mcl_loot = {} --[[ Select a number of itemstacks out of a pool of treasure definitions randomly. Parameters: * loot_definitions: Probabilities and information about the loot to select. Syntax: { stacks_min = 1, -- Minimum number of item stacks to get. Default: 1 stacks_max = 3, -- Maximum number of item stacks to get. Default: 1 items = { -- Table of possible loot items. This function selects between stacks_min and stacks_max of these. { weight = 5, -- Likelihood of this item being selected (see below). Optional (default: 1) itemstack = ItemStack("example:item1"), -- Itemstack to select -- OR itemstring = "example:item1", -- Which item to select amount_min = 1, -- Minimum size of itemstack. Must not be larger than 6553. Optional (default: 1) amount_max = 10, -- Maximum size of item stack. Must not be larger than item definition's stack_max or 6553. Optional (default: 1) wear_min = 1, -- Minimum wear value. Must be at least 1. Optional (default: no wear) wear_max = 1, -- Maxiumum wear value. Must be at least 1. Optional (default: no wear) }, { -- more tables like above, one table per item stack } } } * pr: PseudoRandom object used for the randomness How weight works: The probability of a single item stack being selected is weight/total_weight, with total_weight being the sum of all weight values in the items table. If you leave out the weight for all items, the likelihood of each item being selected is equal. Returns: Table of itemstrings ]] function mcl_loot.get_loot(loot_definitions, pr) local items = {} local total_weight = 0 for i=1, #loot_definitions.items do total_weight = total_weight + (loot_definitions.items[i].weight or 1) end local stacks_min = loot_definitions.stacks_min local stacks_max = loot_definitions.stacks_max if not stacks_min then stacks_min = 1 end if not stacks_max then stacks_max = 1 end local stacks = pr:next(loot_definitions.stacks_min, loot_definitions.stacks_max) for s=1, stacks do local r = pr:next(1, total_weight) local accumulated_weight = 0 local item for i=1, #loot_definitions.items do accumulated_weight = accumulated_weight + (loot_definitions.items[i].weight or 1) if accumulated_weight >= r then item = loot_definitions.items[i] break end end if item then local itemstring = item.itemstring local itemstack = item.itemstack if itemstring then if item.amount_min and item.amount_max then itemstring = itemstring .. " " .. pr:next(item.amount_min, item.amount_max) end if item.wear_min and item.wear_max then -- Sadly, PseudoRandom only allows very narrow ranges, so we set wear in steps of 10 local wear_min = math.floor(item.wear_min / 10) local wear_max = math.floor(item.wear_max / 10) local wear = pr:next(wear_min, wear_max) * 10 if not item.amount_min and not item.amount_max then itemstring = itemstring .. " 1" end itemstring = itemstring .. " " .. tostring(wear) end table.insert(items, itemstring) elseif itemstack then table.insert(items, itemstack) else minetest.log("error", "[mcl_loot] INTERNAL ERROR! Failed to select random loot item!") end end end return items end --[[ Repeat mcl_loot.get_loot multiple times for various loot_definitions. Useful for filling chests. * multi_loot_definitions: Table of loot_definitions (see mcl_loot.get_loot) * pr: PseudoRandom object used for the randomness Returns: Table of itemstrings ]] function mcl_loot.get_multi_loot(multi_loot_definitions, pr) local items = {} for m=1, #multi_loot_definitions do local group = mcl_loot.get_loot(multi_loot_definitions[m], pr) for g=1, #group do table.insert(items, group[g]) end end return items end --[[ Returns a table of length `max_slot` and all natural numbers between 1 and `max_slot` in a random order. ]] local function get_random_slots(max_slot, pr) local slots = {} for s=1, max_slot do slots[s] = s end local slots_out = {} while #slots > 0 do local r = pr and pr:next(1, #slots) or math.random(1, #slots) table.insert(slots_out, slots[r]) table.remove(slots, r) end return slots_out end --[[ Puts items in an inventory list into random slots. * inv: InvRef * listname: Inventory list name * items: table of items to add Items will be added from start of the table to end. If the inventory already has occupied slots, or is too small, placement of some items might fail. ]] function mcl_loot.fill_inventory(inv, listname, items, pr) local size = inv:get_size(listname) local slots = get_random_slots(size, pr) local leftovers = {} -- 1st pass: Add items into random slots for i=1, math.min(#items, size) do local item = items[i] local slot = slots[i] local old_item = inv:get_stack(listname, slot) local leftover = old_item:add_item(item) inv:set_stack(listname, slot, old_item) if not leftover:is_empty() then table.insert(leftovers, item) end end -- 2nd pass: If some items couldn't be added in first pass, -- try again in a non-random fashion for l=1, math.min(#leftovers, size) do inv:add_item(listname, leftovers[l]) end -- If there are still items left, tough luck! end