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Use Minecraft-like treasures in mineshaft chests
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4 changed files with 77 additions and 65 deletions
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@ -1,4 +1,5 @@
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# Railway corridors for Treasurer [`tsm_railcorridors`]
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# Railway corridors [`tsm_railcorridors`]
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MineClone 2 adaption. NO TREASURER SUPPORT!
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* Current version 0.11.0
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* Current version 0.11.0
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@ -3,4 +3,3 @@ mcl_util
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mcl_core
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mcl_core
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mcl_tnt
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mcl_tnt
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mcl_farming
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mcl_farming
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treasurer?
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@ -24,30 +24,76 @@ tsm_railcorridors.nodes = {
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-- only if the Treasurer mod is not found.
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-- only if the Treasurer mod is not found.
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-- pr: A PseudoRandom object
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-- pr: A PseudoRandom object
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function tsm_railcorridors.get_default_treasure(pr)
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function tsm_railcorridors.get_default_treasure(pr)
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if pr:next(0,1000) < 30 then
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-- UNUSED IN MINECLONE 2!
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return "mcl_farming:bread "..pr:next(1,3)
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end
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elseif pr:next(0,1000) < 50 then
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if pr:next(0,1000) < 500 then
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-- MineClone 2's treasure function. Gets all treasures for a single chest.
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return "mcl_farming:pumpkin_seeds "..pr:next(1,5)
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-- Based on information from Minecraft Wiki.
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else
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function tsm_railcorridors.get_treasures(pr)
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return "mcl_farming:melon_seeds "..pr:next(1,5)
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local r1 = pr:next(1,71)
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end
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local r2 = pr:next(1,83)
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elseif pr:next(0,1000) < 5 then
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local r3 = pr:next(1,50)
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return "mcl_tools:pick_iron"
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elseif pr:next(0,1000) < 3 then
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local items = {}
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local r = pr:next(0, 1000)
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-- First roll
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if r < 400 then
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if r1 <= 30 then
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return "mcl_core:iron_ingot "..pr:next(1,5)
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table.insert(items, "mobs:nametag")
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elseif r < 800 then
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elseif r1 <= 50 then
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return "mcl_core:gold_ingot "..pr:next(1,3)
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table.insert(items, "mcl_core:apple_gold")
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else
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elseif r1 <= 60 then
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return "mcl_core:diamond "..pr:next(1,2)
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-- TODO: Enchanted Book
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end
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table.insert(items, "mcl_books:book")
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elseif pr:next(0,1000) < 30 then
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elseif r1 <= 65 then
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return "mcl_torches:torch "..pr:next(1,16)
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-- Nothing!
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elseif pr:next(0,1000) < 20 then
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elseif r1 <= 70 then
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return "mcl_core:coal_lump "..pr:next(3,8)
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table.insert(items, "mcl_tools:pick_iron")
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else
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else
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return ""
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-- TODO: Enchanted Golden Apple
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end
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table.insert(items, "mcl_core:apple_gold")
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end
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-- Second roll
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local r2stacks = pr:next(2,4)
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for i=1, r2stacks do
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if r2 <= 15 then
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table.insert(items, "mcl_farming:bread "..pr:next(1,3))
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elseif r2 <= 25 then
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table.insert(items, "mcl_core:coal_lump "..pr:next(3,8))
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elseif r2 <= 35 then
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table.insert(items, "mcl_farming:beetroot_seeds "..pr:next(2,4))
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elseif r2 <= 45 then
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table.insert(items, "mcl_farming:melon_seeds "..pr:next(2,4))
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elseif r2 <= 55 then
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table.insert(items, "mcl_farming:pumpkin_seeds "..pr:next(2,4))
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elseif r2 <= 65 then
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table.insert(items, "mcl_core:iron_ingot "..pr:next(1,5))
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elseif r2 <= 70 then
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table.insert(items, "mcl_dye:blue "..pr:next(4,9))
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elseif r2 <= 75 then
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table.insert(items, "mesecons:redstone "..pr:next(4,9))
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elseif r2 <= 80 then
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table.insert(items, "mcl_core:gold_ingot "..pr:next(1,3))
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else
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table.insert(items, "mcl_core:diamond "..pr:next(1,2))
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end
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end
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-- Third roll
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for i=1, 3 do
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if r3 <= 20 then
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table.insert(items, "mcl_minecarts:rail "..pr:next(4,8))
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elseif r3 <= 35 then
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table.insert(items, "mcl_torches:torch "..pr:next(1,16))
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elseif r3 <= 40 then
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-- TODO: Activator Rail
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table.insert(items, "mcl_minecarts:rail "..pr:next(1,4))
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elseif r3 <= 45 then
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-- TODO: Detector Rail
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table.insert(items, "mcl_minecarts:rail "..pr:next(1,4))
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else
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table.insert(items, "mcl_minecarts:golden_rail "..pr:next(1,4))
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end
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end
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return items
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end
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end
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@ -197,49 +197,15 @@ end
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-- Random chest items
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-- Random chest items
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-- Zufälliger Kisteninhalt
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-- Zufälliger Kisteninhalt
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local function rci()
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if(minetest.get_modpath("treasurer") ~= nil) then
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local treasures
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if pr:next(0,100) < 3 then
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treasures = treasurer.select_random_treasures(1,2,4)
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elseif pr:next(0,100) < 5 then
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if pr:next(0,100) < 50 then
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treasures = treasurer.select_random_treasures(1,2,4,"seed")
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else
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treasures = treasurer.select_random_treasures(1,2,4,"seed")
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end
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elseif pr:next(0,1000) < 5 then
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if minetest.get_modpath("tnt") then
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return "tnt:tnt "..pr:next(1,3)
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end
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elseif pr:next(0,1000) < 3 then
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if pr:next(0,1000) < 800 then
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treasures = treasurer.select_random_treasures(1,3,6,"mineral")
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else
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treasures = treasurer.select_random_treasures(1,5,9,"mineral")
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end
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end
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if(treasures ~= nil) then
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if(#treasures>=1) then
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return treasures[1]:get_name()
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else
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return ""
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end
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else
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return ""
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end
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else
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return tsm_railcorridors.get_default_treasure(pr)
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end
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end
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-- chests
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-- chests
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local function Place_Chest(pos, param2)
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local function Place_Chest(pos, param2)
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if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
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if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
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local meta = minetest.get_meta(pos)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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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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local items = tsm_railcorridors.get_treasures(pr)
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inv:set_stack("main", i, ItemStack(rci()))
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for i=1, math.min(#items, inv:get_size("main")) do
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inv:set_stack("main", i, ItemStack(items[i]))
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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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end
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