VoxeLibre/mods/MAPGEN/tsm_railcorridors/gameconfig.lua

99 lines
3.0 KiB
Lua

-- This file stores the various node types. This makes it easier to plug this mod into subgames
-- in which you need to change the node names.
-- Adapted for MineClone 2!
-- Node names (Don't use aliases!)
tsm_railcorridors.nodes = {
dirt = "mcl_core:dirt",
chest = "mcl_chests:chest",
rail = "mcl_minecarts:rail",
torch_floor = "mcl_torches:torch",
torch_wall = "mcl_torches:torch_wall",
--[[ 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. ]]
corridor_woods = {
{ wood = "mcl_core:wood", post = "mcl_fences:fence", chance = 900},
{ wood = "mcl_core:darkwood", post = "mcl_fences:dark_oak_fence", chance = 100},
},
}
-- 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(pr)
-- 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 items = {}
-- First roll
local r1 = pr:next(1,71)
if r1 <= 30 then
table.insert(items, "mobs:nametag")
elseif r1 <= 50 then
table.insert(items, "mcl_core:apple_gold")
elseif r1 <= 60 then
-- TODO: Enchanted Book
table.insert(items, "mcl_books:book")
elseif r1 <= 65 then
-- Nothing!
elseif r1 <= 70 then
table.insert(items, "mcl_tools:pick_iron")
else
-- TODO: Enchanted Golden Apple
table.insert(items, "mcl_core:apple_gold")
end
-- Second roll
local r2stacks = pr:next(2,4)
for i=1, r2stacks do
local r2 = pr:next(1,83)
if r2 <= 15 then
table.insert(items, "mcl_farming:bread "..pr:next(1,3))
elseif r2 <= 25 then
table.insert(items, "mcl_core:coal_lump "..pr:next(3,8))
elseif r2 <= 35 then
table.insert(items, "mcl_farming:beetroot_seeds "..pr:next(2,4))
elseif r2 <= 45 then
table.insert(items, "mcl_farming:melon_seeds "..pr:next(2,4))
elseif r2 <= 55 then
table.insert(items, "mcl_farming:pumpkin_seeds "..pr:next(2,4))
elseif r2 <= 65 then
table.insert(items, "mcl_core:iron_ingot "..pr:next(1,5))
elseif r2 <= 70 then
table.insert(items, "mcl_dye:blue "..pr:next(4,9))
elseif r2 <= 75 then
table.insert(items, "mesecons:redstone "..pr:next(4,9))
elseif r2 <= 80 then
table.insert(items, "mcl_core:gold_ingot "..pr:next(1,3))
else
table.insert(items, "mcl_core:diamond "..pr:next(1,2))
end
end
-- Third roll
for i=1, 3 do
local r3 = pr:next(1,50)
if r3 <= 20 then
table.insert(items, "mcl_minecarts:rail "..pr:next(4,8))
elseif r3 <= 35 then
table.insert(items, "mcl_torches:torch "..pr:next(1,16))
elseif r3 <= 40 then
-- TODO: Activator Rail
table.insert(items, "mcl_minecarts:rail "..pr:next(1,4))
elseif r3 <= 45 then
-- TODO: Detector Rail
table.insert(items, "mcl_minecarts:rail "..pr:next(1,4))
else
table.insert(items, "mcl_minecarts:golden_rail "..pr:next(1,4))
end
end
return items
end