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- -- Localize for performance.
- local math_floor = math.floor
- local math_random = math.random
- local critical_loot = {
- -- The main problem with the `surface` challenge is keeping it from being too easy.
- -- This is especially due to travel being very swift, and too much food can go a long way.
- ["surface"] = {
- {item="default:stick", min=5, max=20},
- {item="farming:bread", min=5, max=20},
- {item="default:steel_ingot", min=5, max=20},
- {item="default:diamond", min=3, max=9},
- {item="bones:bones_type2", min=9, max=27},
- {item="torches:torch_floor", min=10, max=30},
- {item="bucket:bucket_water", min=1, max=4},
- {item="default:dirt", min=6, max=12},
- },
- -- The challenge of `cave` mode is building a farm to make food and keep going.
- -- Finding sources of iron and coal are critical. Farm supplies have to be provided
- -- right away because otherwise the gamemode would probably be impossible.
- ["cave"] = {
- {item="default:stick", min=10, max=30},
- {item="farming:bread", min=10, max=50},
- {item="basictrees:tree_apple", min=10, max=50},
- {item="pumpkin:bread", min=10, max=30},
- {item="default:steel_ingot", min=30, max=64},
- {item="default:coal_lump", min=30, max=64},
- {item="bones:bones_type2", min=10, max=40},
- {item="default:dirt", min=6, max=12},
- {item="torches:torch_floor", min=10, max=30},
- {item="bucket:bucket_water", min=4, max=12},
- {item="default:grass_dummy", min=5, max=20},
- {item="moreblocks:super_glow_glass", min=6, max=20},
- {item="rackstone:dauthsand", min=3, max=6},
- {item="firetree:sapling", min=2, max=3},
- {item="griefer:grieferstone", min=2, max=4},
- {item="titanium:crystal", min=3, max=16},
- },
- -- Like `cave` mode, in this gamemode building a farm and finding sources of iron and coal are critical.
- ["nether"] = {
- {item="default:stick", min=10, max=30},
- {item="farming:bread", min=10, max=50},
- {item="basictrees:tree_apple", min=10, max=50},
- {item="default:steel_ingot", min=30, max=64},
- {item="default:coal_lump", min=30, max=64},
- {item="gems:ruby_gem", min=3, max=13},
- {item="torches:kalite_torch_floor", min=10, max=25},
- {item="moreblocks:super_glow_glass", min=6, max=20},
- {item="rackstone:dauthsand", min=3, max=12},
- {item="firetree:sapling", min=2, max=3},
- {item="default:flint", min=3, max=5},
- {item="bluegrass:seed", min=3, max=16},
- {item="griefer:grieferstone", min=2, max=4},
- {item="titanium:crystal", min=3, max=16},
- {item="default:cobble", min=1, max=64},
- {item="default:cobble", min=1, max=64},
- {item="default:cobble", min=1, max=64},
- -- Nether challenge must have bed, because otherwise it is too
- -- difficult/impossible to craft one.
- {item="beds:fancy_bed_bottom", min=3, max=5},
- },
- }
- local bonus_loot = {
- {item="farming:seed_wheat", min=2, max=6, chance=40},
- {item="farming:seed_cotton", min=2, max=6, chance=40},
- {item="potatoes:seed", min=2, max=6, chance=40},
- {item="default:junglegrass", min=2, max=6, chance=40},
- {item="default:cactus", min=2, max=6, chance=40},
- {item="bandages:bandage_3", min=5, max=30, chance=40},
- {item="carbon_steel:ingot", min=5, max=30, chance=40},
- {item="default:mese_crystal", min=5, max=30, chance=40},
- }
- function survivalist.fill_loot_chest(inv, gamemode)
- if not inv then
- return
- end
- local loot = {}
- local critical = critical_loot[gamemode]
- if not critical then
- return
- end
- loot = table.copy(critical)
- table.shuffle(loot)
- local positions = {}
- local listsize = inv:get_size("main")
- for i = 1, listsize, 1 do
- positions[#positions + 1] = i
- end
- table.shuffle(positions)
- -- Add loot.
- for k, v in ipairs(loot) do
- local min = math_floor(v.min)
- local max = math.ceil(v.max)
- if max >= min then
- local count = math_floor(math_random(min, max))
- if count > 0 and #positions > 0 then
- local idx = positions[#positions]
- positions[#positions] = nil
- inv:set_stack("main", idx, ItemStack(v.item .. " " .. count))
- end
- end
- end
- local bonus = table.copy(bonus_loot)
- table.shuffle(bonus)
- -- Add bonus loot.
- for k, v in ipairs(bonus) do
- local min = math_floor(v.min)
- local max = math.ceil(v.max)
- if max >= min then
- local count = math_floor(math_random(min, max))
- local chance = math_random(0, 100)
- if count > 0 and #positions > 0 and chance < v.chance then
- local idx = positions[#positions]
- positions[#positions] = nil
- inv:set_stack("main", idx, ItemStack(v.item .. " " .. count))
- end
- end
- end
- end
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