MineClonXX/mods/mcl_flowers/mapgen.lua

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minetest.register_alias("mapgen_dandelion", "mcl_flowers:dandelion")
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minetest.register_alias("mapgen_rose", "mcl_flowers:rose")
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minetest.register_alias("mapgen_oxeye_daisy", "mcl_flowers:oxeye_daisy")
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minetest.register_alias("mapgen_tulip_orange", "mcl_flowers:tulip_orange")
minetest.register_alias("mapgen_tulip_pink", "mcl_flowers:tulip_pink")
minetest.register_alias("mapgen_tulip_red", "mcl_flowers:tulip_red")
minetest.register_alias("mapgen_tulip_white", "mcl_flowers:tulip_white")
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minetest.register_alias("mapgen_allium", "mcl_flowers:allium")
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minetest.register_alias("mapgen_poppy", "mcl_flowers:poppy")
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minetest.register_alias("mapgen_azure_bluet", "mcl_flowers:azure_bluet")
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minetest.register_alias("mapgen_blue_orchid", "mcl_flowers:blue_orchid")
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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
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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)
local flower = "mcl_core:grass"
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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})
elseif flower_choice == 2 then
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flower = "mcl_flowers:fern"
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minetest.set_node(p, {name=flower})
elseif flower_choice == 3 then
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flower = "mcl_flowers:oxeye_daisy"
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minetest.set_node(p, {name=flower})
elseif flower_choice == 4 then
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flower = "mcl_flowers:tulip_orange"
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minetest.set_node(p, {name=flower})
elseif flower_choice == 5 then
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flower = "mcl_flowers:tulip_pink"
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minetest.set_node(p, {name=flower})
elseif flower_choice == 6 then
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flower = "mcl_flowers:tulip_red"
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minetest.set_node(p, {name=flower})
elseif flower_choice == 7 then
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flower = "mcl_flowers:tulip_white"
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minetest.set_node(p, {name=flower})
elseif flower_choice == 8 then
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flower = "mcl_flowers:allium"
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minetest.set_node(p, {name=flower})
elseif flower_choice == 9 then
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flower = "mcl_flowers:azure_bluet"
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minetest.set_node(p, {name=flower})
elseif flower_choice == 10 then
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flower = "mcl_flowers:poppy"
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minetest.set_node(p, {name=flower})
elseif flower_choice == 11 then
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flower = "mcl_flowers:blue_orchid"
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minetest.set_node(p, {name=flower})
else
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flower = "mcl_core:grass"
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minetest.set_node(p, {name=flower})
end
end
end
end
end
end
end
end
end)