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VoxeLibre-Fork-Pixel/mods/CORE/mcl_loot/init.lua

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Lua

mcl_loot = {}
--[[
Select a number of itemstacks out of a pool of treasure definitions randomly.
Parameters:
* loot_definitions: Probabilities and information about the loot to select. Syntax:
{
stacks_min = 1, -- Minimum number of item stacks to get. Default: 1
stacks_max = 3, -- Maximum number of item stacks to get. Default: 1
items = { -- Table of possible loot items. This function selects between stacks_min and stacks_max of these.
{
weight = 5, -- Likelihood of this item being selected (see below). Optional (default: 1)
itemstack = ItemStack("example:item1"), -- Itemstack to select
-- OR
itemstring = "example:item1", -- Which item to select
amount_min = 1, -- Minimum size of itemstack. Must not be larger than 6553. Optional (default: 1)
amount_max = 10, -- Maximum size of item stack. Must not be larger than item definition's stack_max or 6553. Optional (default: 1)
wear_min = 1, -- Minimum wear value. Must be at least 1. Optional (default: no wear)
wear_max = 1, -- Maxiumum wear value. Must be at least 1. Optional (default: no wear)
},
{ -- more tables like above, one table per item stack }
}
}
* pr: PseudoRandom object used for the randomness
How weight works: The probability of a single item stack being selected is weight/total_weight, with
total_weight being the sum of all weight values in the items table. If you leave out the weight for
all items, the likelihood of each item being selected is equal.
Returns: Table of itemstrings
]]
function mcl_loot.get_loot(loot_definitions, pr)
local items = {}
local total_weight = 0
for i=1, #loot_definitions.items do
total_weight = total_weight + (loot_definitions.items[i].weight or 1)
end
local stacks_min = loot_definitions.stacks_min
local stacks_max = loot_definitions.stacks_max
if not stacks_min then stacks_min = 1 end
if not stacks_max then stacks_max = 1 end
local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max)
for s=1, stacks do
local r = pr:next(1, total_weight)
local accumulated_weight = 0
local item
for i=1, #loot_definitions.items do
accumulated_weight = accumulated_weight + (loot_definitions.items[i].weight or 1)
if accumulated_weight >= r then
item = loot_definitions.items[i]
break
end
end
if item then
local itemstring = item.itemstring
local itemstack = item.itemstack
if itemstring then
if item.amount_min and item.amount_max then
itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max)
end
if item.wear_min and item.wear_max then
-- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10
local wear_min = math.floor(item.wear_min / 10)
local wear_max = math.floor(item.wear_max / 10)
local wear = pr:next(wear_min, wear_max) * 10
if not item.amount_min and not item.amount_max then
itemstring = itemstring .. " 1"
end
itemstring = itemstring .. " " .. tostring(wear)
end
table.insert(items, itemstring)
elseif itemstack then
table.insert(items, itemstack)
else
minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!")
end
end
end
return items
end
--[[
Repeat mcl_loot.get_loot multiple times for various loot_definitions.
Useful for filling chests.
* multi_loot_definitions: Table of loot_definitions (see mcl_loot.get_loot)
* pr: PseudoRandom object used for the randomness
Returns: Table of itemstrings ]]
function mcl_loot.get_multi_loot(multi_loot_definitions, pr)
local items = {}
for m=1, #multi_loot_definitions do
local group = mcl_loot.get_loot(multi_loot_definitions[m], pr)
for g=1, #group do
table.insert(items, group[g])
end
end
return items
end
--[[
Returns a table of length `max_slot` and all natural numbers between 1 and `max_slot`
in a random order.
]]
local function get_random_slots(max_slot)
local slots = {}
for s=1, max_slot do
slots[s] = s
end
local slots_out = {}
while #slots > 0 do
local r = math.random(1, #slots)
table.insert(slots_out, slots[r])
table.remove(slots, r)
end
return slots_out
end
--[[
Puts items in an inventory list into random slots.
* inv: InvRef
* listname: Inventory list name
* items: table of items to add
Items will be added from start of the table to end.
If the inventory already has occupied slots, or is
too small, placement of some items might fail.
]]
function mcl_loot.fill_inventory(inv, listname, items)
local size = inv:get_size(listname)
local slots = get_random_slots(size)
local leftovers = {}
-- 1st pass: Add items into random slots
for i=1, math.min(#items, size) do
local item = items[i]
local slot = slots[i]
local old_item = inv:get_stack(listname, slot)
local leftover = old_item:add_item(item)
inv:set_stack(listname, slot, old_item)
if not leftover:is_empty() then
table.insert(leftovers, item)
end
end
-- 2nd pass: If some items couldn't be added in first pass,
-- try again in a non-random fashion
for l=1, math.min(#leftovers, size) do
inv:add_item(listname, leftovers[l])
end
-- If there are still items left, tough luck!
end