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Author SHA1 Message Date
Mitori Itoshiki 41de02841f Merge branch 'master' of https://github.com/mito551/dwarves_game 2013-12-17 13:43:30 +04:00
Mitori Itoshiki f5696e6582 extra biomes, treasurer, weather texture change 2013-12-17 13:43:29 +04:00
mito551 e01b1fbc67 Merge pull request #1 from jojoa1997/sprint_and_itemframes
Add sprinting and itemframes.
2013-12-17 01:20:25 -08:00
jojoa1997 319071d263 Add sprinting and itemframes. 2013-12-15 12:22:24 -05:00
mito551 36026391f4 Update README.txt 2013-12-07 19:21:18 +01:00
24 changed files with 1078 additions and 1 deletions

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Minetest Dwarves
Freeminer Dwarves
==========================
Install in $path_share/games/

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COPYRIGHT @ jojoa1997
CC-BY-SA

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minetest.register_biome({
name = "Ore_Hills_D",
node_top = "extra_biomes:dirt",
depth_top = 2,
node_filler = "extra_biomes:stone",
depth_filler = 2,
height_min = 15,
height_max = 35,
heat_point = 40,
humidity_point = 30,
})

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default

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--
-- Init file for Extra Biomes
--
dofile(minetest.get_modpath("extra_biomes").."/nodes.lua")
dofile(minetest.get_modpath("extra_biomes").."/biomes.lua")

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--
-- Nodes file for Extra Biomes
--
-- Nodeblocks
minetest.register_node("extra_biomes:stone", {
description = "Extra Biomes Stone",
tiles = {"extra_biomes_stone.png"},
is_ground_content = true,
groups = {cracky=6, stone=1, melt=3000},
freezemelt = "default:lava_source",
drop = {
max_items = 1,
items = {
{
items = {'default:stone_with_coal'},
rarity = 7,
},
{
items = {'default:stone_with_iron'},
rarity = 7,
},
{
items = {'default:stone_with_gold'},
rarity = 7,
},
{
items = {'default:stone_with_copper'},
rarity = 7,
},
{
items = {'default:stone_with_mese'},
rarity = 7,
},
{
items = {'default:stone'},
rarity = 5,
},
},
},
legacy_mineral = true,
sounds = default.node_sound_stone_defaults(),
})
minetest.register_node("extra_biomes:dirt", {
description = "Extra Biomes Dirt",
tiles = {"extra_biomes_dirt.png"},
is_ground_content = true,
groups = {crumbly=6, soil=1, melt=3050},
freezemelt = "default:water_source",
drop = {
max_items = 1,
items = {
{
items = {'default:coal_lump'},
rarity = 7,
},
{
items = {'default:gold_lump'},
rarity = 7,
},
{
items = {'default:iron_lump'},
rarity = 7,
},
{
items = {'default:copper_lump'},
rarity = 7,
},
{
items = {'default:mese_crystal'},
rarity = 7,
},
{
items = {'default:dirt_with_grass'},
rarity = 5,
},
},
},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_grass_footstep", gain=0.4},
}),
})

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mods/itemframes/.gitignore vendored Normal file
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*~

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default

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local tmp = {}
minetest.register_entity("itemframes:item",{
hp_max = 1,
visual="wielditem",
visual_size={x=.33,y=.33},
collisionbox = {0,0,0,0,0,0},
physical=false,
textures={"air"},
on_activate = function(self, staticdata)
if tmp.nodename ~= nil and tmp.texture ~= nil then
self.nodename = tmp.nodename
tmp.nodename = nil
self.texture = tmp.texture
tmp.texture = nil
else
if staticdata ~= nil and staticdata ~= "" then
local data = staticdata:split(';')
if data and data[1] and data[2] then
self.nodename = data[1]
self.texture = data[2]
end
end
end
if self.texture ~= nil then
self.object:set_properties({textures={self.texture}})
end
if self.nodename == "itemframes:pedestal" then
self.object:set_properties({automatic_rotate=1})
end
end,
get_staticdata = function(self)
if self.nodename ~= nil and self.texture ~= nil then
return self.nodename .. ';' .. self.texture
end
return ""
end,
})
local facedir = {}
facedir[0] = {x=0,y=0,z=1}
facedir[1] = {x=1,y=0,z=0}
facedir[2] = {x=0,y=0,z=-1}
facedir[3] = {x=-1,y=0,z=0}
local remove_item = function(pos, node)
local objs = nil
if node.name == "itemframes:frame" then
objs = minetest.env:get_objects_inside_radius(pos, .5)
elseif node.name == "itemframes:pedestal" then
objs = minetest.env:get_objects_inside_radius({x=pos.x,y=pos.y+1,z=pos.z}, .5)
end
if objs then
for _, obj in ipairs(objs) do
if obj and obj:get_luaentity() and obj:get_luaentity().name == "itemframes:item" then
obj:remove()
end
end
end
end
local update_item = function(pos, node)
remove_item(pos, node)
local meta = minetest.env:get_meta(pos)
if meta:get_string("item") ~= "" then
if node.name == "itemframes:frame" then
local posad = facedir[node.param2]
pos.x = pos.x + posad.x*6.5/16
pos.y = pos.y + posad.y*6.5/16
pos.z = pos.z + posad.z*6.5/16
elseif node.name == "itemframes:pedestal" then
pos.y = pos.y + 12/16+.33
end
tmp.nodename = node.name
tmp.texture = ItemStack(meta:get_string("item")):get_name()
local e = minetest.env:add_entity(pos,"itemframes:item")
if node.name == "itemframes:frame" then
local yaw = math.pi*2 - node.param2 * math.pi/2
e:setyaw(yaw)
end
end
end
local drop_item = function(pos, node)
local meta = minetest.env:get_meta(pos)
if meta:get_string("item") ~= "" then
if node.name == "itemframes:frame" then
minetest.env:add_item(pos, meta:get_string("item"))
elseif node.name == "itemframes:pedestal" then
minetest.env:add_item({x=pos.x,y=pos.y+1,z=pos.z}, meta:get_string("item"))
end
meta:set_string("item","")
end
remove_item(pos, node)
end
minetest.register_node("itemframes:frame",{
description = "Item frame",
drawtype = "nodebox",
node_box = { type = "fixed", fixed = {-0.5, -0.5, 7/16, 0.5, 0.5, 0.5} },
selection_box = { type = "fixed", fixed = {-0.5, -0.5, 7/16, 0.5, 0.5, 0.5} },
tiles = {"itemframes_frame.png"},
inventory_image = "itemframes_frame.png",
wield_image = "itemframes_frame.png",
paramtype = "light",
paramtype2 = "facedir",
sunlight_propagates = true,
groups = { choppy=2,dig_immediate=2 },
legacy_wallmounted = true,
sounds = default.node_sound_defaults(),
after_place_node = function(pos, placer, itemstack)
local meta = minetest.env:get_meta(pos)
meta:set_string("owner",placer:get_player_name())
meta:set_string("infotext","Item frame (owned by "..placer:get_player_name()..")")
end,
on_rightclick = function(pos, node, clicker, itemstack)
if not itemstack then return end
local meta = minetest.env:get_meta(pos)
if clicker:get_player_name() == meta:get_string("owner") then
drop_item(pos,node)
local s = itemstack:take_item()
meta:set_string("item",s:to_string())
update_item(pos,node)
end
return itemstack
end,
on_punch = function(pos,node,puncher)
local meta = minetest.env:get_meta(pos)
if puncher:get_player_name() == meta:get_string("owner") then
drop_item(pos, node)
end
end,
can_dig = function(pos,player)
local meta = minetest.env:get_meta(pos)
return player:get_player_name() == meta:get_string("owner")
end,
})
minetest.register_node("itemframes:pedestal",{
description = "Pedestal",
drawtype = "nodebox",
node_box = { type = "fixed", fixed = {
{-7/16, -8/16, -7/16, 7/16, -7/16, 7/16}, -- bottom plate
{-6/16, -7/16, -6/16, 6/16, -6/16, 6/16}, -- bottom plate (upper)
{-0.25, -6/16, -0.25, 0.25, 11/16, 0.25}, -- pillar
{-7/16, 11/16, -7/16, 7/16, 12/16, 7/16}, -- top plate
} },
--selection_box = { type = "fixed", fixed = {-7/16, -0.5, -7/16, 7/16, 12/16, 7/16} },
tiles = {"itemframes_pedestal.png"},
paramtype = "light",
groups = { cracky=3 },
sounds = default.node_sound_defaults(),
after_place_node = function(pos, placer, itemstack)
local meta = minetest.env:get_meta(pos)
meta:set_string("owner",placer:get_player_name())
meta:set_string("infotext","Pedestal (owned by "..placer:get_player_name()..")")
end,
on_rightclick = function(pos, node, clicker, itemstack)
if not itemstack then return end
local meta = minetest.env:get_meta(pos)
if clicker:get_player_name() == meta:get_string("owner") then
drop_item(pos,node)
local s = itemstack:take_item()
meta:set_string("item",s:to_string())
update_item(pos,node)
end
return itemstack
end,
on_punch = function(pos,node,puncher)
local meta = minetest.env:get_meta(pos)
if puncher:get_player_name() == meta:get_string("owner") then
drop_item(pos,node)
end
end,
can_dig = function(pos,player)
local meta = minetest.env:get_meta(pos)
return player:get_player_name() == meta:get_string("owner")
end,
})
minetest.register_craft({
output = 'itemframes:frame',
recipe = {
{'default:stick', 'default:stick', 'default:stick'},
{'default:stick', 'default:paper', 'default:stick'},
{'default:stick', 'default:stick', 'default:stick'},
}
})
minetest.register_craft({
output = 'itemframes:pedestal',
recipe = {
{'default:stone', 'default:stone', 'default:stone'},
{'', 'default:stone', ''},
{'default:stone', 'default:stone', 'default:stone'},
}
})

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player_running_physics = {}
minetest.register_globalstep(function(dtime)
for _,player in ipairs(minetest.get_connected_players()) do
--local pos = player:getpos()
--print(dump(player:get_player_control().up))
if player:get_player_control().up == true and player_running_physics[player:get_player_name()] == nil then
minetest.after(0.05, function()
if player:get_player_control().up == false then
minetest.after(0.05, function()
if player:get_player_control().up == true then
player:set_physics_override(1.46, 1, 1)
player_running_physics[player:get_player_name()] = true
print("test1")
end
end)
end
end)
elseif player:get_player_control().up == false and player_running_physics[player:get_player_name()] == true then
--minetest.after(0.2, function()
if player:get_player_control().up == false then
player_running_physics[player:get_player_name()] = nil
player:set_physics_override(1, 1, 1)
print("test2")
end
--end)
end
end
end)

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= Treasurers README file for Treasurer version 0.1 =
== Overview ==
Name: Treasurer
Technical name: treasurer
Purpose: To provide an interface for mods which want to spawn ItemStacks randomly and
an interface for mods which create new items.
Version: 0.1
Dependencies: none
License: WTFPL
== Introduction ==
Problem:
There are a bunch of mods which have cool items but they wont appear in the world by
themselves.
There are some mods which randomly distribute treasures into the world. Sadly, these only
distribute the items they know—which are just the items of the mod “default” most of the
time. The items of the other mods are completely missed.
The reason for this is that the distributing mods cant know what sort of items are available
unless they explicitly depend on the mods that defines these. Viewed the other way round,
the item-defining mods that also distribute these items into the world are limited in the
sense that they only know one means of distributing items.
There is a gap between defining items and distributing them. Every time a mod does both,
flexibility is limited and expansion becomes difficult.
To bridge this gap, Treasurer has been written. Treasurer makes it possible a) for mods to define
treasures without bothering _how_ these are distributed into the world and b) for mods to distribute
treasures around the world without knowledge about _what_ treasures exactly are distributed.
== Technical side of Treasurer ==
=== technical overview ===
To get a working Treasurer architecture and actually get some treasures into the world,
you need:
* Treasurer
* at least one treasure registration mod
* at least one treasure spawning mod
=== treasurer registration mod ===
Firstly, there are the treasure registration mods (TRMs). The task of TRMs is to tell
Treasurer which items does it have to offer, which relative appearance probabilities these
treasures should have, how “precious” the treasure is considered (on a scale from 0 to 10)
, optionally how big the stack of items should be and optionally how much worn out it is.
TRMs must depend on at least two mods: On treasurer and on the mod or mods
where the items are defined. Technically, a TRM consists of nothing more than a long
list of “registration” function calls. While this seems trivial, the task of balancing
out probabilties and balancing out preciousness levels of treasures is not trivial
and it may take a long time to get right.
It is strongly recommended that a TRM really does nothing
more than registering treasures (and not defining items, for example). If you want
to make your mod compatible to Treasurer, dont change your mod, write a TRM for
it instead.
There is an example TRM, called “trm_default_example”. It registers some items
of the default as treasures. Unsurprisingly, it depends on treasurer and default.
=== treasurer spawning mods ===
Secondly, there are the treasure spawning mods (TSMs). The task of a TSM is to somehow
distribute the available treasures into the world. This is also called “treasure
spawning”. How exactly the TSM spawns the treasures is completely up the TSM. But a
TSM has to request Treasurer to get some random treasures to distribute. A TSM may
optionally request to filter out treasures outside certain preciousness levels, so
it can be
Treasurer can not guarantee to return the requestet amount of treasures, it may
return an empty table, for two reasons:
1) There is no TRM activated. There must be at least one to work
2) The preciousness filter filtered out. This problem can be fixed by installing more
TRMs or by balancing the existing TRMs to cover as many preciousness levels as
possible. It also may be that the range specified by the TSM was too small. It is
recommended to keep the requested range at least of a size of 1.
Treasurer does, however, guarantee that the returned treasures are always in the
requested boundsa.
A TSM has to at least depend on Treasurer.
Like for TRMs, it is strongly recommended that a TSM does nothing more than spawning
treasures. This does not exclude the possibility that a TSM does not depend
on any other mod.
There are two example TSMs. The first one is a very basic one and called “tsm_gift_example”.
It gives a “welcome gift” (1 random treasure) to players who just joined the server
or who respawn. The preciousness filter is not used. It does only depend on Treasurer.
The second one is called “tsm_chests_example” and pretty advanced for an example.
It places chests of the mod “default” between 20 and 200 node lenghts below the water
surface and puts 1-6 random treasures into these. The lower the chest, the higher
the preciousness. It depends on treasurer and default (for the chests, of course).
=== Recap ===
TRMs define treasures, TSMs spawn them. Treasurer manages the pool of available treasures.
TRMs and TSMs do not have to know anything from each other.
TRMs and TSMs do not neccessarily have to change any line of code of other mods to function.
Treasurer depends on nothing.
Important: It should always only be neccessary for TRMs and TSMs to depend on Treasurer.
All other mods do NOT HAVE TO and SHOULD NOT depend on Treasurer.
=== On rarity and preciousness ===
==== rarity ====
Rarity in Treasurer works in a pretty primitive way: The relative rarities of all
treasures from the treasure pool are simply all added up. The probabilitiy of one
certain treasure is then simply the rarity value divided by the sum.
==== preciousness ====
How “precious” an item is, is highly subjective and also not always easy to categorize.
Preciousness in Treasurers terms should be therefore viewed as “utility” or as
“reward level” or “strength” or even “beauty” or whatever positive attributes you can
think of for items.
So, if you create a TRM and your treasure is something you want the player work
hard for, assign it a high preciousness. Everyday items that are already easy to
obtain in normal gameplay certainly deserve a lower precious than items that are
expensive to craft.
If your treasure consists of a powerful
item, assign it a high preciousness. When in doubt, try to value gameplay over
personal taste. Remember that TSMs can (and will!) filter out treasures based
on their preciousness.
For TSM authors, consider preciousness this way: If the trouble the player has
to get through to in order to obtain the treasure is high, better filter
out unprecious treasures. If your TSM distributes many treasures all over the world and these
are easy to obtain, filter out precious treasures.
TSMs also can just completely ignore preciousness, then the given treasures base
on sheer luck.
==== Recap ====
Rarity determines the chance of a treasure, whereas preciousness determines
the difficulty to obtain it.
== Overview of examples ==
- trm_default_example - registers items of default mod
- tsm_chests_example - spawns chests (from the default mod)
- tsm_gift_example - gives one treasure as a “welcome gift” to joined or respawned players
== Treasurer API documentation ==
=== API documentation for treasure registration mods ===
The API consists of one function, which is called “treasurer.register_treasure”.
treasurer.register_treasure - registers a new treasure
(this means the treasure will be ready to be spawned by treasure spawning mods.
parameters:
name: name of resulting ItemStack, e.g. “mymod:item”
rarity: rarity of treasure on a scale from 0 to 1 (inclusive). lower = rarer
preciousness: subjective preciousness on a scale from 0 to 10 (inclusive)
higher = more precious.
count: optional value which specifies the multiplicity of the item. Default
is 1. See count syntax help in this file.
wear: optional value which specifies the wear of the item. Default is 0,
which disables the wear. See wear syntax help in this file.
note:
This function does some basic parameter checking to catch the most obvious
mistakes. If invalid parameters have been passed, the input is rejected and
the function returns false. However, it does not cover every possible
mistake, so some invalid treasures may slip through.
note:
Rarity does not imply preciousness. A rare treasure may not neccessarily a
very precious one. A treasure chest with scorched stuff inside may be very
rare, but its certainly also very unprecious.
returns:
true on success,
false on failure
=== data formats ===
format of count type:
A count can be a number or a table
count = number
--> its always number times
count = {min, max}
--> its pseudorandomly between min and max times, math.random() will be
used to chose the value
count = {min, max, prob_func}
--> its between min and max times, and the value is given by
prob_func (see below)
format of wear type:
completely analogous to count
format of prob_func function:
prob_func = function()
parameters:
(none)
returns:
--> a random or pseudorandom number between 0 (inclusive) and 1 (exclusive).
notes:
prob_func is entirely optional, if its not used, treasurer will
default to math.random. You can use prob_func to define your own
random function, in case you dont wish your values to be evenly
distributed.
=== API documentation for treasure spawning mods
The API consists of one function, called “treasurer.select_random_treasures”.
treasurer.select_random_treasures - request some treasures from treasurer
parameters:
count: (optional) amount of treasures. If this value is nil, treasurer assumes a default of 1.
minimal_preciousness: (optional) dont consider treasures with a lower preciousness. If nil, theres no lower bound.
maximum_preciousness: (optional) dont consider treasures with a higher preciousness. If nil, theres no upper bound.
returns:
a table of ItemStacks (the requested treasures) - may be empty

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--[==[
Treasurer
- A mod for Minetest
version 0.1
]==]
--[=[
TABLE OF CONTENTS
part 1: Initialization
part 2: Treasure API
part 3: Treasure spawning mod handling
part 4: Internal functions
]=]
--[=[
part 1: Initialization
]=]
-- This creates the main table; all functions of this mod are stored in this table
treasurer = {}
-- Table which stores all the treasures
treasurer.treasures = {}
--[[
format of treasure table:
treasure = {
name, -- treasure name, e.g. mymod:item
rarity, -- relative rarity on a scale from 0 to 1 (inclusive).
-- a rare treasure must not neccessarily be a precious treasure
count, -- count (see below)
preciousness, -- preciousness or “worth” of the treasure.
-- ranges from 0 (“scorched stuff”) to 10 (“diamond block”)
wear, -- wear (see below)
metadata, -- unused at the moment
}
treasures can be nodes or items
format of count type:
count = number -- its always number times
count = {min, max} -- its pseudorandomly between min and max times, math.random() will be used to chose the value
count = {min, max, prob_func} -- its between min and max times, and the value is given by prob_func (which is not neccessarily random [in the strictly mathematical sense])
format of wear type:
completely analogous to count type
format of prob_func function:
prob_func = function()
--> returns a random or pseudorandom number between 0 (inclusive) and 1 (exclusive)
prob_func is entirely optional, if its not used, treasurer will default to math.random.
You can use prob_func to define your own random function, in case you dont like an even
distribution
]]
--[=[
part 2: Treasurer API
]=]
--[[
treasurer.register_treasure - registers a new treasure
(this means the treasure will be ready to be spawned by treasure spawning mods.
name: name of resulting ItemStack, e.g. mymod:item
rarity: rarity of treasure on a scale from 0 to 1 (inclusive). lower = rarer
preciousness: preciousness of treasure on a scale from 0 (scorched stuff) to 10 (diamond block).
count: optional value which specifies the multiplicity of the item. Default is 1. See count syntax help in this file.
wear: optional value which specifies the wear of the item. Default is 0, which disables the wear. See wear syntax help in this file.
This function does some basic parameter checking to catch the most obvious mistakes. If invalid parameters have been passed, the input is rejected and the function returns false. However, it does not cover every possible mistake, so some invalid treasures may slip through.
returns: true on success, false on failure
]]
function treasurer.register_treasure(name, rarity, preciousness, count, wear )
--[[ We dont trust our input, so we first check if the parameters
have the correct types and refuse to add the treasure if a
parameter is malformed.
What follows is a bunch of parameter checks.
]]
-- check wheather name is a string
if type(name) ~= "string" then
minetest.log("error","[treasure] I rejected a treasure because the name was of type \""..type(name).."\" instead of \"string\".")
return false
end
-- first check if rarity is even a number
if type(rarity) == "number" then
-- then check wheather the rarity lies in the allowed range
if rarity < 0 or rarity > 1 then
minetest.log("error", "[treasurer] I rejected the treasure \""..tostring(name).."\" because its rarity value is out of bounds. (it was "..tostring(rarity)..".)")
return false
end
else
minetest.log("error","[treasurer] I rejected the treasure \""..tostring(name).."\" because it had an illegal type of rarity. Given type was \""..type(rarity).."\".")
return false
end
-- check if preciousness is even a number
if type(preciousness) == "number" then
-- then check wheather the preciousness lies in the allowed range
if preciousness < 0 or preciousness > 10 then
minetest.log("error", "[treasurer] I rejected the treasure \""..tostring(name).."\" because its preciousness value is out of bounds. (it was "..tostring(preciousness)..".)")
return false
end
else
minetest.log("error","[treasurer] I rejected the treasure \""..tostring(name).."\" because it had an illegal type of preciousness. Given type was \""..type(preciousness).."\".")
return false
end
-- first check if count is of a correct type
if type(count) ~= "number" and type(count) ~= "nil" and type(count) ~= "table" then
minetest.log("error", "[treasurer] I rejected the treasure \""..tostring(name).."\" because it had an illegal type of “count”. Given type was \""..type(count).."\".")
return false
end
-- if counts a table, check if its format is correct
if type(count) == "table" then
if(not (type(count[1]) == "number" and type(count[2]) == "number" and (type(count[3]) == "function" or type(count[3]) == "nil"))) then
minetest.log("error","[treasurer] I rejected the treasure \""..tostring(name).."\" because it had a malformed table for the count parameter.")
return false
end
end
-- now do the same for wear:
-- first check if wear is of a correct type
if type(wear) ~= "number" and type(wear) ~= "nil" and type(wear) ~= "table" then
minetest.log("error","[treasurer] I rejected the treasure \""..tostring(name).."\" because it had an illegal type of “wear”. Given type was \""..type(wear).."\".")
return false
end
-- if wears a table, check if its format is correct
if type(wear) == "table" then
if(not (type(wear[1]) == "number" and type(wear[2]) == "number" and (type(wear[3]) == "function" or type(wear[3]) == "nil"))) then
minetest.log("error","[treasurer] I rejected the treasure \""..tostring(name).."\" because it had a malformed table for the wear parameter.")
return false
end
end
--[[ End of checks. If we reached this point of the code, all checks have been passed
and we finally register the treasure.]]
-- default count is 1
if count == nil then count = 1 end
-- default wear is 0
if wear == nil then wear = 0 end
local treasure = {
name = name,
rarity = rarity,
count = count,
wear = wear,
preciousness = preciousness,
metadata = "",
}
table.insert(treasurer.treasures, treasure)
minetest.log("info","[treasurer] Treasure successfully registered: "..name)
return true
end
--[=[
part 3: Treasure spawning mod (TSM) handling
]=]
--[[
treasurer.select_random_treasures - request some treasures from treasurer
parameters:
count: (optional) amount of items in the treasure. If this value is nil, treasurer assumes a default of 1.
min_preciousness: (optional) dont consider treasures with a lower preciousness. nil = no lower limit
max_preciousness: (optional) dont consider treasures with a higher preciousness. nil = no lower limit
returns:
a table of ItemStacks (the requested treasures) - may be empty
]]
function treasurer.select_random_treasures(count, min_preciousness, max_preciousness)
if #treasurer.treasures == 0 and count >= 1 then
minetest.log("info","[treasurer] I was asked to return "..count.." treasure(s) but I cant return any because no treasure was registered to me.")
return {}
end
if count == nil then count = 1 end
local sum = 0
local cumulate = {}
local randoms = {}
-- copy treasures into helper table
local p_treasures = {}
for i=1,#treasurer.treasures do
p_treasures[i] = treasurer.treasures[i]
end
if(min_preciousness ~= nil) then
-- filter out too unprecious treasures
for t=#p_treasures,1,-1 do
if((p_treasures[t].preciousness) < min_preciousness) then
table.remove(p_treasures,t)
end
end
end
if(max_preciousness ~= nil) then
-- filter out too precious treasures
for t=#p_treasures,1,-1 do
if(p_treasures[t].preciousness > max_preciousness) then
table.remove(p_treasures,t)
end
end
end
for t=1,#p_treasures do
sum = sum + p_treasures[t].rarity
cumulate[t] = sum
end
for c=1,count do
randoms[c] = math.random() * sum
end
local treasures = {}
for c=1,count do
for t=1,#p_treasures do
if randoms[c] < cumulate[t] then
table.insert(treasures, p_treasures[t])
break
end
end
end
local itemstacks = {}
for i=1,#treasures do
itemstacks[i] = treasurer.treasure_to_itemstack(treasures[i])
end
if #itemstacks < count then
minetest.log("info","[treasurer] I was asked to return "..count.." treasure(s) but I could only return "..(#itemstacks)..".")
end
return itemstacks
end
--[=[
Part 4: internal functions
]=]
--[[ treasurer.treasure_to_itemstack - converts a treasure table to an
ItemStack
parameter:
treasure: a treasure (see format in the head of this file)
returns:
an ItemStack
]]
function treasurer.treasure_to_itemstack(treasure)
local itemstack = {}
itemstack.name = treasure.name
itemstack.count = treasurer.determine_count(treasure)
itemstack.wear = treasurer.determine_wear(treasure)
itemstack.metadata = treasure.metadata
return ItemStack(itemstack)
end
--[[
This determines the count of a treasure by taking the various different
possible types of the count value into account
This function assumes that the treasure table is valid.
returns: the count
]]
function treasurer.determine_count(treasure)
if(type(treasure.count)=="number") then
return treasure.count
else
local min,max,prob = treasure.count[1], treasure.count[2], treasure.count[3]
if(prob == nil) then
return(math.floor(min + math.random() * (max-min)))
else
return(math.floor(min + prob() * (max-min)))
end
end
end
--[[
This determines the wear of a treasure by taking the various different
possible types of the wear value into account.
This function assumes that the treasure table is valid.
returns: the count
]]
function treasurer.determine_wear(treasure)
if(type(treasure.wear)=="number") then
return treasure.wear
else
local min,max,prob = treasure.wear[1], treasure.wear[2], treasure.wear[3]
if(prob == nil) then
return(math.floor(min + math.random() * (max-min)))
else
return(math.floor(min + prob() * (max-min)))
end
end
end

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treasurer
default

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--[[
This is an example Treasure Registration Mod (TRM) for the default mod.
It is meant to use together with the default mod and the treasurer mod.
This TRM registers a bunch of items found in the default mod.
Note that the probabilities may not be very well balanced,
this file is just there as an example. It, however, can
still be used in actual gameplay.
A TRM is really nothing more than a list of item names, probabilities,
preciousnesses, and optionally a given amount and tool wear.
The only function ever called is treasurer.register_treasure.
See also treasurers documentation for more info.
]]
--[[ The following entries all use a rarity value and a count value in range
format.
Note that the range format is a table with two value, the first being
the minimum and the second being the maximum value.
]]
--[[ The next entry means: this treasure consists of 1 to 10 gold ingots and has
a rarity of 0.01 and a preciousness of 7 (out of 10) ]]
treasurer.register_treasure("default:gold_ingot",0.01,7,{1,10})
-- The following entries are similar
treasurer.register_treasure("default:bronze_ingot",0.02,5,{1,16})
treasurer.register_treasure("default:copper_ingot",0.06,3,{1,17})
treasurer.register_treasure("default:steel_ingot",0.09,4,{1,20})
treasurer.register_treasure("default:clay_brick",0.1,5,{2,12})
treasurer.register_treasure("default:coal_lump",0.2,2,{3,10})
treasurer.register_treasure("default:mese_crystal",0.008,9,{1,5})
treasurer.register_treasure("dwarves:diamond",0.001,9,{1,3})
--[[ here is a constant (=non-random) count given
with a rarity of 0.0001, exactly 4 diamonds spawn]]
treasurer.register_treasure("default:diamond",0.0001,9,4)
-- an example of a treasure with preciousness of 10
treasurer.register_treasure("default:mese_block",0.00002,10,1)
-- by the way, as you see, it is not forbidden to register the same item twice.
treasurer.register_treasure("default:paper",0.1,2,{3,6})
treasurer.register_treasure("default:stick",0.1,2,{1,15})
treasurer.register_treasure("default:stick",0.05,2,{16,33})
treasurer.register_treasure("default:book",0.1,4,{1,2})
treasurer.register_treasure("default:sapling",0.05,2,{1,20})
treasurer.register_treasure("default:junglesapling",0.03,3,{1,5})
treasurer.register_treasure("default:apple",0.2,2,{1,7})
treasurer.register_treasure("default:shovel_wood",0.02,2)
treasurer.register_treasure("default:shovel_stone",0.050,3)
treasurer.register_treasure("default:shovel_steel",0.07,5)
treasurer.register_treasure("default:shovel_bronze",0.006,6)
treasurer.register_treasure("default:shovel_mese",0.0012,8)
treasurer.register_treasure("default:shovel_diamond",0.0008,9)
treasurer.register_treasure("default:axe_wood",0.02,2)
treasurer.register_treasure("default:axe_stone",0.045,3)
treasurer.register_treasure("default:axe_steel",0.05,5)
treasurer.register_treasure("default:axe_bronze",0.005,6)
treasurer.register_treasure("default:axe_mese",0.0002,8)
treasurer.register_treasure("default:axe_diamond",0.000125,9)
--[[ Here are some examples for wear. wear is the 5th parameter
the format of wear is identical to the format of count
note that the 3rd parameter (count) is nil which causes the script to use the default value
We could as well have written an 1 here.
]]
treasurer.register_treasure("default:axe_wood",0.04,1,nil,{100,10000}) -- wear = randomly between 100 and 10000
treasurer.register_treasure("default:axe_stone",0.09,2,nil,{500,11000})
treasurer.register_treasure("default:axe_steel",0.1,4,nil,{600,18643})
treasurer.register_treasure("default:axe_bronze",0.01,5,nil,{750,20000})
treasurer.register_treasure("default:axe_mese",0.0002,7,nil,{1000,22000})
treasurer.register_treasure("default:axe_diamond",0.0001,8,nil,{2000,30000})
treasurer.register_treasure("default:pick_wood",0.005,2)
treasurer.register_treasure("default:pick_stone",0.018,3)
treasurer.register_treasure("default:pick_steel",0.02,5)
treasurer.register_treasure("default:pick_bronze",0.004,6)
treasurer.register_treasure("default:pick_mese",0.008,8)
treasurer.register_treasure("default:pick_diamond",0.005,9)
treasurer.register_treasure("default:sword_wood",0.001,2)
treasurer.register_treasure("default:sword_stone",0.016,3)
treasurer.register_treasure("default:sword_steel",0.02,5)
treasurer.register_treasure("default:sword_bronze",0.015,6)
treasurer.register_treasure("default:sword_mese",0.007,8)
treasurer.register_treasure("default:sword_diamond",0.0035,9)
treasurer.register_treasure("default:rail",0.01,5,15)
treasurer.register_treasure("default:rail",0.02,5,{1,5})
treasurer.register_treasure("default:fence_wood",0.1,4,{1,7})
-- If the count is omitted, it deaults to 1.
treasurer.register_treasure("default:sign_wall",0.1,4)
treasurer.register_treasure("default:ladder",0.1,3,{1,2})
treasurer.register_treasure("default:torch",0.2,2,{1,5})

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treasurer
default

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--[[
This is an example treasure spawning mod (TSM) for the default mod.
It needs the mods treasurer and default to work.
For an example, it is kinda advanced.
A TSMs task is to somehow bring treasures (which are ItemStacks) into the world.
This is also called spawning treasures.
How it does this task is completely free to the programmer of the TSM.
This TSM spawns the treasures by placing chests (default:chest) between 20 and 200 node lengths below the water surface. This cau
The chests are provided by the default mod, therefore this TSM depends on the default mod.
The treasures are requested from the treasurer mod. The TSM asks the treasurer mod for some treasures.
However, the treasurer mod comes itself with no treasures whatsoever. You need another mod which tells the treasurer what treasures to add. These mods are called treasure registration mods (TRMs).
For this, there is another example mod, called trm_default_example, which registers a bunch of items of the default mod, like default:gold_ingot.
]]
--[[ here are some configuration variables ]]
local chests_per_chunk = 15 -- number of chests per chunk. 15 is a bit high, an actual mod might have a lower number
local h_min = -200 -- minimum chest spawning height, relative to water_level
local h_max = -20 -- maximum chest spawning height, relative to water_level
local t_min = 1 -- minimum amount of treasures found in a chest
local t_max = 6 -- maximum amount of treasures found in a chest
--[[ here comes the generation code
the interesting part which involes treasurer comes way below
]]
minetest.register_on_generated(function(minp, maxp, seed)
-- get the water level and convert it to a number
local water_level = minetest.setting_get("water_level")
if water_level == nil or type(water_level) ~= "number" then
water_level = 1
else
water_level = tonumber(water_level)
end
-- chests minimum and maximum spawn height
local height_min = water_level + h_min
local height_max = water_level + h_max
if(maxp.y < height_min or minp.y > height_max) then
return
end
local y_min = math.max(minp.y, height_min)
local y_max = math.min(maxp.y, height_max)
for i=1, chests_per_chunk do
local pos = {x=math.random(minp.x,maxp.x),z=math.random(minp.z,maxp.z), y=minp.y}
local env = minetest.env
-- Find ground level
local ground = nil
local top = y_max
if env:get_node({x=pos.x,y=y_max,z=pos.z}).name ~= "air" and env:get_node({x=pos.x,y=y_max,z=pos.z}).name ~= "default:water_source" and env:get_node({x=pos.x,y=y_max,z=pos.z}).name ~= "default:lava_source" then
for y=y_max,y_min,-1 do
local p = {x=pos.x,y=y,z=pos.z}
if env:get_node(p).name == "air" or env:get_node(p).name == "default:water_source" or env:get_node(p) == "default:lava_source" then
top = y
break
end
end
end
for y=top,y_min,-1 do
local p = {x=pos.x,y=y,z=pos.z}
if env:get_node(p).name ~= "air" and env:get_node(p).name ~= "default:water_source" and env:get_node(p).name ~= "default:lava_source" then
ground = y
break
end
end
if(ground~=nil) then
local chest_pos = {x=pos.x,y=ground+1, z=pos.z}
local nn = minetest.get_node(chest_pos).name -- chest node name (before it becomes a chest)
if nn == "air" or nn == "default:water_source" then
-->>>> chest spawning starts here <<<<--
-- first: spawn the chest
local chest = {}
chest.name = "default:chest"
-- secondly: rotate the chest
-- find possible faces
local xp, xm, zp, zm
xp = minetest.get_node({x=pos.x+1,y=ground+1, z=pos.z})
xm = minetest.get_node({x=pos.x-1,y=ground+1, z=pos.z})
zp = minetest.get_node({x=pos.x,y=ground+1, z=pos.z+1})
zm = minetest.get_node({x=pos.x,y=ground+1, z=pos.z-1})
local facedirs = {}
if(xp.name=="air" or xp.name=="default:water_source") then
table.insert(facedirs, minetest.dir_to_facedir({x=-1,y=0,z=0}))
end
if(xm.name=="air" or xm.name=="default:water_source") then
table.insert(facedirs, minetest.dir_to_facedir({x=1,y=0,z=0}))
end
if(zp.name=="air" or zp.name=="default:water_source") then
table.insert(facedirs, minetest.dir_to_facedir({x=0,y=0,z=-1}))
end
if(zm.name=="air" or zm.name=="default:water_source") then
table.insert(facedirs, minetest.dir_to_facedir({x=0,y=0,z=1}))
end
-- choose a random face (if possible)
if(#facedirs == 0) then
minetest.set_node({x=pos.x,y=ground+1, z=pos.z+1},{name=nn})
chest.param2 = minetest.dir_to_facedir({x=0,y=0,z=1})
else
chest.param2 = facedirs[math.floor(math.random(#facedirs))]
end
-- Lastly: place the chest
minetest.set_node(chest_pos,chest)
--->>>>>>>>>> At this point we are finally going to involve Treasurer. <<<<<<<<<<<<<<--
-- determine a random amount of treasures
local treasure_amount = math.ceil(math.random(t_min, t_max))
-- calculate preciousness of treasures based on height. higher = more precious
local height = math.abs(h_min) - math.abs(h_max)
local y_norm = (ground+1) - h_min
local scale = 1 - (y_norm/height)
local minp = scale*4 -- minimal preciousness: 0..4
local maxp = scale*4+2.1 -- maximum preciousness: 2.1..6.1
-- now use these values to finally request the treasure(s)
local treasures = treasurer.select_random_treasures(treasure_amount,minp,maxp)
-- Thats it!
-- Get the inventory of the chest to place the treasures in
local meta = minetest.get_meta(chest_pos)
local inv = meta:get_inventory()
--[[ Now that we got both our treasures and the chests inventory,
lets place the treasures one for one into it. ]]
for i=1,#treasures do
inv:set_stack("main",i,treasures[i])
end
end
end
end
end)

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