increased village density and trying to get locks working
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5e8b1ae7a7
commit
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@ -5,8 +5,13 @@
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locks = {}
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function locks.is_locked(pos, player)
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local pos = pointed_thing.under
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locks.picked_time = tonumber(minetest.setting_getbool("locks_picked_time")) or 15 -- unlocked for 15 seconds
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local all_unlocked = minetest.setting_getbool("locks_all_unlocked")
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function locks.is_locked(meta, player)
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if meta:get_float("last_lock_pick") > locks.picked_time then
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end
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end
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minetest.register_craftitem(
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@ -18,10 +23,33 @@ minetest.register_craftitem(
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wield_image = "locks_pick.png",
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on_use = function(itemstack, user, pointed_thing)
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local pos = pointed_thing.under
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local meta = minetest.get_meta(pos)
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end,
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})
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minetest.register_node(
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"locks:chest",
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{
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description = "Locked Chest",
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tiles ={"default_chest_top.png", "default_chest_top.png", "default_chest_sides.png",
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"default_chest_sides.png", "default_chest_sides.png", "default_chest_front.png^default_ingot_steel.png"},
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paramtype2 = "facedir",
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groups = {snappy=2,choppy=2,oddly_breakable_by_hand=2},
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is_ground_content = false,
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sounds = default.node_sound_wood_defaults(),
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after_place_node = function(pos, player)
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local form = default.ui.get_page("default_chest")
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local meta = minetest.get_meta(pos)
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meta:set_string("formspec", form)
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meta:set_string("infotext", "Locked Chest (Owned by " .. player:get_player_name() .. ")")
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local inv = meta:get_inventory()
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inv:set_size("main", 8*4)
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end,
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can_dig = function(pos, player)
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local meta = minetest.get_meta(pos)
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local inv = meta:get_inventory()
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return inv:is_empty("main") and locks.is_owner(meta, player)
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end,
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})
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@ -44,7 +44,7 @@ minetest.register_abm(
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minetest.remove_node(pos)
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local pr = PseudoRandom(minetest.get_mapgen_params().seed+pos.x+pos.y+pos.z)
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if node.name == "village:grassland_village_mg" then
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if pr:next(1, 80) == 1 then
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if pr:next(1, 60) == 1 then
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print("Spawning a (Mapgen)Grassland village at "..dump(pos))
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minetest.after(3.0, function() village.spawn_village(pos, pr) end) -- a short delay to (hopefully)ensure that the surrounding terrain is generated
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end
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