diff --git a/mods/ITEMS/mcl_anvils/init.lua b/mods/ITEMS/mcl_anvils/init.lua index 18c359e2..3c1ac9d3 100644 --- a/mods/ITEMS/mcl_anvils/init.lua +++ b/mods/ITEMS/mcl_anvils/init.lua @@ -1,7 +1,12 @@ local MAX_NAME_LENGTH = 30 local MAX_WEAR = 65535 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 function get_anvil_formspec(set_name) @@ -25,6 +30,41 @@ local function get_anvil_formspec(set_name) "listring[current_player;main]" 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. -- meta: Metadata of anvil node local function update_anvil_slots(meta) @@ -72,17 +112,9 @@ local function update_anvil_slots(meta) -- Big repair bonus -- TODO: Combine tool enchantments - local tool, tooldef, material - if def1.type == "tool" and def1._repair_material then - tool = input1 - 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 distinguished, tool, material = distinguish_tool_and_material(input1, input2) + if distinguished then + local tooldef = tool:get_definition() local has_correct_material = false 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 @@ -90,7 +122,8 @@ local function update_anvil_slots(meta) has_correct_material = true end 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) name_item = tool new_output = name_item @@ -285,12 +318,29 @@ local anvildef = { local inv = meta:get_inventory() local input1 = inv:get_stack("input", 1) local input2 = inv:get_stack("input", 2) + -- Both slots occupied? if not input1:is_empty() and not input2:is_empty() then - -- Both slots occupied: Repair mode. Only take 1 item from each stack - input1:take_item() - input2:take_item() - inv:set_stack("input", 1, input1) - inv:set_stack("input", 2, input2) + -- Take as many items as needed + local distinguished, tool, material = distinguish_tool_and_material(input1, input2) + if distinguished then + -- Tool + material: Take tool and as many materials as needed + 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 -- Otherwise: Rename mode: Clear all input slots as the whole stack is renamed. inv:set_list("input", {"", ""})