capturetheflag/mods/other/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”.
How it does this task is completely free to the programmer of the TSM.
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.
]]
tsm_chests = {}
local non_ground_nodes = {
"air",
"default:water_source",
"default:lava_source",
"default:lava_flowing"
}
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)
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 = {immortal = 1},
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
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))
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 ]]
local t_min = 4 -- minimum amount of treasures found in a chest
local t_max = 7 -- maximum amount of treasures found in a chest
local get_node = minetest.get_node
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 table.indexof(non_ground_nodes, name) ~= -1 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 table.indexof(non_ground_nodes, name) == -1 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
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)
-- 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
]]
function tsm_chests.place_chests(minp, maxp, number_chests)
local attempts = 0
local chests_placed = 0
while chests_placed < number_chests and attempts < number_chests + 12 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
local ground = findGroundLevel(pos, minp.y, maxp.y)
if ground ~= nil then
local chest_pos = {x = pos.x, y = ground + 1, z = pos.z}
-- chest node name (before it becomes a chest)
local nn = minetest.get_node(chest_pos).name
if nn == "air" or nn == "default:water_source" then
placeChest(pos, chest_pos, ground, nn)
chests_placed = chests_placed + 1
end
end
end
minetest.log("info", "Spawned " .. chests_placed .. "/" .. number_chests .. " chests after " .. attempts .. " attempts!")
end