VoxeLibre/mods/MAPGEN/tsm_railcorridors/gameconfig.lua

194 lines
6.7 KiB
Lua

-- This file stores the various node types. This makes it easier to plug this mod into games
-- in which you need to change the node names.
-- Adapted for MineClone 2!
-- Imports
local create_minecart = mcl_minecarts.create_minecart
local get_cart_data = mcl_minecarts.get_cart_data
local save_cart_data = mcl_minecarts.save_cart_data
-- Node names (Don't use aliases!)
tsm_railcorridors.nodes = {
dirt = "mcl_core:dirt",
chest = "mcl_chests:chest",
rail = "mcl_minecarts:rail_v2",
torch_floor = "mcl_torches:torch",
torch_wall = "mcl_torches:torch_wall",
cobweb = "mcl_core:cobweb",
spawner = "mcl_mobspawners:spawner",
}
local update_rail_connections = mcl_minecarts.update_rail_connections
local rails_to_update = {}
tsm_railcorridors.on_place_node = {
[tsm_railcorridors.nodes.rail] = function(pos, node)
rails_to_update[#rails_to_update + 1] = pos
end,
}
tsm_railcorridors.on_start = function()
rails_to_update = {}
end
tsm_railcorridors.on_finish = function()
for _,pos in pairs(rails_to_update) do
update_rail_connections(pos, {legacy = true, ignore_neighbor_connections = true})
end
end
local mg_name = minetest.get_mapgen_setting("mg_name")
if mg_name == "v6" then
-- In v6, wood is chosen randomly.
--[[ Wood types for the corridors. Corridors are made out of full wood blocks
and posts. For each corridor system, a random wood type is chosen with the chance
specified in per mille. ]]
tsm_railcorridors.nodes.corridor_woods = {
{ wood = "mcl_core:wood", post = "mcl_fences:fence", chance = 900},
{ wood = "mcl_core:darkwood", post = "mcl_fences:dark_oak_fence", chance = 100},
}
else
-- This generates dark oak wood in mesa biomes and oak wood everywhere else.
function tsm_railcorridors.nodes.corridor_woods_function(_, node)
if minetest.get_item_group(node.name, "hardened_clay") ~= 0 then
return "mcl_core:darkwood", "mcl_fences:dark_oak_fence"
else
return "mcl_core:wood", "mcl_fences:fence"
end
end
end
tsm_railcorridors.carts = {
"mcl_minecarts:minecart", "mcl_minecarts:minecart",
"mcl_minecarts:chest_minecart", "mcl_minecarts:chest_minecart",
"mcl_minecarts:tnt_minecart"
}
local has_loot = {
["mcl_minecarts:chest_minecart"] = true,
["mcl_minecarts:hopper_minceart"] = true,
}
-- This is called after a spawner has been placed by the game.
-- Use this to properly set up the metadata and stuff.
-- This is needed for games if they include mob spawners.
-- All spawners spawn cave spiders
function tsm_railcorridors.on_construct_spawner(pos)
mcl_mobspawners.setup_spawner(pos, "mobs_mc:cave_spider", 0, 7)
end
-- This is called after a cart has been placed by the game.
-- Use this to properly set up entity metadata and stuff.
-- * entity_id - type of cart to create
-- * pos: Position of cart
-- * pr: pseudorandom
function tsm_railcorridors.create_cart_staticdata(entity_id, pos, pr, pr_carts)
local uuid = create_minecart(entity_id, pos, vector.new(1,0,0))
-- Fill the cart with loot
local cartdata = get_cart_data(uuid)
if cartdata and has_loot[entity_id] then
local items = tsm_railcorridors.get_treasures(pr)
local size = core.registered_entities[entity_id]._inv_size
local inventory = {}
for i = 1,size do inventory[i] = "" end
cartdata.inventory = inventory
-- Fill a fake inventory using mcl_loot
local fake_inv = {
get_size = function(self)
return size
end,
get_stack = function(self, _, i)
return ItemStack(inventory[i])
end,
set_stack = function(self, _, i, stack)
inventory[i] = stack:to_string()
end,
}
mcl_loot.fill_inventory(fake_inv, "main", items, pr_carts)
save_cart_data(uuid)
end
return minetest.serialize({ uuid=uuid, seq=1 })
end
-- Fallback function. Returns a random treasure. This function is called for chests
-- only if the Treasurer mod is not found.
-- pr: A PseudoRandom object
function tsm_railcorridors.get_default_treasure(_)
-- UNUSED IN MINECLONE 2!
end
-- MineClone 2's treasure function. Gets all treasures for a single chest.
-- Based on information from Minecraft Wiki.
function tsm_railcorridors.get_treasures(pr)
local loottable = {
{
stacks_min = 1,
stacks_max = 1,
items = {
{ itemstring = "mcl_mobs:nametag", weight = 30 },
{ itemstring = "mcl_core:apple_gold", weight = 20 },
{ itemstring = "mcl_books:book", weight = 10, func = function(stack, pr)
mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
end },
{ itemstring = "", weight = 5},
{ itemstring = "mcl_core:pick_iron", weight = 5 },
{ itemstring = "mcl_core:apple_gold_enchanted", weight = 1 },
}
},
{
stacks_min = 2,
stacks_max = 4,
items = {
{ itemstring = "mcl_farming:bread", weight = 15, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_core:coal_lump", weight = 10, amount_min = 3, amount_max = 8 },
{ itemstring = "mcl_farming:beetroot_seeds", weight = 10, amount_min = 2, amount_max = 4 },
{ itemstring = "mcl_farming:melon_seeds", weight = 10, amount_min = 2, amount_max = 4 },
{ itemstring = "mcl_farming:pumpkin_seeds", weight = 10, amount_min = 2, amount_max = 4 },
{ itemstring = "mcl_core:iron_ingot", weight = 10, amount_min = 1, amount_max = 5 },
{ itemstring = "mcl_core:lapis", weight = 5, amount_min = 4, amount_max = 9 },
{ itemstring = "mesecons:redstone", weight = 5, amount_min = 4, amount_max = 9 },
{ itemstring = "mcl_core:gold_ingot", weight = 5, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_core:diamond", weight = 3, amount_min = 1, amount_max = 2 },
}
},
{
stacks_min = 3,
stacks_max = 3,
items = {
{ itemstring = "mcl_minecarts:rail_v2", weight = 20, amount_min = 4, amount_max = 8 },
{ itemstring = "mcl_torches:torch", weight = 15, amount_min = 1, amount_max = 16 },
{ itemstring = "mcl_minecarts:activator_rail_v2", weight = 5, amount_min = 1, amount_max = 4 },
{ itemstring = "mcl_minecarts:detector_rail_v2", weight = 5, amount_min = 1, amount_max = 4 },
{ itemstring = "mcl_minecarts:golden_rail_v2", weight = 5, amount_min = 1, amount_max = 4 },
}
},
-- non-MC loot: 50% chance to add a minecart, offered as alternative to spawning minecarts on rails.
-- TODO: Remove this when minecarts spawn on rails.
{
stacks_min = 0,
stacks_max = 1,
items = {
{ itemstring = "mcl_minecarts:minecart", weight = 1 },
}
}
}
-- Bonus loot for v6 mapgen: Otherwise unobtainable saplings.
if mg_name == "v6" then
table.insert(loottable, {
stacks_min = 1,
stacks_max = 3,
items = {
{ itemstring = "mcl_core:darksapling", weight = 1, amount_min = 1, amount_max = 3 },
{ itemstring = "mcl_core:birchsapling", weight = 1, amount_min = 1, amount_max = 2 },
{ itemstring = "", weight = 6 },
},
})
end
local items = mcl_loot.get_multi_loot(loottable, pr)
return items
end