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Add more defaults for mcl_loot, fix random wear

This commit is contained in:
Wuzzy 2017-05-19 17:58:15 +02:00
parent 49bd956da8
commit 1cdc98e03b
1 changed files with 24 additions and 13 deletions

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@ -7,24 +7,25 @@ Parameters:
* loot_definitions: Probabilities and information about the loot to select. Syntax:
{
stacks_min = 1, -- Mamimum number of item stacks to get
stacks_max = 3, -- Number of repetitions, maximum
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.
{
itemstring = "example:item1", -- Which item to select
amount_min = 1, -- Minimum size of itemstack. Optional (default: 1)
amount_max = 10, -- Maximum size of item stack. Must not exceed item definition's stack_max. Optional (default: 1)
wear_min = 1, -- Minimum wear value. Must be at lest 1. Optional (default: no wear)
wear_max = 1, -- Maxiumum wear value. Must be at lest 1. Optional (default: no wear)
weight = 5, -- Likelihood of this item being selected
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)
weight = 5, -- Likelihood of this item being selected (see below). Optional (default: 1)
},
{ -- more tables like above, one table per item stack }
}
}
* pr: PseudoRandom object
* 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.
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
]]
@ -33,9 +34,13 @@ function mcl_loot.get_loot(loot_definitions, pr)
local total_weight = 0
for i=1, #loot_definitions.items do
total_weight = total_weight + loot_definitions.items[i].weight
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)
@ -43,7 +48,7 @@ function mcl_loot.get_loot(loot_definitions, pr)
local accumulated_weight = 0
local item
for i=1, #loot_definitions.items do
accumulated_weight = accumulated_weight + loot_definitions.items[i].weight
accumulated_weight = accumulated_weight + (loot_definitions.items[i].weight or 1)
if accumulated_weight >= r then
item = loot_definitions.items[i]
break
@ -55,10 +60,16 @@ function mcl_loot.get_loot(loot_definitions, pr)
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 .. " " .. pr:next(item.wear_min, item.wear_max)
itemstring = itemstring .. " " .. tostring(wear)
end
table.insert(items, itemstring)
else
@ -74,7 +85,7 @@ 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
* pr: PseudoRandom object used for the randomness
Returns: Table of itemstrings ]]
function mcl_loot.get_multi_loot(multi_loot_definitions, pr)