mirror of
https://github.com/FaceDeer/dfcaverns.git
synced 2024-12-27 03:10:36 +01:00
revamp bones loot
This commit is contained in:
parent
bbe7f169c6
commit
ca0db16a17
@ -2,38 +2,82 @@
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local MP = minetest.get_modpath(minetest.get_current_modname())
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local S, NS = dofile(MP.."/intllib.lua")
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local S, NS = dofile(MP.."/intllib.lua")
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local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
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bones_loot = {}
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bones_loot = {}
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local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
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local local_loot = {}
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if dungeon_loot_path then
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local local_loot_register = function(t)
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local shuffle = function(tbl)
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if t.name ~= nil then
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for i = #tbl, 2, -1 do
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t = {t} -- single entry
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local rand = math.random(i)
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end
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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for _, loot in ipairs(t) do
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table.insert(local_loot, loot)
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end
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end
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-- we could do this for the dungeon_loot registered loot table as well,
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-- but best not to meddle in other mods' internals if it can be helped.
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local clean_up_local_loot = function()
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if local_loot == nil then return end
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for i = #local_loot, 1, -1 do
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if not minetest.registered_items[local_loot[i].name] then
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table.remove(local_loot, i)
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end
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end
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return tbl
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end
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end
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-- Uses same table format as dungeon_loot
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-- eg, {name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
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-- if dungeon_loot is installed it uses dungeon_loot's registration function directly.
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if dungeon_loot_path then
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bones_loot.register_loot = dungeon_loot.register
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else
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bones_loot.register_loot = local_loot_register
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minetest.after(0, clean_up_local_loot)
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end
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local get_loot_list = function(pos, loot_type, exclusive_loot_type)
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local loot_table
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if dungeon_loot_path then
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loot_table = dungeon_loot.registered_loot
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else
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loot_table = local_loot
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end
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end
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bones_loot.get_loot = function(pos, loot_type, max_stacks)
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local item_list = {}
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local pos_y = pos.y
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local item_list = {}
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for _, loot in ipairs(loot_table) do
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local pos_y = pos.y
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if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
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for _, loot in ipairs(dungeon_loot.registered_loot) do
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if (not exclusive_loot_type and loot.types == nil) or
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if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
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(loot.types and table.indexof(loot.types, loot_type) ~= -1) then
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if loot.types == nil or table.indexof(loot.types, loot_type) ~= -1 then
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table.insert(item_list, loot)
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table.insert(item_list, loot)
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end
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end
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end
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end
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end
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end
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shuffle(item_list)
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return item_list
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end
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-- apply chances / randomized amounts and collect resulting items
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local shuffle = function(tbl)
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local items = {}
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for i = #tbl, 2, -1 do
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for _, loot in ipairs(item_list) do
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local rand = math.random(i)
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if math.random() <= loot.chance then
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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local itemdef = minetest.registered_items[loot.name]
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end
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return tbl
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end
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-- "exclusive" set to true means that loot table entries without a loot_type won't be considered.
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bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
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local item_list = get_loot_list(pos, loot_type, exclusive_loot_type)
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shuffle(item_list)
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-- apply chances / randomized amounts and collect resulting items
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local items = {}
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for _, loot in ipairs(item_list) do
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if math.random() <= loot.chance then
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local itemdef = minetest.registered_items[loot.name]
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if itemdef then
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local amount = 1
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local amount = 1
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if loot.count ~= nil then
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if loot.count ~= nil then
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amount = math.random(loot.count[1], loot.count[2])
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amount = math.random(loot.count[1], loot.count[2])
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@ -56,13 +100,13 @@ if dungeon_loot_path then
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end
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end
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end
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end
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end
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end
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if max_stacks <= 0 then break end
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end
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end
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return items
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if max_stacks <= 0 then break end
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end
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end
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return items
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end
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end
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bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext)
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bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
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minetest.set_node(pos, {name="bones:bones", param2 = math.random(1,4)-1})
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minetest.set_node(pos, {name="bones:bones", param2 = math.random(1,4)-1})
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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if infotext == nil then
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if infotext == nil then
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@ -70,8 +114,8 @@ bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext)
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end
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end
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meta:set_string("infotext", infotext)
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meta:set_string("infotext", infotext)
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if bones_loot.get_loot and loot_type and max_stacks then
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if max_stacks and max_stacks > 0 then
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local loot = bones_loot.get_loot(pos, loot_type, max_stacks)
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local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type)
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local inv = meta:get_inventory()
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local inv = meta:get_inventory()
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inv:set_size("main", 8 * 4)
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inv:set_size("main", 8 * 4)
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for _, item in ipairs(loot) do
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for _, item in ipairs(loot) do
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@ -79,4 +123,3 @@ bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext)
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end
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end
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end
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end
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end
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end
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@ -1,6 +1,4 @@
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if not minetest.get_modpath("dungeon_loot") then
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if minetest.get_modpath("dungeon_loot") then
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return
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end
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if df_caverns.config.enable_underworld then
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if df_caverns.config.enable_underworld then
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dungeon_loot.register({
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dungeon_loot.register({
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@ -42,3 +40,72 @@ dungeon_loot.register({
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{name = "df_trees:torchspine_ember", chance = 0.3, count = {1, 3}, y = {-32768, df_caverns.config.level2_min}},
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{name = "df_trees:torchspine_ember", chance = 0.3, count = {1, 3}, y = {-32768, df_caverns.config.level2_min}},
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{name = "ice_sprites:ice_sprite_bottle", chance = 0.1, count = {1, 1}, y = {-32768, df_caverns.config.level2_min}},
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{name = "ice_sprites:ice_sprite_bottle", chance = 0.1, count = {1, 1}, y = {-32768, df_caverns.config.level2_min}},
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})
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})
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end
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if minetest.get_modpath("bones_loot") and df_caverns.config.enable_underworld then
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bones_loot.register_loot({
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{name = "binoculars:binoculars", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "boats:boat", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "bucket:bucket_empty", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
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{name = "fire:flint_and_steel", chance = 0.3, count = {1,2}, types = {"underworld_warrior"}},
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{name = "flowers:tulip_black", chance = 0.01, count = {1,1}, types = {"underworld_warrior"}},
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{name = "map:mapping_kit", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "screwdriver:screwdriver", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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-- don't give the player tnt:tnt, they can craft that from this if tnt is enabled for them
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{name = "tnt:gunpowder", chance = 0.4, count = {1,10}, types = {"underworld_warrior"}},
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{name = "tnt:tnt_stick", chance = 0.3, count = {1,6}, types = {"underworld_warrior"}},
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{name = "vessels:steel_bottle", chance = 0.4, count = {1,3}, types = {"underworld_warrior"}},
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{name = "vessels:glass_bottle", chance = 0.2, count = {1,2}, types = {"underworld_warrior"}},
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{name = "vessels:glass_fragments", chance = 0.1, count = {1,4}, types = {"underworld_warrior"}},
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{name = "default:book", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:paper", chance = 0.1, count = {1,6}, types = {"underworld_warrior"}},
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{name = "default:skeleton_key", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:torch", chance = 0.75, count = {1,10}, types = {"underworld_warrior"}},
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{name = "default:pick_bronze", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:pick_steel", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:pick_mese", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:pick_diamond", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:shovel_bronze", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:shovel_steel", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:shovel_mese", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:shovel_diamond", chance = 0.05, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:axe_bronze", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:axe_steel", chance = 0.5, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:axe_mese", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:axe_diamond", chance = 0.15, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sword_bronze", chance = 0.5, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sword_steel", chance = 0.75, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sword_mese", chance = 0.35, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sword_diamond", chance = 0.35, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:coal_lump", chance = 0.5, count = {1,5}, types = {"underworld_warrior"}},
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{name = "default:mese_crystal", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:diamond", chance = 0.1, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:steel_ingot", chance = 0.2, count = {1,3}, types = {"underworld_warrior"}},
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{name = "default:copper_ingot", chance = 0.1, count = {1,2}, types = {"underworld_warrior"}},
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{name = "default:bronze_ingot", chance = 0.2, count = {1,5}, types = {"underworld_warrior"}},
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{name = "default:gold_ingot", chance = 0.3, count = {1,3}, types = {"underworld_warrior"}},
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{name = "default:mese_crystal_fragment", chance = 0.4, count = {1,5}, types = {"underworld_warrior"}},
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{name = "default:obsidian_shard", chance = 0.4, count = {1,3}, types = {"underworld_warrior"}},
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{name = "default:flint", chance = 0.3, count = {1,1}, types = {"underworld_warrior"}},
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{name = "default:sign_wall_wood", chance = 0.1, count = {1,4}, types = {"underworld_warrior"}},
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{name = "default:sign_wall_steel", chance = 0.1, count = {1,2}, types = {"underworld_warrior"}},
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{name = "default:ladder_wood", chance = 0.5, count = {1,10}, types = {"underworld_warrior"}},
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{name = "default:ladder_steel", chance = 0.2, count = {1,5}, types = {"underworld_warrior"}},
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{name = "default:meselamp", chance = 0.1, count = {1,2}, types = {"underworld_warrior"}},
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{name = "default:mese_post_light", chance = 0.25, count = {1,5}, types = {"underworld_warrior"}},
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{name = "ice_sprites:ice_sprite_bottle", chance = 0.025, count = {1, 1}, types = {"underworld_warrior"}},
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{name = "df_underworld_items:glow_amethyst", chance = 0.25, count = {1, 2}, types = {"underworld_warrior"}},
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})
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if df_caverns.config.enable_lava_sea then
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bones_loot.register_loot({name = "df_mapitems:mese_crystal", chance = 0.25, count = {1, 2}, types = {"underworld_warrior"}})
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end
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end
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@ -235,6 +235,17 @@ local perlin_pit = {
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-------------------------------------
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-------------------------------------
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minetest.register_chatcommand("find_pit", {
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params = "",
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privs = {server=true},
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decription = "find a nearby glowing pit",
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func = function(name, param)
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local player = minetest.get_player_by_name(name)
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local pit = get_pit(player:get_pos())
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minetest.chat_send_player(name, "Pit location: x=" .. math.floor(pit.location.x) .. " z=" .. math.floor(pit.location.z))
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end,
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})
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minetest.register_on_generated(function(minp, maxp, seed)
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minetest.register_on_generated(function(minp, maxp, seed)
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@ -389,7 +400,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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vm:write_to_map()
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vm:write_to_map()
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if bones_loot_path then
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if bones_loot_path then
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for i = 1, 15 do
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for i = 1, 30 do
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local x = math.random(minp.x, maxp.x)
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local x = math.random(minp.x, maxp.x)
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local z = math.random(minp.z, maxp.z)
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local z = math.random(minp.z, maxp.z)
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local index2d = mapgen_helper.index2d(emin, emax, x, z)
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local index2d = mapgen_helper.index2d(emin, emax, x, z)
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@ -408,7 +419,7 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local target_pos = {x=x, y=y, z=z}
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local target_pos = {x=x, y=y, z=z}
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local target_node = minetest.get_node(target_pos)
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local target_node = minetest.get_node(target_pos)
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if target_node.name == "air" then
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if target_node.name == "air" then
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bones_loot.place_bones(target_pos, "normal", math.random(5, 15))
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bones_loot.place_bones(target_pos, "underworld_warrior", math.random(3, 10), nil, true)
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break
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break
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elseif target_node.name == "bones:bones" then
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elseif target_node.name == "bones:bones" then
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-- don't stack bones on bones, it looks silly
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-- don't stack bones on bones, it looks silly
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