moved growing of realtest trees into trees_realtest.lua
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4
init.lua
4
init.lua
@ -45,6 +45,10 @@ dofile(mg_villages.modpath.."/nodes.lua")
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if(minetest.registered_nodes["default:sapling"]) then
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dofile(mg_villages.modpath.."/trees_default.lua")
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end
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-- RealTest has its own tree growing code
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if(minetest.registered_nodes["trees:maple_sapling"]) then
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dofile(mg_villages.modpath.."/trees_realtest.lua")
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end
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dofile(mg_villages.modpath.."/replacements.lua")
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37
mapgen.lua
37
mapgen.lua
@ -1353,40 +1353,3 @@ minetest.register_on_generated(function(minp, maxp, seed)
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mg_villages.place_villages_via_voxelmanip( villages, minp, maxp, nil, data_vm, data_param2_data, nil, nil, seed );
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end
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end)
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-- this is taken from the function trees.make_tree in the trees
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-- mod in RealTest - modified so that it can work with VoxelManip
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-- instead of set/get_node
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-- TODO: handle snow
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-- TODO: grow moretree trees
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-- TODO: move tree-handling into seperate mod
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mg_villages.grow_realtest_tree = function(data, a, pos, snow, tree)
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local tree = realtest.registered_trees[tree]
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if(not(tree)) then
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return
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end
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_sapling = minetest.get_content_id(tree.name.."_sapling")
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local c_trunk = minetest.get_content_id(tree.name.."_trunk")
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local c_trunk_top = minetest.get_content_id(tree.name.."_trunk_top")
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local c_leaves = minetest.get_content_id(tree.name.."_leaves")
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local height = tree.height()
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for i = 0,height-1 do
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local vi = a:index(pos.x, pos.y+i, pos.z)
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if(data[vi] == c_air or data[vi] == c_ignore or data[vi] == c_sapling) then
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data[vi] = c_trunk
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end
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end
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local vi = a:index(pos.x, pos.y+height, pos.z)
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if(data[vi] == c_air or data[vi] == c_ignore) then
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data[vi] = c_trunk_top
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end
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for i = 1,#tree.leaves do
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local vi = a:index(pos.x+tree.leaves[i][1], pos.y+height+tree.leaves[i][2], pos.z+tree.leaves[i][3])
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if(data[vi] == c_air or data[vi] == c_ignore) then
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data[vi] = c_leaves
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end
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end
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end
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33
trees_realtest.lua
Normal file
33
trees_realtest.lua
Normal file
@ -0,0 +1,33 @@
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-- this is taken from the function trees.make_tree in the trees
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-- mod in RealTest - modified so that it can work with VoxelManip
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-- instead of set/get_node
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-- TODO: handle snow
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mg_villages.grow_realtest_tree = function(data, a, pos, snow, tree)
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local tree = realtest.registered_trees[tree]
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if(not(tree)) then
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return
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end
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_sapling = minetest.get_content_id(tree.name.."_sapling")
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local c_trunk = minetest.get_content_id(tree.name.."_trunk")
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local c_trunk_top = minetest.get_content_id(tree.name.."_trunk_top")
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local c_leaves = minetest.get_content_id(tree.name.."_leaves")
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local height = tree.height()
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for i = 0,height-1 do
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local vi = a:index(pos.x, pos.y+i, pos.z)
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if(data[vi] == c_air or data[vi] == c_ignore or data[vi] == c_sapling) then
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data[vi] = c_trunk
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end
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end
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local vi = a:index(pos.x, pos.y+height, pos.z)
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if(data[vi] == c_air or data[vi] == c_ignore) then
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data[vi] = c_trunk_top
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end
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for i = 1,#tree.leaves do
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local vi = a:index(pos.x+tree.leaves[i][1], pos.y+height+tree.leaves[i][2], pos.z+tree.leaves[i][3])
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if(data[vi] == c_air or data[vi] == c_ignore) then
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data[vi] = c_leaves
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end
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end
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end
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