forked from VoxeLibre/VoxeLibre
Add loot generation to api
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065767cc77
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@ -25,6 +25,9 @@ If nospawn is truthy the structure will not be placed by mapgen and the decorati
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sidelen = int, --length of one side of the structure. used for foundations.
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solid_ground = bool, -- structure requires solid ground
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make_foundation = bool, -- a foundation is automatically built for the structure. needs the sidelen param
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loot = ,
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--a table of loot tables for mcl_loot indexed by node names
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-- e.g. { ["mcl_chests:chest_small"] = {loot},... }
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}
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## mcl_structures.registered_structures
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Table of the registered structure defintions indexed by name.
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@ -1,5 +1,21 @@
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mcl_structures.registered_structures = {}
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local function generate_loot(pos, def, pr)
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local hl = def.sidelen / 2
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local p1 = vector.offset(pos,-hl,-hl,-hl)
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local p2 = vector.offset(pos,hl,hl,hl)
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for it,lt in pairs(def.loot) do
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local nodes = minetest.find_nodes_in_area(p1, p2, it)
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for _,p in pairs(nodes) do
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local lootitems = mcl_loot.get_multi_loot( lt, pr)
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mcl_structures.init_node_construct(p)
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local meta = minetest.get_meta(p)
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local inv = meta:get_inventory()
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mcl_loot.fill_inventory(inv, "main", lootitems, pr)
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end
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end
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end
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function mcl_structures.place_structure(pos, def, pr)
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if not def then return end
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local logging = not def.terrain_feature
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@ -42,7 +58,10 @@ function mcl_structures.place_structure(pos, def, pr)
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local ap = function(pos,def,pr) end
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if def.after_place then ap = def.after_place end
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mcl_structures.place_schematic(pp, file, "random", nil, true, "place_center_x,place_center_z",function(p) return ap(pos,def,pr) end,pr)
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mcl_structures.place_schematic(pp, file, "random", nil, true, "place_center_x,place_center_z",function(p)
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if def.loot then generate_loot(pos,def,pr) end
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return ap(pos,def,pr)
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end,pr)
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if logging then
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minetest.log("action","[mcl_structures] "..def.name.." placed at "..minetest.pos_to_string(pos))
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end
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@ -88,13 +107,13 @@ function mcl_structures.register_structure(name,def,nospawn) --nospawn means it
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y_max = def.y_max,
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y_min = def.y_min
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})
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minetest.register_node(":"..structblock, {drawtype="airlike", walkable = false, pointable = false,groups = sbgroups})
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def.structblock = structblock
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def.deco_id = minetest.get_decoration_id("mcl_structures:deco_"..name)
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minetest.set_gen_notify({decoration=true}, { def.deco_id })
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--catching of gennotify happens in mcl_mapgen_core
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end)
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end
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minetest.register_node(":"..structblock, {drawtype="airlike", walkable = false, pointable = false,groups = sbgroups})
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def.structblock = structblock
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mcl_structures.registered_structures[name] = def
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end
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@ -17,54 +17,6 @@ local function temple_placement_callback(pos,def, pr)
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end
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end
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-- Find chests.
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-- FIXME: Searching this large area just for the chets is not efficient. Need a better way to find the chests;
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-- probably let's just infer it from newpos because the schematic always the same.
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local chests = minetest.find_nodes_in_area(p1, p2, "mcl_chests:chest")
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-- Add desert temple loot into chests
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for c=1, #chests do
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local lootitems = mcl_loot.get_multi_loot({
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{
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stacks_min = 2,
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stacks_max = 4,
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items = {
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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:spider_eye", weight = 25, amount_min = 1, amount_max=3 },
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{ itemstring = "mcl_books:book", weight = 20, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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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:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:emerald", weight = 15, amount_min = 1, amount_max = 3 },
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{ itemstring = "", weight = 15, },
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{ itemstring = "mcl_mobitems:iron_horse_armor", weight = 15, },
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{ itemstring = "mcl_mobitems:gold_horse_armor", weight = 10, },
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{ itemstring = "mcl_mobitems:diamond_horse_armor", weight = 5, },
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{ itemstring = "mcl_core:diamond", weight = 5, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2, },
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}
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},
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{
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stacks_min = 4,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:gunpowder", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_core:sand", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:string", weight = 10, amount_min = 1, amount_max = 8 },
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}
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}}, pr)
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mcl_structures.init_node_construct(chests[c])
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local meta = minetest.get_meta(chests[c])
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local inv = meta:get_inventory()
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mcl_loot.fill_inventory(inv, "main", lootitems, pr)
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end
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-- Initialize pressure plates and randomly remove up to 5 plates
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local pplates = minetest.find_nodes_in_area(p1, p2, "mesecons_pressureplates:pressure_plate_stone_off")
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local pplates_remove = 5
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@ -101,5 +53,42 @@ mcl_structures.register_structure("desert_temple",{
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y_min = 1,
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biomes = { "Desert" },
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filenames = { modpath.."/schematics/mcl_structures_desert_temple.mts" },
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after_place = temple_placement_callback
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after_place = temple_placement_callback,
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loot = {
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["mcl_chests:chest_small" ] ={
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{
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stacks_min = 2,
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stacks_max = 4,
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items = {
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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:spider_eye", weight = 25, amount_min = 1, amount_max=3 },
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{ itemstring = "mcl_books:book", weight = 20, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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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:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:emerald", weight = 15, amount_min = 1, amount_max = 3 },
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{ itemstring = "", weight = 15, },
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{ itemstring = "mcl_mobitems:iron_horse_armor", weight = 15, },
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{ itemstring = "mcl_mobitems:gold_horse_armor", weight = 10, },
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{ itemstring = "mcl_mobitems:diamond_horse_armor", weight = 5, },
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{ itemstring = "mcl_core:diamond", weight = 5, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2, },
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}
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},
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{
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stacks_min = 4,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:gunpowder", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_core:sand", weight = 10, amount_min = 1, amount_max = 8 },
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{ itemstring = "mcl_mobitems:string", weight = 10, amount_min = 1, amount_max = 8 },
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}
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}}
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}
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})
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@ -2,44 +2,6 @@ local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local modpath = minetest.get_modpath(modname)
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local function temple_placement_callback(pos,def, pr)
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local hl = def.sidelen / 2
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local p1 = vector.offset(pos,-hl,-hl,-hl)
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local p2 = vector.offset(pos,hl,hl,hl)
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--dont remove foliage - looks kind of nice for a jt
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local chests = minetest.find_nodes_in_area(p1, p2, "mcl_chests:trapped_chest_small")
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-- Add jungle temple loot into chests
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for c=1, #chests do
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local lootitems = mcl_loot.get_multi_loot({
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{
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stacks_min = 2,
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stacks_max = 6,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 20, amount_min = 4, amount_max=6 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 16, amount_min = 3, amount_max=7 },
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{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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--{ itemstring = "mcl_bamboo:bamboo", weight = 15, amount_min = 1, amount_max=3 }, --FIXME BAMBOO
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{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:diamond", weight = 3, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_mobitems:saddle", weight = 3, },
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{ itemstring = "mcl_core:emerald", weight = 2, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_books:book", weight = 1, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_mobitems:iron_horse_armor", weight = 1, },
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{ itemstring = "mcl_mobitems:gold_horse_armor", weight = 1, },
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{ itemstring = "mcl_mobitems:diamond_horse_armor", weight = 1, },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2, },
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}
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}}, pr)
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mcl_structures.init_node_construct(chests[c])
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local meta = minetest.get_meta(chests[c])
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local inv = meta:get_inventory()
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mcl_loot.fill_inventory(inv, "main", lootitems, pr)
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end
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-- TODO: initialize traps
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end
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mcl_structures.register_structure("jungle_temple",{
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place_on = {"group:grass_block","group:dirt","mcl_core:dirt_with_grass"},
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noise_params = {
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@ -64,5 +26,27 @@ mcl_structures.register_structure("jungle_temple",{
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modpath.."/schematics/mcl_structures_jungle_temple.mts",
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modpath.."/schematics/mcl_structures_jungle_temple_nice.mts",
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},
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after_place = temple_placement_callback
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loot = {
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["mcl_chests:chest_small" ] ={{
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stacks_min = 2,
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stacks_max = 6,
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items = {
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{ itemstring = "mcl_mobitems:bone", weight = 20, amount_min = 4, amount_max=6 },
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{ itemstring = "mcl_mobitems:rotten_flesh", weight = 16, amount_min = 3, amount_max=7 },
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{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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--{ itemstring = "mcl_bamboo:bamboo", weight = 15, amount_min = 1, amount_max=3 }, --FIXME BAMBOO
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{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:diamond", weight = 3, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_mobitems:saddle", weight = 3, },
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{ itemstring = "mcl_core:emerald", weight = 2, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_books:book", weight = 1, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_mobitems:iron_horse_armor", weight = 1, },
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{ itemstring = "mcl_mobitems:gold_horse_armor", weight = 1, },
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{ itemstring = "mcl_mobitems:diamond_horse_armor", weight = 1, },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2, },
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}
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}}
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}
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})
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@ -35,43 +35,6 @@ local cold_oceans = {
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"BirchForestM_deep_ocean",
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"Taiga_deep_ocean",
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}
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local function ruins_placement_callback(pos, def, pr)
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local hl = def.sidelen / 2
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local p1 = vector.offset(pos,-hl,-hl,-hl)
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local p2 = vector.offset(pos,hl,hl,hl)
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local chests = minetest.find_nodes_in_area(p1, p2, "mcl_chests:chest_small")
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for c=1, #chests do
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local lootitems = mcl_loot.get_multi_loot({
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{
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stacks_min = 2,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_core:coal_lump", weight = 25, amount_min = 1, amount_max=4 },
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{ itemstring = "mcl_farming:wheat_item", weight = 25, amount_min = 2, amount_max=3 },
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{ itemstring = "mcl_core:gold_nugget", weight = 25, amount_min = 1, amount_max=3 },
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--{ itemstring = "mcl_maps:treasure_map", weight = 20, }, --FIXME Treasure map
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{ itemstring = "mcl_books:book", weight = 10, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_fishing:fishing_rod_enchanted", weight = 20, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_core:emerald", weight = 15, amount_min = 1, amount_max = 1 },
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{ itemstring = "mcl_armor:chestplate_leather", weight = 15, amount_min = 1, amount_max = 1 },
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{ itemstring = "mcl_core:apple_gold", weight = 20, },
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{ itemstring = "mcl_armor:helmet_gold", weight = 15, amount_min = 1, amount_max = 1 },
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{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2, },
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}
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}}, pr)
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mcl_structures.init_node_construct(chests[c])
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local meta = minetest.get_meta(chests[c])
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local inv = meta:get_inventory()
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mcl_loot.fill_inventory(inv, "main", lootitems, pr)
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end
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end
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mcl_structures.register_structure("cold_ocean_ruins",{
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place_on = {"group:sand","mcl_core:gravel","mcl_core:dirt","mcl_core:clay","group:material_stone"},
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@ -100,5 +63,32 @@ mcl_structures.register_structure("cold_ocean_ruins",{
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modpath.."/schematics/mcl_structures_ocean_ruins_cold_2.mts",
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modpath.."/schematics/mcl_structures_ocean_ruins_cold_3.mts",
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},
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after_place = ruins_placement_callback
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loot = {
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["mcl_chests:chest_small" ] = {
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{
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stacks_min = 2,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_core:coal_lump", weight = 25, amount_min = 1, amount_max=4 },
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{ itemstring = "mcl_farming:wheat_item", weight = 25, amount_min = 2, amount_max=3 },
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{ itemstring = "mcl_core:gold_nugget", weight = 25, amount_min = 1, amount_max=3 },
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--{ itemstring = "mcl_maps:treasure_map", weight = 20, }, --FIXME Treasure map
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{ itemstring = "mcl_books:book", weight = 10, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_fishing:fishing_rod_enchanted", weight = 20, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "mcl_core:emerald", weight = 15, amount_min = 1, amount_max = 1 },
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{ itemstring = "mcl_armor:chestplate_leather", weight = 15, amount_min = 1, amount_max = 1 },
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{ itemstring = "mcl_core:apple_gold", weight = 20, },
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{ itemstring = "mcl_armor:helmet_gold", weight = 15, amount_min = 1, amount_max = 1 },
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{ itemstring = "mcl_core:gold_ingot", weight = 15, amount_min = 2, amount_max = 7 },
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{ itemstring = "mcl_core:iron_ingot", weight = 15, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 2, },
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}
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}
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}
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},
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})
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