local function can_grow(pos) -- from default mod local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z}) if not node_under then return false end local name_under = node_under.name local is_soil = minetest.get_item_group(name_under, "soil") if is_soil == 0 then return false end return true end -- Fir sapling growth minetest.register_abm({ nodenames = {"valleys_mapgen:fir_sapling"}, interval = 14, chance = 50, action = function(pos, node) if not can_grow(pos) then return end minetest.log("action", "A fir sapling grows into a tree at ".. minetest.pos_to_string(pos)) vmg.grow_fir_tree(pos) end }) -- Banana sapling growth minetest.register_abm({ nodenames = {"valleys_mapgen:banana_sapling"}, interval = 10, chance = 50, action = function(pos, node) if not can_grow(pos) then return end minetest.log("action", "A banana sapling grows into a tree at ".. minetest.pos_to_string(pos)) vmg.grow_banana_tree(pos) end }) -- Birch sapling growth minetest.register_abm({ nodenames = {"valleys_mapgen:birch_sapling"}, interval = 20, chance = 50, action = function(pos, node) if not can_grow(pos) then return end minetest.log("action", "A birch sapling grows into a tree at ".. minetest.pos_to_string(pos)) vmg.grow_birch_tree(pos) end }) -- Cherry Blossom sapling growth minetest.register_abm({ nodenames = {"valleys_mapgen:cherry_blossom_sapling"}, interval = 20, chance = 50, action = function(pos, node) if not can_grow(pos) then return end minetest.log("action", "A cherry blossom sapling grows into a tree at ".. minetest.pos_to_string(pos)) vmg.grow_cherry_blossom_tree(pos) end }) -- Mangrove sapling growth minetest.register_abm({ nodenames = {"valleys_mapgen:mangrove_sapling"}, interval = 20, chance = 50, action = function(pos, node) if not can_grow(pos) then return end minetest.log("action", "A mangrove sapling grows into a tree at ".. minetest.pos_to_string(pos)) vmg.grow_mangrove_tree(pos) end }) -- Willow sapling growth minetest.register_abm({ nodenames = {"valleys_mapgen:willow_sapling"}, interval = 20, chance = 50, action = function(pos, node) if not can_grow(pos) then return end minetest.log("action", "A willow sapling grows into a tree at ".. minetest.pos_to_string(pos)) vmg.grow_willow_tree(pos) end }) local leaf_types = {"default:leaves", "valleys_mapgen:leaves2", "valleys_mapgen:leaves3", "valleys_mapgen:leaves4", "valleys_mapgen:leaves5"} local leaves_colors = vmg.define("leaves_colors", true) function default.grow_tree(pos, is_apple_tree) -- Override default function to generate VMG trees -- individual parameters local rand = math.random() local height = math.floor(4 + 2.5 * rand) local radius = 3 + rand -- VoxelManip stuff local leaves = minetest.get_content_id("default:leaves") if leaves_colors then leaves = minetest.get_content_id(leaf_types[math.random(#leaf_types)]) end local trunk = minetest.get_content_id("default:tree") local air = minetest.get_content_id("air") local ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map({x = pos.x - 4, y = pos.y, z = pos.z - 4}, {x = pos.x + 4, y = pos.y + height + 4, z = pos.z + 4}) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() if is_apple_tree then vmg.make_apple_tree(pos, data, area, height, radius, trunk, leaves, minetest.get_content_id("default:apple"), air, ignore) else vmg.make_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) end vm:set_data(data) vm:write_to_map() vm:update_map() end function vmg.grow_banana_tree(pos) -- individual parameters local rand = math.random() local height = math.floor(4 + 2.5 * rand) local radius = 3 + rand -- VoxelManip stuff local leaves = minetest.get_content_id("valleys_mapgen:banana_leaves") local trunk = minetest.get_content_id("valleys_mapgen:banana_tree") local air = minetest.get_content_id("air") local ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map({x = pos.x - 4, y = pos.y, z = pos.z - 4}, {x = pos.x + 4, y = pos.y + height + 4, z = pos.z + 4}) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() vmg.make_banana_tree(pos, data, area, height, radius, trunk, leaves, minetest.get_content_id("valleys_mapgen:banana"), air, ignore) vm:set_data(data) vm:write_to_map() vm:update_map() end function vmg.grow_birch(pos) local rand = math.random() local height = math.floor(6 + 2.5 * rand) local radius = 2 + rand -- VoxelManip stuff local leaves = minetest.get_content_id("valleys_mapgen:birch_leaves") local trunk = minetest.get_content_id("valleys_mapgen:birch_tree") local air = minetest.get_content_id("air") local ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map({x = pos.x - 4, y = pos.y, z = pos.z - 4}, {x = pos.x + 4, y = pos.y + height + 4, z = pos.z + 4}) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() vmg.make_birch_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) vm:set_data(data) vm:write_to_map() vm:update_map() end function vmg.grow_cherry_blossom_tree(pos) -- individual parameters local rand = math.random() local height = math.floor(4 + 2.5 * rand) local radius = 3 + rand -- VoxelManip stuff local leaves = minetest.get_content_id("valleys_mapgen:cherry_blossom_leaves") local trunk = minetest.get_content_id("valleys_mapgen:cherry_blossom_tree") local air = minetest.get_content_id("air") local ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map({x = pos.x - 4, y = pos.y, z = pos.z - 4}, {x = pos.x + 4, y = pos.y + height + 4, z = pos.z + 4}) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() vmg.make_cherry_blossom_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) vm:set_data(data) vm:write_to_map() vm:update_map() end function default.grow_jungle_tree(pos) local rand = math.random() local height = math.floor(8 + 4 * rand) local radius = 5 + 3 * rand local leaves = minetest.get_content_id("default:jungleleaves") local trunk = minetest.get_content_id("default:jungletree") local air = minetest.get_content_id("air") local ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map({x = pos.x - 8, y = pos.y - 1, z = pos.z - 8}, {x = pos.x + 8, y = pos.y + height + 5, z = pos.z + 8}) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() vmg.make_jungle_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) vmg.execute_after_mapgen() vm:set_data(data) vm:write_to_map() vm:update_map() end function default.grow_mangrove_tree(pos) local rand = math.random() local height = math.floor(3 + 2 * rand) local radius = 3 + 2 * rand local leaves = minetest.get_content_id("default:mangrove_leaves") local trunk = minetest.get_content_id("default:mangrove_tree") local air = minetest.get_content_id("air") local ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, {x = pos.x + 3, y = pos.y + height + 2, z = pos.z + 3}) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() vmg.make_mangrove_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) vmg.execute_after_mapgen() vm:set_data(data) vm:write_to_map() vm:update_map() end function default.grow_pine_tree(pos) local rand = math.random() local height = math.floor(9 + 6 * rand) local radius = 4 + 2 * rand local leaves = minetest.get_content_id("default:pine_needles") local trunk = minetest.get_content_id("default:pinetree") local air = minetest.get_content_id("air") local ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map({x = pos.x - 6, y = pos.y - 1, z = pos.z - 6}, {x = pos.x + 6, y = pos.y + height + 2, z = pos.z + 6}) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() vmg.make_pine_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) vm:set_data(data) vm:write_to_map() vm:update_map() end function vmg.grow_fir_tree(pos) local rand = math.random() local height = math.floor(9 + 6 * rand) local radius = 4 + 2 * rand local leaves = minetest.get_content_id("valleys_mapgen:fir_needles") local trunk = minetest.get_content_id("valleys_mapgen:fir_tree") local air = minetest.get_content_id("air") local ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map({x = pos.x - 6, y = pos.y - 1, z = pos.z - 6}, {x = pos.x + 6, y = pos.y + height + 2, z = pos.z + 6}) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() vmg.make_fir_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) vm:set_data(data) vm:write_to_map() vm:update_map() end function vmg.grow_willow_tree(pos) -- individual parameters local rand = math.random() local height = math.floor(5 + 2.5 * rand) local radius = 5 + rand -- VoxelManip stuff local leaves = minetest.get_content_id("valleys_mapgen:willow_leaves") local trunk = minetest.get_content_id("valleys_mapgen:willow_tree") local air = minetest.get_content_id("air") local ignore = minetest.get_content_id("ignore") local vm = minetest.get_voxel_manip() local emin, emax = vm:read_from_map({x = pos.x - 4, y = pos.y, z = pos.z - 4}, {x = pos.x + 4, y = pos.y + height + 4, z = pos.z + 4}) local area = VoxelArea:new({MinEdge = emin, MaxEdge = emax}) local data = vm:get_data() vmg.make_willow_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) vm:set_data(data) vm:write_to_map() vm:update_map() end function vmg.make_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride -- increment by one node up end local np = {offset = 0.8, scale = 0.4, spread = {x = 8, y = 4, z = 8}, octaves = 3, persist = 0.5} -- VMG trees use a PerlinNoise to place leaves pos.y = pos.y + height - 1 -- pos was at the sapling position. By adding height we have the first air node above the trunk, so subtract 1 to get the highest trunk node. vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = radius, y = radius, z = radius}, np) -- Generate leaves end function vmg.make_apple_tree(pos, data, area, height, radius, trunk, leaves, fruit, air, ignore) -- Same code but with apples if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating apple tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride -- increment by one node up end local np = {offset = 0.8, scale = 0.4, spread = {x = 8, y = 4, z = 8}, octaves = 3, persist = 0.5} pos.y = pos.y + height - 1 vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = radius, y = radius, z = radius}, np, 0.06, fruit) end function vmg.make_banana_tree(pos, data, area, height, radius, trunk, leaves, fruit, air, ignore) if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating banana tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride -- increment by one node up end local np = {offset = 0.8, scale = 0.4, spread = {x = 8, y = 4, z = 8}, octaves = 3, persist = 0.5} pos.y = pos.y + height - 1 vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = radius, y = radius, z = radius}, np, 0.06, fruit) end function vmg.make_birch_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating birch tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride -- increment by one node up end local np = {offset = 0.8, scale = 0.4, spread = {x = 8, y = 4, z = 8}, octaves = 3, persist = 0.5} pos.y = pos.y + height - 1 vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = radius, y = radius, z = radius}, np) end function vmg.make_cherry_blossom_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating cherry blossom tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride -- increment by one node up end local np = {offset = 0.8, scale = 0.4, spread = {x = 8, y = 4, z = 8}, octaves = 3, persist = 0.5} pos.y = pos.y + height - 1 vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = radius, y = radius, z = radius}, np) end local function make_jungle_root(x0, y0, z0, data, area, tree, air) local ystride = area.ystride local ybot = y0 - 1 for x = x0 - 1, x0 + 1 do for z = z0 - 1, z0 + 1 do -- iterate in a 3x3 square around the trunk local iv = area:index(x, ybot, z) for i = 0, 5 do if data[iv] == air then -- find the ground level if math.random() < 0.6 then data[iv-ystride] = tree -- make jungle tree below if math.random() < 0.6 then data[iv] = tree -- make jungle tree at this air node end end break end iv = iv + ystride -- increment by one node up end end end end local function make_mangrove_root(x0, y0, z0, data, area, roots, air) local ystride = area.ystride local ybot = y0 - 1 for x = x0 - 1, x0 + 1 do for z = z0 - 1, z0 + 1 do -- iterate in a 3x3 square around the trunk local iv = area:index(x, ybot, z) for i = 0, 5 do if data[iv] == air then -- find the ground level if math.random() < 0.6 then data[iv-ystride] = roots -- make mangrove root below if math.random() < 0.6 then data[iv] = roots -- make mangrove root at this air node end end break end iv = iv + ystride -- increment by one node up end end end end function vmg.make_jungle_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating jungle tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride -- increment by one node up end vmg.register_after_mapgen(make_jungle_root, pos.x, pos.y, pos.z, data, area, trunk, air) local np = {offset = 0.8, scale = 0.4, spread = {x = 8, y = 4, z = 8}, octaves = 3, persist = 0.8} pos.y = pos.y + height vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = radius, y = radius * 0.5, z = radius}, np) end function vmg.make_mangrove_tree(pos, data, area, height, radius, trunk, leaves, roots, air, ignore) if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating mangrove tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride -- increment by one node up end vmg.register_after_mapgen(make_mangrove_root, pos.x, pos.y, pos.z, data, area, roots, air) local np = {offset = 0.8, scale = 0.4, spread = {x = 8, y = 4, z = 8}, octaves = 3, persist = 0.8} pos.y = pos.y + height vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = radius, y = radius * 0.5, z = radius}, np) end function vmg.make_fir_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating fir tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride -- increment by one node up end -- add leaves on the top (4% 0 ; 36% 1 ; 60% 2) local rand = math.random() if rand < 0.96 then data[iv] = leaves if rand < 0.60 then iv = iv + ystride data[iv] = leaves end end -- make several leaves rings local max_height = pos.y + height local min_height = pos.y + math.floor((0.2 + 0.3 * math.random()) * height) local radius_increment = (radius - 1.2) / (max_height - min_height) local np = {offset = 0.8, scale = 0.4, spread = {x = 12, y = 4, z = 12}, octaves = 3, persist = 0.8} pos.y = max_height - 1 while pos.y >= min_height do local ring_radius = (max_height - pos.y) * radius_increment + 1.2 vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = ring_radius, y = 2, z = ring_radius}, np) pos.y = pos.y - math.random(2, 3) end end function vmg.make_pine_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating pine tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride end -- add leaves on the top (4% 0 ; 36% 1 ; 60% 2) local rand = math.random() if rand < 0.96 then data[iv] = leaves if rand < 0.60 then iv = iv + ystride data[iv] = leaves end end local np = {offset = 0.8, scale = 0.3, spread = {x = 8, y = 4, z = 8}, octaves = 3, persist = 1} local min_height = pos.y + math.floor((0.4 + 0.2 * math.random()) * height) local midradius = radius / 2 pos.y = pos.y + height - 1 vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = radius, y = 1.5, z = radius}, np) -- The first leavesblob at the top while pos.y >= min_height do -- Lower leavesblobs local angle, distance = math.random() * 2 * math.pi, math.random() * midradius -- For the pine tree, lower leavesblobs are smaller and shifted local cos, sin = math.cos(angle) * distance, math.sin(angle) * distance local bpos = {x = pos.x + cos, y = pos.y, z = pos.z + sin} vmg.make_leavesblob(bpos, data, area, leaves, air, ignore, {x = midradius, y = 1.5, z = midradius}, np) pos.y = pos.y - math.random(1, 2) end end function vmg.make_willow_tree(pos, data, area, height, radius, trunk, leaves, air, ignore) if vmg.loglevel >= 3 then print("[Valleys Mapgen] Generating willow tree at " .. minetest.pos_to_string(pos) .. " ...") end local ystride = area.ystride -- Useful to get the index above local iv = area:indexp(pos) for i = 1, height do -- Build the trunk data[iv] = trunk iv = iv + ystride -- increment by one node up end local np = {offset = 0.8, scale = 0.4, spread = {x = 8, y = 4, z = 8}, octaves = 3, persist = 0.5} pos.y = pos.y + height - 1 vmg.make_leavesblob(pos, data, area, leaves, air, ignore, {x = radius, y = radius, z = radius}, np) end function vmg.make_leavesblob(pos, data, area, leaves, air, ignore, radius, np, fruit_chance, fruit) fruit_chance = fruit_chance or 0 np.seed = math.random(0, 16777215) -- noise seed local minp = vector.subtract(pos, radius) -- minimal corner of the leavesblob local maxp = vector.add(pos, radius) -- maximal corner of the leavesblob local int_minp = {x = math.floor(minp.x), y = math.floor(minp.y), z = math.floor(minp.z)} -- Same positions, but with integer coordinates local int_maxp = {x = math.ceil(maxp.x), y = math.ceil(maxp.y), z = math.ceil(maxp.z)} local length = vector.subtract(int_maxp, int_minp) local chulens = vector.add(length, 1) local obj = minetest.get_perlin_map(np, chulens) local pmap = obj:get3dMap_flat(minp) local i = 1 -- iterate for every position -- calculate the distance from the center by the Pythagorean theorem: d = sqrt(x²+y²+z²) for x = int_minp.x, int_maxp.x do local xval = ((x - pos.x) / radius.x) ^ 2 -- calculate x², y², z² separately, to avoid recalculating x² for every y or z iteration. Divided by the radius to scale it to 0…1 for y = int_minp.y, int_maxp.y do local yval = ((y - pos.y) / radius.y) ^ 2 for z = int_minp.z, int_maxp.z do local zval = ((z - pos.z) / radius.z) ^ 2 local dist = math.sqrt(xval + yval + zval) -- Calculate the distance local nval = pmap[i] -- Get the noise value if nval > dist then -- if the noise is bigger than the distance, make leaves local iv = area:index(x, y, z) if data[iv] == air or data[iv] == ignore then if math.random() < fruit_chance then data[iv] = fruit else data[iv] = leaves end end end i = i + 1 -- increment noise index end end end end -- Adapt the code to the latest minetest_game that use these functions function default.grow_new_apple_tree(pos) local is_apple_tree = math.random(4) == 1 default.grow_tree(pos, is_apple_tree) end default.grow_new_jungle_tree = default.grow_jungle_tree default.grow_new_pine_tree = default.grow_pine_tree