Anvils: Allow to use up to 4 materials at once

This commit is contained in:
Wuzzy 2018-02-05 16:09:29 +01:00
parent 42cf5b38d2
commit eef6c44e4a

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