Generate dry shrubs on deserts
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@ -1224,6 +1224,23 @@ minetest.register_node("default:apple", {
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sounds = default.node_sound_defaults(),
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})
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minetest.register_node("default:dry_shrub", {
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description = "Dry Shrub",
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drawtype = "plantlike",
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visual_scale = 1.0,
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tile_images = {"default_dry_shrub.png"},
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inventory_image = "default_dry_shrub.png",
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wield_image = "default_dry_shrub.png",
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paramtype = "light",
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walkable = false,
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groups = {snappy=3},
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sounds = default.node_sound_leaves_defaults(),
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selection_box = {
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type = "fixed",
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fixed = {-1/3, -1/2, -1/3, 1/3, 1/6, 1/3},
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},
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})
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--
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-- Crafting items
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--
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@ -183,6 +183,39 @@ minetest.register_on_generated(function(minp, maxp, seed)
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end
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end
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end
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-- Generate dry shrubs
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local perlin1 = minetest.env:get_perlin(329, 3, 0.6, 100)
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-- Assume X and Z lengths are equal
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local divlen = 16
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local divs = (maxp.x-minp.x)/divlen+1;
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for divx=0,divs-1 do
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for divz=0,divs-1 do
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local x0 = minp.x + math.floor((divx+0)*divlen)
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local z0 = minp.z + math.floor((divz+0)*divlen)
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local x1 = minp.x + math.floor((divx+1)*divlen)
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local z1 = minp.z + math.floor((divz+1)*divlen)
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-- Determine cactus amount from perlin noise
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local cactus_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 5 + 2)
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-- Find random positions for cactus based on this random
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local pr = PseudoRandom(seed+1)
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for i=0,cactus_amount do
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local x = pr:next(x0, x1)
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local z = pr:next(z0, z1)
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-- Find ground level (0...15)
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local ground_y = nil
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for y=30,0,-1 do
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if minetest.env:get_node({x=x,y=y,z=z}).name ~= "air" then
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ground_y = y
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break
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end
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end
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-- If desert sand, make cactus
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if ground_y and minetest.env:get_node({x=x,y=ground_y,z=z}).name == "default:desert_sand" then
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minetest.env:set_node({x=x,y=ground_y+1,z=z}, {name="default:dry_shrub"})
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end
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end
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end
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end
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end
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end)
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BIN
mods/default/textures/default_dry_shrub.png
Normal file
BIN
mods/default/textures/default_dry_shrub.png
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After Width: | Height: | Size: 450 B |
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