Allow simple tool+tool repairs with anvil
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@ -1,4 +1,7 @@
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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 * 0.05) -- 5%
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local MATERIAL_TOOL_REPAIR_BOOST = math.ceil(MAX_WEAR * 0.25) -- 25%
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local function get_anvil_formspec(set_name)
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if not set_name then
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@ -29,19 +32,45 @@ local function update_anvil_slots(meta)
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input1 = inv:get_stack("input", 1)
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input2 = inv:get_stack("input", 2)
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output = inv:get_stack("output", 1)
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local new_output
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local new_output, name_item
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local check_rename = false
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-- Just rename
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if (not input1:is_empty() and input2:is_empty()) or (input1:is_empty() and not input2:is_empty()) then
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-- Both input slots occupied
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if (not input1:is_empty() and not input2:is_empty()) then
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-- Repair, if tool
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local def1 = input1:get_definition()
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local def2 = input2:get_definition()
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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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-- 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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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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-- TODO: Combine tool enchantments
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new_output = ""
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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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if new_name == nil then
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new_name = ""
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end
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local name_item
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if input1:is_empty() then
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name_item = input2
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else
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name_item = input1
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end
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end
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-- Rename handling
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if name_item then
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-- No renaming allowed with group no_rename=1
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if minetest.get_item_group(name_item:get_name(), "no_rename") == 1 then
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new_output = ""
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