loud_walking/deco_deciduous.lua

165 lines
5.4 KiB
Lua

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-- Deciduous Trees --
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-- Make some leaves of different colors (but the same properties).
local newnode = loud_walking.clone_node("default:leaves")
if loud_walking.noleafdecay then
newnode.groups.leafdecay = 0
end
newnode.tiles = {"default_leaves.png^[colorize:#FF0000:20"}
minetest.register_node("loud_walking:leaves2", newnode)
newnode.tiles = {"default_leaves.png^[colorize:#FFFF00:20"}
minetest.register_node("loud_walking:leaves3", newnode)
newnode.tiles = {"default_leaves.png^[colorize:#00FFFF:20"}
minetest.register_node("loud_walking:leaves4", newnode)
newnode.tiles = {"default_leaves.png^[colorize:#00FF00:20"}
minetest.register_node("loud_walking:leaves5", newnode)
if loud_walking.glow then
minetest.register_node("loud_walking:tree_glowing_moss", {
description = "Tree with glowing moss",
tiles = {"default_tree_top.png", "default_tree_top.png", "default_tree.png^trunks_moss.png"},
paramtype2 = "facedir",
is_ground_content = false,
light_source = 4,
drop = 'default:tree',
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = default.node_sound_wood_defaults(),
on_place = minetest.rotate_node
})
end
-- create a schematic for a spherical tree.
function loud_walking.generate_tree_schematic(trunk_height, radii, trunk, leaf, fruit, limbs)
-- trunk_height refers to the amount of trunk visible below any leaves.
local height = trunk_height + radii.y * 2 + 2
local width = 2 * radii.z + 1
local trunk_top = height-radii.y-1
local s = loud_walking.schematic_array(width, height, width)
-- the main trunk
for y = 1,trunk_top do
local i = radii.z*width*height + y*width + radii.x + 1
if trunk == "default:tree" and loud_walking.glow and math.random(1,10) == 1 then
s.data[i].name = "loud_walking:tree_glowing_moss"
else
s.data[i].name = trunk
end
s.data[i].param1 = 255
s.data[i].force_place = false
end
-- some leaves for free
loud_walking.generate_leaves(s, leaf, {x=0, y=trunk_top, z=0}, radii.x, fruit)
-- Specify a table of limb positions...
if radii.x > 3 and limbs then
for _, p in pairs(limbs) do
local i = (p.z+radii.z)*width*height + p.y*width + (p.x+radii.x) + 1
s.data[i].name = trunk
s.data[i].param1 = 255
s.data[i].force_place = false
loud_walking.generate_leaves(s, leaf, p, radii.x, fruit, true)
end
-- or just do it randomly.
elseif radii.x > 3 then
for z = -radii.z,radii.z do
for y = -radii.y,radii.y do
for x = -radii.x,radii.x do
-- a smaller spheroid inside the radii
if x^2/(radii.x-3)^2 + y^2/(radii.y-3)^2 + z^2/(radii.z-3)^2 <= 1 then
if math.random(1,6) == 1 then
local i = (z+radii.z)*width*height + (y+trunk_top)*width + (x+radii.x) + 1
s.data[i].name = trunk
s.data[i].param1 = 255
s.data[i].force_place = false
loud_walking.generate_leaves(s, leaf, {x=x, y=trunk_top+y, z=z}, radii.x, fruit, true)
end
end
end
end
end
end
return s
end
-- Create a spheroid of leaves.
function loud_walking.generate_leaves(s, leaf, pos, radius, fruit, adjust)
local height = s.size.y
local width = s.size.x
local rx = math.floor(s.size.x / 2)
local rz = math.floor(s.size.z / 2)
local r1 = math.min(3, radius) -- leaf decay radius
local probs = {255,200,150,100,75}
for z = -r1,r1 do
for y = -r1,r1 do
for x = -r1,r1 do
if x+pos.x >= -rx and x+pos.x <= rx and y+pos.y >= 0 and y+pos.y < height and z+pos.z >= -rz and z+pos.z <= rz then
local i = (z+pos.z+rz)*width*height + (y+pos.y)*width + (x+pos.x+rx) + 1
local dist1 = math.sqrt(x^2 + y^2 + z^2)
local dist2 = math.sqrt((x+pos.x)^2 + (z+pos.z)^2)
if dist1 <= r1 then
local newprob = probs[math.max(1, math.ceil(dist1))]
if s.data[i].name == "air" then
if fruit and (rx < 3 or dist2 / rx > 0.5) and math.random(1,10) == 1 then
s.data[i].name = fruit
s.data[i].param1 = 127
else
s.data[i].name = leaf
s.data[i].param1 = newprob
end
elseif adjust and s.data[i].name == leaf then
s.data[i].param1 = math.max(s.data[i].param1, newprob)
end
end
end
end
end
end
end
-- generic deciduous trees
loud_walking.schematics.deciduous_trees = {}
local leaves = {"default:leaves", "loud_walking:leaves2", "loud_walking:leaves3", "loud_walking:leaves4", "loud_walking:leaves5"}
for i = 1,#leaves do
local max_r = 6
local fruit = nil
if i == 1 then
fruit = "default:apple"
end
for r = 3,max_r do
local schem = loud_walking.generate_tree_schematic(2, {x=r, y=r, z=r}, "default:tree", leaves[i], fruit)
loud_walking.schematics.deciduous_trees[#loud_walking.schematics.deciduous_trees+1] = schem
--minetest.register_decoration({
-- deco_type = "schematic",
-- sidelen = 80,
-- place_on = {"default:dirt_with_grass", "default:dirt_with_dry_grass"},
-- y_min = 4,
-- fill_ratio = (max_r-r+1)/1700,
-- biomes = {"deciduous_forest",},
-- schematic = schem,
-- flags = "place_center_x, place_center_z",
-- rotation = "random",
--})
end
end
-- Place the schematic when a sapling grows.
function default.grow_new_apple_tree(pos, bad)
local schem = loud_walking.schematics.deciduous_trees[math.random(1,#loud_walking.schematics.deciduous_trees)]
local adj = {x = pos.x - math.floor(schem.size.x / 2),
y = pos.y - 1,
z = pos.z - math.floor(schem.size.z / 2)}
minetest.place_schematic(adj, schem, 'random', nil, true)
end