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Generate vegetation on top of spreading moss
Various types of vegetation generate on the spreading moss with differing probabilities.
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1 changed files with 44 additions and 2 deletions
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@ -1,6 +1,48 @@
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local modname = minetest.get_current_modname()
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local modname = minetest.get_current_modname()
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local S = minetest.get_translator(modname)
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local S = minetest.get_translator(modname)
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-- Return a vegetation type with the following chances
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-- Tall Grass: 52.08%
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-- Moss Carpet: 26.04%
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-- Double Grass: 10.42%
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-- Azalea Leaves: 7.29%
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-- Flowering Azalea Leaves: 4.17%
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local function random_moss_vegetation()
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local x = math.random()
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if x < 0.5208 then
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return "mcl_flowers:tallgrass"
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elseif x < 0.7812 then
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return "mcl_lush_caves:moss_carpet"
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elseif x < 0.8854 then
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return "mcl_flowers:double_grass"
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elseif x < 0.9583 then
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return "mcl_lush_caves:azalea_leaves"
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else
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return "mcl_lush_caves:azalea_leaves_flowering"
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end
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end
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-- sets the node at 'pos' to moss and with a 60% chance sets the node above to
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-- vegatation
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local function set_moss_with_chance_vegetation(pos)
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minetest.set_node(pos, { name = "mcl_lush_caves:moss" })
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if math.random() < 0.6 then
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local vegetation = random_moss_vegetation()
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local pos_up = vector.offset(pos, 0, 1, 0)
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if vegetation == "mcl_flowers:double_grass" then
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local pos_up2 = vector.offset(pos, 0, 2, 0)
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if minetest.registered_nodes[minetest.get_node(pos_up2).name].buildable_to then
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minetest.set_node(pos_up, { name = "mcl_flowers:double_grass" })
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minetest.set_node(pos_up2, { name = "mcl_flowers:double_grass_top" })
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else
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minetest.set_node(pos_up, { name = "mcl_flowers:tallgrass" })
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end
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else
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minetest.set_node(pos_up, { name = vegetation })
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end
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end
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end
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function mcl_lush_caves.bone_meal_moss(itemstack, placer, pointed_thing, pos)
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function mcl_lush_caves.bone_meal_moss(itemstack, placer, pointed_thing, pos)
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if minetest.get_node(vector.offset(pos, 0, 1, 0)).name ~= "air" then
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if minetest.get_node(vector.offset(pos, 0, 1, 0)).name ~= "air" then
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return false
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return false
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@ -22,10 +64,10 @@ function mcl_lush_caves.bone_meal_moss(itemstack, placer, pointed_thing, pos)
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-- no moss here
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-- no moss here
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elseif x_distance == x_max or z_distance == z_max then
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elseif x_distance == x_max or z_distance == z_max then
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if math.random() < 0.75 then
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if math.random() < 0.75 then
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minetest.set_node(conversion_pos, { name = "mcl_lush_caves:moss" })
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set_moss_with_chance_vegetation(conversion_pos)
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end
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end
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else
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else
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minetest.set_node(conversion_pos, { name = "mcl_lush_caves:moss" })
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set_moss_with_chance_vegetation(conversion_pos)
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end
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end
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end
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end
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return true
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return true
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