capturetheflag/mods/tsm_chests/init.lua

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--[[
This is an example treasure spawning mod (TSM) for the default mod.
It needs the mods treasurer and default to work.
For an example, it is kinda advanced.
A TSMs task is to somehow bring treasures (which are ItemStacks) into the world.
This is also called spawning treasures.
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How it does this task is completely free to the programmer of the TSM.
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This TSM spawns the treasures by placing chests (tsm_chests:chest) between 20 and 200 node lengths below the water surface. This cau
The chests are provided by the default mod, therefore this TSM depends on the default mod.
The treasures are requested from the treasurer mod. The TSM asks the treasurer mod for some treasures.
However, the treasurer mod comes itself with no treasures whatsoever. You need another mod which tells the treasurer what treasures to add. These mods are called treasure registration mods (TRMs).
For this, there is another example mod, called trm_default_example, which registers a bunch of items of the default mod, like default:gold_ingot.
]]
local chest_formspec =
"size[8,9]" ..
default.gui_bg ..
default.gui_bg_img ..
default.gui_slots ..
"list[current_name;main;0,0.3;8,4;]" ..
"list[current_player;main;0,4.85;8,1;]" ..
"list[current_player;main;0,6.08;8,3;8]" ..
"listring[current_name;main]" ..
"listring[current_player;main]" ..
default.get_hotbar_bg(0,4.85)
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minetest.register_node("tsm_chests:chest", {
description = "Chest",
tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
paramtype2 = "facedir",
groups = {choppy = 2, oddly_breakable_by_hand = 2},
legacy_facedir_simple = true,
is_ground_content = false,
sounds = default.node_sound_wood_defaults(),
allow_metadata_inventory_put = function(pos, listname, index, stack, player)
if player then
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minetest.chat_send_player(player:get_player_name(),
"You're not allowed to put things in treasure chests!")
return 0
end
end,
on_construct = function(pos)
local meta = minetest.get_meta(pos)
meta:set_string("formspec", chest_formspec)
meta:set_string("infotext", "Chest")
local inv = meta:get_inventory()
inv:set_size("main", 8*4)
end,
can_dig = function(pos,player)
local meta = minetest.get_meta(pos);
local inv = meta:get_inventory()
return inv:is_empty("main")
end,
on_metadata_inventory_move = function(pos, from_list, from_index,
to_list, to_index, count, player)
minetest.log("action", player:get_player_name() ..
" moves stuff in chest at " .. minetest.pos_to_string(pos))
end,
on_metadata_inventory_put = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" moves stuff to chest at " .. minetest.pos_to_string(pos))
end,
on_metadata_inventory_take = function(pos, listname, index, stack, player)
minetest.log("action", player:get_player_name() ..
" takes stuff from chest at " .. minetest.pos_to_string(pos))
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local inv = minetest.get_inventory({type = "node", pos=pos})
if not inv or inv:is_empty("main") then
minetest.set_node(pos, {name="air"})
minetest.show_formspec(player:get_player_name(), "", player:get_inventory_formspec())
end
end,
})
--[[ here are some configuration variables ]]
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local chests_per_chunk = 13 -- number of chests per chunk. 15 is a bit high, an actual mod might have a lower number
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local h_min = -65 -- minimum chest spawning height, relative to water_level
local h_max = 40 -- maximum chest spawning height, relative to water_level
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local t_min = 3 -- minimum amount of treasures found in a chest
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local t_max = 6 -- maximum amount of treasures found in a chest
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local r_max = tonumber(minetest.setting_get("barrier"))
local water_level = tonumber(minetest.setting_get("water_level"))
local get_node = minetest.get_node
local env = minetest.env
local function findGroundLevel(pos, y_min, y_max)
local ground = nil
local top = y_max
for y = y_max, y_min, -1 do
local p = {x=pos.x,y=y,z=pos.z}
local name = get_node(p).name
if name == "air" or name == "default:water_source" or name == "default:lava_source" then
top = y
break
end
end
for y=top,y_min,-1 do
local p = {x=pos.x,y=y,z=pos.z}
local name = get_node(p).name
if name ~= "air" and name ~= "default:water_source" and name ~= "default:lava_source" then
ground = y
break
end
end
return ground
end
local function getFacedirs(pos, ground)
-- secondly: rotate the chest
-- find possible faces
local xp, xm, zp, zm
xp = minetest.get_node({x=pos.x+1, y=ground+1, z=pos.z})
xm = minetest.get_node({x=pos.x-1, y=ground+1, z=pos.z})
zp = minetest.get_node({x=pos.x, y=ground+1, z=pos.z+1})
zm = minetest.get_node({x=pos.x, y=ground+1, z=pos.z-1})
-- Set Facedirs
local facedirs = {}
if xp.name=="air" or xp.name=="default:water_source" then
table.insert(facedirs, minetest.dir_to_facedir({x=-1,y=0,z=0}))
end
if xm.name=="air" or xm.name=="default:water_source" then
table.insert(facedirs, minetest.dir_to_facedir({x=1,y=0,z=0}))
end
if zp.name=="air" or zp.name=="default:water_source" then
table.insert(facedirs, minetest.dir_to_facedir({x=0,y=0,z=-1}))
end
if zm.name=="air" or zm.name=="default:water_source" then
table.insert(facedirs, minetest.dir_to_facedir({x=0,y=0,z=1}))
end
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return facedirs
end
local function placeChest(pos, chest_pos, ground, nn)
local chest = {name = "tsm_chests:chest"}
local facedirs = getFacedirs(pos, ground)
-- choose a random face (if possible)
if #facedirs == 0 then
minetest.set_node({x=pos.x,y=ground+1, z=pos.z+1}, {name=nn})
chest.param2 = minetest.dir_to_facedir({x=0,y=0,z=1})
else
chest.param2 = facedirs[math.floor(math.random(#facedirs))]
end
-- Lastly: place the chest
minetest.set_node(chest_pos, chest)
-- Get treasure
local treasure_amount = math.ceil(math.random(t_min, t_max))
local height = math.abs(h_min) - math.abs(h_max)
local y_norm = (ground+1) - h_min
local scale = 1 - (y_norm/height)
local minp = 0 --scale*4 -- minimal preciousness: 0..4
local maxp = 10 --scale*4+2.1 -- maximum preciousness: 2.1..6.1
local treasures = treasurer.select_random_treasures(treasure_amount, minp, maxp)
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-- Add Treasure to Chst
local meta = minetest.get_meta(chest_pos)
local inv = meta:get_inventory()
for i=1, #treasures do
inv:set_stack("main", i, treasures[i])
end
end
--[[ here comes the generation code
the interesting part which involes treasurer comes way below
]]
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function place_chests(minp, maxp, seed)
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minp = {x=minp.x, y=minp.y, z=minp.z}
maxp = {x=maxp.x, y=maxp.y, z=maxp.z}
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if minp.x <= -r_max then
minp.x = -r_max + 1
end
if minp.z <= -r_max then
minp.z = -r_max + 1
end
if minp.x >= r_max then
minp.x = r_max - 1
end
if minp.z >= r_max then
minp.z = r_max - 1
end
-- chests minimum and maximum spawn height
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local height_min = water_level + h_min
local height_max = water_level + h_max
if(maxp.y < height_min or minp.y > height_max) then
return
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end
local y_min = math.max(minp.y, height_min)
local y_max = math.min(maxp.y, height_max)
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local attempts = 0
local chests_placed = 0
while chests_placed < chests_per_chunk and attempts < chests_per_chunk + 6 do
attempts = attempts + 1
local pos = {
x = math.random(minp.x, maxp.x),
y = minp.y,
z = math.random(minp.z, maxp.z)
}
-- Find ground level
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local ground = findGroundLevel(pos, y_min, y_max)
if ground ~= nil then
local chest_pos = {x = pos.x, y = ground + 1, z = pos.z}
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-- Don't spawn at barrier
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if chest_pos.z == 0 then
chest_pos.z = -1
end
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local nn = minetest.get_node(chest_pos).name -- chest node name (before it becomes a chest)
if nn == "air" or nn == "default:water_source" then
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placeChest(pos, chest_pos, ground, nn)
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chests_placed = chests_placed + 1
end
end
end
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print("Spawned " .. chests_placed .. " chests after " .. attempts .. " attempts!")
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end