forked from minetest/minetest_game
Fix tree growing and jungle sapling growth rate
This commit is contained in:
parent
1d4eb43f26
commit
9fdbc1f407
@ -126,6 +126,49 @@ function on_punchnode(p, node)
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end
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minetest.register_on_punchnode(on_punchnode)
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--
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-- Grow trees
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--
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minetest.register_abm({
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nodenames = {"default:sapling"},
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interval = 10,
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chance = 50,
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action = function(pos, node)
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local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
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if is_soil == nil or is_soil == 0 then return end
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print("A sapling grows into a tree at "..minetest.pos_to_string(pos))
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
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local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
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local data = vm:get_data()
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default.grow_tree(data, a, pos, math.random(1, 4) == 1, math.random(1,100000))
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vm:set_data(data)
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vm:write_to_map(data)
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vm:update_map()
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end
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})
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minetest.register_abm({
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nodenames = {"default:junglesapling"},
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interval = 10,
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chance = 50,
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action = function(pos, node)
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local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
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if is_soil == nil or is_soil == 0 then return end
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print("A jungle sapling grows into a tree at "..minetest.pos_to_string(pos))
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y-1, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
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local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
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local data = vm:get_data()
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default.grow_jungletree(data, a, pos, math.random(1,100000))
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vm:set_data(data)
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vm:write_to_map(data)
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vm:update_map()
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end
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})
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--
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-- Lavacooling
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--
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@ -19,3 +19,4 @@ dofile(minetest.get_modpath("default").."/craftitems.lua")
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dofile(minetest.get_modpath("default").."/crafting.lua")
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dofile(minetest.get_modpath("default").."/mapgen.lua")
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dofile(minetest.get_modpath("default").."/player.lua")
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dofile(minetest.get_modpath("default").."/trees.lua")
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@ -287,193 +287,6 @@ minetest.register_node("default:junglesapling", {
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sounds = default.node_sound_leaves_defaults(),
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})
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_tree = minetest.get_content_id("default:tree")
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local c_leaves = minetest.get_content_id("default:leaves")
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local c_apple = minetest.get_content_id("default:apple")
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function default.grow_tree(data, a, pos, is_apple_tree, seed)
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--[[
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NOTE: Tree-placing code is currently duplicated in the engine
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and in games that have saplings; both are deprecated but not
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replaced yet
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]]--
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local pr = PseudoRandom(seed)
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local th = pr:next(4, 5)
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local x, y, z = pos.x, pos.y, pos.z
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for yy = y, y+th-1 do
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local vi = a:index(x, yy, z)
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if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
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data[vi] = c_tree
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end
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end
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y = y+th-1 -- (x, y, z) is now last piece of trunk
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local leaves_a = VoxelArea:new{MinEdge={x=-2, y=-1, z=-2}, MaxEdge={x=2, y=2, z=2}}
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local leaves_buffer = {}
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-- Force leaves near the trunk
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local d = 1
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for xi = -d, d do
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for yi = -d, d do
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for zi = -d, d do
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leaves_buffer[leaves_a:index(xi, yi, zi)] = true
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end
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end
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end
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-- Add leaves randomly
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for iii = 1, 8 do
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local d = 1
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local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
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local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
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local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
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for xi = 0, d do
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for yi = 0, d do
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for zi = 0, d do
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leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
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end
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end
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end
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end
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-- Add the leaves
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for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
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for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
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for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
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if a:contains(x+xi, y+yi, z+zi) then
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local vi = a:index(x+xi, y+yi, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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if leaves_buffer[leaves_a:index(xi, yi, zi)] then
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if is_apple_tree and pr:next(1, 100) <= 10 then
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data[vi] = c_apple
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else
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data[vi] = c_leaves
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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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end
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end
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end
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minetest.register_abm({
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nodenames = {"default:sapling"},
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interval = 10,
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chance = 50,
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action = function(pos, node)
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local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
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if is_soil == nil or is_soil == 0 then return end
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print("A sapling grows into a tree at "..minetest.pos_to_string(pos))
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
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local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
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local data = vm:get_data()
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default.grow_tree(data, a, pos, math.random(1, 4) == 1, math.random(1,100000))
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vm:set_data(data)
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vm:write_to_map(data)
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vm:update_map()
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end
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})
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local c_jungletree = minetest.get_content_id("default:jungletree")
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local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
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function default.grow_jungletree(data, a, pos, seed)
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--[[
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NOTE: Tree-placing code is currently duplicated in the engine
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and in games that have saplings; both are deprecated but not
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replaced yet
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]]--
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local pr = PseudoRandom(seed)
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local x, y, z = pos.x, pos.y, pos.z
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for xi = -1, 1 do
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for zi = -1, 1 do
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if pr:next(1, 3) >= 2 then
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local vi1 = a:index(x+xi, y, z+zi)
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local vi2 = a:index(x+xi, y-1, z+zi)
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if a:contains(x+xi, y-1, z+zi) and data[vi2] == c_air then
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data[vi2] = c_jungletree
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elseif a:contains(x+xi, y, z+zi) and data[vi1] == c_air then
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data[vi1] = c_jungletree
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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 th = pr:next(8, 12)
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for yy = y, y+th-1 do
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local vi = a:index(x, yy, z)
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if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
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data[vi] = c_jungletree
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end
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end
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y = y+th-1 -- (x, y, z) is now last piece of trunk
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local leaves_a = VoxelArea:new{MinEdge={x=-3, y=-2, z=-3}, MaxEdge={x=3, y=2, z=3}}
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local leaves_buffer = {}
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-- Force leaves near the trunk
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local d = 1
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for xi = -d, d do
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for yi = -d, d do
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for zi = -d, d do
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leaves_buffer[leaves_a:index(xi, yi, zi)] = true
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end
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end
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end
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-- Add leaves randomly
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for iii = 1, 30 do
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local d = 1
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local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
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local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
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local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
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for xi = 0, d do
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for yi = 0, d do
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for zi = 0, d do
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leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
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end
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end
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end
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end
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-- Add the leaves
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for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
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for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
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for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
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if a:contains(x+xi, y+yi, z+zi) then
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local vi = a:index(x+xi, y+yi, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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if leaves_buffer[leaves_a:index(xi, yi, zi)] then
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data[vi] = c_jungleleaves
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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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end
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end
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minetest.register_abm({
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nodenames = {"default:junglesapling"},
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interval = 1,
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chance = 1,
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action = function(pos, node)
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local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
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if is_soil == nil or is_soil == 0 then return end
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print("A jungle sapling grows into a tree at "..minetest.pos_to_string(pos))
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y-1, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
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local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
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local data = vm:get_data()
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default.grow_jungletree(data, a, pos, math.random(1,100000))
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vm:set_data(data)
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vm:write_to_map(data)
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vm:update_map()
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end
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})
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minetest.register_node("default:junglegrass", {
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description = "Jungle Grass",
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drawtype = "plantlike",
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150
mods/default/trees.lua
Normal file
150
mods/default/trees.lua
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@ -0,0 +1,150 @@
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_tree = minetest.get_content_id("default:tree")
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local c_leaves = minetest.get_content_id("default:leaves")
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local c_apple = minetest.get_content_id("default:apple")
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function default.grow_tree(data, a, pos, is_apple_tree, seed)
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--[[
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NOTE: Tree-placing code is currently duplicated in the engine
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and in games that have saplings; both are deprecated but not
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replaced yet
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]]--
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local pr = PseudoRandom(seed)
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local th = pr:next(4, 5)
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local x, y, z = pos.x, pos.y, pos.z
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for yy = y, y+th-1 do
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local vi = a:index(x, yy, z)
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if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
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data[vi] = c_tree
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end
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end
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y = y+th-1 -- (x, y, z) is now last piece of trunk
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local leaves_a = VoxelArea:new{MinEdge={x=-2, y=-1, z=-2}, MaxEdge={x=2, y=2, z=2}}
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local leaves_buffer = {}
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-- Force leaves near the trunk
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local d = 1
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for xi = -d, d do
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for yi = -d, d do
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for zi = -d, d do
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leaves_buffer[leaves_a:index(xi, yi, zi)] = true
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end
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end
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end
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-- Add leaves randomly
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for iii = 1, 8 do
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local d = 1
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local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
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local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
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local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
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for xi = 0, d do
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for yi = 0, d do
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for zi = 0, d do
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leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
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end
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end
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end
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end
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-- Add the leaves
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for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
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for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
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for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
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if a:contains(x+xi, y+yi, z+zi) then
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local vi = a:index(x+xi, y+yi, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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if leaves_buffer[leaves_a:index(xi, yi, zi)] then
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if is_apple_tree and pr:next(1, 100) <= 10 then
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data[vi] = c_apple
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else
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data[vi] = c_leaves
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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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end
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end
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end
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local c_jungletree = minetest.get_content_id("default:jungletree")
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local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
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function default.grow_jungletree(data, a, pos, seed)
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--[[
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NOTE: Tree-placing code is currently duplicated in the engine
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and in games that have saplings; both are deprecated but not
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replaced yet
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]]--
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local pr = PseudoRandom(seed)
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local x, y, z = pos.x, pos.y, pos.z
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for xi = -1, 1 do
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for zi = -1, 1 do
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if pr:next(1, 3) >= 2 then
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local vi1 = a:index(x+xi, y, z+zi)
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local vi2 = a:index(x+xi, y-1, z+zi)
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if a:contains(x+xi, y-1, z+zi) and data[vi2] == c_air then
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data[vi2] = c_jungletree
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elseif a:contains(x+xi, y, z+zi) and data[vi1] == c_air then
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data[vi1] = c_jungletree
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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 th = pr:next(8, 12)
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for yy = y, y+th-1 do
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local vi = a:index(x, yy, z)
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if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
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data[vi] = c_jungletree
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end
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end
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y = y+th-1 -- (x, y, z) is now last piece of trunk
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local leaves_a = VoxelArea:new{MinEdge={x=-3, y=-2, z=-3}, MaxEdge={x=3, y=2, z=3}}
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local leaves_buffer = {}
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-- Force leaves near the trunk
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local d = 1
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for xi = -d, d do
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for yi = -d, d do
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for zi = -d, d do
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leaves_buffer[leaves_a:index(xi, yi, zi)] = true
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end
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end
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end
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-- Add leaves randomly
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for iii = 1, 30 do
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local d = 1
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local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
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local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
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local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
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for xi = 0, d do
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for yi = 0, d do
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for zi = 0, d do
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leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
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end
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end
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end
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end
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-- Add the leaves
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for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
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for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
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for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
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if a:contains(x+xi, y+yi, z+zi) then
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local vi = a:index(x+xi, y+yi, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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if leaves_buffer[leaves_a:index(xi, yi, zi)] then
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data[vi] = c_jungleleaves
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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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end
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end
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