51 lines
1.6 KiB
Lua
51 lines
1.6 KiB
Lua
-- code from flowers mod by Ironzorg, VanessaE
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-- with just a small adjustion
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minetest.register_on_generated(function(minp, maxp, seed)
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if maxp.y >= 5 and minp.y <= 0 then
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-- Generate flowers
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local perlin1 = minetest.get_perlin(436, 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 flowers amount from perlin noise
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local grass_amount = math.floor(perlin1:get2d({x=x0, y=z0}) ^ 3 * 9)
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-- Find random positions for flowers based on this random
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local pr = PseudoRandom(seed+456)
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for i=0,grass_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.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 ground_y then
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local p = {x = x, y = ground_y + 1, z = z}
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local nn = minetest.get_node(p).name
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-- Check if the node can be replaced
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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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nn = minetest.get_node({x = x, y = ground_y, z = z}).name
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if nn == "default:sand" then -- would like to see them preferable in sandstone biomes
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minetest.set_node(p, {name = "lavender:lavender"})
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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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end
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end)
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