mirror of
https://github.com/sys4-fr/server-nalc.git
synced 2024-11-13 22:10:31 +01:00
247 lines
12 KiB
Markdown
247 lines
12 KiB
Markdown
= Treasurer’s README file for Treasurer version 0.2.0 =
|
||
== Overview ==
|
||
* Name: Treasurer
|
||
* Technical name: `treasurer`
|
||
* Purpose: To provide an interface for mods which want to spawn ItemStacks randomly and an interface for mods which create new items.
|
||
* Version: 0.2.0
|
||
* Dependencies: none
|
||
* License: WTFPL
|
||
|
||
== Introduction ==
|
||
Problem:
|
||
There are a bunch of mods which have cool items but they won’t appear in the world by
|
||
themselves.
|
||
There are some mods which randomly distribute treasures into the world. Sadly, these only
|
||
distribute the items they know—which are just the items of the mod “default” most of the
|
||
time. The items of the other mods are completely missed.
|
||
|
||
The reason for this is that the distributing mods can’t know what sort of items are available
|
||
unless they explicitly depend on the mods that defines these. Viewed the other way round,
|
||
the item-defining mods that also distribute these items into the world are limited in the
|
||
sense that they only know one means of distributing items.
|
||
|
||
There is a gap between defining items and distributing them. Every time a mod does both,
|
||
flexibility is limited and expansion becomes difficult.
|
||
|
||
To bridge this gap, Treasurer has been written. Treasurer makes it possible a) for mods to define
|
||
treasures without bothering _how_ these are distributed into the world and b) for mods to distribute
|
||
treasures around the world without knowledge about _what_ treasures exactly are distributed.
|
||
|
||
== Technical side of Treasurer ==
|
||
=== technical overview ===
|
||
To get a working Treasurer architecture and actually get some treasures into the world,
|
||
you need:
|
||
* Treasurer
|
||
* at least one treasure registration mod
|
||
* at least one treasure spawning mod
|
||
|
||
=== treasurer registration mod ===
|
||
Firstly, there are the treasure registration mods (TRMs). The task of TRMs is to tell
|
||
Treasurer which items does it have to offer, which relative appearance probabilities these
|
||
treasures should have, how “precious” the treasure is considered (on a scale from 0 to 10)
|
||
, optionally how big the stack of items should be and optionally how much worn out it is.
|
||
TRMs must depend on at least two mods: On treasurer and on the mod or mods
|
||
where the items are defined. Technically, a TRM consists of nothing more than a long
|
||
list of “registration” function calls. While this seems trivial, the task of balancing
|
||
out probabilties and balancing out preciousness levels of treasures is not trivial
|
||
and it may take a long time to get right.
|
||
|
||
It is strongly recommended that a TRM really does nothing
|
||
more than registering treasures (and not defining items, for example). If you want
|
||
to make your mod compatible to Treasurer, don’t change your mod, write a TRM for
|
||
it instead.
|
||
|
||
There is an example TRM, called “`trm_default_example`”. It registers some items
|
||
of the default as treasures. Unsurprisingly, it depends on `treasurer` and `default`.
|
||
|
||
=== treasurer spawning mods ===
|
||
Secondly, there are the treasure spawning mods (TSMs). The task of a TSM is to somehow
|
||
distribute the available treasures into the world. This is also called “treasure
|
||
spawning”. How exactly the TSM spawns the treasures is completely up the TSM. But a
|
||
TSM has to request Treasurer to get some random treasures to distribute. A TSM may
|
||
optionally request to filter out treasures outside certain preciousness levels
|
||
and groups, so the result is a bit controllable and not completely random.
|
||
Treasurer can not guarantee to return the requestet amount of treasures, it may
|
||
return an empty table, for two reasons:
|
||
|
||
* There is no TRM activated. There must be at least one to work.
|
||
* The filters filtered out everything, leaving Treasurer with an empty treasure pool
|
||
to choose from. This problem can be fixed by installing more TRMs or by balancing the
|
||
existing TRMs to cover as many preciousness levels as possible. It also may be that
|
||
the range specified by the TSM was too small. It is recommended to keep the
|
||
requested range at least of a size of 1. Treasurer does, however, guarantee that
|
||
the returned treasures are always in the requested bounds.
|
||
|
||
A TSM has to at least depend on Treasurer.
|
||
Unlike for TRMs, it may not be a problem to also do some other stuff than just
|
||
spawning treasures if it seems feasible. You may choose to make your TSM fully
|
||
dependant on Treasure, then it won’t work without Treasurer. You may also choose
|
||
to only add an optional dependency on Treasurer. For this to work, your mod must
|
||
now select its own treasures, which of course will only come from a rather limited
|
||
pool.
|
||
|
||
To check if the Treasurer mod is installed, you can use something like this in
|
||
your code:
|
||
|
||
```
|
||
if(minetest.get_modpath("treasurer")~=nil) then
|
||
-- Treasurer is installed.
|
||
-- You can call Treasurer’s functions here.
|
||
else
|
||
-- Treasurer is not installed.
|
||
-- You may write your replacement code here.
|
||
-- You can not call Treasurer’s funcitons here.
|
||
end
|
||
```
|
||
|
||
There are two example TSMs. The first one is a very basic one and called “`tsm_gift_example`”.
|
||
It gives a “welcome gift” (1 random treasure) to players who just joined the server
|
||
or who respawn. The preciousness and group filters are not used. It does only depend on
|
||
Treasurer. The second one is called “`tsm_chests_example`” and pretty advanced for an example.
|
||
It places chests of the mod “default” between 20 and 200 node lenghts below the water
|
||
surface and puts 1-6 random treasures into these. The lower the chest, the higher
|
||
the preciousness. It depends on treasurer and default (for the chests, of course).
|
||
|
||
=== Recap ===
|
||
TRMs define treasures, TSMs spawn them. Treasurer manages the pool of available treasures.
|
||
TRMs and TSMs do not have to know anything from each other.
|
||
TRMs and TSMs do not neccessarily have to change any line of code of other mods to function.
|
||
Treasurer depends on nothing.
|
||
|
||
Important: It should always only be neccessary for TRMs and TSMs to depend on Treasurer.
|
||
All other mods do NOT HAVE TO and SHOULD NOT depend on Treasurer.
|
||
|
||
|
||
|
||
=== Treasure attributes ===
|
||
This section explains the various attributes a treasure can have.
|
||
|
||
==== Rarity ====
|
||
Rarity in Treasurer works in a pretty primitive way: The relative rarities of all
|
||
treasures from the treasure pool are simply all added up. The probabilitiy of one
|
||
certain treasure is then simply the rarity value divided by the sum.
|
||
|
||
==== Preciousness ====
|
||
How “precious” an item is, is highly subjective and also not always easy to categorize.
|
||
Preciousness in Treasurer’s terms should be therefore viewed as “utility” or as
|
||
“reward level” or “strength” or even “beauty” or whatever positive attributes you can
|
||
think of for items. See the text file `GROUPS_AND_PRECIOUSNESS` for a rough
|
||
guideline.
|
||
So, if you create a TRM and your treasure is something you want the player work
|
||
hard for, assign it a high preciousness. Everyday items that are already easy to
|
||
obtain in normal gameplay certainly deserve a lower precious than items that are
|
||
expensive to craft.
|
||
If your treasure consists of a powerful
|
||
item, assign it a high preciousness. When in doubt, try to value gameplay over
|
||
personal taste. Remember that TSMs can (and will!) filter out treasures based
|
||
on their preciousness.
|
||
For TSM authors, consider preciousness this way: If the trouble the player has
|
||
to get through to in order to obtain the treasure is high, better filter
|
||
out unprecious treasures. If your TSM distributes many treasures all over the world and these
|
||
are easy to obtain, filter out precious treasures.
|
||
|
||
TSMs also can just completely ignore preciousness, then the given treasures base
|
||
on sheer luck.
|
||
|
||
==== Treasurer groups ====
|
||
Every treasure can be assigned to a group. These groups are specific to Treasurer only.
|
||
The idea is that treasures which share a common property are member of the same group.
|
||
All groups have a name by which they are identified.
|
||
For example, if there are apples, plums, pears and oranges and those items can be
|
||
eaten for health, all those treasures would be members of the group “food”.
|
||
|
||
The group system can be used to further narrow down the treasure pool from which you
|
||
want Treasurer to return treasures. This makes it more interesting than just using
|
||
an one-dimensional preciousness scale.
|
||
|
||
Using the groups system is entirely optional. If your TRM does not specify any group,
|
||
your treasure will be assigned to the group “default”. It is not possible for a treasure
|
||
to not belong to any group. If your TSM does not specify a group parameter, Treasurer
|
||
will use all groups.
|
||
While not using groups as a TSM may be perfectly okay, not using groups as a TRM is
|
||
not recommended, because TSM which filter by groups may “overlook” your treasure,
|
||
even if it would actually fit, simply because you didn’t assign it to a specific group.
|
||
|
||
Note that Treasurer groups are completely distinct from Minetest’s group system.
|
||
|
||
You can basically invent your own groups on the fly, but it is strongly recommended that you
|
||
use the groups suggested in the text file `GROUPS_AND_PRECIOUSNESS` whenever possible, for
|
||
maximum portability of your TSM. The text file also has a rough guideline for finding
|
||
appropriate values for the preciousness.
|
||
|
||
|
||
==== Recap ====
|
||
Rarity determines the chance of a treasure, whereas preciousness determines
|
||
the difficulty to obtain it. Group
|
||
|
||
== Overview of examples ==
|
||
- `trm_default_example` - registers items of default mod
|
||
- `tsm_chests_example` - spawns chests (from the default mod)
|
||
- `tsm_gift_example` - gives one treasure as a “welcome gift” to joined or respawned players
|
||
|
||
== Treasurer API documentation ==
|
||
=== API documentation for treasure registration mods ===
|
||
The API consists of one function, which is called “`treasurer.register_treasure`”.
|
||
|
||
==== `treasurer.register_treasure` ====
|
||
Registers a new treasure (this means the treasure will be ready to be spawned by treasure spawning mods).
|
||
|
||
This function does some basic parameter checking to catch the most obvious
|
||
mistakes. If invalid parameters have been passed, the input is rejected and
|
||
the function returns false. However, it does not cover every possible
|
||
mistake, so some invalid treasures may slip through.
|
||
|
||
Rarity does not imply preciousness. A rare treasure may not neccessarily a
|
||
very precious one. A treasure chest with scorched stuff inside may be very
|
||
rare, but it’s certainly also very unprecious.
|
||
|
||
===== Parameters =====
|
||
* `name`: name of resulting `ItemStack`, e.g. “`mymod:item`”
|
||
* `rarity`: rarity of treasure on a scale from 0 to 1 (inclusive). lower = rarer
|
||
* `preciousness` : subjective preciousness on a scale from 0 to 10 (inclusive). higher = more precious.
|
||
* `count`: optional value which specifies the multiplicity of the item. Default is 1. See `count` syntax help in this file.
|
||
* `wear`: optional value which specifies the wear of the item. Default is 0, which disables the wear. See `wear` syntax help in this file.
|
||
* `treasurer_groups`: an optional table of group names to assign this treasure to. If omitted, the treasure is added to the default group.
|
||
|
||
===== Return value =====
|
||
`true` on success, `false` on failure.
|
||
|
||
=== data formats ===
|
||
format of count type:
|
||
==== `count` ====
|
||
A `count` can be a number or a table
|
||
|
||
* `number`: it’s always so many times
|
||
* `{min, max}`: it’s pseudorandomly between `min` and `max` times, `math.random` will be used to chose the value
|
||
* `{min, max, prob_func}`: it’s between `min` and `max` times, and the value is given by `prob_func` (see below)
|
||
|
||
==== `wear` ====
|
||
Completely analogous to `count`.
|
||
|
||
==== Format of `prob_func` function ====
|
||
There are no parameters.
|
||
|
||
It returns a random or pseudorandom number between 0 (inclusive) and 1 (exclusive).
|
||
|
||
`prob_func` is entirely optional, if it’s not used, treasurer will
|
||
default to using `math.random`. You can use `prob_func` to define your own
|
||
“randomness” function, in case you don’t wish your values to be evenly
|
||
distributed.
|
||
|
||
=== API documentation for treasure spawning mods ===
|
||
The API consists of one function, called “`treasurer.select_random_treasures`”.
|
||
|
||
==== `treasurer.select_random_treasures` ====
|
||
Request some treasures from treasurer.
|
||
|
||
===== Parameters =====
|
||
* `count`: (optional) amount of treasures. If this value is `nil`, Treasurer assumes a default of 1.
|
||
* `minimal_preciousness`: (optional) don’t consider treasures with a lower preciousness. If `nil`, there’s no lower bound.
|
||
* `maximum_preciousness`: (optional) don’t consider treasures with a higher preciousness. If `nil`, there’s no upper bound.
|
||
* `treasurer_group`: (optional): Only consider treasures which are members of at least one of the members of the provided Treasurer group table. `nil` = consider all groups
|
||
|
||
|
||
===== Return value =====
|
||
A table of `ItemStacks` (the requested treasures). It may be empty.
|
||
|