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mapgen.lua
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50 lines (47 loc) · 1.64 KB
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-- code from flowers mod by Ironzorg, VanessaE
-- with just a small adjustion
minetest.register_on_generated(function(minp, maxp, seed)
if maxp.y >= 5 and minp.y <= 0 then
-- Generate flowers
local perlin1 = minetest.get_perlin(436, 3, 0.6, 100)
-- Assume X and Z lengths are equal
local divlen = 16
local divs = (maxp.x-minp.x)/divlen+1;
for divx=0,divs-1 do
for divz=0,divs-1 do
local x0 = minp.x + math.floor((divx+0)*divlen)
local z0 = minp.z + math.floor((divz+0)*divlen)
local x1 = minp.x + math.floor((divx+1)*divlen)
local z1 = minp.z + math.floor((divz+1)*divlen)
-- Determine flowers amount from perlin noise
local grass_amount = math.floor(perlin1:get2d({x=x0, y=z0}) ^ 3 * 9)
-- Find random positions for flowers based on this random
local pr = PseudoRandom(seed+456)
for i=0,grass_amount do
local x = pr:next(x0, x1)
local z = pr:next(z0, z1)
-- Find ground level (0...15)
local ground_y = nil
for y=30,0,-1 do
if minetest.get_node({x = x, y = y, z = z}).name ~= "air" then
ground_y = y
break
end
end
if ground_y then
local p = {x = x, y = ground_y + 1, z = z}
local nn = minetest.get_node(p).name
-- Check if the node can be replaced
if minetest.registered_nodes[nn] and
minetest.registered_nodes[nn].buildable_to then
nn = minetest.get_node({x = x, y = ground_y, z = z}).name
if nn == "default:sand" then -- would like to see them preferable in sandstone biomes
minetest.set_node(p, {name = "lavender:lavender"})
end
end
end
end
end
end
end
end)