Camas/mods/goodies/init.lua
2019-09-21 22:57:41 +02:00

161 lines
4.4 KiB
Lua

--
-- Goodies mod
-- By Kaadmy, for Pixture
--
goodies = {}
goodies.max_stack_default = 6
goodies.max_items = 20
goodies.types = {}
goodies.types_valuable = {}
-- custom types
goodies.types["FURNACE_SRC"] = {
["default:lump_iron"] = 3,
["farming:flour"] = 5,
}
goodies.types["FURNACE_FUEL"] = {
["default:lump_coal"] = 2,
["default:planks_oak"] = 4,
["default:planks_birch"] = 5,
}
goodies.types["FURNACE_DST"] = {
["default:ingot_wrought_iron"] = 5,
["farming:bread"] = 8,
}
-- chunk types for villages
if minetest.get_modpath("village") ~= nil then
goodies.types["forge"] = {
["default:lump_coal"] = 4,
["default:lump_iron"] = 6,
["default:pick_stone"] = 9,
["default:tree_oak"] = 2,
}
goodies.types_valuable["forge"] = {
["default:ingot_steel"] = 10,
["default:ingot_carbon_steel"] = 12,
}
goodies.types["tavern"] = {
["bed:bed"] = { chance = 8, max_stack = 1},
["default:bucket"] = 20,
["mobs:meat"] = 5,
["default:ladder"] = 9,
}
goodies.types_valuable["tavern"] = {
["mobs:pork"] = 9,
}
goodies.types["house"] = {
["default:stick"] = 2,
["farming:bread"] = 6,
["farming:cotton_1"] = 9,
["farming:wheat_1"] = 6,
["default:axe_stone"] = 13,
["default:apple"] = 3,
["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 }
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
end
end
goodies.types_all = {}
for k,v in pairs(goodies.types) do
goodies.types_all[k] = table.copy(v)
end
for k,v in pairs(goodies.types_valuable) do
if not goodies.types_all[k] then
goodies.types_all[k] = table.copy(v)
else
for q,r in pairs(v) do
goodies.types_all[k][q] = r
end
end
end
function goodies.fill(pos, ctype, pr, listname, keepchance)
-- fill an inventory with a specified type's goodies
if goodies.types_all[ctype] == nil then return end
if pr:next(1, keepchance) ~= 1 then
minetest.remove_node(pos)
return
end
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
local size = inv:get_size(listname)
if size < 1 then return end
local is_locked = false
local node = minetest.get_node(pos)
if minetest.get_item_group(node.name, "locked") > 0 then
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 -- unvaluable and valuable
else
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
if type(goodie) == "table" then
chance = goodie.chance
max_stack = goodie.max_stack
else
chance = goodie
max_stack = goodies.max_stack_default
end
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)
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