many worldgen mods and gonna try technic now
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local S = minetest.get_translator(minetest.get_current_modname())
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local dungeon_loot_path = minetest.get_modpath("dungeon_loot")
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bones_loot = {}
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local bones_formspec =
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"size[8,9]"
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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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..df_dependencies.get_itemslot_bg(0,0.3,8,4)
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..df_dependencies.get_itemslot_bg(0,4.85,8,1)
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..df_dependencies.get_itemslot_bg(0,6.08,8,3)
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if minetest.get_modpath("default") then
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bones_formspec = bones_formspec .. default.get_hotbar_bg(0,4.85)
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end
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if minetest.get_modpath("bones") then
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df_dependencies.node_name_bones = "bones:bones"
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else
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local function drop_item_stack(pos, stack)
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if not stack or stack:is_empty() then return end
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local drop_offset = vector.new(math.random() - 0.5, 0, math.random() - 0.5)
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minetest.add_item(vector.add(pos, drop_offset), stack)
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end
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minetest.register_node("bones_loot:bones", {
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description = S("Bones"),
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tiles = {
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"bones_top.png^[transform2",
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"bones_bottom.png",
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"bones_side.png",
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"bones_side.png",
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"bones_rear.png",
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"bones_front.png"
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},
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paramtype2 = "facedir",
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groups = {oddly_diggable_by_hand=1, handy=1, container=2},
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sounds = df_dependencies.sound_gravel(),
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_mcl_hardness = 1.5,
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_mcl_blast_resistance = 6,
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can_dig = function(pos, player)
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local inv = minetest.get_meta(pos):get_inventory()
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return inv:is_empty("main")
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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", bones_formspec)
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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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on_blast = function(pos, intensity)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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for i = 1, inv:get_size("main") do
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drop_item_stack(pos, inv:get_stack("main", i))
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end
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meta:from_table()
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minetest.remove_node(pos)
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if math.random(1, math.floor((intensity or 1) * 2)) ~= 1 then return end
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drop_item_stack(pos, "bones_loot:bones")
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end
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})
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df_dependencies.node_name_bones = "bones_loot:bones"
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end
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local bones_node = df_dependencies.node_name_bones
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local local_loot = {}
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local local_loot_register = function(t)
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if t.name ~= nil then
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t = {t} -- single entry
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end
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for _, loot in ipairs(t) do
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table.insert(local_loot, loot)
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end
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end
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-- we could do this for the dungeon_loot registered loot table as well,
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-- but best not to meddle in other mods' internals if it can be helped.
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local clean_up_local_loot = function()
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if local_loot == nil then return end
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for i = #local_loot, 1, -1 do
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if not minetest.registered_items[local_loot[i].name] then
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table.remove(local_loot, i)
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end
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end
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end
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-- Uses same table format as dungeon_loot
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-- eg, {name = "bucket:bucket_water", chance = 0.45, types = {"sandstone", "desert"}},
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-- if dungeon_loot is installed it uses dungeon_loot's registration function directly.
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if dungeon_loot_path then
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bones_loot.register_loot = dungeon_loot.register
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else
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bones_loot.register_loot = local_loot_register
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minetest.after(0, clean_up_local_loot)
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end
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local get_loot_list = function(pos, loot_type, exclusive_loot_type)
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local loot_table
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if dungeon_loot_path then
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loot_table = dungeon_loot.registered_loot
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else
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loot_table = local_loot
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end
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local item_list = {}
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local pos_y = pos.y
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for _, loot in ipairs(loot_table) do
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if loot.y == nil or (pos_y >= loot.y[1] and pos_y <= loot.y[2]) then
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if (not exclusive_loot_type and loot.types == nil) or
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(loot.types and table.indexof(loot.types, loot_type) ~= -1) then
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table.insert(item_list, loot)
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end
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end
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end
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return item_list
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end
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local shuffle = function(tbl)
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for i = #tbl, 2, -1 do
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local rand = math.random(i)
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tbl[i], tbl[rand] = tbl[rand], tbl[i]
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end
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return tbl
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end
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-- "exclusive" set to true means that loot table entries without a loot_type won't be considered.
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bones_loot.get_loot = function(pos, loot_type, max_stacks, exclusive_loot_type)
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local item_list = get_loot_list(pos, loot_type, exclusive_loot_type)
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shuffle(item_list)
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-- apply chances / randomized amounts and collect resulting items
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local items = {}
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for _, loot in ipairs(item_list) do
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if math.random() <= loot.chance then
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local itemdef = minetest.registered_items[loot.name]
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if itemdef then
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local amount = 1
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if loot.count ~= nil then
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amount = math.random(loot.count[1], loot.count[2])
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end
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if itemdef.tool_capabilities then
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for n = 1, amount do
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local wear = math.random(0.20 * 65535, 0.75 * 65535) -- 20% to 75% wear
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table.insert(items, ItemStack({name = loot.name, wear = wear}))
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max_stacks = max_stacks - 1
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if max_stacks <= 0 then break end
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end
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else
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local stack_max = itemdef.stack_max
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while amount > 0 do
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table.insert(items, ItemStack({name = loot.name, count = math.min(stack_max, amount)}))
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amount = amount - stack_max
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max_stacks = max_stacks - 1
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if max_stacks <= 0 then break end
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end
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end
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end
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end
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if max_stacks <= 0 then break end
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end
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return items
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end
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bones_loot.place_bones = function(pos, loot_type, max_stacks, infotext, exclusive_loot_type)
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minetest.set_node(pos, {name=bones_node, param2 = math.random(1,4)-1})
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local meta = minetest.get_meta(pos)
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if infotext == nil then
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infotext = S("Someone's old bones")
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end
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meta:set_string("infotext", infotext)
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meta:set_string("formspec", bones_formspec)
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if max_stacks and max_stacks > 0 then
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local loot = bones_loot.get_loot(pos, loot_type, max_stacks, exclusive_loot_type)
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local inv = meta:get_inventory()
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inv:set_size("main", 8 * 4)
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for _, item in ipairs(loot) do
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inv:add_item("main", item)
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end
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end
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end
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minetest.register_lbm({
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label = "Repair underworld bones formspec",
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name = "bones_loot:repair_underworld_bones_formspec",
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nodenames = {bones_node},
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action = function(pos, node)
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local meta = minetest.get_meta(pos)
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if not meta:get("formspec") then
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meta:set_string("formspec", bones_formspec)
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end
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end,
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})
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