forked from mtcontrib/plantlife_modpack
let biome_lib place pebbles instead of using custom mapgen code
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81b2b0898b
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@ -7,6 +7,8 @@ local mname = "cavestuff"
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-- support for i18n
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local S = minetest.get_translator("cavestuff")
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cavestuff = {}
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dofile(minetest.get_modpath("cavestuff").."/nodes.lua")
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dofile(minetest.get_modpath("cavestuff").."/mapgen.lua")
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@ -1,52 +1,31 @@
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--Map Generation Stuff
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y >= 2 and minp.y <= 0 then
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-- Generate pebbles
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local perlin1 = minetest.get_perlin(329, 3, 0.6, 100)
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-- Assume X and Z lengths are equal
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local divlen = 16
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local divs = (maxp.x-minp.x)/divlen+1;
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for divx=0,divs-1 do
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for divz=0,divs-1 do
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local x0 = minp.x + math.floor((divx+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 z1 = minp.z + math.floor((divz+1)*divlen)
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-- Determine pebble amount from perlin noise
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local pebble_amount = math.floor(perlin1:get2d({x=x0, y=z0}) ^ 2 * 2)
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-- Find random positions for pebbles based on this random
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local pr = PseudoRandom(seed+1)
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for i=0,pebble_amount do
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local x = pr:next(x0, x1)
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local z = pr:next(z0, z1)
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-- Find ground level (0...15)
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local ground_y = nil
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for y=30,0,-1 do
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if minetest.get_node({x=x,y=y,z=z}).name ~= "air" then
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ground_y = y
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break
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end
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end
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biome_lib:register_generate_plant(
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{
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surface = { "default:dirt_with_grass" },
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max_count = 50,
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rarity = 0,
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plantlife_limit = -1,
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check_air = true,
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random_facedir = {0, 3}
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},
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{
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"cavestuff:pebble_1",
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"cavestuff:pebble_2"
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}
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)
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if ground_y then
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local p = {x=x,y=ground_y+1,z=z}
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local nn = minetest.get_node(p).name
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-- Check if the node can be replaced
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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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nn = minetest.get_node({x=x,y=ground_y,z=z}).name
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-- If desert sand, add dry shrub
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if nn == "default:dirt_with_grass" then
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minetest.swap_node(p,{name="cavestuff:pebble_"..pr:next(1,2), param2=math.random(0,3)})
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elseif nn == "default:desert_sand" then
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minetest.swap_node(p,{name="cavestuff:desert_pebble_"..pr:next(1,2), param2=math.random(0,3)})
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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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biome_lib:register_generate_plant(
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{
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surface = { "default:desert_sand" },
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max_count = 50,
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rarity = 0,
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plantlife_limit = -1,
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check_air = true,
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random_facedir = {0, 3}
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},
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{
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"cavestuff:desert_pebble_1",
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"cavestuff:desert_pebble_2"
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}
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)
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@ -1,2 +1,2 @@
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name = cavestuff
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depends = default
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depends = default,biome_lib
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