everness/loot_chests.lua

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--[[
Everness. Never ending discovery in Everness mapgen.
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Copyright (C) 2024 SaKeL <juraj.vajda@gmail.com>
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This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to juraj.vajda@gmail.com
--]]
minetest.register_lbm({
label = 'Everness Loot Chests',
name = 'everness:loot_chests_marker_replace',
nodenames = {
'everness:japanese_shrine_lootchest_marker',
'everness:jungle_temple_lootchest_marker',
'everness:haunted_house_lootchest_marker',
'everness:quartz_temple_lootchest_marker',
'everness:forsaken_desert_temple_marker',
'everness:forsaken_desert_temple_2_marker',
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'everness:coral_forest_deep_ocean_house_marker',
'everness:cursed_lands_deep_ocean_skull_marker',
'everness:frosted_icesheet_igloo_marker',
'everness:crystal_forest_deep_ocean_ruins_marker',
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},
run_at_every_load = true,
action = function(pos, node)
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minetest.set_node(pos, { name = 'everness:chest', param2 = minetest.get_node(pos).param2 })
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local rand = PcgRandom(pos.x * pos.y * pos.z)
local inv = minetest.get_inventory({ type = 'node', pos = pos })
for index, value in ipairs(inv:get_list('main')) do
if node.name == 'everness:japanese_shrine_lootchest_marker' then
--
-- Japanese Shrine
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
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if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
elseif node.name == 'everness:jungle_temple_lootchest_marker' then
--
-- Jungle Temple
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
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if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
elseif node.name == 'everness:haunted_house_lootchest_marker' then
--
-- Haunted House
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
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if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
elseif node.name == 'everness:quartz_temple_lootchest_marker' then
--
-- Quartz Temple
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
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if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
elseif node.name == 'everness:forsaken_desert_temple_marker' then
--
-- Forsaken Desert Temple
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
elseif node.name == 'everness:forsaken_desert_temple_2_marker' then
--
-- Forsaken Desert Temple 2 (under)
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
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if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
elseif node.name == 'everness:coral_forest_deep_ocean_house_marker' then
--
-- Deep Ocean House
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
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if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
elseif node.name == 'everness:cursed_lands_deep_ocean_skull_marker' then
--
-- Deep Ocean Skull
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
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if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
elseif node.name == 'everness:frosted_icesheet_igloo_marker' then
--
-- Igloo
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
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if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
elseif node.name == 'everness:crystal_forest_deep_ocean_ruins_marker' then
--
-- Crystal Forest Deep Ocean Ruins
--
local item_def = Everness.loot_chest.default[rand:next(1, #Everness.loot_chest.default)]
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if not minetest.registered_items[item_def.name] then
return
end
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if rand:next(0, 100) <= item_def.chance then
local stack = ItemStack(item_def.name)
if minetest.registered_tools[item_def.name] then
stack:set_wear(rand:next(1, 65535))
else
stack:set_count(rand:next(1, item_def.max_count))
end
inv:set_stack('main', index, stack)
end
end
end
minetest.log('action', '[Everness] Loot chests inventory populated at ' .. pos:to_string())
end,
})