forked from mtcontrib/bonemeal
added soil checking for custom decoration
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86
init.lua
86
init.lua
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@ -12,7 +12,6 @@ local crops = {
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-- add to crop list to force grow
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-- {crop name start_, growth steps, seed node (if required)}
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-- e.g. {"farming:wheat_", 8, "farming:seed_wheat"}
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function bonemeal:add_crop(list)
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for n = 1, #list do
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@ -20,30 +19,6 @@ function bonemeal:add_crop(list)
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end
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end
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----- plants
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-- default plants
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local plants = {
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"air",
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"flowers:dandelion_white",
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"flowers:dandelion_yellow",
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"flowers:geranium",
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"flowers:rose",
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"flowers:tulip",
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"flowers:viola",
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}
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-- add to plant list to grow among grass
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-- "plant node name"
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-- e.g. "flowers:rose"
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function bonemeal:add_plant(list)
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for n = 1, #list do
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table.insert(plants, list[n])
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end
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end
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----- saplings
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-- special pine check for snow
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@ -205,8 +180,36 @@ local function check_crops(pos, nodename)
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end
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--helper tables
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local green_grass = {
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"default:grass_2", "default:grass_3", "default:grass_4", "default:grass_5"
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}
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-- soil check
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local dry_grass = {
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"default:dry_grass_2", "default:dry_grass_3", "default:dry_grass_4", "default:dry_grass_5"
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}
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local flowers = {
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"air", "flowers:dandelion_white", "flowers:dandelion_yellow",
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"flowers:geranium", "flowers:rose", "flowers:tulip", "flowers:viola",
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}
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-- default biomes deco
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local deco = {
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{"default:dirt_with_dry_grass", dry_grass, flowers}
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}
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-- add grass and flower/plant decoration for specific dirt types
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-- {dirt_node, {grass_nodes}, {flower_nodes}
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-- e.g. {"default:dirt_with_dry_grass", dry_grass, flowers}
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function bonemeal:add_deco(list)
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for n = 1, #list do
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table.insert(deco, list[n])
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end
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end
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-- check soil for specific decoration placement
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local function check_soil(pos, nodename)
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local dirt = minetest.find_nodes_in_area_under_air(
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@ -214,25 +217,36 @@ local function check_soil(pos, nodename)
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{x = pos.x + 2, y = pos.y + 1, z = pos.z + 2},
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{"group:soil"})
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-- set default grass and decoration
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local grass = green_grass
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local decor = flowers
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-- choose grass and decoration to use on dirt patch
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for n = 1, #deco do
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-- do we have a grass match?
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if nodename == deco[n][1] then
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grass = deco[n][2]
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decor = deco[n][3]
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end
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end
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-- loop through soil
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for _,n in pairs(dirt) do
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local pos2 = n
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pos2.y = pos2.y + 1
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if math.random(0, 5) > 3 then
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-- place random decoration (rare)
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if math.random(1, 5) == 5 then
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minetest.swap_node(pos2,
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{name = plants[math.random(1, #plants)]})
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{name = decor[math.random(1, #decor)]})
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else
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if nodename == "default:dirt_with_dry_grass" then
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minetest.swap_node(pos2,
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{name = "default:dry_grass_" .. math.random(1, 5)})
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else
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minetest.swap_node(pos2,
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{name = "default:grass_" .. math.random(1, 5)})
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end
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-- place random grass (common)
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minetest.swap_node(pos2,
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{name = grass[math.random(1, #grass)]})
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end
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particle_effect(pos2)
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5
mods.lua
5
mods.lua
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@ -54,6 +54,11 @@ if minetest.get_modpath("ethereal") then
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{"ethereal:bamboo_sprout", ethereal.grow_bamboo_tree, "soil"},
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{"ethereal:birch_sapling", ethereal.grow_birch_tree, "soil"},
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})
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bonemeal:add_deco({
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{"ethereal:crystal_dirt", {"ethereal:crystalgrass", "air", "air", "air", "air"},
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{"ethereal:crystal_spike", "air", "air", "air", "air"}}
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})
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end
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