removed obsolete mg_villages.get_fruit_replacements (now done in handle_schematics with replacement groups)
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@ -744,47 +744,3 @@ mg_villages.get_replacement_table = function( housetype, pr, replacements )
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end
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return { table = rtable, list = replacements};
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end
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-- they don't all grow cotton; farming_plus fruits are far more intresting!
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-- Note: This function modifies replacements.ids and replacements.table for each building
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-- as far as fruits are concerned. It needs to be called before placing a building
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-- which contains fruits.
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-- The function might as well be a local one.
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mg_villages.get_fruit_replacements = function( replacements, fruit)
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if( not( fruit )) then
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return;
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end
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for i=1,8 do
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local old_name = '';
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local new_name = '';
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-- farming_plus plants sometimes come in 3 or 4 variants, but not in 8 as cotton does
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if( minetest.registered_nodes[ 'farming_plus:'..fruit..'_'..i ]) then
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old_name = "farming:cotton_"..i;
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new_name = 'farming_plus:'..fruit..'_'..i;
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-- "surplus" cotton variants will be replaced with the full grown fruit
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elseif( minetest.registered_nodes[ 'farming_plus:'..fruit ]) then
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old_name = "farming:cotton_"..i;
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new_name = 'farming_plus:'..fruit;
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-- and plants from farming: are supported as well
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elseif( minetest.registered_nodes[ 'farming:'..fruit..'_'..i ]) then
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old_name = "farming:cotton_"..i;
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new_name = 'farming:'..fruit..'_'..i;
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elseif( minetest.registered_nodes[ 'farming:'..fruit ]) then
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old_name = "farming:cotton_"..i;
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new_name = 'farming:'..fruit;
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end
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if( old_name ~= '' and new_name ~= '' ) then
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-- this is mostly used by the voxelmanip based spawning of .we files
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replacements.ids[ minetest.get_content_id( old_name )] = minetest.get_content_id( new_name );
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-- this is used by the place_schematic based spawning
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replacements.table[ old_name ] = new_name;
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end
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end
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end
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