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Refactor random enchantment selection code

This commit is contained in:
Lizzy Fleckenstein 2021-12-07 16:16:07 +01:00
parent 882db9f873
commit b3958a956d
Signed by untrusted user: LizzyFleckenstein03
GPG Key ID: 06927A5199D6C9B2
1 changed files with 54 additions and 59 deletions

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