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-- by use of the enchanter, it is possible to reveal a random
-- recipe and enscribe it on a sheet of paper. these sheets of
-- paper can then bound together into books, combining like
-- recipes
sorcery.cookbook = {}
local constants = {
-- do not show recipes for items in these groups
exclude_groups = {
};
exclude_names = {
'stairs';
'slab';
................................................................................
return {}
end
local modofname = function(id)
local sep = string.find(id,':')
if sep == nil then return nil end -- uh oh
return string.sub(id, 1, sep - 1)
end
local pick_builtin = function(kind) return function(restrict)
-- ow ow ow ow ow ow ow
local names = {}
for k in pairs(minetest.registered_items) do
local rec = minetest.get_craft_recipe(k)
if rec.items ~= nil and (rec.method == kind or (rec.method == 'shapeless' and kind == 'normal')) then -- is this last bit necessary?
local excluded = false
for _,n in pairs(constants.exclude_names) do
if string.find(k,n) ~= nil then
excluded = true break end
end
if not excluded then for _,g in pairs(constants.exclude_groups) do
if minetest.get_item_group(k, g) > 0 then
excluded = true break end
end end
local props = minetest.registered_items[k]._sorcery
local module = modofname(k)
if not (excluded
or sorcery.lib.tbl.has(constants.blacklist_mods,module)
or (props and props.recipe and props.recipe.secret)
or (restrict and (
(restrict.mod and module ~= restrict.mod)
or (restrict.group and (minetest.get_item_group(k, restrict.group) == 0))
))) then names[#names + 1] = k end
end
end
return names[math.random(#names)]
end end
local find_builtin = function(method,kind)
return function(out)
local rec = {}
................................................................................
chance = 4;
slots = {
{0,0};
{0,1};
};
pick = function(restrict)
-- TODO make sure affinity restrictions match
return sorcery.register.infusions.db[math.random(#sorcery.register.infusions.db)].output
end;
title = function(output)
for _,i in pairs(sorcery.register.infusions.db) do
if i.output == output then
if i._proto and i._proto.name
then return i._proto.name
else break end
................................................................................
name = 'Milling Guide';
node = 'sorcery:mill';
booksuf = 'Manual';
chance = 1;
w = 1, h = 2;
pick = function(restrict)
cache:populate_grindables()
local i = cache.grindables[math.random(#cache.grindables)]
local pd = sorcery.itemclass.get(i, 'grindable')
return pd.powder
end;
props = props_builtin;
slots = {
{0,1},
{0,0};
};
find = function(out)
................................................................................
end
if kind == nil then -- oh well, we tried
local rks = sorcery.lib.tbl.keys(recipe_kinds)
kind = rks[math.random(#rks)]
end
end
return recipe_kinds[kind].pick(restrict), kind
end
local render_recipe = function(kind,ingredients,result,notes_right)
local k = recipe_kinds[kind]
local t = ''
local props = k.props(result)
................................................................................
local ing = rec.find(out)
return render_recipe(kind,ing,out,notes_right), rec.w, rec.h
end
sorcery.cookbook.setrecipe = function(stack,k,r,restrict)
local meta = stack:get_meta()
if not r then r,k = sorcery.cookbook.pickrecipe(k,restrict) end
local t = recipe_kinds[k]
meta:set_string('recipe_kind', k)
meta:set_string('recipe_name', r)
meta:set_string('description',
(t.title and t.title(r) or desc_builtin(r)) .. ' ' .. t.name)
end
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|
-- by use of the enchanter, it is possible to reveal a random
-- recipe and enscribe it on a sheet of paper. these sheets of
-- paper can then bound together into books, combining like
-- recipes
sorcery.cookbook = {}
local log = sorcery.logger('cookbook')
local constants = {
-- do not show recipes for items in these groups
exclude_groups = {
};
exclude_names = {
'stairs';
'slab';
................................................................................
return {}
end
local modofname = function(id)
local sep = string.find(id,':')
if sep == nil then return nil end -- uh oh
return string.sub(id, 1, sep - 1)
end
local item_restrict_eval = function(name, restrict)
for _,n in pairs(constants.exclude_names) do
if string.find(name,n) ~= nil then
return false
end
end
for _,g in pairs(constants.exclude_groups) do
if minetest.get_item_group(name, g) > 0 then
return false
end
end
local props = minetest.registered_items[name]._sorcery
local module = modofname(name)
return not (excluded
or sorcery.lib.tbl.has(constants.blacklist_mods,module)
or (props and props.recipe and props.recipe.secret)
or (restrict and (
(restrict.pred and restrict.pred {
mod = module, item = name, props = props
} ~= true)
or (restrict.mod and module ~= restrict.mod)
or (restrict.group and (minetest.get_item_group(name, restrict.group) == 0))
)))
end
local pick_builtin = function(kind) return function(restrict)
-- ow ow ow ow ow ow ow
local names = {}
for k in pairs(minetest.registered_items) do
local rec = minetest.get_craft_recipe(k)
if rec.items ~= nil and (rec.method == kind or (rec.method == 'shapeless' and kind == 'normal')) then -- is this last bit necessary?
if item_restrict_eval(k, restrict) then names[#names + 1] = k end
end
end
return names[math.random(#names)]
end end
local find_builtin = function(method,kind)
return function(out)
local rec = {}
................................................................................
chance = 4;
slots = {
{0,0};
{0,1};
};
pick = function(restrict)
-- TODO make sure affinity restrictions match
if restrict then
local t = {}
for _, i in pairs(sorcery.register.infusions.db) do
if item_restrict_eval(i.output, restrict) and not (
-- conditions which cause failure of restriction test
(restrict.ipred and restrict.ipred {
mod = module;
infusion = i;
output = i.output;
} ~= true)
) then t[#t+1] = i.output end
end
return select(2, sorcery.lib.tbl.pick(t))
else
return sorcery.register.infusions.db[math.random(#sorcery.register.infusions.db)].output
end
end;
title = function(output)
for _,i in pairs(sorcery.register.infusions.db) do
if i.output == output then
if i._proto and i._proto.name
then return i._proto.name
else break end
................................................................................
name = 'Milling Guide';
node = 'sorcery:mill';
booksuf = 'Manual';
chance = 1;
w = 1, h = 2;
pick = function(restrict)
cache:populate_grindables()
if restrict then
local t = {}
for _, i in pairs(cache.grindables) do
local pd = sorcery.itemclass.get(i, 'grindable')
if item_restrict_eval(pd.powder, restrict) then
t[#t+1] = pd.powder
end
end
return select(2, sorcery.lib.tbl.pick(t))
else
local gd = cache.grindables[math.random(#cache.grindables)]
local pd = sorcery.itemclass.get(gd, 'grindable')
return pd.powder
end
end;
props = props_builtin;
slots = {
{0,1},
{0,0};
};
find = function(out)
................................................................................
end
if kind == nil then -- oh well, we tried
local rks = sorcery.lib.tbl.keys(recipe_kinds)
kind = rks[math.random(#rks)]
end
end
if not recipe_kinds[kind] then
log.fatalf('attempted to pick recipe of unknown kind "%s"', kind)
end
return recipe_kinds[kind].pick(restrict), kind
end
local render_recipe = function(kind,ingredients,result,notes_right)
local k = recipe_kinds[kind]
local t = ''
local props = k.props(result)
................................................................................
local ing = rec.find(out)
return render_recipe(kind,ing,out,notes_right), rec.w, rec.h
end
sorcery.cookbook.setrecipe = function(stack,k,r,restrict)
local meta = stack:get_meta()
if not r then r,k = sorcery.cookbook.pickrecipe(k,restrict) end
if not r then return false end
local t = recipe_kinds[k]
meta:set_string('recipe_kind', k)
meta:set_string('recipe_name', r)
meta:set_string('description',
(t.title and t.title(r) or desc_builtin(r)) .. ' ' .. t.name)
end
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