loud_walking/terrain.lua

560 lines
24 KiB
Lua

-- Loud Walking terrain.lua
-- Copyright Duane Robertson (duane@duanerobertson.com), 2017
-- Distributed under the LGPLv2.1 (https://www.gnu.org/licenses/old-licenses/lgpl-2.1.en.html)
dofile(loud_walking.path..'/deco.lua')
-- These seem to help the y loop some (but not much).
local node = loud_walking.node
local math_abs = math.abs
local math_floor = math.floor
local biomes = loud_walking.biomes
local get_decoration = loud_walking.get_decoration
local place_schematic = loud_walking.place_schematic
local cloud_i = 0.5
local glass = {"loud_walking:sky_scrith", "loud_walking:cloud_scrith", "loud_walking:transparent_scrith"}
local terrain_p = {offset = 0, scale = 10, seed = 8829, spread = {x = 40, y = 40, z = 40}, octaves = 6, persist = 0.4, lacunarity = 2}
local terrain_noise
local terrain_map = {}
local cave_p = {offset = 0, scale = 1, seed = -3977, spread = {x = 30, y = 30, z = 30}, octaves = 3, persist = 0.8, lacunarity = 2}
local cave_noise
local cave_map = {}
local cloud_p = {offset = 0, scale = 1, seed = -7874, spread = {x = 30, y = 30, z = 30}, octaves = 3, persist = 0.8, lacunarity = 2}
local cloud_noise
local cloud_map = {}
local pod_size = {x=loud_walking.pod_size_x, y=loud_walking.pod_size_y, z=loud_walking.pod_size_z}
local half_pod = {x=math_floor(pod_size.x / 2), y=math_floor(pod_size.y / 2), z=math_floor(pod_size.z / 2)}
local bridge_size = loud_walking.bridge_size
local vert_sep = loud_walking.vertical_sep
local fcsize = {x=pod_size.x + bridge_size, z=pod_size.z + bridge_size}
local bevel = half_pod.y
local room_size = 20
local control_off = math_floor(room_size / 4)
local biome_look = {}
local cave_look = {}
local ore_look = {}
local tree_spacing = 5
loud_walking.fcsize = table.copy(fcsize)
loud_walking.pod_size = table.copy(pod_size)
loud_walking.bevel = bevel
local function connection(x, y, z)
local min_x = math_floor((x + 32) / csize.x)
local min_y = math_floor((y + 32) / csize.y)
local min_z = math_floor((z + 32) / csize.z)
--local seed_noise = minetest.get_perlin({offset = 0, scale = 32768,
--seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2,
--persist = 0.4, lacunarity = 2})
--math.randomseed(seed_noise:get2d({x=minp.x, y=minp.z}))
local ct = min_x % 2 + min_y % 2 + min_z % 2
local r = min_x % 2 + 2 * (min_y % 2) + 4 * (min_z % 2)
if ct == 1 then
return r
end
return nil
end
loud_walking.biome_names = {}
local biome_names = loud_walking.biome_names
loud_walking.biome_names['common'] = {
}
loud_walking.biome_names['uncommon'] = {
}
for n, _ in pairs(loud_walking.biomes) do
if string.find(n, 'ocean') or string.find(n, 'dunes') or string.find(n, 'shore') or string.find(n, 'swamp') or string.find(n, 'underground') then
loud_walking.biome_names['uncommon'][#loud_walking.biome_names['uncommon']+1] = n
else
loud_walking.biome_names['common'][#loud_walking.biome_names['common']+1] = n
end
end
local cave_stones = {
'default:stone',
--"loud_walking:stone_with_moss",
--"loud_walking:stone_with_lichen",
--"loud_walking:stone_with_algae",
--"loud_walking:stone_with_salt",
}
local mushroom_stones = {
}
local function get_biome(x, y, z)
local px = math_floor(x / fcsize.x)
local pz = math_floor(z / fcsize.z)
if px % 10 == 6 and pz % 10 == 6 then
return "control"
else
local hash = px * 1000 + pz
if not biome_look[hash] then
-- use the same seed (based on perlin noise).
local seed_noise = minetest.get_perlin({offset = 0, scale = 32768, seed = 5202, spread = {x = 80, y = 80, z = 80}, octaves = 2, persist = 0.4, lacunarity = 2})
math.randomseed(seed_noise:get2d({x=px, y=pz}))
local rarity = "common"
if math.random(5) == 1 then
rarity = "uncommon"
end
biome_look[hash] = biome_names[rarity][math.random(#loud_walking.biome_names[rarity])]
local cave_lining
if math.random(3) ~= 1 then
cave_lining = cave_stones[math.random(#cave_stones)]
end
cave_look[hash] = cave_lining
local sr = math.random(100)
if sr == 1 then
ore_look[hash] = 'default:stone_with_mese'
elseif sr <= 3 then
ore_look[hash] = 'default:stone_with_diamond'
elseif sr <= 7 then
ore_look[hash] = 'default:stone_with_gold'
elseif sr <= 15 then
ore_look[hash] = 'default:stone_with_copper'
elseif sr <= 31 then
ore_look[hash] = 'default:stone_with_iron'
elseif sr <= 63 then
ore_look[hash] = 'default:stone_with_coal'
else
ore_look[hash] = 'default:stone'
end
end
--return 'deciduous_forest', cave_look[hash], ore_look[hash]
return biome_look[hash], cave_look[hash], ore_look[hash]
end
end
loud_walking.get_biome = get_biome
function loud_walking.get_zone(pos, dist_z)
local center_z
if not dist_z then
center_z = math.floor((pos.z + loud_walking.center_add) / loud_walking.wild_limits) * loud_walking.wild_limits
dist_z = math.abs(center_z - (pos.z + loud_walking.max_height))
end
local center_x = math.floor((pos.x + loud_walking.center_add) / loud_walking.wild_limits) * loud_walking.wild_limits
local dist_x = math.abs(center_x - (pos.x + loud_walking.max_height))
--print(dist_x, dist_z, center_x, center_z)
local dist1 = math.max(dist_x, dist_z)
if dist1 >= loud_walking.suburb_limits + loud_walking.half_road_size + 1 then
-- in the wild
return nil, dist_x, dist_z, dist1
elseif dist1 < loud_walking.city_limits - loud_walking.half_road_size then
-- in the city
return 2, dist_x, dist_z, dist1
else
-- in the suburbs
return 1, dist_x, dist_z, dist1
end
end
local function get_height(fdx, fdz, index, terrain_scale, ocean)
local terr = math_floor(terrain_map[index] * (terrain_scale or 1) + 0.5)
if ocean and terr > 0 then
terr = math_floor(terr * (terrain_scale + 1.5) / 4 + 0.5)
end
local d = - math_abs(math_abs(fdx - (half_pod.x - 0.5)) - math_abs(fdz - (half_pod.z - 0.5)))
if math_abs(fdx - half_pod.x) > math_abs(fdz - half_pod.z) then
d = d + half_pod.x - 2
else
d = d + half_pod.z - 2
end
if math_abs(terr) > d then
if terr > 0 then
terr = math_floor(d + 0.5)
elseif not ocean then
terr = math_floor(0.5 - d)
end
end
return terr
end
loud_walking.terrain = function(minp, maxp, data, p2data, area, baseline, heightmap, schem)
if not (minp and maxp and data and p2data and area and type(data) == 'table' and type(p2data) == 'table') then
return
end
local extent_bottom = loud_walking.extent_bottom
local extent_top = loud_walking.extent_top
if maxp.y < baseline + extent_bottom or minp.y > baseline + extent_top then
return
end
if not loud_walking.csize then
loud_walking.csize = vector.add(vector.subtract(maxp, minp), 1)
if not loud_walking.csize then
return
end
end
local csize = loud_walking.csize
if not (terrain_noise and cloud_noise and cave_noise) then
terrain_noise = minetest.get_perlin_map(terrain_p, {x=csize.x, y=csize.z})
cave_noise = minetest.get_perlin_map(cave_p, csize)
cloud_noise = minetest.get_perlin_map(cloud_p, {x=csize.x, y=csize.z})
if not terrain_noise then
return
end
end
for k, v in pairs(loud_walking.tree_map) do
loud_walking.tree_map[k] = nil
end
for z = minp.z, maxp.z, tree_spacing do
for x = minp.x, maxp.x, tree_spacing do
loud_walking.tree_map[ (x + math.random(tree_spacing - 1)) .. ',' .. (z + math.random(tree_spacing - 1)) ] = true
end
end
local ground = half_pod.y
local t1 = os.clock()
local index = 0
local index3d = 0
local last_biome, last_px, last_py, last_pz, node_top, node_filler, node_water_top, node_water, depth_top, depth_water_top, depth_filler, node_stone, ocean, swamp, beach, dunes, height
local biome_name, cave_lining, room_type, room_type_below, ore_type, land_biome
terrain_map = terrain_noise:get2dMap_flat({x=minp.x, y=minp.z}, terrain_map)
cave_map = cave_noise:get3dMap_flat(minp, cave_map)
cloud_map = cloud_noise:get2dMap_flat({x=minp.x, y=minp.z}, cloud_map)
for z = minp.z, maxp.z do
local dz = z - minp.z
local fdz = z % fcsize.z
local pz = math_floor(z / fcsize.z)
for x = minp.x, maxp.x do
index = index + 1
local dx = x - minp.x
local fdx = x % fcsize.x
local px = math_floor(x / fcsize.x)
local in_cave = false
index3d = dz * csize.y * csize.x + dx + 1
local ivm = area:index(x, minp.y, z)
local cave_height = 0
last_py = nil
if px ~= last_px or pz ~= last_pz then
biome_name, cave_lining, ore_type = get_biome(x, 0, z)
land_biome = biome_name
end
if biome_name ~= 'control' and biome_name ~= last_biome then
--node_top = biomes[biome_name].node_top or "default:dirt_with_grass"
--node_filler = biomes[biome_name].node_filler or "default:dirt"
--node_water = biomes[biome_name].node_water or "default:water_source"
--node_water_top = biomes[biome_name].node_water_top or biomes[biome_name].node_water or "default:water_source"
--depth_top = biomes[biome_name].depth_top or 1
--depth_water_top = biomes[biome_name].depth_water_top or 1
--depth_filler = biomes[biome_name].depth_filler or 1
--node_stone = biomes[biome_name].node_stone or "default:stone"
ocean = string.find(biome_name, "ocean") and true or false
swamp = string.find(biome_name, "swamp") and true or false
beach = string.find(biome_name, "beach") and true or false
dunes = string.find(biome_name, "dunes") and true or false
end
index = (z - minp.z) * csize.x + (x - minp.x) + 1
height = half_pod.y - 5
if not (biome_name == "underground" or biome_name == 'control') then
height = get_height(fdx, fdz, index, biomes[biome_name].terrain_scale or 1, ocean) or height
if ocean then
height = height - 10
end
end
if ocean then
local l_biome = string.gsub(biome_name, '_ocean$', '')
if biomes[l_biome] then
land_biome = l_biome
end
end
for y = minp.y, maxp.y do
local dy = y - minp.y
local fdy = y - baseline + half_pod.y
local eff_biome = (y < half_pod.y) and biome_name or land_biome
if biome_name == 'control' then
local room_px = math_floor((math_abs(fdx - half_pod.x) - 3) / room_size)
local room_py = math_floor(fdy / 5)
local room_pz = math_floor((math_abs(fdz - half_pod.z) - 3) / room_size)
room_type = math_floor((math_abs(room_pz * 1000000 + room_py * 1000 + room_px) % 17) / 3)
room_type_below = math_floor((math_abs(room_pz * 1000000 + (room_py - 1) * 1000 + room_px) % 17) / 3)
if room_type_below == 1 and room_type == 3 then
room_type = 0
end
end
if not (data[ivm] == node['air'] or data[ivm] == node['ignore']) then
-- nop
elseif biome_name == "control" and math_abs(fdx - half_pod.x) < 3 and math_abs(fdz - half_pod.z) < 3 then
data[ivm] = node["loud_walking:air_ladder"]
elseif fdz >= pod_size.z or fdx >= pod_size.x or fdy >= pod_size.y then
if (fdy == half_pod.y and fdx == half_pod.x) or (fdy == half_pod.y and fdz == half_pod.z) then
data[ivm] = node['loud_walking:scrith']
else
--data[ivm] = node['loud_walking:vacuum']
end
elseif math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel then
--data[ivm] = node['loud_walking:vacuum']
in_cave = false
elseif (fdx == 0 or fdx == pod_size.x - 1) or (fdz == 0 or fdz == pod_size.z - 1) or (fdy == 0 or fdy == pod_size.y - 1) or math.min(fdx, pod_size.x - fdx) + math.min(fdy, pod_size.y - fdy) + math.min(fdz, pod_size.z - fdz) < bevel + 1 then
if math_abs(fdy - half_pod.y - 2) < 2 and (fdz == half_pod.z or fdx == half_pod.x) then
--data[ivm] = node['loud_walking:vacuum']
else
if biome_name == "control" then
data[ivm] = node[glass[3]]
elseif fdy < half_pod.y then
data[ivm] = node["loud_walking:scrith"]
elseif biome_name == "underground" then
data[ivm] = node["loud_walking:scrith"]
elseif fdy == pod_size.y - 1 then
data[ivm] = node[glass[cloud_map[index] < cloud_i and 1 or 2]]
else
data[ivm] = node[glass[1]]
end
end
elseif fdz == 0 and fdz == pod_size.z - 1 or fdx == 0 and fdx == pod_size.x - 1 or fdy == 0 and fdy == pod_size.y - 1 then
data[ivm] = node['loud_walking:scrith']
elseif biome_name == "control" and fdy < pod_size.y then
if (math_abs(fdx - half_pod.x) < 3 or math_abs(fdz - half_pod.z) < 3) then
-- corridor
if fdy % 5 == 0 then
data[ivm] = node["loud_walking:control_floor"]
end
elseif ((math_abs(fdx - half_pod.x) % room_size == 3) or (math_abs(fdz - half_pod.z) % room_size == 3)) then
if fdy % 5 == 0 then
data[ivm] = node["loud_walking:control_floor"]
elseif ((math_abs(fdx - half_pod.x) % room_size == 3 and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or (math_abs(fdz - half_pod.z) % room_size == 3 and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
data[ivm] = node["loud_walking:control_wall"]
end
elseif fdy % 5 == 0 then
if room_type == 1 then
if room_type_below == 1 then
data[ivm] = node["loud_walking:control_floor_alert_both"]
else
data[ivm] = node["loud_walking:control_floor_alert_up"]
end
elseif room_type_below == 1 then
data[ivm] = node["loud_walking:control_floor_alert_down"]
elseif room_type == 3 then
data[ivm] = node["loud_walking:control_floor_growth"]
else
data[ivm] = node["loud_walking:control_floor"]
end
elseif room_type == 2 and fdy < pod_size.y then
if math_abs(fdx - half_pod.x) % 4 < 3 and math_abs(fdz - half_pod.z) % 4 < 3 then
data[ivm] = node["loud_walking:air_ladder"]
end
elseif room_type == 3 then
if fdy % 5 == 1 then
local sr2 = math.random(20)
if sr2 == 1 then
data[ivm] = node["loud_walking:control_plant_1"]
elseif sr2 == 2 then
data[ivm] = node["loud_walking:control_plant_2"]
end
end
elseif room_type == 4 then
if fdy % 5 == 4 and (((math_abs(fdx - half_pod.x) % room_size == 4 or math_abs(fdx - half_pod.x) % room_size == 2) and (math_abs(fdz - half_pod.z) - (math_floor(room_size / 2) + 2)) % room_size > 3) or ((math_abs(fdz - half_pod.z) % room_size == 4 or math_abs(fdz - half_pod.z) % room_size == 2) and (math_abs(fdx - half_pod.x) - (math_floor(room_size / 2) + 2)) % room_size > 3)) then
data[ivm] = node["loud_walking:controls"]
end
else
-- nop
end
elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy == pod_size.y - 2 then
data[ivm] = node["loud_walking:controls"]
elseif (((fdx == (half_pod.x - control_off) or fdx == (half_pod.x + control_off)) and fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off)) or ((fdz == (half_pod.z - control_off) or fdz == (half_pod.z + control_off)) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off))) and fdx ~= half_pod.x and fdz ~= half_pod.z and fdy > pod_size.y - control_off then
data[ivm] = node[glass[3]]
elseif fdz >= (half_pod.z - control_off) and fdz <= (half_pod.z + control_off) and fdx >= (half_pod.x - control_off) and fdx <= (half_pod.x + control_off) and fdy == pod_size.y - control_off then
data[ivm] = node[glass[3]]
elseif not in_cave and (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy == height + ground + 1 then
-- ** water decorations **
--local deco = get_decoration(biome_name)
--if deco then
-- data[ivm] = node[deco]
--end
elseif not in_cave and fdy == height + ground + 1 then
if biomes[eff_biome].special_trees and loud_walking.tree_map[ x .. ',' .. z ] and (eff_biome ~= 'savanna' or math.random(20) == 1) then
local i = 1
for j = 1, 100 do
local sr = math.random(10)
if sr > 1 or i == #biomes[eff_biome].special_trees then
schem[#schem+1] = {name=biomes[eff_biome].special_trees[i], pos={x=x,y=y,z=z}, bound={fpos={x=fdx-x, y=fdy-y, z=fdz-z}}}
break
else
i = i + 1
end
end
else
local deco = get_decoration(eff_biome)
if deco then
data[ivm] = node[deco]
end
end
elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y and fdy >= half_pod.y - (biomes[biome_name].depth_water_top or 1) then
data[ivm] = node[biomes[biome_name].node_water_top or biomes[biome_name].node_water or "default:water_source"]
in_cave = false
elseif (ocean or swamp or beach) and fdy > height + ground and fdy <= half_pod.y then
data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
in_cave = false
elseif fdy > height + ground then
--data[ivm] = node["air"]
in_cave = false
elseif cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.5 or 1.3 - math.sin(fdy / (half_pod.y * 0.2))) then
cave_height = cave_height + 1
if height + ground >= fdy and not in_cave and fdy > height + ground - 10 then
data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
elseif fdy == 1 then
if not cave_lining and not ocean and not swamp and not beach and biome_name ~= "glacier" and math.random(6) == 1 then
data[ivm] = node["default:lava_source"]
elseif ocean or swamp or beach then
data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
end
elseif (ocean or swamp or beach) and not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and fdy < half_pod.y and math.random(20) == 1 then
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif (ocean or swamp or beach) and fdy < half_pod.y then
data[ivm] = node[biomes[biome_name].node_water or "default:water_source"]
elseif cave_height == 3 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 3 * area.ystride]] and math.random(40) == 1 then
data[ivm] = node["loud_walking:giant_mushroom_cap"]
data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * area.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 3 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
elseif cave_height == 2 and (biomes[eff_biome].node_filler or "default:dirt") == "default:dirt" and mushroom_stones[data[ivm - 2 * area.ystride]] and math.random(20) == 1 then
data[ivm] = node["loud_walking:huge_mushroom_cap"]
data[ivm - area.ystride] = node["loud_walking:giant_mushroom_stem"]
data[ivm - 2 * area.ystride] = node[biomes[eff_biome].node_filler or "default:dirt"]
elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm] = node["loud_walking:stalagmite"]
elseif not in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
data[ivm] = node["loud_walking:icicle_up"]
else
--data[ivm] = node["air"]
end
in_cave = true
elseif cave_lining and cave_map[index3d] ^ 2 > (biome_name == "underground" and 0.4 or 1.2 - math.sin(fdy / (half_pod.y * 0.2))) then
data[ivm] = node[cave_lining]
elseif fdy > height + ground - (biomes[eff_biome].depth_top or 1) then
data[ivm] = node[biomes[eff_biome].node_top or "default:dirt_with_grass"]
in_cave = false
elseif fdy > height + ground - (biomes[eff_biome].depth_filler or 1) - (biomes[eff_biome].depth_top or 1) then
data[ivm] = node[biomes[eff_biome].node_filler or "default:dirt"]
in_cave = false
else
data[ivm] = node[biomes[eff_biome].node_stone or "default:stone"]
if math.random(100) == 1 then
data[ivm] = node[ore_type]
end
if in_cave and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and math.random(20) == 1 then
data[ivm] = node["loud_walking:glowing_fungal_stone"]
elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:stone" and not cave_lining and math.random(10) == 1 then
data[ivm - area.ystride] = node["loud_walking:stalactite"]
elseif in_cave and not (ocean or swamp or beach) and (biomes[eff_biome].node_stone or "default:stone") == "default:ice" and math.random(10) == 1 then
data[ivm - area.ystride] = node["loud_walking:icicle_down"]
end
in_cave = false
end
if not in_cave then
cave_height = 0
end
last_biome = biome_name
ivm = ivm + area.ystride
index3d = index3d + csize.x
end
last_px = px
end
last_pz = pz
end
local t2 = os.clock()
--last_px = nil
--last_pz = nil
--for z = minp.z, maxp.z do
-- local fdz = z % fcsize.z
-- local pz = math_floor(z / fcsize.z)
-- for x = minp.x, maxp.x do
-- local fdx = x % fcsize.x
-- local px = math_floor(x / fcsize.x)
-- last_py = nil
-- for y = minp.y, maxp.y do
-- if fdz % tree_space == 0 and fdx % tree_space == 0 then
-- local fdy = y - baseline + half_pod.y
-- local pod = fdz < pod_size.z and fdx < pod_size.x and fdy > 0 and fdy < pod_size.y
-- if px ~= last_px or pz ~= last_pz then
-- biome_name, cave_lining = get_biome(x, y, z)
-- ocean = string.find(biome_name, "ocean") and true or false
-- swamp = string.find(biome_name, "swamp") and true or false
-- node_top = biomes[biome_name].node_top or "default:dirt_with_grass"
-- end
-- local rx = x + math.random(tree_space) - 1
-- local rz = z + math.random(tree_space) - 1
-- if rz <= maxp.z and rx <= maxp.x then
-- local index = (rz - minp.z) * csize.x + (rx - minp.x) + 1
-- height = get_height(rx, rz, index, biomes[biome_name].terrain_scale, ocean)
-- --if biome_name ~= 'control' and pod and fdy == height + ground and biomes[biome_name].special_tree_prob and math.random(biomes[biome_name].special_tree_prob) == 1 then
-- if biome_name ~= 'control' and pod and fdy == height + ground then
-- local ivm = area:index(rx, y, rz)
-- data[ivm] = node['default:glass']
-- if (swamp or data[ivm + area.ystride] ~= node["default:water_source"]) and (data[ivm] == node[node_top]) then
-- if biomes[biome_name].special_trees then
-- local tree_type = biomes[biome_name].special_trees[math.random(#biomes[biome_name].special_trees)]
-- --schem[#schem+1] = {name=tree_type, pos={x=rx, y=y, z=rz}}
-- else
-- -- regular schematics?
-- end
-- end
-- end
-- end
-- end
-- end
-- end
--end
end