232 lines
7.9 KiB
Lua
Executable file
232 lines
7.9 KiB
Lua
Executable file
--[[
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This is an example treasure spawning mod (TSM) for the default mod.
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It needs the mods “treasurer” and “default” to work.
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For an example, it is kinda advanced.
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A TSM’s task is to somehow bring treasures (which are ItemStacks) into the world.
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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
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The chests are provided by the default mod, therefore this TSM depends on the default mod.
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The treasures are requested from the treasurer mod. The TSM asks the treasurer mod for some treasures.
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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).
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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.
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]]
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local chest_formspec =
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"size[8,9]" ..
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default.gui_bg ..
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default.gui_bg_img ..
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default.gui_slots ..
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"list[current_name;main;0,0.3;8,4;]" ..
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"list[current_player;main;0,4.85;8,1;]" ..
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"list[current_player;main;0,6.08;8,3;8]" ..
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"listring[current_name;main]" ..
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"listring[current_player;main]" ..
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default.get_hotbar_bg(0,4.85)
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minetest.register_node("tsm_chests:chest", {
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description = "Chest",
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tiles = {"default_chest_top.png", "default_chest_top.png", "default_chest_side.png",
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"default_chest_side.png", "default_chest_side.png", "default_chest_front.png"},
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paramtype2 = "facedir",
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groups = {choppy = 2, oddly_breakable_by_hand = 2},
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legacy_facedir_simple = true,
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is_ground_content = false,
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sounds = default.node_sound_wood_defaults(),
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allow_metadata_inventory_put = function(pos, listname, index, stack, player)
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if player then
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minetest.chat_send_player(player:get_player_name(),
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"You're not allowed to put things in treasure chests!")
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return 0
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end
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end,
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on_construct = function(pos)
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", chest_formspec)
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meta:set_string("infotext", "Chest")
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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end,
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can_dig = function(pos,player)
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local meta = minetest.get_meta(pos);
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local inv = meta:get_inventory()
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return inv:is_empty("main")
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end,
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on_metadata_inventory_move = function(pos, from_list, from_index,
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to_list, to_index, count, player)
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minetest.log("action", player:get_player_name() ..
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" moves stuff in chest at " .. minetest.pos_to_string(pos))
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end,
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on_metadata_inventory_put = function(pos, listname, index, stack, player)
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minetest.log("action", player:get_player_name() ..
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" moves stuff to chest at " .. minetest.pos_to_string(pos))
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end,
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on_metadata_inventory_take = function(pos, listname, index, stack, player)
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minetest.log("action", player:get_player_name() ..
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" takes stuff from chest at " .. minetest.pos_to_string(pos))
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local inv = minetest.get_inventory({type = "node", pos=pos})
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if not inv or inv:is_empty("main") then
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minetest.set_node(pos, {name="air"})
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minetest.show_formspec(player:get_player_name(), "", player:get_inventory_formspec())
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end
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end,
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})
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--[[ here are some configuration variables ]]
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local chests_per_chunk = 6 -- 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 = -1 -- minimum chest spawning height, relative to water_level
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local h_max = 64-43 -- 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"))
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local water_level = tonumber(minetest.setting_get("water_level"))
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local get_node = minetest.get_node
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local env = minetest.env
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local function findGroundLevel(pos, y_min, y_max)
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local ground = nil
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local top = y_max
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for y = y_max, y_min, -1 do
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local p = {x=pos.x,y=y,z=pos.z}
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local name = get_node(p).name
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if name == "air" or name == "default:water_source" or name == "default:lava_source" then
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top = y
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break
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end
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end
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for y=top,y_min,-1 do
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local p = {x=pos.x,y=y,z=pos.z}
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local name = get_node(p).name
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if name ~= "air" and name ~= "default:water_source" and name ~= "default:lava_source" then
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ground = y
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break
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end
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end
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return ground
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end
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local function getFacedirs(pos, ground)
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-- secondly: rotate the chest
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-- find possible faces
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local xp, xm, zp, zm
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xp = minetest.get_node({x=pos.x+1, y=ground+1, z=pos.z})
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xm = minetest.get_node({x=pos.x-1, y=ground+1, z=pos.z})
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zp = minetest.get_node({x=pos.x, y=ground+1, z=pos.z+1})
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zm = minetest.get_node({x=pos.x, y=ground+1, z=pos.z-1})
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-- Set Facedirs
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local facedirs = {}
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if xp.name=="air" or xp.name=="default:water_source" then
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table.insert(facedirs, minetest.dir_to_facedir({x=-1,y=0,z=0}))
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end
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if xm.name=="air" or xm.name=="default:water_source" then
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table.insert(facedirs, minetest.dir_to_facedir({x=1,y=0,z=0}))
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end
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if zp.name=="air" or zp.name=="default:water_source" then
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table.insert(facedirs, minetest.dir_to_facedir({x=0,y=0,z=-1}))
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end
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if zm.name=="air" or zm.name=="default:water_source" then
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table.insert(facedirs, minetest.dir_to_facedir({x=0,y=0,z=1}))
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end
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return facedirs
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end
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local function placeChest(pos, chest_pos, ground, nn)
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local chest = {name = "tsm_chests:chest"}
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local facedirs = getFacedirs(pos, ground)
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-- choose a random face (if possible)
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if #facedirs == 0 then
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minetest.set_node({x=pos.x,y=ground+1, z=pos.z+1}, {name=nn})
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chest.param2 = minetest.dir_to_facedir({x=0,y=0,z=1})
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else
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chest.param2 = facedirs[math.floor(math.random(#facedirs))]
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end
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-- Lastly: place the chest
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minetest.set_node(chest_pos, chest)
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-- Get treasure
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local treasure_amount = math.ceil(math.random(t_min, t_max))
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local height = math.abs(h_min) - math.abs(h_max)
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local y_norm = (ground+1) - h_min
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local scale = 1 - (y_norm/height)
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local minp = 0 --scale*4 -- minimal preciousness: 0..4
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local maxp = 10 --scale*4+2.1 -- maximum preciousness: 2.1..6.1
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local treasures = treasurer.select_random_treasures(treasure_amount, minp, maxp)
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-- Add Treasure to Chst
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local meta = minetest.get_meta(chest_pos)
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local inv = meta:get_inventory()
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for i=1, #treasures do
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inv:set_stack("main", i, treasures[i])
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end
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end
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--[[ here comes the generation code
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the interesting part which involes treasurer comes way below
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]]
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minetest.register_on_generated(function(minp, maxp, seed)
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minp = {x=minp.x, y=minp.y, z=minp.z}
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maxp = {x=maxp.x, y=maxp.y, z=maxp.z}
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if minp.x <= -r_max then
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minp.x = -r_max + 1
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end
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if minp.z <= -r_max then
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minp.z = -r_max + 1
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end
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if minp.x >= r_max then
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minp.x = r_max - 1
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end
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if minp.z >= r_max then
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minp.z = r_max - 1
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end
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-- chests minimum and maximum spawn height
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local height_min = water_level + h_min
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local height_max = water_level + h_max
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if(maxp.y < height_min or minp.y > height_max) then
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return
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end
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local y_min = math.max(minp.y, height_min)
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local y_max = math.min(maxp.y, height_max)
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local attempts = 0
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local chests_placed = 0
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while chests_placed < chests_per_chunk and attempts < chests_per_chunk + 6 do
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attempts = attempts + 1
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local pos = {
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x = math.random(minp.x, maxp.x),
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y = minp.y,
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z = math.random(minp.z, maxp.z)
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}
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-- Find ground level
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local ground = findGroundLevel(pos, y_min, y_max)
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if ground ~= nil then
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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
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chest_pos.z = -1
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end
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local nn = minetest.get_node(chest_pos).name -- chest node name (before it becomes a chest)
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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
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end
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end
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end
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print("Spawned " .. chests_placed .. " chests after " .. attempts .. " attempts!")
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end)
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