sorcery  Artifact [5ad2e81269]

Artifact 5ad2e81269de2e0e457980f47738705ceb44170b57283e68b73584359ab5e44a:

  • File enchanter.lua — part of check-in [147592b8e9] at 2020-10-26 03:58:08 on branch trunk — add over-time spellcasting abstraction to enable metamagic and in particular disjunction, add more animations and sound effects, add excavation spell, possibly some others, forget when the last commit was, edit a bunch of magitech to make it subject to the disjunction mechanism (throw up a disjunction aura and waltz right through those force fields bby, wheee), also illumination spells, tweak runeforge and rune frequence to better the balance and also limit player frustration, move some math functions into their own library category, various tweaks and bugfixes, probably other shit i don't remember (user: lexi, size: 16338) [annotate] [blame] [check-ins using]

local hitbox = {
	type = 'fixed';
	fixed = {
		-0.5, -0.5, -0.5;
		0.5, 0.1, 0.5;
	};
}

local enchanter_update = function(pos)
	local meta = minetest.get_meta(pos)
	local inv = meta:get_inventory()
	local item = inv:get_stack('item',1)
	local slots = ''
	local imat = sorcery.enchant.getsubj(item)
	if imat and imat.data.slots then
		local n = #imat.data.slots
		local sw, sh = 2.1, 2.1;
		local w = sw * n;
		local item_enchantment = sorcery.enchant.get(item)
		local spells = item_enchantment.spells
		for i=1,n do
			local slot=imat.data.slots[i]
			local x = (4 - (w/2) + (sw * (i-1))) + 0.2
			local offtbl = {
				[1] = {0};
				[2] = {0.3, 0.3};
				[3] = {0.3,   0, 0.3};
				[4] = {0.3,   0,   0, 0.3};
				[5] = {0.3,   0, 0.1,   0, 0.3};
				[6] = {0.3, 0.1,   0, 0.1, 0.3};
			};
			local y = 3.1 - offtbl[n][i]
			local affs = #slot.affinity
			local iconf = math.min(math.floor(slot.confluence * 10), 20)
			local pwr = ''
			local ap = {}
			for i,aff in pairs(slot.affinity) do
				pwr = pwr .. string.format([[
					image[%f,%f;%f,%f;sorcery_pentacle_power_%s.png^[verticalframe:20:%u]
				]], x,y, sw,sh, aff, math.max(1,iconf - i))
				ap[#ap+1] = {
					title = sorcery.lib.str.capitalize(aff) .. ' affinity';
					color = sorcery.lib.color(sorcery.data.affinities[aff].color);
					desc = sorcery.data.affinities[aff].desc;
				}
			end
			local hovertitle = 'Empty spell slot';
			local conf = tostring(math.floor(slot.confluence*100)) .. '%'
			local hoverdesc = 'An enchantment of one the following affinities can be anchored into this slot at ' .. conf .. ' confluence';
			local hovercolor = nil
			for _,sp in pairs(spells) do
				local spdata = sorcery.data.enchants[sp.id]
				if sp.slot == i then
					hovercolor = sorcery.lib.color(spdata.tone):readable()
					hovertitle = sorcery.lib.str.capitalize(sp.id)
					hoverdesc = sorcery.lib.str.capitalize(spdata.desc) .. '. Anchored in this slot at ' .. conf .. ' confluence'
					if sp.boost > 10 then
						hoverdesc = hoverdesc .. ' and boosted by ' .. tostring((sp.boost - 10) * 10) .. '%'
					elseif sp.boost < 10 then
						hoverdesc = hoverdesc .. ' but weakened by ' .. tostring((10 - sp.boost) * 10) .. '%'
					end
					hoverdesc = hoverdesc .. '.'
					local addrune = function(tex)
						pwr = pwr .. string.format([[
							image[%f,%f;%f,%f;%s]
						]], x+0.43,y+0.6,sw/2.7,sh/2.7, tex)
					end
					local rune = 'sorcery_enchant_' .. sp.id .. '.png'
					local energy = item_enchantment.energy
					local fullenergy = imat.data.maxenergy
					if energy <= fullenergy then
						addrune(rune .. '^[opacity:110^[lowpart:' .. tostring(math.floor((energy/fullenergy) * 100)) .. '%:' .. rune)
					elseif energy == fullenergy then addrune(rune)
					elseif energy >= fullenergy then
						addrune(rune .. '^[colorize:#ffffff:' ..
							tostring(255 * math.min(1,(energy / fullenergy * 2))))
					end
					break
				end
			end
			slots = slots .. string.format([[
				image[%f,%f;%f,%f;sorcery_pentacle.png]
				tooltip[%f,%f;%f,%f;%s;%s;%s]
			]],
				x,y, sw,sh,
				x+0.20,y+0.16, sw-0.84,sh-0.76,
				minetest.formspec_escape(sorcery.lib.ui.tooltip {
					title = hovertitle;
					desc = hoverdesc;
					color = hovercolor;
					props = ap;
				}),
				'#37002C','#FFC8F5'
			) .. pwr
		end
	end

	meta:set_string('formspec', [[
		size[8,8.5]
		background[-0.25,-0.25;8.5,9;sorcery_enchanter_bg.png;true]
		image[2.13,0;4.35,4;sorcery_enchanter_glyphs.png]
		list[context;foci;3.5,0;1,1;0]
		list[context;item;3.5,1.2;1,1;]
		list[context;foci;2.5,2;1,1;1]
		list[context;foci;4.5,2;1,1;2]
		list[current_player;main;0,4.7;8,4;]
		listring[context;foci]
		listring[current_player;main]
		listring[context;item]
		listring[current_player;main]
	]] .. slots)
end

sorcery.enchant = {} do
	sorcery.enchant.update_enchanter = enchanter_update
	local m = sorcery.lib.marshal
	local ench_t = m.g.struct {
		id = m.t.str;
		slot = m.t.u8;
		boost = m.t.u8; -- every enchantment has an intrinsic force
		-- separate from the confluence of the slot, which is
		-- determined by the composition of the wand used to generate
		-- it (for instance, a gold-wired wand at low wear, or a wand
		-- with specific gemstones, may have a boost level above 10)
		-- boost is divided by 10 to yield a float
		reliability = m.t.u8;
		-- reliability is a value between 0 and 100, where 0 means the
		-- spell fails every time and 100 means it never fails. not
		-- relevant for every spell
	}
	local pack, unpack = m.transcoder {
		spells = m.g.array(8, ench_t);
		energy = m.t.u16;
	}
	sorcery.enchant.getsubj = function(item)
		if not item:is_empty() then
			local eligible = {}
			for name, spell in pairs(sorcery.data.enchants) do
				for g,v in pairs(item:get_definition().groups) do
					if v~= 0 and sorcery.lib.tbl.has(spell.groups,g) then
						eligible[#eligible+1] = name
						goto skip
					end
				end
			::skip::end
			return sorcery.matreg.lookup[item:get_name()], eligible
		else return nil end
	end
	local key = 'sorcery_enchantment_recs'
	sorcery.enchant.set = function(stack, data, noup)
		local meta = stack:get_meta()
		if data then
			meta:set_string(key, sorcery.lib.str.meta_armor(pack(data),true))
		else
			meta:set_string(key, '')
		end
		if not noup then stack=sorcery.enchant.stackup(stack) end
	end
	sorcery.enchant.get = function(stack)
		local meta = stack:get_meta()
		if meta:contains(key) then
			local data = sorcery.lib.str.meta_dearmor(meta:get_string(key),true)
			return unpack(data)
		else
			return {
				spells = {};
				energy = 0;
			}
		end
	end
	sorcery.enchant.strength = function(stack,id)
		-- this functions should be used whenever you need to
		-- determine the power of a particular enchantment on
		-- an enchanted item.
		local e = sorcery.enchant.get(stack)
		local p = 0.0
		local slots = sorcery.matreg.lookup[stack:get_name()].data.slots
		-- TODO handle strength-boosting spells!
		for _,s in pairs(e.spells) do
			if s.id == id then p = p + ((s.boost * slots[s.slot].confluence)/10) end
		end
		return p
	end
	sorcery.enchant.stackup = function(stack)
		-- stack update function. this should be called whenever
		-- the enchantment status of a stack changes; it will
		-- alter/reset tool capabilities and tooltip as necessary
		local e = sorcery.enchant.get(stack)
		local meta = stack:get_meta()
		local def = stack:get_definition()
		local mat = sorcery.enchant.getsubj(stack)
		local done = {}
		local props = {}
		local interference = {}
		-- meta:set_string('tool_capabilities','')
		meta:set_tool_capabilities(nil); -- TODO this probably only works
		-- in >5.3; maybe bring in the old JSON mechanism so it works in
		-- older versions as well?
		local basecaps = def.tool_capabilities
		for _,s in pairs(e.spells) do
			if done[s.id] then goto skip end
			done[s.id] = true
			local pwr = sorcery.enchant.strength(stack,s.id)
				-- somewhat wasteful…
			local e = sorcery.data.enchants[s.id]
			if e.apply then stack = e.apply(stack,pwr,basecaps) end
			props[#props+1] = {
				title = e.name;
				desc = e.desc;
				color = sorcery.lib.color(e.tone);
			}
			local inf = mat.data.slots[s.slot].interference
			if inf then for k,v in pairs(inf) do
				interference[k] = (interference[k] or 0) + v
			end end
		::skip::end
		if #interference > 0 then
			if interference.speed then stack = sorcery.data.enchants.pierce.apply(stack,-interference.speed,basecaps) end
			if interference.durability then stack = sorcery.data.enchants.endure.apply(stack,-interference.durability,basecaps) end
		end
		meta = stack:get_meta() -- necessary? unclear
		if #e.spells > 0 then
			meta:set_string('description', sorcery.lib.ui.tooltip {
				title = 'Enchanted ' .. def.description;
				props = props;
			})
		else
			meta:set_string('description',def.description)
		end
		return stack
	end
end

minetest.register_node('sorcery:enchanter', {
	description = 'Enchanter';
	drawtype = 'mesh';
	mesh = 'sorcery-enchanter.obj';
	paramtype = 'light';
	paramtype2 = 'facedir';
	groups = { cracky = 2, oddly_breakable_by_hand = 2, sorcery_magitech = 1 };
	sunlight_propagates = true;
	selection_box = hitbox;
	collision_box = hitbox;
	after_dig_node = sorcery.lib.node.purge_container;
	tiles = {
		"default_obsidian.png";
		"default_steel_block.png";
		"default_bronze_block.png";
		"default_junglewood.png";
		"default_gold_block.png";
	};
	on_construct = function(pos)
		local meta = minetest.get_meta(pos)
		local inv = meta:get_inventory()
		meta:set_string('infotext','Enchanter')
		inv:set_size('item', 1)
		inv:set_size('foci', 3)
		enchanter_update(pos)
	end;
	on_metadata_inventory_put  = enchanter_update;
	on_metadata_inventory_move = enchanter_update;
	on_metadata_inventory_take = enchanter_update;
})

minetest.register_craftitem('sorcery:enchanter_channeler',{
	inventory_image = 'sorcery_enchanter_channeler.png';
	description = 'Channeler';
})
minetest.register_craftitem('sorcery:enchanter_pedestal',{
	inventory_image = 'sorcery_enchanter_pedestal.png';
	description = 'Pedestal';
})
minetest.register_craft {
	output = 'sorcery:enchanter_channeler';
	recipe = {
		{'sorcery:grease_enchanting','sorcery:platinum_ingot','sorcery:grease_enchanting'};
		{'basic_materials:gold_wire','basic_materials:steel_strip','basic_materials:gold_wire'};
		{'','sorcery:electrum_ingot',''};
	};
	replacements = {
		{'sorcery:grease_enchanting','xdecor:bowl'};
		{'sorcery:grease_enchanting','xdecor:bowl'};
		{'basic_materials:gold_wire','basic_materials:empty_spool'};
		{'basic_materials:gold_wire','basic_materials:empty_spool'};
	};
}
minetest.register_craft {
	output = 'sorcery:enchanter_pedestal';
	recipe = {
		{'basic_materials:copper_strip','group:wood','basic_materials:copper_strip'};
		{'','sorcery:iridium_ingot',''};
		{'','group:wood',''};
	};
}
minetest.register_craft {
	output = 'sorcery:enchanter';
	recipe = {
		{'sorcery:grease_sealant','sorcery:enchanter_channeler','sorcery:grease_sealant'};
		{'sorcery:enchanter_channeler','sorcery:enchanter_pedestal','sorcery:enchanter_channeler'};
		{'group:wood','group:wood','group:wood'};
	};
	replacements = {
		{'sorcery:grease_sealant','xdecor:bowl'};
		{'sorcery:grease_sealant','xdecor:bowl'};
	};
}
for i=1,10 do
	minetest.register_node('sorcery:air_flash_' .. i, {
		drawtype = 'airlike';
		pointable = false; walkable = false;
		buildable_to = true;
		sunlight_propagates = true;
		light_source = i + 4;
		groups = {
			air = 1, sorcery_air = 1;
			not_in_creative_inventory = 1;
		};
		drop = {max_items = 0, items = {}};
		on_blast = function() end; -- not affected by explosions
		on_construct = function(pos)
			minetest.get_node_timer(pos):start(0.05)
		end;
		on_timer = function(pos)
			if i <= 2 then minetest.remove_node(pos) else
				minetest.set_node(pos, {name='sorcery:air_flash_1'})
				return true
			end
		end
	});
end

local function enchpwrhud(user, flash, fac)
	-- this function displays or changes the HUD element
	-- that shows how much energy is left in an enchanted
	-- item. it is called by the dig handler and sequences
	-- callbacks to remove the HUD from the screen once
	-- its timeleft property has been used up. timeleft is
	-- reset if the 'flash' argument, which indicates
	-- whether the enchantment has just been used, is set
	-- to true; otherwise, it is left alone.
	--
	-- this whole thing is really unfriendly and without
	-- FP tricks it would have been intolerably painful
	-- to implement. minetest needs better primitives.
	local frame = math.ceil(16 * (1-math.min(1,fac)))
	if tostring(frame) == '-0' then frame = '0' -- ??????
		else frame = tostring(frame) end  
	local tex = 'sorcery_ui_manaring_' .. (flash and 'flash_' or '') .. frame .. '.png';
	local c = sorcery.ctx.get(user)
	if not c.hud_ench then
		local hid = user:hud_add {
			name = 'sorcery:manaring';
			hud_elem_type = 'image';
			text = tex;
			position = { x = 0.5, y = 0.5 };
			offset   = { x = 0,   y = 0  };
			scale    = { x = 2.0, y = 2.0 };
			z_index  = 0;
		}
		c.hud_ench = {
			id = hid;
			timeleft = 2.0;
			fn = false;
			fac = fac;
		}
		c = c.hud_ench
	else
		c = c.hud_ench
		c.fac = fac
		user:hud_change(c.id,'text',tex)
		if flash then c.timeleft = 2.0 end
	end
	if c.fn == false then
		c.fn = true
		local delta = 0.10
		-- tried making Δ conditional on 'flash' but it
		-- turns out that causes the flash not to always
		-- disappear in a timely manner. solving this
		-- efficiently would be a major, complex headache
		-- so i'm just compromising and setting delta to a
		-- constant :/
		minetest.after(delta, function()
			if not sorcery.ctx.stat(user) then return end
			local u = sorcery.ctx.get(user)
			local h = u.hud_ench
			if not h then return end
			if h.timeleft - delta <= 0 then
				user:hud_remove(h.id)
				u.hud_ench = nil
			else
				h.timeleft = h.timeleft - delta
				h.fn = false
				enchpwrhud(user, false, h.fac)
			end
		end)
	end
end

minetest.register_on_dignode(function(pos, node, puncher)
	if puncher == nil then return end -- i don't know why
	-- this is necessary but you get rare crashes without it

	-- perform leyline checks and call notify if necessary
	if minetest.get_item_group(node.name, 'sorcery_ley_device') ~= 0 then
		sorcery.lib.node.notifyneighbors(pos)
	end

	-- is there an active disjunction in effect here?
	-- if so, return immediately and perform no magic
	local probe = sorcery.spell.probe(pos)
	if probe.disjunction then return end

	-- we're goint to do something VERY evil here and
	-- replace the air with a "glow-air" that removes
	-- itself after a short period of time, to create
	-- a flash of light when an enchanted tool's used
	-- to dig out a node
	local tool = puncher:get_wielded_item()
	local ench = sorcery.enchant.get(tool)
	if #ench.spells == 0 then return end
	local sparks = {}
	-- local spark = function(name,color)
	local material = sorcery.enchant.getsubj(tool)
	local totalcost = 0
	do local done = {} for _,sp in pairs(ench.spells) do
		if done[sp.id] then goto skip end
		done[sp.id] = true

		local data = sorcery.data.enchants[sp.id]
		local strength = sorcery.enchant.strength(tool,sp.id)
		local ch = math.random(1,100)
		local props = {
			fail = ch > sp.reliability;
			user = puncher;
			pos = pos;
			node = node;
			tool = tool;
			material = material.data;
			enchantment = ench;
			power = strength;
			spell = sp;
			sparks = sparks;
			cost = data.cost;
		} 
		if data.on_dig then data.on_dig(props) end
		if props.cost ~= 0 then totalcost = totalcost + math.max(1,math.floor(props.cost * strength)) end

		if ch > sp.reliability then goto skip end
		sparks[#sparks + 1] = {
			color = sorcery.lib.color(data.tone):brighten(1.1);
			count = strength * 7;
		}
	::skip::end end
	if totalcost > 0 then
		local conservation = math.floor(sorcery.enchant.strength(tool,'conserve') * 6)
		-- totalcost = totalcost - (totalcost * conservation)
		if conservation == 0 or math.random(conservation) == 1 then
			ench.energy = math.max(0,ench.energy - (totalcost - (material.data.energysource or 0)))
		end
	end
	if #sparks == 0 then return end
	if math.random(5) == 1 then
		minetest.set_node(pos, {name='sorcery:air_flash_' .. tostring(math.random(10))})
	end
	local range = function(min, max)
		local span = max - min
		local val = math.random() * span
		return val + min
	end
	for _,s in pairs(sparks) do
		for i=1,math.floor(s.count * range(1,3))  do
			local life = range(0.3,1);
			minetest.add_particle {
				pos = {
					x = pos.x + range(-0.5,0.5);
					z = pos.z + range(-0.5,0.5);
					y = pos.y + range(-0.5,0.5);
				};
				acceleration = {
					x = range(-0.5,0.5);
					z = range(-0.5,0.5);
					y = -0.1;
				};
				velocity = {
					x = range(-1.3,1.3);
					z = range(-1.3,1.3);
					y = range( 0.3,0.9);
				};
				expirationtime = life;
				size = range(0.5,1.5);
				texture = sorcery.lib.image('sorcery_spark.png'):multiply(s.color):render();
				glow = 14;
				animation = {
					type = "vertical_frames";
					aspect_w = 16;
					aspect_h = 16;
					length = life + 0.1;
				};
			}
		end
	end

	-- destroy spells that can no longer be sustained
	if ench.energy == 0 then
		ench.spells = {}
		sorcery.enchant.set(tool,ench)
	else
		sorcery.enchant.set(tool,ench,true)
	end
	puncher:set_wielded_item(tool)

	local epct = ench.energy / material.data.maxenergy
	enchpwrhud(puncher, true, epct)
end)