forked from MineClone5/MineClone5
Various fixes to the enchanting and loot system
- enchanted loot generated by mapgen now uses PseudoRandom for randomness - prevent fishing loot from generating loot 32767 times (!!!) when only 1 is needed - bows and fishing rods obtained from the treasure section of fishing loot are now enchanted - there is now a function to uniform enchant items other than books
This commit is contained in:
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b3958a956d
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ec7e245b9d
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@ -58,26 +58,27 @@ function mcl_loot.get_loot(loot_definitions, pr)
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end
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end
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if item then
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if item then
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local itemstring = item.itemstring
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local itemstring = item.itemstring
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local itemstack = item.itemstack
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if itemstring then
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if itemstring then
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local stack = ItemStack(itemstring)
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if item.amount_min and item.amount_max then
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if item.amount_min and item.amount_max then
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itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
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stack:set_count(pr:next(item.amount_min, item.amount_max))
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end
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end
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if item.wear_min and item.wear_max then
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if item.wear_min and item.wear_max then
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-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
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-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
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local wear_min = math.floor(item.wear_min / 10)
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local wear_min = math.floor(item.wear_min / 10)
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local wear_max = math.floor(item.wear_max / 10)
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local wear_max = math.floor(item.wear_max / 10)
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local wear = pr:next(wear_min, wear_max) * 10
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if not item.amount_min and not item.amount_max then
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stack:set_wear(pr:next(wear_min, wear_max) * 10)
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itemstring = itemstring .. " 1"
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end
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end
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itemstring = itemstring .. " " .. tostring(wear)
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if item.func then
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item.func(stack, pr)
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end
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end
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table.insert(items, itemstring)
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elseif itemstack then
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table.insert(items, stack)
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table.insert(items, itemstack)
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else
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else
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minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
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minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
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end
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end
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@ -409,7 +409,7 @@ local init_trades = function(self, inv)
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local offered_stack = ItemStack({name = offered_item, count = offered_count})
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local offered_stack = ItemStack({name = offered_item, count = offered_count})
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if mcl_enchanting.is_enchanted(offered_item) then
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if mcl_enchanting.is_enchanted(offered_item) then
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if mcl_enchanting.is_book(offered_item) then
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if mcl_enchanting.is_book(offered_item) then
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offered_stack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"})
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mcl_enchanting.enchant_uniform_randomly(offered_stack, {"soul_speed"})
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else
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else
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mcl_enchanting.enchant_randomly(offered_stack, math.random(5, 19), false, false, true)
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mcl_enchanting.enchant_randomly(offered_stack, math.random(5, 19), false, false, true)
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mcl_enchanting.unload_enchantments(offered_stack)
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mcl_enchanting.unload_enchantments(offered_stack)
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@ -295,6 +295,16 @@ function mcl_enchanting.initialize()
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end
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end
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end
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end
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function mcl_enchanting.random(pr, ...)
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local r = pr and pr:next(...) or math.random(...)
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if pr and not ({...})[1] then
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r = r / 32767
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end
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return r
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end
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function mcl_enchanting.get_random_enchantment(itemstack, treasure, weighted, exclude, pr)
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function mcl_enchanting.get_random_enchantment(itemstack, treasure, weighted, exclude, pr)
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local possible = {}
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local possible = {}
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@ -310,23 +320,30 @@ function mcl_enchanting.get_random_enchantment(itemstack, treasure, weighted, ex
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end
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end
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end
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end
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return #possible > 0 and possible[pr and pr:next(1, #possible) or math.random(#possible)]
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return #possible > 0 and possible[mcl_enchanting.random(pr, 1, #possible)]
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end
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end
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function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted)
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function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
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local itemname = itemstack:get_name()
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local itemname = itemstack:get_name()
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if not mcl_enchanting.can_enchant_freshly(itemname) and not ignore_already_enchanted then
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if not mcl_enchanting.can_enchant_freshly(itemname) and not ignore_already_enchanted then
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return
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return
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end
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end
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itemstack = ItemStack(itemstack)
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itemstack = ItemStack(itemstack)
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local enchantability = minetest.get_item_group(itemname, "enchantability")
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local enchantability = minetest.get_item_group(itemname, "enchantability")
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enchantability = 1 + math.random(0, math.floor(enchantability / 4)) + math.random(0, math.floor(enchantability / 4))
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enchantability = 1 + mcl_enchanting.random(pr, 0, math.floor(enchantability / 4)) + mcl_enchanting.random(pr, 0, math.floor(enchantability / 4))
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enchantment_level = enchantment_level + enchantability
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enchantment_level = enchantment_level + enchantability
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enchantment_level = enchantment_level + enchantment_level * (math.random() + math.random() - 1) * 0.15
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enchantment_level = enchantment_level + enchantment_level * (mcl_enchanting.random(pr) + mcl_enchanting.random(pr) - 1) * 0.15
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enchantment_level = math.max(math.floor(enchantment_level + 0.5), 1)
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enchantment_level = math.max(math.floor(enchantment_level + 0.5), 1)
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local enchantments = {}
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local enchantments = {}
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local description
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local description
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enchantment_level = enchantment_level * 2
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enchantment_level = enchantment_level * 2
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repeat
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repeat
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enchantment_level = math.floor(enchantment_level / 2)
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enchantment_level = math.floor(enchantment_level / 2)
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@ -334,7 +351,7 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
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break
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break
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end
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end
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local selected_enchantment = mcl_enchanting.get_random_enchantment(itemstack, treasure, true)
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local selected_enchantment = mcl_enchanting.get_random_enchantment(itemstack, treasure, true, nil, pr)
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if not selected_enchantment then
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if not selected_enchantment then
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break
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break
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@ -365,43 +382,41 @@ function mcl_enchanting.generate_random_enchantments(itemstack, enchantment_leve
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enchantments[selected_enchantment] = enchantment_power
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enchantments[selected_enchantment] = enchantment_power
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mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
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mcl_enchanting.enchant(itemstack, selected_enchantment, enchantment_power)
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end
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end
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until not no_reduced_bonus_chance and math.random() >= (enchantment_level + 1) / 50
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until not no_reduced_bonus_chance and mcl_enchanting.random(pr) >= (enchantment_level + 1) / 50
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return enchantments, description
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return enchantments, description
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end
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end
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function mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted)
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function mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
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local enchantments
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local enchantments
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repeat
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repeat
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enchantments = mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted)
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enchantments = mcl_enchanting.generate_random_enchantments(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
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until enchantments
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until enchantments
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return enchantments
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return enchantments
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end
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end
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function mcl_enchanting.enchant_randomly(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted)
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function mcl_enchanting.enchant_randomly(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
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local enchantments = mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted, pr)
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mcl_enchanting.set_enchanted_itemstring(itemstack)
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mcl_enchanting.set_enchanted_itemstring(itemstack)
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mcl_enchanting.set_enchantments(itemstack, mcl_enchanting.generate_random_enchantments_reliable(itemstack, enchantment_level, treasure, no_reduced_bonus_chance, ignore_already_enchanted))
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mcl_enchanting.set_enchantments(itemstack, enchantments)
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return itemstack
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return itemstack
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end
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end
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function mcl_enchanting.get_randomly_enchanted_book(enchantment_level, treasure, no_reduced_bonus_chance)
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return mcl_enchanting.enchant_randomly(ItemStack("mcl_books:book"), enchantment_level, treasure, no_reduced_bonus_chance, true)
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end
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function mcl_enchanting.enchant_uniform_randomly(stack, exclude, pr)
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function mcl_enchanting.enchant_uniform_randomly(stack, exclude, pr)
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local enchantment = mcl_enchanting.get_random_enchantment(stack, true, weighted, exclude, pr)
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local enchantment = mcl_enchanting.get_random_enchantment(stack, true, false, exclude, pr)
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if enchantment then
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if enchantment then
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local max_level = mcl_enchanting.enchantments[enchantment].max_level
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mcl_enchanting.enchant(stack, enchantment, mcl_enchanting.random(pr, 1, mcl_enchanting.enchantments[enchantment].max_level))
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mcl_enchanting.enchant(stack, enchantment, pr and pr:next(1, max_level) or math.random(max_level))
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end
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end
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return stack
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return stack
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end
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end
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function mcl_enchanting.get_uniform_randomly_enchanted_book(exclude, pr)
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return mcl_enchanting.enchant_uniform_randomly(ItemStack("mcl_books:book"), exclude, pr)
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end
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function mcl_enchanting.get_random_glyph_row()
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function mcl_enchanting.get_random_glyph_row()
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local glyphs = ""
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local glyphs = ""
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local x = 1.3
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local x = 1.3
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@ -71,7 +71,9 @@ local fish = function(itemstack, player, pointed_thing)
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{ itemstring = "mcl_fishing:salmon_raw", weight = 25 },
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{ itemstring = "mcl_fishing:salmon_raw", weight = 25 },
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{ itemstring = "mcl_fishing:clownfish_raw", weight = 2 },
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{ itemstring = "mcl_fishing:clownfish_raw", weight = 2 },
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{ itemstring = "mcl_fishing:pufferfish_raw", weight = 13 },
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{ itemstring = "mcl_fishing:pufferfish_raw", weight = 13 },
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}
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},
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stacks_min = 1,
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stacks_max = 1,
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}, pr)
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}, pr)
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elseif r <= junk_value then
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elseif r <= junk_value then
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-- Junk
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-- Junk
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@ -88,21 +90,29 @@ local fish = function(itemstack, player, pointed_thing)
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{ itemstring = "mcl_mobitems:bone", weight = 10 },
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{ itemstring = "mcl_mobitems:bone", weight = 10 },
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{ itemstring = "mcl_dye:black", weight = 1, amount_min = 10, amount_max = 10 },
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{ itemstring = "mcl_dye:black", weight = 1, amount_min = 10, amount_max = 10 },
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{ itemstring = "mcl_mobitems:string", weight = 10 }, -- TODO: Tripwire Hook
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{ itemstring = "mcl_mobitems:string", weight = 10 }, -- TODO: Tripwire Hook
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}
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},
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stacks_min = 1,
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stacks_max = 1,
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}, pr)
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}, pr)
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else
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else
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-- Treasure
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-- Treasure
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items = mcl_loot.get_loot({
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items = mcl_loot.get_loot({
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items = {
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items = {
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-- TODO: Enchanted Bow
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{ itemstring = "mcl_bows:bow", wear_min = 49144, wear_max = 65535, func = function(stack, pr)
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{ itemstring = "mcl_bows:bow", wear_min = 49144, wear_max = 65535 }, -- 75%-100% damage
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mcl_enchanting.enchant_randomly(stack, 30, true, false, false, pr)
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{ itemstack = mcl_enchanting.get_randomly_enchanted_book(30, true, true)},
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end }, -- 75%-100% damage
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-- TODO: Enchanted Fishing Rod
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{ itemstring = "mcl_books:book", func = function(stack, pr)
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{ itemstring = "mcl_fishing:fishing_rod", wear_min = 49144, wear_max = 65535 }, -- 75%-100% damage
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mcl_enchanting.enchant_randomly(stack, 30, true, true, false, pr)
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end },
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{ itemstring = "mcl_fishing:fishing_rod", wear_min = 49144, wear_max = 65535, func = function(stack, pr)
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mcl_enchanting.enchant_randomly(stack, 30, true, false, false, pr)
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end }, -- 75%-100% damage
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{ itemstring = "mcl_mobs:nametag", },
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{ itemstring = "mcl_mobs:nametag", },
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{ itemstring = "mcl_mobitems:saddle", },
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{ itemstring = "mcl_mobitems:saddle", },
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{ itemstring = "mcl_flowers:waterlily", },
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{ itemstring = "mcl_flowers:waterlily", },
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}
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},
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stacks_min = 1,
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stacks_max = 1,
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}, pr)
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}, pr)
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end
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end
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local item
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local item
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@ -323,6 +323,9 @@ local function ecb_spawn_dungeon(blockpos, action, calls_remaining, param)
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{ itemstring = "mcl_jukebox:record_4", weight = 15 },
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{ itemstring = "mcl_jukebox:record_4", weight = 15 },
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{ itemstring = "mobs_mc:iron_horse_armor", weight = 15 },
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{ itemstring = "mobs_mc:iron_horse_armor", weight = 15 },
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{ itemstring = "mcl_core:apple_gold", weight = 15 },
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{ itemstring = "mcl_core:apple_gold", weight = 15 },
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{ itemstring = "mcl_books:book", weight = 10, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly({"soul_speed"}, pr)
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end },
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{ itemstack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}, pr), weight = 10 },
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{ itemstack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}, pr), weight = 10 },
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{ itemstring = "mobs_mc:gold_horse_armor", weight = 10 },
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{ itemstring = "mobs_mc:gold_horse_armor", weight = 10 },
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{ itemstring = "mobs_mc:diamond_horse_armor", weight = 5 },
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{ itemstring = "mobs_mc:diamond_horse_armor", weight = 5 },
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@ -454,7 +454,9 @@ local function temple_placement_callback(p1, p2, size, rotation, pr)
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{ itemstring = "mcl_mobitems:bone", weight = 25, amount_min = 4, amount_max=6 },
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{ itemstring = "mcl_mobitems:bone", weight = 25, amount_min = 4, amount_max=6 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 25, amount_min = 3, amount_max=7 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 25, amount_min = 3, amount_max=7 },
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{ itemstring = "mcl_mobitems:spider_eye", weight = 25, amount_min = 1, amount_max=3 },
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{ itemstring = "mcl_mobitems:spider_eye", weight = 25, amount_min = 1, amount_max=3 },
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{ itemstack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}, pr), weight = 20, },
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{ itemstring = "mcl_books:book", weight = 20, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly({"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_mobitems:saddle", weight = 20, },
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{ itemstring = "mcl_mobitems:saddle", weight = 20, },
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{ itemstring = "mcl_core:apple_gold", weight = 20, },
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{ itemstring = "mcl_core:apple_gold", weight = 20, },
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{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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@ -66,7 +66,9 @@ function tsm_railcorridors.get_treasures(pr)
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items = {
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items = {
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{ itemstring = "mcl_mobs:nametag", weight = 30 },
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{ itemstring = "mcl_mobs:nametag", weight = 30 },
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{ itemstring = "mcl_core:apple_gold", weight = 20 },
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{ itemstring = "mcl_core:apple_gold", weight = 20 },
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{ itemstack = mcl_enchanting.get_uniform_randomly_enchanted_book({"soul_speed"}, pr), weight = 10 },
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{ itemstring = "mcl_books:book", weight = 10, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly({"soul_speed"}, pr)
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end },
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{ itemstring = "", weight = 5},
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{ itemstring = "", weight = 5},
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{ itemstring = "mcl_core:pick_iron", weight = 5 },
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{ itemstring = "mcl_core:pick_iron", weight = 5 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 1 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 1 },
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