97 lines
2.5 KiB
Lua
97 lines
2.5 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 = 6
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goodies.max_items = 20
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goodies.types = {}
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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_steel"] = 5,
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["default:ingot_carbon_steel"] = 12,
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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:ingot_steel"] = 10,
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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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}
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goodies.types["tavern"] = {
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["bed:bed"] = 8,
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["default:bucket"] = 20,
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["mobs:meat"] = 5,
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["mobs:pork"] = 9,
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["default:ladder"] = 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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-- jewels and gold
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if minetest.get_modpath("jewels") ~= nil then
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goodies.types["house"]["jewels:bench"] = 24 -- jeweling benches
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goodies.types["house"]["jewels:jewel"] = 34
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goodies.types["tavern"]["jewels:jewel"] = 32
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goodies.types["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["house"]["gold:ingot_gold"] = 12
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goodies.types["tavern"]["gold:ingot_gold"] = 10
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goodies.types["forge"]["gold:ingot_gold"] = 8
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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[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 item_amt = pr:next(1, size)
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for i = 1, item_amt do
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local chance = goodies.types[ctype][util.choice(goodies.types[ctype], pr)]
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local item = util.choice(goodies.types[ctype], pr)
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if pr:next(1, chance) <= 1 then
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local itemstr = item.." "..pr:next(1, goodies.max_stack)
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inv:set_stack(listname, pr:next(1, size), ItemStack(itemstr))
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end
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end
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end
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