Several fixes for applying bone meal to grass

This commit is contained in:
NO11 2021-11-10 17:15:27 +00:00
parent fafa47d643
commit 8979230c42

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@ -288,38 +288,39 @@ local function apply_bone_meal(pointed_thing)
return true return true
elseif minetest.get_item_group(n.name, "grass_block") == 1 then elseif minetest.get_item_group(n.name, "grass_block") == 1 then
-- Grass Block: Generate tall grass and random flowers all over the place -- Grass Block: Generate tall grass and random flowers all over the place
for i = -2, 2 do for i = -7, 7 do
for j = -2, 2 do for j = -7, 7 do
pos = pointed_thing.above for y = -1, 1 do
pos = {x=pos.x+i, y=pos.y, z=pos.z+j} pos = vector.offset(pointed_thing.above, i, y, j)
n = minetest.get_node(pos) n = minetest.get_node(pos)
local n2 = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}) local n2 = minetest.get_node(vector.offset(pos, 0, -1, 0))
if n.name ~= "" and n.name == "air" and (minetest.get_item_group(n2.name, "grass_block_no_snow") == 1) then if n.name ~= "" and n.name == "air" and (minetest.get_item_group(n2.name, "grass_block_no_snow") == 1) then
-- Randomly generate flowers, tall grass or nothing -- Randomly generate flowers, tall grass or nothing
if math.random(1,100) <= 90 then if math.random(1, 100) <= 90 / ((math.abs(i) + math.abs(j)) / 2)then
-- 90% tall grass, 10% flower -- 90% tall grass, 10% flower
mcl_dye.add_bone_meal_particle(pos, {amount = 4}) mcl_dye.add_bone_meal_particle(pos, {amount = 4})
if math.random(1,100) <= 90 then if math.random(1,100) <= 90 then
local col = n2.param2 local col = n2.param2
minetest.add_node(pos, {name="mcl_flowers:tallgrass", param2=col}) minetest.add_node(pos, {name="mcl_flowers:tallgrass", param2=col})
else
local flowers_table
if mg_name == "v6" then
flowers_table = flowers_table_plains
else else
local biome = minetest.get_biome_name(minetest.get_biome_data(pos).biome) local flowers_table
if biome == "Swampland" or biome == "Swampland_shore" or biome == "Swampland_ocean" or biome == "Swampland_deep_ocean" or biome == "Swampland_underground" then if mg_name == "v6" then
flowers_table = flowers_table_swampland
elseif biome == "FlowerForest" or biome == "FlowerForest_beach" or biome == "FlowerForest_ocean" or biome == "FlowerForest_deep_ocean" or biome == "FlowerForest_underground" then
flowers_table = flowers_table_flower_forest
elseif biome == "Plains" or biome == "Plains_beach" or biome == "Plains_ocean" or biome == "Plains_deep_ocean" or biome == "Plains_underground" or biome == "SunflowerPlains" or biome == "SunflowerPlains_ocean" or biome == "SunflowerPlains_deep_ocean" or biome == "SunflowerPlains_underground" then
flowers_table = flowers_table_plains flowers_table = flowers_table_plains
else else
flowers_table = flowers_table_simple local biome = minetest.get_biome_name(minetest.get_biome_data(pos).biome)
if biome == "Swampland" or biome == "Swampland_shore" or biome == "Swampland_ocean" or biome == "Swampland_deep_ocean" or biome == "Swampland_underground" then
flowers_table = flowers_table_swampland
elseif biome == "FlowerForest" or biome == "FlowerForest_beach" or biome == "FlowerForest_ocean" or biome == "FlowerForest_deep_ocean" or biome == "FlowerForest_underground" then
flowers_table = flowers_table_flower_forest
elseif biome == "Plains" or biome == "Plains_beach" or biome == "Plains_ocean" or biome == "Plains_deep_ocean" or biome == "Plains_underground" or biome == "SunflowerPlains" or biome == "SunflowerPlains_ocean" or biome == "SunflowerPlains_deep_ocean" or biome == "SunflowerPlains_underground" then
flowers_table = flowers_table_plains
else
flowers_table = flowers_table_simple
end
end end
minetest.add_node(pos, {name=flowers_table[math.random(1, #flowers_table)]})
end end
minetest.add_node(pos, {name=flowers_table[math.random(1, #flowers_table)]})
end end
end end
end end