mirror of
https://notabug.org/TenPlus1/lucky_block.git
synced 2024-11-20 08:23:44 +01:00
811 lines
17 KiB
Lua
811 lines
17 KiB
Lua
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-- mod check
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local def = minetest.get_modpath("default")
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local mcl = minetest.get_modpath("mcl_core")
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-- global
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lucky_block = {
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mod_def = def,
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mod_mcl = mcl,
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snd_stone = def and default.node_sound_stone_defaults(),
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snd_wood = def and default.node_sound_wood_defaults(),
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snd_glass = def and default.node_sound_glass_defaults(),
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snd_pop = "default_hard_footstep",
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snd_pop2 = "default_place_node",
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def_item = "default:coal_lump",
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def_node = mcl and "mcl_core:dirt" or "default:dirt",
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def_flame = mcl and "mcl_fire:fire" or "fire:basic_flame",
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def_gold = mcl and "mcl_core:goldblock" or "default:goldblock",
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def_glass = mcl and "mcl_core:glass" or "default:glass",
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green = minetest.get_color_escape_sequence("#1eff00")
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}
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lucky_schems = {}
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-- quick sound setup
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if mcl then
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lucky_block.snd_glass = mcl_sounds.node_sound_glass_defaults()
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lucky_block.snd_wood = mcl_sounds.node_sound_wood_defaults()
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lucky_block.snd_stone = mcl_sounds.node_sound_stone_defaults()
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end
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-- translation support
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local S
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if minetest.get_translator ~= nil then
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S = minetest.get_translator("lucky_block") -- 5.x translation function
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else
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if minetest.get_modpath("intllib") then
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dofile(minetest.get_modpath("intllib") .. "/init.lua")
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if intllib.make_gettext_pair then
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gettext, ngettext = intllib.make_gettext_pair() -- new gettext method
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else
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gettext = intllib.Getter() -- old text file method
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end
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S = gettext
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else -- boilerplate function
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S = function(str, ...)
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local args = {...}
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return str:gsub("@%d+", function(match)
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return args[tonumber(match:sub(2))]
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end)
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end
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end
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end
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lucky_block.intllib = S
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-- default blocks
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local lucky_list = {
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{"nod", "lucky_block:super_lucky_block", 0}
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}
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-- ability to add new blocks to list
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function lucky_block:add_blocks(list)
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for s = 1, #list do
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table.insert(lucky_list, list[s])
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end
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end
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-- call to purge the block list
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function lucky_block:purge_block_list()
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lucky_list = {
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{"nod", "lucky_block:super_lucky_block", 0}
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}
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end
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-- add schematics to global list
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function lucky_block:add_schematics(list)
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for s = 1, #list do
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table.insert(lucky_schems, list[s])
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end
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end
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-- for random colour selection
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local all_colours = {
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"grey", "black", "red", "yellow", "green", "cyan", "blue", "magenta",
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"orange", "violet", "brown", "pink", "dark_grey", "dark_green", "white"
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}
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if lucky_block.mcl then
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all_colours = {
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"red", "blue", "cyan", "grey", "silver", "black", "yellow", "green", "magenta",
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"orange", "purple", "brown", "pink", "lime", "light_blue", "white"
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}
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end
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-- default chests items
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local chest_stuff = {}
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-- call to purge the chest item list
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function lucky_block:purge_chest_items()
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chest_stuff = {}
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end
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-- ability to add to chest item list
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function lucky_block:add_chest_items(list)
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for s = 1, #list do
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table.insert(chest_stuff, list[s])
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end
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end
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-- particle effects
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local effect = function(pos, amount, texture, min_size, max_size, radius, gravity, glow)
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radius = radius or 2
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gravity = gravity or -10
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minetest.add_particlespawner({
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amount = amount,
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time = 0.25,
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minpos = pos,
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maxpos = pos,
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minvel = {x = -radius, y = -radius, z = -radius},
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maxvel = {x = radius, y = radius, z = radius},
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minacc = {x = 0, y = gravity, z = 0},
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maxacc = {x = 0, y = gravity, z = 0},
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minexptime = 0.1,
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maxexptime = 1,
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minsize = min_size or 0.5,
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maxsize = max_size or 1.0,
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texture = texture,
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glow = glow
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})
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end
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-- temp entity for mob damage
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minetest.register_entity("lucky_block:temp", {
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physical = true,
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collisionbox = {0, 0, 0, 0, 0, 0},
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visual_size = {x = 0, y = 0},
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visual = "sprite",
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textures = {"tnt_smoke.png"},
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_is_arrow = true,
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on_step = function(self, dtime)
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self.timer = (self.timer or 0) + dtime
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if self.timer > 0.5 then
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self.object:remove()
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end
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end
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})
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-- modified from TNT mod to deal entity damage only
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local function entity_physics(pos, radius)
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radius = radius * 2
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local objs = minetest.get_objects_inside_radius(pos, radius)
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local obj_pos, dist
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-- add temp entity to cause damage
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local tmp_ent = minetest.add_entity(pos, "lucky_block:temp")
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for n = 1, #objs do
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obj_pos = objs[n]:get_pos()
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dist = vector.distance(pos, obj_pos)
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if dist < 1 then dist = 1 end
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local damage = math.floor((4 / dist) * radius)
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local ent = objs[n]:get_luaentity()
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objs[n]:punch(tmp_ent, 1.0, {
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full_punch_interval = 1.0,
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damage_groups = {fleshy = damage}
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}, pos)
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end
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end
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-- function to fill chest at position
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local function fill_chest(pos, items)
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local stacks = items or chest_stuff
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local meta = minetest.get_meta(pos)
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local inv = meta and meta:get_inventory()
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local size = inv and inv:get_size("main")
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local stack
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if not inv then return end
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-- loop through inventory
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for _, def in ipairs(stacks) do
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if math.random((def.chance or 1)) == 1 then
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-- only add if item existd
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if minetest.registered_items[def.name] then
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stack = ItemStack(def.name .. " " .. math.random((def.max or 1)))
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-- if wear levels found choose random wear between both values
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if def.max_wear and def.min_wear then
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stack:set_wear(65535 - (math.random(def.max_wear, def.min_wear)))
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end
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-- set stack in random position
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inv:set_stack("main", math.random(size), stack)
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end
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end
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end
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end
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-- explosion with protection check
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local function explode(pos, radius, sound)
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sound = sound or "tnt_explode"
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if minetest.get_modpath("tnt") and tnt and tnt.boom
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and not minetest.is_protected(pos, "") then
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tnt.boom(pos, {radius = radius, damage_radius = radius, sound = sound})
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else
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minetest.sound_play(sound, {pos = pos, gain = 1.0, max_hear_distance = 32}, true)
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entity_physics(pos, radius)
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effect(pos, 32, "tnt_smoke.png", radius * 3, radius * 5, radius, 1, 0)
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end
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end
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local lb_schematic = function(pos, digger, def)
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if #lucky_schems == 0 then
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print ("[lucky block] No schematics")
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return
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end
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local schem = def[2]
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local switch = def[3] or 0
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local force = def[4]
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local reps = def[5] or {}
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if switch == 1 then
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pos = vector.round(digger:get_pos())
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end
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for i = 1, #lucky_schems do
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if schem == lucky_schems[i][1] then
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local p1 = vector.subtract(pos, lucky_schems[i][3])
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minetest.place_schematic(p1, lucky_schems[i][2], "", reps, force)
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break
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end
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end
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if switch == 1 then
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digger:set_pos(pos, false)
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end
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end
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local lb_node = function(pos, digger, def)
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local nod = def[2]
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local switch = def[3]
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local items = def[4]
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if switch == 1 then
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pos = digger:get_pos()
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end
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if not minetest.registered_nodes[nod] then
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nod = lucky_block.def_node
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end
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effect(pos, 25, "tnt_smoke.png", 8, 8, 2, 1, 0)
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minetest.set_node(pos, {name = nod})
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if nod == "default:chest"
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or nod == "mcl_chests:chest_small" then
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fill_chest(pos, items)
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end
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end
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local lb_spawn = function(pos, digger, def)
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local pos2 = {}
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local num = def[3] or 1
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local tame = def[4]
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local own = def[5]
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local range = def[6] or 5
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local name = def[7]
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for i = 1, num do
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pos2.x = pos.x + math.random(-range, range)
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pos2.y = pos.y + 1
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pos2.z = pos.z + math.random(-range, range)
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local nod = minetest.get_node(pos2)
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local nodef = minetest.registered_nodes[nod.name]
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if nodef and nodef.walkable == false then
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local entity
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-- select between random or single entity
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if type(def[2]) == "table" then
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entity = def[2][math.random(#def[2])]
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else
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entity = def[2]
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end
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-- coloured sheep
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if entity == "mobs:sheep" then
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local colour = "_" .. all_colours[math.random(#all_colours)]
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entity = "mobs:sheep" .. colour
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end
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if entity == "mobs_animal:sheep" then
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local colour = "_" .. all_colours[math.random(#all_colours)]
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entity = "mobs_animal:sheep" .. colour
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end
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-- has entity been registered?
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if minetest.registered_entities[entity] then
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local obj = minetest.add_entity(pos2, entity)
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if obj then
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local ent = obj:get_luaentity()
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if tame then
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ent.tamed = true
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end
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if own then
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ent.owner = digger:get_player_name()
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end
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if name then
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ent.nametag = name
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ent.object:set_properties({
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nametag = name,
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nametag_color = "#FFFF00"
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})
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end
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else
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print ("[lucky_block] " .. entity .. " could not be spawned")
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end
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end
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end
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end
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end
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local lb_explode = function(pos, def)
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local rad = def[2] or 2
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local snd = def[3] or "tnt_explode"
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explode(pos, rad, snd)
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end
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local lb_teleport = function(pos, digger, def)
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local xz_range = def[2] or 10
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local y_range = def[3] or 5
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pos.x = pos.x + math.random(-xz_range, xz_range)
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pos.y = pos.y + math.random(-y_range, y_range)
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pos.z = pos.z + math.random(-xz_range, xz_range)
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effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0)
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digger:set_pos(pos, false)
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effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0)
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minetest.chat_send_player(digger:get_player_name(),
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lucky_block.green .. S("Random Teleport!"))
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end
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local lb_drop = function(pos, digger, def)
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local num = def[3] or 1
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local colours = def[4]
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local items = #def[2]
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-- drop multiple different items or colours
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if items > 1 or colours then
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for i = 1, num do
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local item = def[2][math.random(items)]
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if colours then
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item = item .. all_colours[math.random(#all_colours)]
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end
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if not minetest.registered_items[item] then
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item = lucky_block.def_item
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end
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local obj = minetest.add_item(pos, item)
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if obj then
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obj:set_velocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9
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})
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end
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end
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else -- drop single item in a stack
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local item = def[2][1]
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if not minetest.registered_items[item] then
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item = ItemStack(lucky_block.def_item .. " " .. tonumber(num))
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else
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item = ItemStack(item .. " " .. tonumber(num))
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end
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local obj = minetest.add_item(pos, item)
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if obj then
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obj:set_velocity({
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x = math.random(-10, 10) / 9,
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y = 5,
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z = math.random(-10, 10) / 9
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})
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end
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end
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end
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local lb_lightning = function(pos, digger, def)
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local nod = def[2]
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if not minetest.registered_nodes[nod] then
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nod = lucky_block.def_flame
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end
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pos = digger:get_pos()
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local bnod = minetest.get_node_or_nil(pos)
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local bref = bnod and minetest.registered_items[bnod.name]
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if bref and bref.buildable_to then
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minetest.set_node(pos, {name = nod})
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end
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minetest.add_particle({
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pos = pos,
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velocity = {x = 0, y = 0, z = 0},
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acceleration = {x = 0, y = 0, z = 0},
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expirationtime = 1.0,
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collisiondetection = false,
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texture = "lucky_lightning.png",
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size = math.random(100, 150),
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glow = 15
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})
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entity_physics(pos, 2)
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minetest.sound_play("lightning", {
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pos = pos, gain = 1.0, max_hear_distance = 25}, true)
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end
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local lb_falling = function(pos, digger, def)
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local nods = def[2]
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local switch = def[3]
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local spread = def[4]
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local range = def[5] or 5
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if switch == 1 then
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pos = digger:get_pos()
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end
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if spread then
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pos.y = pos.y + 10
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else
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pos.y = pos.y + #nods
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end
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minetest.remove_node(pos)
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local pos2 = {x = pos.x, y = pos.y, z = pos.z}
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for s = 1, #nods do
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minetest.after(0.5 * s, function()
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if spread then
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pos2.x = pos.x + math.random(-range, range)
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pos2.z = pos.z + math.random(-range, range)
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end
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local node = nods[s] and minetest.registered_nodes[nods[s]]
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local n = node and table.copy(minetest.registered_nodes[nods[s]])
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if n then
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local obj = minetest.add_entity(pos2, "__builtin:falling_node")
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if obj then
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local ent = obj:get_luaentity()
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if ent then
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n.param2 = 1 -- set default rotation
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ent:set_node(n)
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end
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end
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else print("[MOD] Lucky Block - Falling Node Error, Not Found:", nods[s])
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end
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end)
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end
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end
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local lb_troll = function(pos, def)
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local nod = def[2]
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local snd = def[3]
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local exp = def[4]
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if not minetest.registered_nodes[nod] then
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nod = lucky_block.def_gold
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end
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minetest.set_node(pos, {name = nod})
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if snd then
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minetest.sound_play(snd, {pos = pos, gain = 1.0, max_hear_distance = 10}, true)
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end
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minetest.after(2.0, function()
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if exp then
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minetest.set_node(pos, {name = "air"})
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explode(pos, 2)
|
|
else
|
|
|
|
minetest.set_node(pos, {name = "air"})
|
|
|
|
minetest.sound_play(lucky_block.snd_pop, {
|
|
pos = pos, gain = 1.0, max_hear_distance = 10}, true)
|
|
end
|
|
end)
|
|
end
|
|
|
|
|
|
local lb_floor = function(pos, def)
|
|
|
|
local size = def[2] or 1
|
|
local nods = def[3] or {lucky_block.def_node}
|
|
local offs = def[4] or 0
|
|
local num = 1
|
|
|
|
for x = 0, size - 1 do
|
|
for z = 0, size - 1 do
|
|
|
|
minetest.after(0.5 * num, function()
|
|
|
|
local nod = nods[math.random(#nods)]
|
|
local def = minetest.registered_nodes[nod]
|
|
local snd = def and def.sounds and def.sounds.place
|
|
|
|
minetest.set_node({
|
|
x = (pos.x + x) - offs,
|
|
y = pos.y - 1,
|
|
z = (pos.z + z) - offs}, {name = nod})
|
|
|
|
minetest.sound_play(snd, {
|
|
pos = pos, gain = 1.0, max_hear_distance = 10}, true)
|
|
end)
|
|
|
|
num = num + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
-- this is what happens when you dig a lucky block
|
|
function lucky_block:open(pos, digger, blocks_list)
|
|
|
|
-- check for custom blocks list or use default
|
|
blocks_list = blocks_list or lucky_list
|
|
|
|
-- make sure it's really random
|
|
math.randomseed(minetest.get_timeofday() + pos.x + pos.z - os.time())
|
|
|
|
local luck = math.random(#blocks_list) ; -- luck = 1
|
|
local result = blocks_list[luck]
|
|
local action = result[1]
|
|
|
|
-- print ("luck ["..luck.." of "..#blocks_list.."]", action)
|
|
|
|
-- place schematic
|
|
if action == "sch" then lb_schematic(pos, digger, result)
|
|
|
|
-- place node (if chest then fill chest)
|
|
elseif action == "nod" then lb_node(pos, digger, result)
|
|
|
|
-- place entity
|
|
elseif action == "spw" then lb_spawn(pos, digger, result)
|
|
|
|
-- explosion
|
|
elseif action == "exp" then lb_explode(pos, result)
|
|
|
|
-- teleport
|
|
elseif action == "tel" then lb_teleport(pos, digger, result)
|
|
|
|
-- drop items
|
|
elseif action == "dro" then lb_drop(pos, digger, result)
|
|
|
|
-- lightning strike
|
|
elseif action == "lig" then lb_lightning(pos, digger, result)
|
|
|
|
-- falling nodes
|
|
elseif action == "fal" then lb_falling(pos, digger, result)
|
|
|
|
-- troll block, disappears or explodes after 2 seconds
|
|
elseif action == "tro" then lb_troll(pos, result)
|
|
|
|
-- floor paint
|
|
elseif action == "flo" then lb_floor(pos, result)
|
|
|
|
-- custom function
|
|
elseif action == "cus" then
|
|
if result[2] then result[2](pos, digger, result[3]) end
|
|
end
|
|
end
|
|
|
|
|
|
-- lucky block itself
|
|
minetest.register_node("lucky_block:lucky_block", {
|
|
description = S("Lucky Block"),
|
|
tiles = {{
|
|
name = "lucky_block_animated.png",
|
|
animation = {
|
|
type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1
|
|
}
|
|
}},
|
|
inventory_image = minetest.inventorycube("lucky_block.png"),
|
|
sunlight_propagates = false,
|
|
is_ground_content = false,
|
|
paramtype = "light",
|
|
light_source = 3,
|
|
groups = {handy = 2, oddly_breakable_by_hand = 3, unbreakable = 1},
|
|
drop = {},
|
|
sounds = lucky_block.snd_wood,
|
|
|
|
on_dig = function(pos, node, digger)
|
|
|
|
if digger and digger:is_player() then
|
|
|
|
minetest.set_node(pos, {name = "air"})
|
|
|
|
lucky_block:open(pos, digger)
|
|
end
|
|
end,
|
|
|
|
on_blast = function() end,
|
|
|
|
_mcl_hardness = 1,
|
|
_mcl_blast_resistance = 1200
|
|
})
|
|
|
|
|
|
local gitem = mcl and "mcl_core:gold_ingot" or "default:gold_ingot"
|
|
local citem = mcl and "mcl_chests:chest" or "default:chest"
|
|
|
|
minetest.register_craft({
|
|
output = "lucky_block:lucky_block",
|
|
recipe = {
|
|
{gitem, gitem, gitem},
|
|
{gitem, citem, gitem},
|
|
{gitem, gitem, gitem}
|
|
}
|
|
})
|
|
|
|
|
|
local grp = {cracky = 1, level = 2, unbreakable = 1}
|
|
|
|
-- change super lucky block groups for mineclone
|
|
if mcl then
|
|
grp.handy = 5
|
|
grp.level = nil
|
|
end
|
|
|
|
-- super lucky block
|
|
minetest.register_node("lucky_block:super_lucky_block", {
|
|
description = S("Super Lucky Block (use pick)"),
|
|
tiles = {{
|
|
name = "lucky_block_super_animated.png",
|
|
animation = {
|
|
type = "vertical_frames", aspect_w = 16, aspect_h = 16, length = 1
|
|
}
|
|
}},
|
|
inventory_image = minetest.inventorycube("lucky_block_super.png"),
|
|
sunlight_propagates = false,
|
|
is_ground_content = false,
|
|
paramtype = "light",
|
|
groups = grp,
|
|
drop = {},
|
|
sounds = lucky_block.snd_stone,
|
|
|
|
on_construct = function(pos)
|
|
|
|
local meta = minetest.get_meta(pos)
|
|
|
|
meta:set_string("infotext", "Super Lucky Block")
|
|
end,
|
|
|
|
on_dig = function(pos)
|
|
|
|
if math.random(10) < 8 then
|
|
|
|
minetest.set_node(pos, {name = "air"})
|
|
|
|
effect(pos, 25, "tnt_smoke.png", 8, 8, 1, -10, 0)
|
|
|
|
minetest.sound_play("fart1", {
|
|
pos = pos, gain = 1.0, max_hear_distance = 10}, true)
|
|
|
|
if math.random(5) == 1 then
|
|
pos.y = pos.y + 0.5
|
|
minetest.add_item(pos, lucky_block.def_gold .. " " .. math.random(5))
|
|
end
|
|
|
|
else
|
|
minetest.set_node(pos, {name = "lucky_block:lucky_block"})
|
|
end
|
|
end,
|
|
|
|
on_blast = function() end,
|
|
|
|
_mcl_hardness = 8,
|
|
_mcl_blast_resistance = 1200
|
|
})
|
|
|
|
|
|
local path = minetest.get_modpath("lucky_block")
|
|
|
|
-- import schematics
|
|
dofile(path .. "/lb_schems.lua")
|
|
|
|
-- wishing well & drops
|
|
dofile(path .. "/lb_well.lua")
|
|
|
|
-- lucky block special items and blocks
|
|
dofile(path .. "/lb_special.lua")
|
|
|
|
-- if mineclone detected then load specific lucky blocks
|
|
if mcl then
|
|
dofile(path .. "/lb_mineclone.lua")
|
|
else
|
|
dofile(path .. "/lb_default.lua")
|
|
end
|
|
|
|
-- 3rd party mod lucky blocks
|
|
dofile(path .. "/lb_other.lua")
|
|
|
|
|
|
minetest.after(0, function()
|
|
print("[MOD] Lucky Blocks loaded: ", #lucky_list)
|
|
end)
|