forked from mtcontrib/plantlife_modpack
Merge remote-tracking branch 'upstream/master'
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commit
fa9f30043f
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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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@ -1,55 +1,39 @@
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--Map Generation Stuff
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local random = math.random
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local floor = math.floor
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biome_lib:register_generate_plant(
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{
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surface = {
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"default:dirt_with_grass",
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"default:gravel",
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"default:stone",
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"default:permafrost_with_stones"
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},
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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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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 + floor((divx+0)*divlen)
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local z0 = minp.z + floor((divz+0)*divlen)
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local x1 = minp.x + floor((divx+1)*divlen)
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local z1 = minp.z + floor((divz+1)*divlen)
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-- Determine pebble amount from perlin noise
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local pebble_amount = 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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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=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=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 = {
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"default:desert_sand",
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"default:desert_stone"
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},
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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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@ -7,27 +7,24 @@
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-- Looked at code from: default
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-----------------------------------------------------------------------------------------------
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local random = math.random
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abstract_dryplants.grow_grass = function(pos)
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local right_here = {x=pos.x, y=pos.y+1, z=pos.z}
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if minetest.get_node(right_here).name == "air" -- instead of check_air = true,
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or minetest.get_node(right_here).name == "default:junglegrass" then
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minetest.swap_node(right_here, {name="default:grass_"..random(1,5)})
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end
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end
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biome_lib:register_generate_plant({
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surface = {
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"default:dirt_with_grass",
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"stoneage:grass_with_silex",
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"sumpf:peat",
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"sumpf:sumpf"
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biome_lib:register_generate_plant(
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{
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surface = {
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"default:dirt_with_grass",
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"stoneage:grass_with_silex",
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"sumpf:peat",
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"sumpf:sumpf"
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},
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max_count = TALL_GRASS_PER_MAPBLOCK,
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rarity = 101 - TALL_GRASS_RARITY,
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min_elevation = 1, -- above sea level
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plantlife_limit = -0.9,
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check_air = true,
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},
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max_count = TALL_GRASS_PER_MAPBLOCK,
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rarity = 101 - TALL_GRASS_RARITY,
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min_elevation = 1, -- above sea level
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plantlife_limit = -0.9,
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},
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abstract_dryplants.grow_grass
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{ "default:grass_1",
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"default:grass_2",
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"default:grass_3",
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"default:grass_4",
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"default:grass_5"
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}
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)
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