Mineclonia/mods/flowers/mapgen.lua

109 lines
3.7 KiB
Lua

minetest.register_alias("mapgen_dandelion", "flowers:dandelion_yellow")
minetest.register_alias("mapgen_rose", "flowers:rose")
minetest.register_alias("mapgen_oxeye_daisy", "flowers:oxeye_daisy")
minetest.register_alias("mapgen_tulip_orange", "flowers:tulip_orange")
minetest.register_alias("mapgen_tulip_pink", "flowers:tulip_pink")
minetest.register_alias("mapgen_tulip_red", "flowers:tulip_red")
minetest.register_alias("mapgen_tulip_white", "flowers:tulip_white")
minetest.register_alias("mapgen_allium", "flowers:allium")
minetest.register_alias("mapgen_paeonia", "flowers:paeonia")
minetest.register_alias("mapgen_houstonia", "flowers:houstonia")
minetest.register_alias("mapgen_blue_orchid", "flowers:blue_orchid")
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y >= 3 and minp.y <= 0 then
-- Generate flowers
local perlin1 = minetest.get_perlin(436, 3, 0.6, 100)
-- Assume X and Z lengths are equal
local divlen = 16
local divs = (maxp.x-minp.x)/divlen+1;
for divx=0,divs-1 do
for divz=0,divs-1 do
local x0 = minp.x + math.floor((divx+0)*divlen)
local z0 = minp.z + math.floor((divz+0)*divlen)
local x1 = minp.x + math.floor((divx+1)*divlen)
local z1 = minp.z + math.floor((divz+1)*divlen)
-- Determine flowers amount from perlin noise
local grass_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 9)
-- Find random positions for flowers based on this random
local pr = PseudoRandom(seed+456)
for i=0,grass_amount do
local x = pr:next(x0, x1)
local z = pr:next(z0, z1)
-- Find ground level (0...15)
local ground_y = nil
for y=30,0,-1 do
if minetest.get_node({x=x,y=y,z=z}).name ~= "air" then
ground_y = y
break
end
end
if ground_y then
local p = {x=x,y=ground_y+1,z=z}
local nn = minetest.get_node(p).name
-- Check if the node can be replaced
if minetest.registered_nodes[nn] and
minetest.registered_nodes[nn].buildable_to then
nn = minetest.get_node({x=x,y=ground_y,z=z}).name
if nn == "default:dirt_with_grass" then
--local flower_choice = pr:next(1, 11)
local flower_choice = math.random(0, 11)
local flower = "default:grass"
if flower_choice == 1 then
flower = "flowers:dandelion_yellow"
minetest.set_node(p, {name=flower})
elseif flower_choice == 2 then
flower = "flowers:rose"
minetest.set_node(p, {name=flower})
elseif flower_choice == 3 then
flower = "flowers:oxeye_daisy"
minetest.set_node(p, {name=flower})
elseif flower_choice == 4 then
flower = "flowers:tulip_orange"
minetest.set_node(p, {name=flower})
elseif flower_choice == 5 then
flower = "flowers:tulip_pink"
minetest.set_node(p, {name=flower})
elseif flower_choice == 6 then
flower = "flowers:tulip_red"
minetest.set_node(p, {name=flower})
elseif flower_choice == 7 then
flower = "flowers:tulip_white"
minetest.set_node(p, {name=flower})
elseif flower_choice == 8 then
flower = "flowers:allium"
minetest.set_node(p, {name=flower})
elseif flower_choice == 9 then
flower = "flowers:paeonia"
minetest.set_node(p, {name=flower})
elseif flower_choice == 10 then
flower = "flowers:houstonia"
minetest.set_node(p, {name=flower})
elseif flower_choice == 11 then
flower = "flowers:blue_orchid"
minetest.set_node(p, {name=flower})
elseif flower_choice == 12 then
flower = "flowers:fern"
minetest.set_node(p, {name=flower})
else
flower = "default:grass"
minetest.set_node(p, {name=flower})
end
end
end
end
end
end
end
end
end)