forked from minetest/minetest_game
Fix dry shrubs being placed in cacti and fix incorrect comments
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@ -257,11 +257,11 @@ minetest.register_on_generated(function(minp, maxp, seed)
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local z0 = minp.z + math.floor((divz+0)*divlen)
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local z0 = minp.z + math.floor((divz+0)*divlen)
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local x1 = minp.x + math.floor((divx+1)*divlen)
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local x1 = minp.x + math.floor((divx+1)*divlen)
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local z1 = minp.z + math.floor((divz+1)*divlen)
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local z1 = minp.z + math.floor((divz+1)*divlen)
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-- Determine cactus amount from perlin noise
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-- Determine dry shrubs amount from perlin noise
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local cactus_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 5 + 0)
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local shrub_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 5 + 0)
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-- Find random positions for cactus based on this random
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-- Find random positions for dry shrubs based on this random
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local pr = PseudoRandom(seed+1)
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local pr = PseudoRandom(seed+1)
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for i=0,cactus_amount do
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for i=0,shrub_amount do
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local x = pr:next(x0, x1)
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local x = pr:next(x0, x1)
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local z = pr:next(z0, z1)
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local z = pr:next(z0, z1)
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-- Find ground level (0...15)
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-- Find ground level (0...15)
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@ -272,9 +272,14 @@ minetest.register_on_generated(function(minp, maxp, seed)
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break
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break
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end
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end
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end
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end
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-- If desert sand, make cactus
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-- If desert sand, make dry shrub
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if ground_y and minetest.env:get_node({x=x,y=ground_y,z=z}).name == "default:desert_sand" then
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if ground_y and minetest.env:get_node({x=x,y=ground_y,z=z}).name == "default:desert_sand" then
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minetest.env:set_node({x=x,y=ground_y+1,z=z}, {name="default:dry_shrub"})
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local p = {x=x,y=ground_y+1,z=z}
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local nn = minetest.env:get_node(p).name
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if minetest.registered_nodes[nn] and
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minetest.registered_nodes[nn].buildable_to then
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minetest.env:set_node(p, {name="default:dry_shrub"})
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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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