forked from nalc/nalc_game
32bdb9a393
These have almost no value gameplay wise. Mushrooms spread by their very nature into appropriate soil nearby, and harvesting spores is something only scientists do. Actual mushroom farmers leave a few mushrooms and put on more manure, and keep the light off. Modify the growth ABM to test for light levels and attempt to plant a similar mushroom nearby (+/- 2 x,z, +/- y). Light at both source and destination needs to be low enough. I've tuned it to be 3-4 spaces from a torch. Mushrooms will die in full sunlight, but they can survive under trees and may grow out at night anywhere. Removed obsolete textures. Remove unused nodes and provide aliases for them. Aliased obsolete nodes so no unknown item nodes appear. Mushrooms die only in full sunlight (light level 15).
251 lines
7.1 KiB
Lua
251 lines
7.1 KiB
Lua
-- Minetest 0.4 mod: default
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-- See README.txt for licensing and other information.
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-- Namespace for functions
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flowers = {}
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-- Map Generation
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dofile(minetest.get_modpath("flowers") .. "/mapgen.lua")
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--
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-- Flowers
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--
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-- Aliases for original flowers mod
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minetest.register_alias("flowers:flower_rose", "flowers:rose")
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minetest.register_alias("flowers:flower_tulip", "flowers:tulip")
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minetest.register_alias("flowers:flower_dandelion_yellow", "flowers:dandelion_yellow")
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minetest.register_alias("flowers:flower_geranium", "flowers:geranium")
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minetest.register_alias("flowers:flower_viola", "flowers:viola")
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minetest.register_alias("flowers:flower_dandelion_white", "flowers:dandelion_white")
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-- Flower registration
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local function add_simple_flower(name, desc, box, f_groups)
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-- Common flowers' groups
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f_groups.snappy = 3
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f_groups.flammable = 2
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f_groups.flower = 1
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f_groups.flora = 1
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f_groups.attached_node = 1
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minetest.register_node("flowers:" .. name, {
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description = desc,
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drawtype = "plantlike",
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waving = 1,
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tiles = {"flowers_" .. name .. ".png"},
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inventory_image = "flowers_" .. name .. ".png",
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wield_image = "flowers_" .. name .. ".png",
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sunlight_propagates = true,
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paramtype = "light",
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walkable = false,
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buildable_to = true,
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stack_max = 99,
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groups = f_groups,
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
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fixed = box
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}
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})
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end
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flowers.datas = {
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{"rose", "Rose", {-0.15, -0.5, -0.15, 0.15, 0.3, 0.15}, {color_red = 1}},
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{"tulip", "Orange Tulip", {-0.15, -0.5, -0.15, 0.15, 0.2, 0.15}, {color_orange = 1}},
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{"dandelion_yellow", "Yellow Dandelion", {-0.15, -0.5, -0.15, 0.15, 0.2, 0.15}, {color_yellow = 1}},
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{"geranium", "Blue Geranium", {-0.15, -0.5, -0.15, 0.15, 0.2, 0.15}, {color_blue = 1}},
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{"viola", "Viola", {-0.5, -0.5, -0.5, 0.5, -0.2, 0.5}, {color_violet = 1}},
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{"dandelion_white", "White dandelion", {-0.5, -0.5, -0.5, 0.5, -0.2, 0.5}, {color_white = 1}}
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}
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for _,item in pairs(flowers.datas) do
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add_simple_flower(unpack(item))
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end
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-- Flower spread
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minetest.register_abm({
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nodenames = {"group:flora"},
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neighbors = {"default:dirt_with_grass", "default:desert_sand"},
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interval = 50,
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chance = 25,
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action = function(pos, node)
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pos.y = pos.y - 1
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local under = minetest.get_node(pos)
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pos.y = pos.y + 1
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if under.name == "default:desert_sand" then
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minetest.set_node(pos, {name = "default:dry_shrub"})
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elseif under.name ~= "default:dirt_with_grass" then
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return
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end
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local light = minetest.get_node_light(pos)
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if not light or light < 13 then
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return
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end
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local pos0 = {x = pos.x - 4, y = pos.y - 4, z = pos.z - 4}
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local pos1 = {x = pos.x + 4, y = pos.y + 4, z = pos.z + 4}
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if #minetest.find_nodes_in_area(pos0, pos1, "group:flora_block") > 0 then
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return
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end
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local flowers = minetest.find_nodes_in_area(pos0, pos1, "group:flora")
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if #flowers > 3 then
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return
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end
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local seedling = minetest.find_nodes_in_area(pos0, pos1, "default:dirt_with_grass")
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if #seedling > 0 then
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seedling = seedling[math.random(#seedling)]
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seedling.y = seedling.y + 1
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light = minetest.get_node_light(seedling)
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if not light or light < 13 then
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return
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end
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if minetest.get_node(seedling).name == "air" then
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minetest.set_node(seedling, {name = node.name})
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end
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end
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end,
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})
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--
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-- Mushrooms
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--
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minetest.register_node("flowers:mushroom_red", {
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description = "Red Mushroom",
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tiles = {"flowers_mushroom_red.png"},
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inventory_image = "flowers_mushroom_red.png",
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wield_image = "flowers_mushroom_red.png",
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drawtype = "plantlike",
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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buildable_to = true,
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groups = {snappy = 3, flammable = 3, attached_node = 1},
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sounds = default.node_sound_leaves_defaults(),
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on_use = minetest.item_eat(-5),
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selection_box = {
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type = "fixed",
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fixed = {-0.3, -0.5, -0.3, 0.3, 0, 0.3}
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}
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})
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minetest.register_node("flowers:mushroom_brown", {
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description = "Brown Mushroom",
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tiles = {"flowers_mushroom_brown.png"},
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inventory_image = "flowers_mushroom_brown.png",
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wield_image = "flowers_mushroom_brown.png",
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drawtype = "plantlike",
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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buildable_to = true,
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groups = {snappy = 3, flammable = 3, attached_node = 1},
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sounds = default.node_sound_leaves_defaults(),
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on_use = minetest.item_eat(1),
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selection_box = {
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type = "fixed",
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fixed = {-0.3, -0.5, -0.3, 0.3, 0, 0.3}
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}
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})
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-- mushroom spread and death
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minetest.register_abm({
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nodenames = {"flowers:mushroom_brown", "flowers:mushroom_red"},
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interval = 11,
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chance = 50,
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action = function(pos, node)
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if minetest.get_node_light(pos, nil) == 15 then
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minetest.remove_node(pos)
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end
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local random = {
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x = pos.x + math.random(-2,2),
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y = pos.y + math.random(-1,1),
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z = pos.z + math.random(-2,2)
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}
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local random_node = minetest.get_node_or_nil(random)
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if not random_node then
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return
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end
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if random_node.name ~= "air" then
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return
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end
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local node_under = minetest.get_node_or_nil({x = random.x,
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y = random.y - 1, z = random.z})
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if not node_under then
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return
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end
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if minetest.get_item_group(node_under.name, "soil") ~= 0 and
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minetest.get_node_light(pos, nil) <= 9 and
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minetest.get_node_light(random, nil) <= 9 then
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minetest.set_node(random, {name = node.name})
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end
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end
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})
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-- these old mushroom related nodes can be simplified now
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minetest.register_alias("flowers:mushroom_spores_brown", "flowers:mushroom_brown")
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minetest.register_alias("flowers:mushroom_spores_red", "flowers:mushroom_red")
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minetest.register_alias("flowers:mushroom_fertile_brown", "flowers:mushroom_brown")
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minetest.register_alias("flowers:mushroom_fertile_red", "flowers:mushroom_red")
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--
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-- Waterlily
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--
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minetest.register_node("flowers:waterlily", {
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description = "Waterlily",
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drawtype = "nodebox",
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paramtype = "light",
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paramtype2 = "facedir",
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tiles = {"flowers_waterlily.png"},
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inventory_image = "flowers_waterlily.png",
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wield_image = "flowers_waterlily.png",
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liquids_pointable = true,
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walkable = false,
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buildable_to = true,
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groups = {snappy = 3, flower = 1},
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sounds = default.node_sound_leaves_defaults(),
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node_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, -0.46875, 0.5}
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},
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selection_box = {
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type = "fixed",
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fixed = {-0.5, -0.5, -0.5, 0.5, -0.4375, 0.5}
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},
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after_place_node = function(pos, placer, itemstack, pointed_thing)
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local find_water = minetest.find_nodes_in_area({x = pos.x - 1, y = pos.y, z = pos.z - 1},
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{x = pos.x + 1, y = pos.y, z = pos.z + 1}, "default:water_source")
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local find_river_water = minetest.find_nodes_in_area({x = pos.x - 1, y = pos.y, z = pos.z - 1},
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{x = pos.x + 1, y = pos.y, z = pos.z + 1}, "default:river_water_source")
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if #find_water ~= 0 then
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minetest.set_node(pos, {name = "default:water_source"})
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pos.y = pos.y + 1
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minetest.set_node(pos, {name = "flowers:waterlily", param2 = math.random(0, 3)})
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elseif #find_river_water ~= 0 then
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minetest.set_node(pos, {name = "default:river_water_source"})
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pos.y = pos.y + 1
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minetest.set_node(pos, {name = "flowers:waterlily", param2 = math.random(0, 3)})
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else
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minetest.remove_node(pos)
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return true
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end
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end
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})
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