Generate vegetation on top of spreading moss

Various types of vegetation generate on the spreading moss with differing
probabilities.
This commit is contained in:
laireia 2023-11-26 13:37:44 +10:00 committed by the-real-herowl
parent b58d68b467
commit 55926e3f4f
1 changed files with 44 additions and 2 deletions

View File

@ -1,6 +1,48 @@
local modname = minetest.get_current_modname()
local S = minetest.get_translator(modname)
-- Return a vegetation type with the following chances
-- Tall Grass: 52.08%
-- Moss Carpet: 26.04%
-- Double Grass: 10.42%
-- Azalea Leaves: 7.29%
-- Flowering Azalea Leaves: 4.17%
local function random_moss_vegetation()
local x = math.random()
if x < 0.5208 then
return "mcl_flowers:tallgrass"
elseif x < 0.7812 then
return "mcl_lush_caves:moss_carpet"
elseif x < 0.8854 then
return "mcl_flowers:double_grass"
elseif x < 0.9583 then
return "mcl_lush_caves:azalea_leaves"
else
return "mcl_lush_caves:azalea_leaves_flowering"
end
end
-- sets the node at 'pos' to moss and with a 60% chance sets the node above to
-- vegatation
local function set_moss_with_chance_vegetation(pos)
minetest.set_node(pos, { name = "mcl_lush_caves:moss" })
if math.random() < 0.6 then
local vegetation = random_moss_vegetation()
local pos_up = vector.offset(pos, 0, 1, 0)
if vegetation == "mcl_flowers:double_grass" then
local pos_up2 = vector.offset(pos, 0, 2, 0)
if minetest.registered_nodes[minetest.get_node(pos_up2).name].buildable_to then
minetest.set_node(pos_up, { name = "mcl_flowers:double_grass" })
minetest.set_node(pos_up2, { name = "mcl_flowers:double_grass_top" })
else
minetest.set_node(pos_up, { name = "mcl_flowers:tallgrass" })
end
else
minetest.set_node(pos_up, { name = vegetation })
end
end
end
function mcl_lush_caves.bone_meal_moss(itemstack, placer, pointed_thing, pos)
if minetest.get_node(vector.offset(pos, 0, 1, 0)).name ~= "air" then
return false
@ -22,10 +64,10 @@ function mcl_lush_caves.bone_meal_moss(itemstack, placer, pointed_thing, pos)
-- no moss here
elseif x_distance == x_max or z_distance == z_max then
if math.random() < 0.75 then
minetest.set_node(conversion_pos, { name = "mcl_lush_caves:moss" })
set_moss_with_chance_vegetation(conversion_pos)
end
else
minetest.set_node(conversion_pos, { name = "mcl_lush_caves:moss" })
set_moss_with_chance_vegetation(conversion_pos)
end
end
return true