dungeon_loot/init.lua

184 lines
5.3 KiB
Lua

-- "Dungeon Loot" [dungeon_loot]
-- Copyright (c) 2015 BlockMen <blockmen2015@gmail.com>
--
-- init.lua
--
-- This software is provided 'as-is', without any express or implied warranty. In no
-- event will the authors be held liable for any damages arising from the use of
-- this software.
--
-- Permission is granted to anyone to use this software for any purpose, including
-- commercial applications, and to alter it and redistribute it freely, subject to the
-- following restrictions:
--
-- 1. The origin of this software must not be misrepresented; you must not
-- claim that you wrote the original software. If you use this software in a
-- product, an acknowledgment in the product documentation is required.
-- 2. Altered source versions must be plainly marked as such, and must not
-- be misrepresented as being the original software.
-- 3. This notice may not be removed or altered from any source distribution.
--
-- Following Code (everything before fill_chest) by Amoeba <amoeba@iki.fi>
dungeon_loot = {}
dungeon_loot.version = 1.2
-- Load other file(s)
local modpath = minetest.get_modpath(minetest.get_current_modname())
dofile(modpath.."/config.lua") -- All the constants for simple tuning
local function get_max_loot(loot_list, depth)
local loot_type = loot_list[1].name
local loot_min_depth = loot_list[1].min_depth
for i,v in ipairs(loot_list) do
if v.min_depth < depth then
loot_type = v.name
loot_min_depth = v.min_depth
else
break
end
end
return loot_type, loot_min_depth
end
local function get_basic_loot(loot_list, depth)
local loot_type = ""
local loot_amount = 0
local total_chance = 0
for i,v in ipairs(loot_list) do
if v.chance_and_amount then
total_chance = total_chance + v.chance_and_amount
elseif v.chance then
total_chance = total_chance + v.chance
else
error("No chance_and_amount or chance found in basic_list table.")
return nil, 0
end
end
local leftover = math.random(1,total_chance)
local type_amount = 0
for i,v in ipairs(loot_list) do
if v.chance_and_amount then
leftover = leftover - v.chance_and_amount
elseif v.chance then
leftover = leftover - v.chance
end
if leftover < 1 then
loot_type = v.name
if v.chance_and_amount then
type_amount = v.chance_and_amount
else
type_amount = v.amount
end
break
end
end
if loot_type == "" then -- Paranoia
error("Unable to choose a loot_type from basic_list table.")
return nil, 0
end
loot_amount = math.random(1,math.ceil(type_amount/2))
if depth > dungeon_loot.depth_first_basic_increase then
loot_amount = math.random(1,type_amount)
end
if depth > dungeon_loot.depth_second_basic_increase then
loot_amount = math.random(1,type_amount*2)
end
return loot_type, loot_amount
end
local function get_item_and_amount(list_item, actual_depth)
if list_item.chance < math.random() then
return nil, 0
end
-- Suspicious trickery
list_name = nil
list_name_string = "dungeon_loot." .. list_item.name .. "_list"
-- list_name = _G[list_name_string]
lsf = loadstring("list_name = " .. list_name_string)
lsf()
if list_name == nil then
error("Unable to connect " .. list_name_string .. " to actual table")
return nil, 0
end
local amount = 0
local loot_type = ""
local loot_depth = 0
local max_depth = 1
if actual_depth < 0 then
max_depth = math.ceil(math.abs(actual_depth))
end
if list_item.type == "depth_cutoff" then
local rnd_depth = math.random(1,max_depth)
loot_type, loot_depth = get_max_loot(list_name, rnd_depth)
if list_item.max_amount == 1 then -- For tools & weapons
amount = 1
else
-- Stop large amounts of the first item
if loot_depth < 1 then
loot_depth = 5
end
local leftover = rnd_depth
while leftover > 0 do
amount = amount + 1
leftover = leftover - math.random(1,loot_depth)
leftover = leftover - math.ceil(loot_depth/2)
end
end
elseif list_item.type == "basic_list" then
loot_type, amount = get_basic_loot(list_name, max_depth)
else
error("Got unknown loot table type " .. list_item.type)
loot_type = nil
end
-- Hey, if you leave out the max_amount, you deserve what you get
if list_item.max_amount and amount > list_item.max_amount then
amount = list_item.max_amount
end
return loot_type, amount
end
local function fill_chest(pos)
minetest.after(2, function()
local n = minetest.get_node(pos)
if n and n.name and n.name == "default:chest" then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
for i,v in ipairs(dungeon_loot.loot_types) do
local item, num = get_item_and_amount(v,pos.y)
if item then
local stack = ItemStack({name = item, count = num, wear = 0, metadata = ""})
inv:set_stack("main",i,stack)
end
end
end
end)
end
-- Place chest in dungeons
local function place_spawner(tab)
if tab == nil or #tab < 1 then
return
end
local pos = tab[math.random(1, #tab)]
pos.y = pos.y - 1
local below = core.get_node_or_nil(pos)
if below and below.name ~= "air" then
pos.y = pos.y + 1
core.set_node(pos, {name = "default:chest"})
fill_chest(pos)
end
end
core.set_gen_notify("dungeon")
core.register_on_generated(function(minp, maxp, blockseed)
local ntf = core.get_mapgen_object("gennotify")
if ntf and ntf.dungeon and #ntf.dungeon >= dungeon_loot.min_num_of_rooms then
core.after(3, place_spawner, table.copy(ntf.dungeon))
end
end)