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- -- Localize for performance.
- local math_random = math.random
- local function get_max_loot(loot_list, depth)
- local loot_type = loot_list[1].name
- local loot_min_depth = loot_list[1].min_depth
- for i,v in ipairs(loot_list) do
- if v.min_depth < depth then
- loot_type = v.name
- loot_min_depth = v.min_depth
- else
- break
- end
- end
- return loot_type, loot_min_depth
- end
- local function get_basic_loot(loot_list, depth)
- local loot_type = ""
- local loot_amount = 0
- local total_chance = 0
- for i,v in ipairs(loot_list) do
- if v.chance_and_amount then
- total_chance = total_chance + v.chance_and_amount
- elseif v.chance then
- total_chance = total_chance + v.chance
- else
- error("No chance_and_amount or chance found in basic_list table.")
- return nil, 0
- end
- end
- local leftover = math_random(1,total_chance)
- local type_amount = 0
- for i,v in ipairs(loot_list) do
- if v.chance_and_amount then
- leftover = leftover - v.chance_and_amount
- elseif v.chance then
- leftover = leftover - v.chance
- end
- if leftover < 1 then
- loot_type = v.name
- if v.chance_and_amount then
- type_amount = v.chance_and_amount
- else
- type_amount = v.amount
- end
- break
- end
- end
- if loot_type == "" then -- Paranoia
- error("Unable to choose a loot_type from basic_list table.")
- return nil, 0
- end
- loot_amount = math_random(1,math.ceil(type_amount/2))
- if depth > dungeon_loot.depth_first_basic_increase then
- loot_amount = math_random(1,type_amount)
- end
- if depth > dungeon_loot.depth_second_basic_increase then
- loot_amount = math_random(1,type_amount*2)
- end
- return loot_type, loot_amount
- end
- local function get_item_and_amount(list_item, actual_depth)
- if list_item.chance < math_random() then
- return nil, 0
- end
- -- This must point to a table.
- local list_key = list_item.name .. "_list"
- local list_name = dungeon_loot[list_key]
- -- Suspicious trickery.
- --[[
- list_name_string = "dungeon_loot." .. list_item.name .. "_list"
- -- list_name = _G[list_name_string]
- lsf = loadstring("list_name = " .. list_name_string)
- lsf()
- --]]
- -- ^ What the H. - MustTest.
- if list_name == nil then
- error("Unable to connect \"" .. list_key .. "\" to actual table")
- return nil, 0
- end
- local amount = 0
- local loot_type = ""
- local loot_depth = 0
- local max_depth = 1
- if actual_depth < 0 then
- max_depth = math.ceil(math.abs(actual_depth))
- end
- if list_item.type == "depth_cutoff" then
- local rnd_depth = math_random(1,max_depth)
- loot_type, loot_depth = get_max_loot(list_name, rnd_depth)
- if list_item.max_amount == 1 then -- For tools & weapons
- amount = 1
- else
- -- Stop large amounts of the first item
- if loot_depth < 1 then
- loot_depth = 5
- end
- local leftover = rnd_depth
- while leftover > 0 do
- amount = amount + 1
- leftover = leftover - math_random(1,loot_depth)
- leftover = leftover - math.ceil(loot_depth/2)
- end
- end
- elseif list_item.type == "basic_list" then
- loot_type, amount = get_basic_loot(list_name, max_depth)
- else
- error("Got unknown loot table type " .. list_item.type)
- loot_type = nil
- end
- -- Hey, if you leave out the max_amount, you deserve what you get
- if list_item.max_amount and amount > list_item.max_amount then
- amount = list_item.max_amount
- end
- return loot_type, amount
- end
- function dungeon_loot.fill_chest(pos)
- local meta = minetest.get_meta(pos)
- local inv = meta:get_inventory()
- for i, v in ipairs(dungeon_loot.loot_types) do
- local item, num = get_item_and_amount(v, pos.y)
- if item then
- if minetest.registered_items[item] then -- Ensure not unknown item.
- local stack = ItemStack({name = item, count = num, wear = 0, metadata = ""})
- inv:set_stack("main", i, stack)
- end
- end
- end
- end
- -- Place chest in dungeons
- function dungeon_loot.place_loot_chest(tab)
- if tab == nil or #tab < 1 then
- return
- end
- -- Random number of chests.
- local count = math_random(2, 5)
- for k = 1, count do
- local pos = tab[math_random(1, #tab)]
- local minp = vector.offset(pos, -5, -5, -5)
- local maxp = vector.offset(pos, 5, 5, 5)
- local targets = minetest.find_nodes_in_area_under_air(minp, maxp, dungeon_loot.DUNGEON_NODES)
- if targets and #targets > 0 then
- local target = targets[math_random(1, #targets)]
- local param2 = math_random(0, 3)
- local above = vector.offset(target, 0, 1, 0)
- if minetest.get_node(above).name == "air" then
- local cnodes = dungeon_loot.CHEST_NODES
- local chest_node = cnodes[math_random(1, #cnodes)]
- minetest.set_node(above, {name = chest_node, param2 = param2})
- dungeon_loot.fill_chest(above)
- end
- end
- end
- end
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