Refactor random enchantment selection code
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@ -295,17 +295,22 @@ function mcl_enchanting.initialize()
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end
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end
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end
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end
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function mcl_enchanting.get_possible_enchantments(itemstack, treasure)
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function mcl_enchanting.get_random_enchantment(itemstack, treasure, weighted, exclude, pr)
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local possible_enchantments, weights, accum_weight = {}, {}, 0
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local possible = {}
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for enchantment, enchantment_def in pairs(mcl_enchanting.enchantments) do
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for enchantment, enchantment_def in pairs(mcl_enchanting.enchantments) do
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local can_enchant, _, _, primary = mcl_enchanting.can_enchant(itemstack, enchantment, 1)
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local can_enchant, _, _, primary = mcl_enchanting.can_enchant(itemstack, enchantment, 1)
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if can_enchant and (primary or treasure) then
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table.insert(possible_enchantments, enchantment)
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if can_enchant and (primary or treasure) and (not exclude or table.indexof(exclude, enchantment) == -1) then
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accum_weight = accum_weight + enchantment_def.weight
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local weight = weighted and enchantment_def.weight or 1
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weights[enchantment] = accum_weight
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for i = 1, weight do
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table.insert(possible, enchantment)
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end
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end
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end
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end
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end
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return possible_enchantments, weights, accum_weight
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return #possible > 0 and possible[pr and pr:next(1, #possible) or math.random(#possible)]
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end
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end
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function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted)
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function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted)
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@ -324,41 +329,42 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
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enchantment_level = enchantment_level * 2
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enchantment_level = enchantment_level * 2
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repeat
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repeat
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enchantment_level = math.floor(enchantment_level / 2)
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enchantment_level = math.floor(enchantment_level / 2)
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if enchantment_level == 0 then
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if enchantment_level == 0 then
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break
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break
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end
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end
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local possible, weights, accum_weight = mcl_enchanting.get_possible_enchantments(itemstack, treasure)
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local selected_enchantment, enchantment_power
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local selected_enchantment = mcl_enchanting.get_random_enchantment(itemstack, treasure, true)
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if #possible > 0 then
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local r = math.random(accum_weight)
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if not selected_enchantment then
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for _, enchantment in ipairs(possible) do
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if weights[enchantment] >= r then
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selected_enchantment = enchantment
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break
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end
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end
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local enchantment_def = mcl_enchanting.enchantments[selected_enchantment]
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local power_range_table = enchantment_def.power_range_table
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for i = enchantment_def.max_level, 1, -1 do
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local power_range = power_range_table[i]
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if enchantment_level >= power_range[1] and enchantment_level <= power_range[2] then
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enchantment_power = i
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break
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end
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end
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if not description then
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if not enchantment_power then
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return
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end
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description = mcl_enchanting.get_enchantment_description(selected_enchantment, enchantment_power)
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end
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if enchantment_power then
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enchantments[selected_enchantment] = enchantment_power
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mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
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end
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else
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break
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break
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end
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end
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local enchantment_def = mcl_enchanting.enchantments[selected_enchantment]
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local power_range_table = enchantment_def.power_range_table
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local enchantment_power
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for i = enchantment_def.max_level, 1, -1 do
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local power_range = power_range_table[i]
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if enchantment_level >= power_range[1] and enchantment_level <= power_range[2] then
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enchantment_power = i
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break
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end
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end
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if not description then
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if not enchantment_power then
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return
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end
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description = mcl_enchanting.get_enchantment_description(selected_enchantment, enchantment_power)
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end
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if enchantment_power then
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enchantments[selected_enchantment] = enchantment_power
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mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
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end
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until not no_reduced_bonus_chance and math.random() >= (enchantment_level + 1) / 50
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until not no_reduced_bonus_chance and math.random() >= (enchantment_level + 1) / 50
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return enchantments, description
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return enchantments, description
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end
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end
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@ -381,32 +387,21 @@ function mcl_enchanting.get_randomly_enchanted_book(enchantment_level, treasure,
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return mcl_enchanting.enchant_randomly(ItemStack("mcl_books:book"), enchantment_level, treasure, no_reduced_bonus_chance, true)
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return mcl_enchanting.enchant_randomly(ItemStack("mcl_books:book"), enchantment_level, treasure, no_reduced_bonus_chance, true)
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end
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end
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function mcl_enchanting.get_uniform_randomly_enchanted_book(except, pr)
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function mcl_enchanting.enchant_uniform_randomly(stack, exclude, pr)
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except = except or except
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local enchantment = mcl_enchanting.get_random_enchantment(stack, true, weighted, exclude, pr)
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local stack = ItemStack("mcl_enchanting:book_enchanted")
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local list = {}
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if enchantment then
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for enchantment in pairs(mcl_enchanting.enchantments) do
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local max_level = mcl_enchanting.enchantments[enchantment].max_level
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if table.indexof(except, enchantment) == -1 then
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mcl_enchanting.enchant(stack, enchantment, pr and pr:next(1, max_level) or math.random(max_level))
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table.insert(list, enchantment)
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end
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end
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end
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local index, level
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if pr then
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index = pr:next(1,#list)
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else
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index = math.random(#list)
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end
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local enchantment = list[index]
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local enchantment_def = mcl_enchanting.enchantments[enchantment]
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if pr then
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level = pr:next(1, enchantment_def.max_level)
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else
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level = math.random(enchantment_def.max_level)
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end
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mcl_enchanting.enchant(stack, enchantment, level)
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return stack
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return stack
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end
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end
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function mcl_enchanting.get_uniform_randomly_enchanted_book(exclude, pr)
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return mcl_enchanting.enchant_uniform_randomly(ItemStack("mcl_books:book"), exclude, pr)
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end
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function mcl_enchanting.get_random_glyph_row()
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function mcl_enchanting.get_random_glyph_row()
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local glyphs = ""
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local glyphs = ""
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local x = 1.3
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local x = 1.3
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