164 lines
4.6 KiB
Lua
164 lines
4.6 KiB
Lua
--
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-- Goodies mod
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-- By Kaadmy, for Pixture
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--
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goodies = {}
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goodies.max_stack_default = 6
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goodies.max_items = 20
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goodies.types = {}
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goodies.types_valuable = {}
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-- custom types
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goodies.types["FURNACE_SRC"] = {
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["default:lump_iron"] = 3,
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["farming:flour"] = 5,
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}
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goodies.types["FURNACE_FUEL"] = {
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["default:lump_coal"] = 2,
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["default:planks_oak"] = 4,
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["default:planks_birch"] = 5,
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}
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goodies.types["FURNACE_DST"] = {
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["default:ingot_wrought_iron"] = 5,
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["farming:bread"] = 8,
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}
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-- chunk types for villages
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if minetest.get_modpath("village") ~= nil then
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goodies.types["forge"] = {
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["default:lump_coal"] = 4,
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["default:lump_iron"] = 6,
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["default:pick_stone"] = 9,
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["default:tree_oak"] = 2,
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["default:ingot_steel"] = { chance = 20, max_stack = 1 },
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}
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goodies.types_valuable["forge"] = {
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["default:ingot_steel"] = 10,
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["default:ingot_carbon_steel"] = 12,
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}
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goodies.types["tavern"] = {
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["bed:bed"] = { chance = 8, max_stack = 1},
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["default:bucket"] = 20,
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["mobs:meat"] = 5,
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["default:ladder"] = 9,
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}
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goodies.types_valuable["tavern"] = {
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["mobs:pork"] = 9,
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}
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goodies.types["house"] = {
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["default:stick"] = 2,
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["farming:bread"] = 6,
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["farming:cotton_1"] = 9,
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["farming:wheat_1"] = 6,
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["default:axe_stone"] = 13,
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["default:apple"] = 3,
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["default:bucket"] = 8,
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["default:bucket_water"] = 12,
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}
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goodies.types_valuable["house"] = {}
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-- jewels and gold
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if minetest.get_modpath("jewels") ~= nil then
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goodies.types_valuable["house"]["jewels:bench"] = { chance = 24, max_stack = 1 }
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goodies.types_valuable["house"]["jewels:jewel"] = 34
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goodies.types_valuable["tavern"]["jewels:jewel"] = 32
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goodies.types_valuable["forge"]["jewels:jewel"] = 30
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end
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if minetest.get_modpath("gold") ~= nil then
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goodies.types["forge"]["gold:ingot_gold"] = { chance = 24, max_stack = 2 }
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goodies.types["forge"]["gold:lump_gold"] = { chance = 18, max_stack = 6 }
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goodies.types_valuable["house"]["gold:ingot_gold"] = 12
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goodies.types_valuable["tavern"]["gold:ingot_gold"] = 10
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goodies.types_valuable["forge"]["gold:ingot_gold"] = 8
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end
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end
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goodies.types_all = {}
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for k,v in pairs(goodies.types) do
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goodies.types_all[k] = table.copy(v)
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end
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for k,v in pairs(goodies.types_valuable) do
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if not goodies.types_all[k] then
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goodies.types_all[k] = table.copy(v)
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else
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for q,r in pairs(v) do
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goodies.types_all[k][q] = r
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end
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end
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end
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function goodies.fill(pos, ctype, pr, listname, keepchance)
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-- fill an inventory with a specified type's goodies
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if goodies.types_all[ctype] == nil then return end
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if pr:next(1, keepchance) ~= 1 then
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minetest.remove_node(pos)
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return
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end
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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local size = inv:get_size(listname)
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if size < 1 then return end
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local is_locked = false
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local node = minetest.get_node(pos)
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if minetest.get_item_group(node.name, "locked") > 0 then
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is_locked = true
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end
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-- In locked chests, double the amount of item attempts,
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-- 75% of which are drawn from all items,
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-- 25% are drawn only from valuable items.
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local item_amt = pr:next(1, size)
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local valuable_guaranteed_at
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if is_locked then
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item_amt = item_amt * 2
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valuable_guaranteed_at = item_amt * 0.75
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end
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local types
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-- Select initial items pool to draw items from
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if is_locked then
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types = goodies.types_all -- unvaluable and valuable
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else
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types = goodies.types -- unvaluable only
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end
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for i = 1, item_amt do
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if is_locked and i >= valuable_guaranteed_at then
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types = goodies.types_valuable
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end
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local item = util.choice(types[ctype], pr)
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local goodie = types[ctype][item]
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local chance, max_stack
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if type(goodie) == "table" then
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chance = goodie.chance
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max_stack = goodie.max_stack
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else
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chance = goodie
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max_stack = goodies.max_stack_default
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end
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if pr:next(1, chance) <= 1 then
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local max = math.min(max_stack, minetest.registered_items[item].stack_max)
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local itemstr = item.." "..pr:next(1, max)
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local slot = pr:next(1, size)
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if inv:get_stack(listname, slot):item_fits(ItemStack(itemstr)) then
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inv:set_stack(listname, pr:next(1, size), ItemStack(itemstr))
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else
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local leftover = inv:add_item(listname, ItemStack(itemstr))
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if not leftover:is_empty() then
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-- Chest is full, abort!
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break
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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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