mirror of
https://github.com/luanti-org/minetest_game.git
synced 2025-05-21 06:43:17 -04:00
228 lines
5.4 KiB
Lua
228 lines
5.4 KiB
Lua
--
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-- Grow trees
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--
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local function can_grow(pos)
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local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z})
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if not node_under then
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return false
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end
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local name_under = node_under.name
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local is_soil = minetest.get_item_group(name_under, "soil")
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if is_soil == 0 then
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return false
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end
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return true
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end
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minetest.register_abm({
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nodenames = {"default:sapling"},
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interval = 10,
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chance = 50,
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action = function(pos, node)
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if not can_grow(pos) then
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return
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end
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minetest.log("action", "A sapling grows into a tree at "..minetest.pos_to_string(pos))
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default.grow_tree(pos, math.random(1, 4) == 1)
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end
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})
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minetest.register_abm({
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nodenames = {"default:junglesapling"},
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interval = 10,
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chance = 50,
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action = function(pos, node)
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if not can_grow(pos) then
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return
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end
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minetest.log("action", "A jungle sapling grows into a tree at "..minetest.pos_to_string(pos))
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default.grow_jungletree(pos)
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end
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})
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local c_air = minetest.get_content_id("air")
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local c_tree = minetest.get_content_id("default:tree")
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local c_leaves = minetest.get_content_id("default:leaves")
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local c_apple = minetest.get_content_id("default:apple")
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function default.grow_tree(pos, is_apple_tree, bad)
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--[[
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NOTE: Tree-placing code is currently duplicated in the engine
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and in games that have saplings; both are deprecated but not
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replaced yet
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--]]
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if bad then
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error("Deprecated use of default.grow_tree")
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end
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local seed = math.random(1, 100000)
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map(
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{x = pos.x - 2, y = pos.y, z = pos.z - 2},
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{x = pos.x + 2, y = pos.y + 6, z = pos.z + 2}
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)
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local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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local pr = PseudoRandom(seed)
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local th = pr:next(4, 5)
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local x, y, z = pos.x, pos.y, pos.z
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for yy = y, y + th - 1 do
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local vi = a:index(x, yy, z)
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if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
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data[vi] = c_tree
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end
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end
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y = y + th - 1 -- (x, y, z) is now last piece of trunk
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local leaves_a = VoxelArea:new({
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MinEdge = {x = -2, y = -1, z = -2},
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MaxEdge = {x = 2, y = 2, z = 2},
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})
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local leaves_buffer = {}
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-- Force leaves near the trunk
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local d = 1
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for xi = -d, d do
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for yi = -d, d do
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for zi = -d, d do
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leaves_buffer[leaves_a:index(xi, yi, zi)] = true
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end
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end
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end
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-- Add leaves randomly
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for iii = 1, 8 do
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local d = 1
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local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
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local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
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local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
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for xi = 0, d do
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for yi = 0, d do
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for zi = 0, d do
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leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
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end
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end
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end
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end
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-- Add the leaves
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for xi = -2, 2 do
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for yi = -1, 2 do
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for zi = -2, 2 do
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local vi = a:index(x + xi, y + yi, z + zi)
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if data[vi] == c_air and leaves_buffer[leaves_a:index(xi, yi, zi)] then
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if is_apple_tree and pr:next(1, 100) <= 10 then
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data[vi] = c_apple
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else
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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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end
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end
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vm:set_data(data)
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vm:write_to_map()
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vm:update_map()
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end
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local c_jungletree = minetest.get_content_id("default:jungletree")
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local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
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function default.grow_jungletree(pos, bad)
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--[[
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NOTE: Tree-placing code is currently duplicated in the engine
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and in games that have saplings; both are deprecated but not
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replaced yet
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--]]
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if bad then
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error("Deprecated use of default.grow_jungletree")
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end
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local seed = math.random(1, 100000)
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map(
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{x = pos.x - 2, y = pos.y - 1, z = pos.z - 2},
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{x = pos.x + 2, y = pos.y + 12, z = pos.z + 2})
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local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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local pr = PseudoRandom(seed)
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local x, y, z = pos.x, pos.y, pos.z
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-- Add the roots
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for xi = -1, 1 do
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for zi = -1, 1 do
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if pr:next(1, 3) >= 2 then
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local vi1 = a:index(x + xi, y, z + zi)
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local vi2 = a:index(x + xi, y - 1, z + zi)
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if data[vi2] == c_air then
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data[vi2] = c_jungletree
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elseif data[vi1] == c_air then
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data[vi1] = c_jungletree
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end
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end
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end
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end
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-- Add the trunk
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local th = pr:next(8, 12)
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for yy = y, y + th - 1 do
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local vi = a:index(x, yy, z)
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if data[vi] == c_air or yy == y then
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data[vi] = c_jungletree
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end
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end
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y = y + th - 1 -- (x, y, z) is now last piece of trunk
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local leaves_a = VoxelArea:new({
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MinEdge = {x = -3, y = -2, z = -3},
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MaxEdge = {x = 3, y = 2, z = 3}
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})
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local leaves_buffer = {}
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-- Force leaves near the trunk
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local d = 1
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for xi = -d, d do
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for yi = -d, d do
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for zi = -d, d do
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leaves_buffer[leaves_a:index(xi, yi, zi)] = true
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end
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end
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end
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-- Add leaves randomly
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for iii = 1, 30 do
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local d = 1
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local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
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local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
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local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
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for xi = 0, d do
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for yi = 0, d do
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for zi = 0, d do
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leaves_buffer[leaves_a:index(xx + xi, yy + yi, zz + zi)] = true
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end
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end
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end
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end
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-- Add the leaves
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for xi = -3, 3 do
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for yi = -2, 2 do
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for zi = -3, 3 do
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local vi = a:index(x + xi, y + yi, z + zi)
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if data[vi] == c_air then
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if leaves_buffer[leaves_a:index(xi, yi, zi)] then
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data[vi] = c_jungleleaves
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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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vm:set_data(data)
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vm:write_to_map()
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vm:update_map()
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end
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