacc6
commit 91a318ac4e
2 changed files with 69 additions and 7 deletions

@ -24,6 +24,34 @@ local function get_grindstone_formspec()
"listring[current_player;main]"
end
local function create_new_item(name_item, meta, wear)
local new_item = ItemStack(name_item)
new_item:set_wear(wear)
local new_meta = new_item:get_meta()
new_meta:set_string("name", meta:get_string("name"))
tt.reload_itemstack_description(new_item)
return new_item
end
local function remove_enchant_name(stack)
if mcl_enchanting.is_enchanted(stack:get_name()) then
local name = stack:get_name()
return name.sub(name, 1, -11)
else
return stack:get_name()
end
end
local function transfer_curse(old_itemstack, new_itemstack)
local enchants = mcl_enchanting.get_enchantments(old_itemstack)
for enchant, level in pairs(enchants) do
if mcl_enchanting.enchantments[enchant].curse == true then
new_itemstack = mcl_enchanting.enchant(new_itemstack, enchant, level)
end
end
return new_itemstack
end
-- Helper function to make sure update_anvil_slots NEVER overstacks the output slot
local function fix_stack_size(stack)
if not stack or stack == "" then return "" end
@ -41,15 +69,15 @@ local function update_grindstone_slots(meta)
local inv = meta:get_inventory()
local input1 = inv:get_stack("input", 1)
local input2 = inv:get_stack("input", 2)
local meta = input1:get_meta()
local new_output
if (not input1:is_empty() and not input2:is_empty()) then
-- Repair, if tool
local def1 = input1:get_definition()
local def2 = input2:get_definition()
local name1 = input1:get_name()
local name2 = input2:get_name()
local name1 = remove_enchant_name(input1)
local name2 = remove_enchant_name(input2)
local function calculate_repair(dur1, dur2)
local new_durability = (MAX_WEAR - dur1) + (MAX_WEAR - dur2) * 1.05
@ -58,11 +86,39 @@ local function update_grindstone_slots(meta)
if def1.type == "tool" and def2.type == "tool" and name1 == name2 then
local new_wear = calculate_repair(input1:get_wear(), input2:get_wear())
input1:set_wear(new_wear)
new_output = input1
local new_item = create_new_item(name1, meta, new_wear)
if mcl_enchanting.is_enchanted(input1:get_name()) then
new_output = transfer_curse(input1, new_item)
else
new_output = transfer_curse(input2, new_item)
end
else
new_output = ""
end
elseif (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then
if input2:is_empty() then
local def1 = input1:get_definition()
local meta = input1:get_meta()
if def1.type == "tool" and mcl_enchanting.is_enchanted(input1:get_name()) then
local name = remove_enchant_name(input1)
local wear = input1:get_wear()
local new_item = create_new_item(name, meta, wear)
new_output = transfer_curse(input1, new_item)
else
new_output = ""
end
else
local def2 = input2:get_definition()
local meta = input2:get_meta()
if def2.type == "tool" and mcl_enchanting.is_enchanted(input2:get_name()) then
local name = remove_enchant_name(input2)
local wear = input2:get_wear()
local new_item = create_new_item(name, meta, wear)
new_output = transfer_curse(input2, new_item)
else
new_output = ""
end
end
else
new_output = ""
end
@ -100,6 +156,8 @@ minetest.register_node("mcl_grindstone:grindstone", {
}
},
selection_box = node_box,
collision_box = node_box,
sounds = mcl_sounds.node_sound_stone_defaults(),
groups = {pickaxey = 1, deco_block = 1},
allow_metadata_inventory_take = function(pos, listname, index, stack, player)
@ -167,6 +225,9 @@ minetest.register_node("mcl_grindstone:grindstone", {
local inv = meta:get_inventory()
local input1 = inv:get_stack("input", 1)
local input2 = inv:get_stack("input", 2)
if mcl_experience.throw_xp then
mcl_experience.throw_xp(pos, math.random(1,6))
end
-- Both slots occupied?
if not input1:is_empty() and not input2:is_empty() then
input1:take_item()

@ -1,3 +1,4 @@
name = mcl_grindstone
author = TheRandomLegoBrick
description = Adds a cool looking block for the weaponsmiths jobsite
author = TheRandomLegoBrick, ChrisPHP
depends = mcl_experience, mcl_sounds
description = Adds a cool looking block for the weaponsmiths jobsite