forked from luanti-org/minetest_game
		
	Move sapling growing and grass adding/removing ABMs to Lua.
This commit is contained in:
		@@ -120,7 +120,6 @@ minetest.register_node("default:dirt_with_snow", {
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		footstep = {name="default_snow_footstep", gain=0.25},
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	}),
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})
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minetest.register_alias("dirt_with_snow", "default:dirt_with_snow")
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minetest.register_node("default:dirt", {
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	description = "Dirt",
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@@ -130,6 +129,38 @@ minetest.register_node("default:dirt", {
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	sounds = default.node_sound_dirt_defaults(),
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})
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minetest.register_abm({
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	nodenames = {"default:dirt"},
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	interval = 2,
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	chance = 200,
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	action = function(pos, node)
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		local above = {x=pos.x, y=pos.y+1, z=pos.z}
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		local name = minetest.get_node(above).name
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		local nodedef = minetest.registered_nodes[name]
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		if nodedef and nodedef.sunlight_propagates and nodedef.liquidtype == "none" and minetest.get_node_light(above) >= 13 then
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			if name == "default:snow" or name == "default:snowblock" then
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				minetest.set_node(pos, {name = "default:dirt_with_snow"})
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			else
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				minetest.set_node(pos, {name = "default:dirt_with_grass"})
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			end
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		end
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	end
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})
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minetest.register_abm({
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	nodenames = {"default:dirt_with_grass"},
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	interval = 2,
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	chance = 20,
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	action = function(pos, node)
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		local above = {x=pos.x, y=pos.y+1, z=pos.z}
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		local name = minetest.get_node(above).name
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		local nodedef = minetest.registered_nodes[name]
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		if name ~= "ignore" and nodedef and not (nodedef.sunlight_propagates and nodedef.liquidtype == "none") then
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			minetest.set_node(pos, {name = "default:dirt"})
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		end
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	end
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})
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minetest.register_node("default:sand", {
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	description = "Sand",
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	tiles = {"default_sand.png"},
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@@ -251,9 +282,193 @@ minetest.register_node("default:junglesapling", {
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	groups = {snappy=2,dig_immediate=3,flammable=2,attached_node=1},
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	sounds = default.node_sound_leaves_defaults(),
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})
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-- aliases for tree growing abm in content_abm.cpp
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minetest.register_alias("sapling", "default:sapling")
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minetest.register_alias("junglesapling", "default:junglesapling")
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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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