forked from Mineclonia/Mineclonia
Railcorridors: Use dark oak wood in terracotta
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@ -12,15 +12,30 @@ tsm_railcorridors.nodes = {
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torch_wall = "mcl_torches:torch_wall",
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torch_wall = "mcl_torches:torch_wall",
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cobweb = "mcl_core:cobweb",
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cobweb = "mcl_core:cobweb",
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spawner = "mcl_mobspawners:spawner",
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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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--[[ 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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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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specified in per mille. ]]
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corridor_woods = {
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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: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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{ wood = "mcl_core:darkwood", post = "mcl_fences:dark_oak_fence", chance = 100},
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},
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}
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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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tsm_railcorridors.nodes.corridor_woods_function = function(pos, 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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-- TODO: Use minecart with chest instead of normal minecart
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-- TODO: Use minecart with chest instead of normal minecart
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tsm_railcorridors.carts = { "mcl_minecarts:minecart" }
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tsm_railcorridors.carts = { "mcl_minecarts:minecart" }
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@ -41,8 +56,6 @@ function tsm_railcorridors.on_construct_spawner(pos)
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mcl_mobspawners.setup_spawner(pos, "mobs_mc:cave_spider")
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mcl_mobspawners.setup_spawner(pos, "mobs_mc:cave_spider")
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end
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end
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local mg_name = minetest.get_mapgen_setting("mg_name")
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-- MineClone 2's treasure function. Gets all treasures for a single chest.
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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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-- Based on information from Minecraft Wiki.
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function tsm_railcorridors.get_treasures(pr)
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function tsm_railcorridors.get_treasures(pr)
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@ -746,6 +746,7 @@ local function place_corridors(main_cave_coords, psra)
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if not IsGround(main_cave_coords) then
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if not IsGround(main_cave_coords) then
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return
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return
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end
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end
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local center_node = minetest.get_node(main_cave_coords)
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-- Determine if this corridor system is “damaged” (some rails removed) and to which extent
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-- Determine if this corridor system is “damaged” (some rails removed) and to which extent
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local damage = 0
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local damage = 0
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@ -769,25 +770,33 @@ local function place_corridors(main_cave_coords, psra)
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local xs = pr:next(0, 2) < 1
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local xs = pr:next(0, 2) < 1
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local zs = pr:next(0, 2) < 1;
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local zs = pr:next(0, 2) < 1;
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-- Select random wood type (found in gameconfig.lua)
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-- Get wood and fence post types, using gameconfig.
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local rnd = pr:next(1,1000)
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local wood, post
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if tsm_railcorridors.nodes.corridor_woods_function then
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-- Get wood type by gameconfig function
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wood, post = tsm_railcorridors.nodes.corridor_woods_function(main_cave_coords, center_node)
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else
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-- Select random wood type (found in gameconfig.lua)
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local rnd = pr:next(1,1000)
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local woodtype = 1
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local accumulated_chance = 0
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local woodtype = 1
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for w=1, #tsm_railcorridors.nodes.corridor_woods do
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local accumulated_chance = 0
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local woodtable = tsm_railcorridors.nodes.corridor_woods[w]
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for w=1, #tsm_railcorridors.nodes.corridor_woods do
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accumulated_chance = accumulated_chance + woodtable.chance
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local woodtable = tsm_railcorridors.nodes.corridor_woods[w]
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if accumulated_chance > 1000 then
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accumulated_chance = accumulated_chance + woodtable.chance
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minetest.log("warning", "[tsm_railcorridors] Warning: Wood chances add up to over 100%!")
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if accumulated_chance > 1000 then
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break
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minetest.log("warning", "[tsm_railcorridors] Warning: Wood chances add up to over 100%!")
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end
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break
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if rnd <= accumulated_chance then
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end
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woodtype = w
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if rnd <= accumulated_chance then
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break
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woodtype = w
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end
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break
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end
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end
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wood = tsm_railcorridors.nodes.corridor_woods[woodtype].wood
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post = tsm_railcorridors.nodes.corridor_woods[woodtype].post
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end
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end
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local wood = tsm_railcorridors.nodes.corridor_woods[woodtype].wood
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local post = tsm_railcorridors.nodes.corridor_woods[woodtype].post
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start_corridor(main_cave_coords, "x", xs, pr:next(way_min,way_max), psra, wood, post, damage, false)
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start_corridor(main_cave_coords, "x", xs, pr:next(way_min,way_max), psra, wood, post, damage, false)
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start_corridor(main_cave_coords, "z", zs, pr:next(way_min,way_max), psra, wood, post, damage, false)
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start_corridor(main_cave_coords, "z", zs, pr:next(way_min,way_max), psra, wood, post, damage, false)
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-- Auch mal die andere Richtung?
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-- Auch mal die andere Richtung?
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