Balance out generation of valuable loot

This commit is contained in:
Wuzzy 2019-09-21 22:57:41 +02:00
parent 88b7133169
commit 3e9c6c19ed
1 changed files with 32 additions and 12 deletions

View File

@ -56,20 +56,19 @@ if minetest.get_modpath("village") ~= nil then
["default:bucket"] = 8,
["default:bucket_water"] = 12,
}
goodies.types_valuable["house"] = {}
-- jewels and gold
if minetest.get_modpath("jewels") ~= nil then
goodies.types_valuable["house"] = {
["jewels:bench"] = { chance = 24, max_stack = 1},
["jewels:jewel"] = 34,
}
goodies.types_valuable["tavern"] = { ["jewels:jewel"] = 32 }
goodies.types_valuable["forge"] = { ["jewels:jewel"] = 30 }
goodies.types_valuable["house"]["jewels:bench"] = { chance = 24, max_stack = 1 }
goodies.types_valuable["house"]["jewels:jewel"] = 34
goodies.types_valuable["tavern"]["jewels:jewel"] = 32
goodies.types_valuable["forge"]["jewels:jewel"] = 30
end
if minetest.get_modpath("gold") ~= nil then
goodies.types_valuable["house"] = { ["gold:ingot_gold"] = 12 }
goodies.types_valuable["tavern"] = { ["gold:ingot_gold"] = 10 }
goodies.types_valuable["forge"] = { ["gold:ingot_gold"] = 8 }
goodies.types_valuable["house"]["gold:ingot_gold"] = 12
goodies.types_valuable["tavern"]["gold:ingot_gold"] = 10
goodies.types_valuable["forge"]["gold:ingot_gold"] = 8
end
end
@ -111,16 +110,28 @@ function goodies.fill(pos, ctype, pr, listname, keepchance)
is_locked = true
end
-- In locked chests, double the amount of item attempts,
-- 75% of which are drawn from all items,
-- 25% are drawn only from valuable items.
local item_amt = pr:next(1, size)
local valuable_guaranteed_at
if is_locked then
item_amt = item_amt * 2
valuable_guaranteed_at = item_amt * 0.75
end
local types
-- Select initial items pool to draw items from
if is_locked then
types = goodies.types_all
types = goodies.types_all -- unvaluable and valuable
else
types = goodies.types
types = goodies.types -- unvaluable only
end
for i = 1, item_amt do
if is_locked and i >= valuable_guaranteed_at then
types = goodies.types_valuable
end
local item = util.choice(types[ctype], pr)
local goodie = types[ctype][item]
local chance, max_stack
@ -134,7 +145,16 @@ function goodies.fill(pos, ctype, pr, listname, keepchance)
if pr:next(1, chance) <= 1 then
local max = math.min(max_stack, minetest.registered_items[item].stack_max)
local itemstr = item.." "..pr:next(1, max)
inv:set_stack(listname, pr:next(1, size), ItemStack(itemstr))
local slot = pr:next(1, size)
if inv:get_stack(listname, slot):item_fits(ItemStack(itemstr)) then
inv:set_stack(listname, pr:next(1, size), ItemStack(itemstr))
else
local leftover = inv:add_item(listname, ItemStack(itemstr))
if not leftover:is_empty() then
-- Chest is full, abort!
break
end
end
end
end
end