Seperate mapgen from maincodes
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113dfb54d7
commit
b49f9184be
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function make_bamboo(pos, size)
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for y=0,size-1 do
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local p = {x=pos.x, y=pos.y+y, z=pos.z}
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local nn = minetest.get_node(p).name
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if minetest.registered_nodes[nn] and
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minetest.registered_nodes[nn].buildable_to then
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minetest.set_node(p, {name="bamboo:bamboo"})
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else
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return
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end
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end
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end
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y >= 2 and minp.y <= 0 then
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-- Generate Bamboo
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local perlin1 = minetest.get_perlin(354, 3, 0.7, 100)
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-- Assume X and Z lengths are equal
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local divlen = 8
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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 bamboo amount from perlin noise
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local bamboo_amount = math.floor(perlin1:get2d({x=x0, y=z0}) * 45 - 20)
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-- Find random positions for Bamboo based on this random
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local pr = PseudoRandom(seed+1)
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for i=0,bamboo_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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if minetest.get_node({x=x,y=1,z=z}).name == "default:dirt_with_grass" and
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minetest.find_node_near({x=x,y=1,z=z}, 1, "default:water_source") then
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make_bamboo({x=x,y=2,z=z}, pr:next(2, 4))
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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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