Implement tool+material repair at anvil
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dbd1fb46f9
commit
eb1711c2e7
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@ -41,21 +41,62 @@ local function update_anvil_slots(meta)
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local def1 = input1:get_definition()
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local def2 = input2:get_definition()
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-- Repair calculation helper.
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-- Adds the “inverse” values of wear1 and wear2.
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-- Then adds a boost health value directly.
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-- Returns the resulting (capped) wear.
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local function calculate_repair(wear1, wear2, boost)
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local new_health = (MAX_WEAR - wear1) + (MAX_WEAR - wear2)
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if boost then
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new_health = new_health + boost
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end
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return math.max(0, math.min(MAX_WEAR, MAX_WEAR - new_health))
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end
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-- Same tool twice
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if input1:get_name() == input2:get_name() and def1.type == "tool" then
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-- Add tool health together plus a 5% bonus
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-- Add tool health together plus a small bonus
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-- TODO: Combine tool enchantments
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local new_health = (MAX_WEAR - input1:get_wear()) + (MAX_WEAR - input2:get_wear())
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new_health = new_health + SAME_TOOL_REPAIR_BOOST
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local new_wear = math.max(0, math.min(MAX_WEAR, MAX_WEAR - new_health))
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local new_wear = calculate_repair(input1:get_wear(), input2:get_wear(), SAME_TOOL_REPAIR_BOOST)
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input1:set_wear(new_wear)
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name_item = input1
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-- Tool + repair item
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else
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-- TODO: 25% repair bonus
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-- Any tool can have a repair item. This may be defined in the tool's item definition
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-- as an itemstring in the field `_repair_material`. Only if this field is set, the
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-- tool can be repaired with a material item.
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-- Example: Iron Pickaxe + Iron Ingot. `_repair_material = mcl_core:iron_ingot`
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-- Big repair bonus
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-- TODO: Combine tool enchantments
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local tool, 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 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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elseif material:get_name() == tooldef._repair_material then
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has_correct_material = true
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end
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if has_correct_material then
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local new_wear = calculate_repair(tool:get_wear(), MAX_WEAR, MATERIAL_TOOL_REPAIR_BOOST)
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tool:set_wear(new_wear)
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name_item = tool
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else
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new_output = ""
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end
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else
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new_output = ""
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end
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end
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-- Exactly 1 input slot occupied
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elseif (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then
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-- Just rename item
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@ -67,6 +108,8 @@ local function update_anvil_slots(meta)
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else
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name_item = input1
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end
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else
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new_output = ""
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end
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-- Rename handling
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@ -84,8 +127,6 @@ local function update_anvil_slots(meta)
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meta:set_string("name", new_name)
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new_output = name_item
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end
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else
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new_output = ""
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end
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-- Set the new output slot
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