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f6f5481f30
Not using the `RecheckCartHack` on >5.9 seems to help with #4670 - not tested on older minetest; chest minecarts might still be empty there when the block is unloaded in the meantime. For <5.9, maybe it helps to decrease the time interval, 3 seconds seems to fairly long. This also makes the minecarts random: 40% minecart, 40% chest minecart, 20% tnt minecart. Reviewed-on: https://git.minetest.land/VoxeLibre/VoxeLibre/pulls/4684 Reviewed-by: the-real-herowl <the-real-herowl@noreply.git.minetest.land> Co-authored-by: kno10 <erich.schubert@gmail.com> Co-committed-by: kno10 <erich.schubert@gmail.com>
146 lines
5.3 KiB
Lua
146 lines
5.3 KiB
Lua
-- This file stores the various node types. This makes it easier to plug this mod into games
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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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cobweb = "mcl_core:cobweb",
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spawner = "mcl_mobspawners:spawner",
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}
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name == "v6" then
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-- In v6, wood is chosen randomly.
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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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tsm_railcorridors.nodes.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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else
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-- This generates dark oak wood in mesa biomes and oak wood everywhere else.
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function tsm_railcorridors.nodes.corridor_woods_function(_, node)
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if minetest.get_item_group(node.name, "hardened_clay") ~= 0 then
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return "mcl_core:darkwood", "mcl_fences:dark_oak_fence"
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else
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return "mcl_core:wood", "mcl_fences:fence"
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end
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end
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end
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tsm_railcorridors.carts = {
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"mcl_minecarts:minecart", "mcl_minecarts:minecart",
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"mcl_minecarts:chest_minecart", "mcl_minecarts:chest_minecart",
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"mcl_minecarts:tnt_minecart"
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}
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-- This is called after a spawner has been placed by the game.
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-- Use this to properly set up the metadata and stuff.
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-- This is needed for games if they include mob spawners.
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-- All spawners spawn cave spiders
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function tsm_railcorridors.on_construct_spawner(pos)
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mcl_mobspawners.setup_spawner(pos, "mobs_mc:cave_spider", 0, 7)
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end
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-- This is called after a cart has been placed by the game.
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-- Use this to properly set up entity metadata and stuff.
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-- * pos: Position of cart
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-- * cart: Cart entity
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function tsm_railcorridors.on_construct_cart(_, cart, pr_carts)
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local l = cart:get_luaentity()
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local inv = mcl_entity_invs.load_inv(l,27)
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if inv then -- otherwise probably not a chest minecart
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local items = tsm_railcorridors.get_treasures(pr_carts)
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mcl_loot.fill_inventory(inv, "main", items, pr_carts)
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mcl_entity_invs.save_inv(l)
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end
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end
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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(_)
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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 loottable = {
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{
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stacks_min = 1,
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stacks_max = 1,
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items = {
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{ itemstring = "mcl_mobs:nametag", weight = 30 },
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{ itemstring = "mcl_core:apple_gold", weight = 20 },
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{ itemstring = "mcl_books:book", weight = 10, func = function(stack, pr)
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mcl_enchanting.enchant_uniform_randomly(stack, {"soul_speed"}, pr)
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end },
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{ itemstring = "", weight = 5},
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{ itemstring = "mcl_core:pick_iron", weight = 5 },
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{ itemstring = "mcl_core:apple_gold_enchanted", weight = 1 },
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}
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},
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{
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stacks_min = 2,
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stacks_max = 4,
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items = {
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{ itemstring = "mcl_farming:bread", weight = 15, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_core:coal_lump", weight = 10, amount_min = 3, amount_max = 8 },
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{ itemstring = "mcl_farming:beetroot_seeds", weight = 10, amount_min = 2, amount_max = 4 },
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{ itemstring = "mcl_farming:melon_seeds", weight = 10, amount_min = 2, amount_max = 4 },
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{ itemstring = "mcl_farming:pumpkin_seeds", weight = 10, amount_min = 2, amount_max = 4 },
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{ itemstring = "mcl_core:iron_ingot", weight = 10, amount_min = 1, amount_max = 5 },
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{ itemstring = "mcl_core:lapis", weight = 5, amount_min = 4, amount_max = 9 },
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{ itemstring = "mesecons:redstone", weight = 5, amount_min = 4, amount_max = 9 },
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{ itemstring = "mcl_core:gold_ingot", weight = 5, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_core:diamond", weight = 3, amount_min = 1, amount_max = 2 },
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}
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},
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{
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stacks_min = 3,
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stacks_max = 3,
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items = {
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{ itemstring = "mcl_minecarts:rail", weight = 20, amount_min = 4, amount_max = 8 },
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{ itemstring = "mcl_torches:torch", weight = 15, amount_min = 1, amount_max = 16 },
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{ itemstring = "mcl_minecarts:activator_rail", weight = 5, amount_min = 1, amount_max = 4 },
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{ itemstring = "mcl_minecarts:detector_rail", weight = 5, amount_min = 1, amount_max = 4 },
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{ itemstring = "mcl_minecarts:golden_rail", weight = 5, amount_min = 1, amount_max = 4 },
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}
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},
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-- non-MC loot: 50% chance to add a minecart, offered as alternative to spawning minecarts on rails.
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-- TODO: Remove this when minecarts spawn on rails.
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{
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stacks_min = 0,
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stacks_max = 1,
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items = {
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{ itemstring = "mcl_minecarts:minecart", weight = 1 },
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}
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}
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}
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-- Bonus loot for v6 mapgen: Otherwise unobtainable saplings.
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if mg_name == "v6" then
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table.insert(loottable, {
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stacks_min = 1,
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stacks_max = 3,
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items = {
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{ itemstring = "mcl_core:darksapling", weight = 1, amount_min = 1, amount_max = 3 },
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{ itemstring = "mcl_core:birchsapling", weight = 1, amount_min = 1, amount_max = 2 },
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{ itemstring = "", weight = 6 },
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},
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})
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end
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local items = mcl_loot.get_multi_loot(loottable, pr)
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return items
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end
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