Camas/mods/goodies/init.lua

99 lines
2.5 KiB
Lua

--
-- Goodies mod
-- By Kaadmy, for Pixture
--
goodies = {}
goodies.max_stack = 6
goodies.max_items = 20
goodies.types = {}
-- custom types
goodies.types["FURNACE_SRC"] = {
["default:lump_iron"] = 3,
["default:dust_carbonsteel"] = 8,
["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_steel"] = 5,
["default:ingot_carbonsteel"] = 12,
["farming:bread"] = 8,
}
-- chunk types for villages
if minetest.get_modpath("village") ~= nil then
goodies.types["forge"] = {
["default:ingot_steel"] = 10,
["default:lump_coal"] = 4,
["default:lump_iron"] = 6,
["default:dust_carbonsteel"] = 18,
["default:pick_stone"] = 9,
["default:tree_oak"] = 2,
}
goodies.types["tavern"] = {
["bed:bed"] = 8,
["default:bucket"] = 20,
["mobs:meat"] = 5,
["mobs:pork"] = 9,
["default:ladder"] = 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,
}
-- jewels and gold
if minetest.get_modpath("jewels") ~= nil then
goodies.types["house"]["jewels:bench"] = 24 -- jeweling benches
goodies.types["house"]["jewels:jewel"] = 34
goodies.types["tavern"]["jewels:jewel"] = 32
goodies.types["forge"]["jewels:jewel"] = 30
end
if minetest.get_modpath("gold") ~= nil then
goodies.types["house"]["gold:gold"] = 12
goodies.types["tavern"]["gold:gold"] = 10
goodies.types["forge"]["gold:gold"] = 8
end
end
function goodies.fill(pos, ctype, pr, listname, keepchance)
-- fill an inventory with a specified type's goodies
if goodies.types[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 item_amt = pr:next(1, size)
for i = 1, item_amt do
local chance = goodies.types[ctype][util.choice(goodies.types[ctype], pr)]
local item = util.choice(goodies.types[ctype], pr)
if pr:next(1, chance) <= 1 then
local itemstr = item.." "..pr:next(1, goodies.max_stack)
inv:set_stack(listname, pr:next(1, size), ItemStack(itemstr))
end
end
end