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Use decorations API to generate flowers
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3 changed files with 30 additions and 95 deletions
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@ -659,6 +659,36 @@ local function register_mgv6_decorations()
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decoration = "mcl_core:deadbush",
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decoration = "mcl_core:deadbush",
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})
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})
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local function register_mgv6_flower(name, seed)
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minetest.register_decoration({
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deco_type = "simple",
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place_on = {"mcl_core:dirt_with_grass"},
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sidelen = 16,
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noise_params = {
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offset = 0,
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scale = 0.006,
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spread = {x = 100, y = 100, z = 100},
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seed = seed,
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octaves = 3,
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persist = 0.6
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},
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y_min = 1,
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y_max = 30,
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decoration = "mcl_flowers:"..name,
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})
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end
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register_mgv6_flower("tulip_red", 436)
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register_mgv6_flower("tulip_orange", 536)
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register_mgv6_flower("tulip_pink", 636)
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register_mgv6_flower("tulip_white", 736)
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register_mgv6_flower("azure_bluet", 800)
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register_mgv6_flower("dandelion", 8)
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register_mgv6_flower("allium", 0)
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register_mgv6_flower("blue_orchid", 64500)
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register_mgv6_flower("oxeye_daisy", 3490)
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register_mgv6_flower("poppy", 9439)
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end
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end
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minetest.register_on_generated(function(minp, maxp, seed)
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minetest.register_on_generated(function(minp, maxp, seed)
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@ -1,2 +0,0 @@
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mcl_core
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mcl_flowers
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@ -1,93 +0,0 @@
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-- Don't generate flowers in flat mapgen
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local mg_name = minetest.get_mapgen_setting("mg_name")
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if mg_name ~= "flat" then
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y >= 3 and minp.y <= 0 then
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-- Generate flowers
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local perlin1 = minetest.get_perlin(436, 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 flowers amount from perlin noise
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local grass_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 9)
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-- Find random positions for flowers based on this random
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local pr = PseudoRandom(seed+456)
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for i=0,grass_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].is_ground_content then
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nn = minetest.get_node({x=x,y=ground_y,z=z}).name
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if nn == "mcl_core:dirt_with_grass" then
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--local flower_choice = pr:next(1, 11)
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local flower_choice = math.random(0, 10)
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local flower = "mcl_flowers:tallgrass"
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if flower_choice == 1 then
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flower = "mcl_flowers:dandelion"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 2 then
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flower = "mcl_flowers:tallgrass"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 3 then
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flower = "mcl_flowers:oxeye_daisy"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 4 then
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flower = "mcl_flowers:tulip_orange"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 5 then
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flower = "mcl_flowers:tulip_pink"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 6 then
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flower = "mcl_flowers:tulip_red"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 7 then
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flower = "mcl_flowers:tulip_white"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 8 then
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flower = "mcl_flowers:allium"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 9 then
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flower = "mcl_flowers:azure_bluet"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 10 then
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flower = "mcl_flowers:poppy"
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minetest.set_node(p, {name=flower})
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elseif flower_choice == 11 then
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flower = "mcl_flowers:blue_orchid"
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minetest.set_node(p, {name=flower})
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else
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flower = "mcl_flowers:tallgrass"
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minetest.set_node(p, {name=flower})
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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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end)
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end
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