forked from minetest/minetest_game
Add loot to dungeons (#1921)
This commit is contained in:
parent
36df80fc45
commit
49cc4c7c63
@ -7,11 +7,12 @@ read_globals = {
|
||||
"dump",
|
||||
"vector",
|
||||
"VoxelManip", "VoxelArea",
|
||||
"PseudoRandom", "ItemStack",
|
||||
"PseudoRandom", "PcgRandom",
|
||||
"ItemStack",
|
||||
"Settings",
|
||||
"unpack",
|
||||
-- Silence "accessing undefined field copy of global table".
|
||||
table = { fields = { "copy" } }
|
||||
-- Silence errors about custom table methods.
|
||||
table = { fields = { "copy", "indexof" } }
|
||||
}
|
||||
|
||||
-- Overwrites minetest.handle_node_drops
|
||||
|
32
game_api.txt
32
game_api.txt
@ -161,6 +161,38 @@ The doors mod allows modders to register custom doors and trapdoors.
|
||||
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 2},
|
||||
sounds = default.node_sound_wood_defaults(), -- optional
|
||||
|
||||
Dungeon Loot API
|
||||
----------------
|
||||
|
||||
The mod that places chests with loot in dungeons provides an API to register additional loot.
|
||||
|
||||
`dungeon_loot.register(def)`
|
||||
|
||||
* Registers one or more loot items
|
||||
* `def` Can be a single [#Loot definition] or a list of them
|
||||
|
||||
`dungeon_loot.registered_loot`
|
||||
|
||||
* Table of all registered loot, not to be modified manually
|
||||
|
||||
### Loot definition
|
||||
|
||||
name = "item:name",
|
||||
chance = 0.5,
|
||||
-- ^ chance value from 0.0 to 1.0 that the item will appear in the chest when chosen
|
||||
-- due to an extra step in the selection process, 0.5 does not(!) mean that
|
||||
-- on average every second chest will have this item
|
||||
count = {1, 4},
|
||||
-- ^ table with minimum and maximum amounts of this item
|
||||
-- optional, defaults to always single item
|
||||
y = {-32768, -512},
|
||||
-- ^ table with minimum and maximum heights this item can be found at
|
||||
-- optional, defaults to no height restrictions
|
||||
types = {"desert"},
|
||||
-- ^ table with types of dungeons this item can be found in
|
||||
-- supported types: "normal" (the cobble/mossycobble one), "sandstone", "desert"
|
||||
-- optional, defaults to no type restrictions
|
||||
|
||||
Fence API
|
||||
---------
|
||||
|
||||
|
11
mods/dungeon_loot/README.txt
Normal file
11
mods/dungeon_loot/README.txt
Normal file
@ -0,0 +1,11 @@
|
||||
Minetest Game mod: dungeon_loot
|
||||
===============================
|
||||
Adds randomly generated chests with some "loot" to generated dungeons,
|
||||
an API to register additional loot is provided.
|
||||
Only works if dungeons are actually enabled in mapgen flags.
|
||||
|
||||
License information can be found in license.txt
|
||||
|
||||
Authors of source code
|
||||
----------------------
|
||||
Originally by sfan5 (MIT)
|
1
mods/dungeon_loot/depends.txt
Normal file
1
mods/dungeon_loot/depends.txt
Normal file
@ -0,0 +1 @@
|
||||
default
|
8
mods/dungeon_loot/init.lua
Normal file
8
mods/dungeon_loot/init.lua
Normal file
@ -0,0 +1,8 @@
|
||||
dungeon_loot = {}
|
||||
|
||||
dungeon_loot.CHESTS_MIN = 0 -- not necessarily in a single dungeon
|
||||
dungeon_loot.CHESTS_MAX = 2
|
||||
dungeon_loot.STACKS_PER_CHEST_MAX = 8
|
||||
|
||||
dofile(minetest.get_modpath("dungeon_loot") .. "/loot.lua")
|
||||
dofile(minetest.get_modpath("dungeon_loot") .. "/mapgen.lua")
|
24
mods/dungeon_loot/license.txt
Normal file
24
mods/dungeon_loot/license.txt
Normal file
@ -0,0 +1,24 @@
|
||||
License of source code
|
||||
----------------------
|
||||
|
||||
The MIT License (MIT)
|
||||
Copyright (C) 2017 sfan5
|
||||
|
||||
Permission is hereby granted, free of charge, to any person obtaining a copy of this
|
||||
software and associated documentation files (the "Software"), to deal in the Software
|
||||
without restriction, including without limitation the rights to use, copy, modify, merge,
|
||||
publish, distribute, sublicense, and/or sell copies of the Software, and to permit
|
||||
persons to whom the Software is furnished to do so, subject to the following conditions:
|
||||
|
||||
The above copyright notice and this permission notice shall be included in all copies or
|
||||
substantial portions of the Software.
|
||||
|
||||
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED,
|
||||
INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR
|
||||
PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
|
||||
FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR
|
||||
OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER
|
||||
DEALINGS IN THE SOFTWARE.
|
||||
|
||||
For more details:
|
||||
https://opensource.org/licenses/MIT
|
62
mods/dungeon_loot/loot.lua
Normal file
62
mods/dungeon_loot/loot.lua
Normal file
@ -0,0 +1,62 @@
|
||||
dungeon_loot.registered_loot = {
|
||||
-- buckets
|
||||
{name = "bucket:bucket_empty", chance = 0.55},
|
||||
-- water in deserts or above ground, lava otherwise
|
||||
{name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
|
||||
{name = "bucket:bucket_water", chance = 0.45, y = {0, 32768}, types = {"normal"}},
|
||||
{name = "bucket:bucket_lava", chance = 0.45, y = {-32768, -1}, types = {"normal"}},
|
||||
|
||||
-- various items
|
||||
{name = "default:stick", chance = 0.6, count = {3, 6}},
|
||||
{name = "default:flint", chance = 0.4, count = {1, 3}},
|
||||
{name = "vessels:glass_fragments", chance = 0.35, count = {1, 4}},
|
||||
{name = "carts:rail", chance = 0.35, count = {1, 6}},
|
||||
|
||||
-- farming / consumable
|
||||
{name = "farming:string", chance = 0.5, count = {1, 8}},
|
||||
{name = "farming:wheat", chance = 0.5, count = {2, 5}},
|
||||
{name = "default:apple", chance = 0.4, count = {1, 4}},
|
||||
{name = "farming:seed_cotton", chance = 0.4, count = {1, 4}, types = {"normal"}},
|
||||
{name = "default:cactus", chance = 0.4, count = {1, 4}, types = {"sandstone", "desert"}},
|
||||
|
||||
-- minerals
|
||||
{name = "default:coal_lump", chance = 0.9, count = {1, 12}},
|
||||
{name = "default:gold_ingot", chance = 0.5},
|
||||
{name = "default:steel_ingot", chance = 0.4, count = {1, 6}},
|
||||
{name = "default:mese_crystal", chance = 0.1, count = {2, 3}},
|
||||
|
||||
-- tools
|
||||
{name = "default:sword_wood", chance = 0.6},
|
||||
{name = "default:pick_stone", chance = 0.3},
|
||||
{name = "default:axe_diamond", chance = 0.05},
|
||||
|
||||
-- natural materials
|
||||
{name = "default:sand", chance = 0.8, count = {4, 32}, y = {-64, 32768}, types = {"normal"}},
|
||||
{name = "default:desert_sand", chance = 0.8, count = {4, 32}, y = {-64, 32768}, types = {"sandstone"}},
|
||||
{name = "default:desert_cobble", chance = 0.8, count = {4, 32}, types = {"desert"}},
|
||||
{name = "default:dirt", chance = 0.6, count = {2, 16}, y = {-64, 32768}},
|
||||
{name = "default:obsidian", chance = 0.25, count = {1, 3}, y = {-32768, -512}},
|
||||
{name = "default:mese", chance = 0.15, y = {-32768, -512}},
|
||||
}
|
||||
|
||||
function dungeon_loot.register(t)
|
||||
if t.name ~= nil then
|
||||
t = {t} -- single entry
|
||||
end
|
||||
for _, loot in ipairs(t) do
|
||||
table.insert(dungeon_loot.registered_loot, loot)
|
||||
end
|
||||
end
|
||||
|
||||
function dungeon_loot._internal_get_loot(pos_y, dungeontype)
|
||||
-- filter by y pos and type
|
||||
local ret = {}
|
||||
for _, l in ipairs(dungeon_loot.registered_loot) do
|
||||
if l.y == nil or (pos_y >= l.y[1] and pos_y <= l.y[2]) then
|
||||
if l.types == nil or table.indexof(l.types, dungeontype) ~= -1 then
|
||||
table.insert(ret, l)
|
||||
end
|
||||
end
|
||||
end
|
||||
return ret
|
||||
end
|
168
mods/dungeon_loot/mapgen.lua
Normal file
168
mods/dungeon_loot/mapgen.lua
Normal file
@ -0,0 +1,168 @@
|
||||
minetest.set_gen_notify({dungeon = true, temple = true})
|
||||
|
||||
local function noise3d_integer(noise, pos)
|
||||
return math.abs(math.floor(noise:get3d(pos) * 0x7fffffff))
|
||||
end
|
||||
|
||||
local function random_sample(rand, list, count)
|
||||
local ret = {}
|
||||
for n = 1, count do
|
||||
local idx = rand:next(1, #list)
|
||||
table.insert(ret, list[idx])
|
||||
table.remove(list, idx)
|
||||
end
|
||||
return ret
|
||||
end
|
||||
|
||||
local function find_walls(cpos)
|
||||
local wall = minetest.registered_aliases["mapgen_cobble"]
|
||||
local wall_alt = minetest.registered_aliases["mapgen_mossycobble"]
|
||||
local wall_ss = minetest.registered_aliases["mapgen_sandstonebrick"]
|
||||
local wall_ds = minetest.registered_aliases["mapgen_desert_stone"]
|
||||
local is_wall = function(node)
|
||||
return table.indexof({wall, wall_alt, wall_ss, wall_ds}, node.name) ~= -1
|
||||
end
|
||||
|
||||
local dirs = {{x=1, z=0}, {x=-1, z=0}, {x=0, z=1}, {x=0, z=-1}}
|
||||
local get_node = minetest.get_node
|
||||
|
||||
local ret = {}
|
||||
local mindist = {x=0, z=0}
|
||||
local min = function(a, b) return a ~= 0 and math.min(a, b) or b end
|
||||
local wallnode
|
||||
for _, dir in ipairs(dirs) do
|
||||
for i = 1, 9 do -- 9 = max room size / 2
|
||||
local pos = vector.add(cpos, {x=dir.x*i, y=0, z=dir.z*i})
|
||||
|
||||
-- continue in that direction until we find a wall-like node
|
||||
local node = get_node(pos)
|
||||
if is_wall(node) then
|
||||
local front_below = vector.subtract(pos, {x=dir.x, y=1, z=dir.z})
|
||||
local above = vector.add(pos, {x=0, y=1, z=0})
|
||||
|
||||
-- check that it:
|
||||
--- is at least 2 nodes high (not a staircase)
|
||||
--- has a floor
|
||||
if is_wall(get_node(front_below)) and is_wall(get_node(above)) then
|
||||
table.insert(ret, {pos = pos, facing = {x=-dir.x, y=0, z=-dir.z}})
|
||||
if dir.z == 0 then
|
||||
mindist.x = min(mindist.x, i-1)
|
||||
else
|
||||
mindist.z = min(mindist.z, i-1)
|
||||
end
|
||||
wallnode = node.name
|
||||
end
|
||||
-- abort even if it wasn't a wall cause something is in the way
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local mapping = {
|
||||
[wall_ss] = "sandstone",
|
||||
[wall_ds] = "desert"
|
||||
}
|
||||
return {
|
||||
walls = ret,
|
||||
size = {x=mindist.x*2, z=mindist.z*2},
|
||||
type = mapping[wallnode] or "normal"
|
||||
}
|
||||
end
|
||||
|
||||
local function populate_chest(pos, rand, dungeontype)
|
||||
--minetest.chat_send_all("chest placed at " .. minetest.pos_to_string(pos) .. " [" .. dungeontype .. "]")
|
||||
--minetest.add_node(vector.add(pos, {x=0, y=1, z=0}), {name="default:torch", param2=1})
|
||||
|
||||
local item_list = dungeon_loot._internal_get_loot(pos.y, dungeontype)
|
||||
-- take random (partial) sample of all possible items
|
||||
assert(#item_list >= dungeon_loot.STACKS_PER_CHEST_MAX)
|
||||
item_list = random_sample(rand, item_list, dungeon_loot.STACKS_PER_CHEST_MAX)
|
||||
|
||||
-- apply chances / randomized amounts and collect resulting items
|
||||
local items = {}
|
||||
for _, loot in ipairs(item_list) do
|
||||
if rand:next(0, 1000) / 1000 <= loot.chance then
|
||||
local itemdef = minetest.registered_items[loot.name]
|
||||
local amount = 1
|
||||
if loot.count ~= nil then
|
||||
amount = rand:next(loot.count[1], loot.count[2])
|
||||
end
|
||||
|
||||
if itemdef.tool_capabilities then
|
||||
for n = 1, amount do
|
||||
local wear = rand:next(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
|
||||
table.insert(items, ItemStack({name = loot.name, wear = wear}))
|
||||
end
|
||||
elseif itemdef.stack_max == 1 then
|
||||
-- not stackable, add separately
|
||||
for n = 1, amount do
|
||||
table.insert(items, loot.name)
|
||||
end
|
||||
else
|
||||
table.insert(items, ItemStack({name = loot.name, count = amount}))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- place items at random places in chest
|
||||
local inv = minetest.get_meta(pos):get_inventory()
|
||||
local listsz = inv:get_size("main")
|
||||
assert(listsz >= #items)
|
||||
for _, item in ipairs(items) do
|
||||
local index = rand:next(1, listsz)
|
||||
if inv:get_stack("main", index):is_empty() then
|
||||
inv:set_stack("main", index, item)
|
||||
else
|
||||
inv:add_item("main", item) -- space occupied, just put it anywhere
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
|
||||
minetest.register_on_generated(function(minp, maxp, blockseed)
|
||||
local gennotify = minetest.get_mapgen_object("gennotify")
|
||||
local poslist = gennotify["dungeon"] or {}
|
||||
for _, entry in ipairs(gennotify["temple"] or {}) do
|
||||
table.insert(poslist, entry)
|
||||
end
|
||||
if #poslist == 0 then return end
|
||||
|
||||
local noise = minetest.get_perlin(10115, 4, 0.5, 1)
|
||||
local rand = PcgRandom(noise3d_integer(noise, poslist[1]))
|
||||
|
||||
local candidates = {}
|
||||
-- process at most 16 rooms to keep runtime of this predictable
|
||||
local num_process = math.min(#poslist, 16)
|
||||
for i = 1, num_process do
|
||||
local room = find_walls(poslist[i])
|
||||
-- skip small rooms and everything that doesn't at least have 3 walls
|
||||
if math.min(room.size.x, room.size.z) >= 4 and #room.walls >= 3 then
|
||||
table.insert(candidates, room)
|
||||
end
|
||||
end
|
||||
|
||||
local num_chests = rand:next(dungeon_loot.CHESTS_MIN, dungeon_loot.CHESTS_MAX)
|
||||
num_chests = math.min(#candidates, num_chests)
|
||||
local rooms = random_sample(rand, candidates, num_chests)
|
||||
|
||||
for _, room in ipairs(rooms) do
|
||||
-- choose place somewhere in front of any of the walls
|
||||
local wall = room.walls[rand:next(1, #room.walls)]
|
||||
local v, vi -- vector / axis that runs alongside the wall
|
||||
if wall.facing.x ~= 0 then
|
||||
v, vi = {x=0, y=0, z=1}, "z"
|
||||
else
|
||||
v, vi = {x=1, y=0, z=0}, "x"
|
||||
end
|
||||
local chestpos = vector.add(wall.pos, wall.facing)
|
||||
local off = rand:next(-room.size[vi]/2 + 1, room.size[vi]/2 - 1)
|
||||
chestpos = vector.add(chestpos, vector.multiply(v, off))
|
||||
|
||||
if minetest.get_node(chestpos).name == "air" then
|
||||
-- make it face inwards to the room
|
||||
local facedir = minetest.dir_to_facedir(vector.multiply(wall.facing, -1))
|
||||
minetest.add_node(chestpos, {name = "default:chest", param2 = facedir})
|
||||
populate_chest(chestpos, PcgRandom(noise3d_integer(noise, chestpos)), room.type)
|
||||
end
|
||||
end
|
||||
end)
|
Loading…
Reference in New Issue
Block a user