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Use Minecraft-like treasures in mineshaft chests

This commit is contained in:
Wuzzy 2017-05-13 22:47:43 +02:00
parent fb9f98191a
commit be5547336b
4 changed files with 77 additions and 65 deletions

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@ -1,4 +1,5 @@
# Railway corridors for Treasurer [`tsm_railcorridors`]
# Railway corridors [`tsm_railcorridors`]
MineClone 2 adaption. NO TREASURER SUPPORT!
* Current version 0.11.0

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@ -3,4 +3,3 @@ mcl_util
mcl_core
mcl_tnt
mcl_farming
treasurer?

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@ -24,30 +24,76 @@ tsm_railcorridors.nodes = {
-- only if the Treasurer mod is not found.
-- pr: A PseudoRandom object
function tsm_railcorridors.get_default_treasure(pr)
if pr:next(0,1000) < 30 then
return "mcl_farming:bread "..pr:next(1,3)
elseif pr:next(0,1000) < 50 then
if pr:next(0,1000) < 500 then
return "mcl_farming:pumpkin_seeds "..pr:next(1,5)
-- 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 r1 = pr:next(1,71)
local r2 = pr:next(1,83)
local r3 = pr:next(1,50)
local items = {}
-- First roll
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
return "mcl_farming:melon_seeds "..pr:next(1,5)
-- TODO: Enchanted Golden Apple
table.insert(items, "mcl_core:apple_gold")
end
elseif pr:next(0,1000) < 5 then
return "mcl_tools:pick_iron"
elseif pr:next(0,1000) < 3 then
local r = pr:next(0, 1000)
if r < 400 then
return "mcl_core:iron_ingot "..pr:next(1,5)
elseif r < 800 then
return "mcl_core:gold_ingot "..pr:next(1,3)
-- Second roll
local r2stacks = pr:next(2,4)
for i=1, r2stacks do
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
return "mcl_core:diamond "..pr:next(1,2)
table.insert(items, "mcl_core:diamond "..pr:next(1,2))
end
elseif pr:next(0,1000) < 30 then
return "mcl_torches:torch "..pr:next(1,16)
elseif pr:next(0,1000) < 20 then
return "mcl_core:coal_lump "..pr:next(3,8)
end
-- Third roll
for i=1, 3 do
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
return ""
table.insert(items, "mcl_minecarts:golden_rail "..pr:next(1,4))
end
end
return items
end

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@ -197,49 +197,15 @@ end
-- Random chest items
-- Zufälliger Kisteninhalt
local function rci()
if(minetest.get_modpath("treasurer") ~= nil) then
local treasures
if pr:next(0,100) < 3 then
treasures = treasurer.select_random_treasures(1,2,4)
elseif pr:next(0,100) < 5 then
if pr:next(0,100) < 50 then
treasures = treasurer.select_random_treasures(1,2,4,"seed")
else
treasures = treasurer.select_random_treasures(1,2,4,"seed")
end
elseif pr:next(0,1000) < 5 then
if minetest.get_modpath("tnt") then
return "tnt:tnt "..pr:next(1,3)
end
elseif pr:next(0,1000) < 3 then
if pr:next(0,1000) < 800 then
treasures = treasurer.select_random_treasures(1,3,6,"mineral")
else
treasures = treasurer.select_random_treasures(1,5,9,"mineral")
end
end
if(treasures ~= nil) then
if(#treasures>=1) then
return treasures[1]:get_name()
else
return ""
end
else
return ""
end
else
return tsm_railcorridors.get_default_treasure(pr)
end
end
-- chests
local function Place_Chest(pos, param2)
if SetNodeIfCanBuild(pos, {name=tsm_railcorridors.nodes.chest, param2=param2}) then
local meta = minetest.get_meta(pos)
local inv = meta:get_inventory()
for i=1, inv:get_size("main") do
inv:set_stack("main", i, ItemStack(rci()))
local items = tsm_railcorridors.get_treasures(pr)
for i=1, math.min(#items, inv:get_size("main")) do
inv:set_stack("main", i, ItemStack(items[i]))
end
end
end