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98 lines
3 KiB
Lua
98 lines
3 KiB
Lua
-- This file stores the various node types. This makes it easier to plug this mod into subgames
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-- in which you need to change the node names.
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-- Adapted for MineClone 2!
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-- Node names (Don't use aliases!)
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tsm_railcorridors.nodes = {
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dirt = "mcl_core:dirt",
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chest = "mcl_chests:chest",
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rail = "mcl_minecarts:rail",
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torch_floor = "mcl_torches:torch",
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torch_wall = "mcl_torches:torch_wall",
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--[[ Wood types for the corridors. Corridors are made out of full wood blocks
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and posts. For each corridor system, a random wood type is chosen with the chance
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specified in per mille. ]]
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corridor_woods = {
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{ wood = "mcl_core:wood", post = "mcl_fences:fence", chance = 900},
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{ wood = "mcl_core:darkwood", post = "mcl_fences:dark_oak_fence", chance = 100},
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},
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}
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-- Fallback function. Returns a random treasure. This function is called for chests
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-- only if the Treasurer mod is not found.
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-- pr: A PseudoRandom object
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function tsm_railcorridors.get_default_treasure(pr)
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-- UNUSED IN MINECLONE 2!
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end
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-- MineClone 2's treasure function. Gets all treasures for a single chest.
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-- Based on information from Minecraft Wiki.
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function tsm_railcorridors.get_treasures(pr)
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local items = {}
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-- First roll
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local r1 = pr:next(1,71)
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if r1 <= 30 then
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table.insert(items, "mobs:nametag")
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elseif r1 <= 50 then
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table.insert(items, "mcl_core:apple_gold")
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elseif r1 <= 60 then
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-- TODO: Enchanted Book
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table.insert(items, "mcl_books:book")
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elseif r1 <= 65 then
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-- Nothing!
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elseif r1 <= 70 then
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table.insert(items, "mcl_tools:pick_iron")
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else
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-- TODO: Enchanted Golden Apple
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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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local r2 = pr:next(1,83)
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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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local r3 = pr:next(1,50)
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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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