222 lines
5.8 KiB
Lua
222 lines
5.8 KiB
Lua
local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_oak_tree = minetest.get_content_id("lualandmg:oak_trunk")
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local c_oak_leaves = minetest.get_content_id("lualandmg:oak_leaves")
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local c_pine_tree = minetest.get_content_id("default:pine_tree")
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local c_pine_needles = minetest.get_content_id("default:pine_needles")
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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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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 lualandmg.gen_oak_tree(x, y, z, area, data)
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local node
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for h = 0, 10 do
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local s = 0
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if h == 3 then
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s = h * 0.6
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elseif h > 3 then
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s = (12 - h) * 0.6
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end
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s = math.floor(s + 0.5)
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for i = -s, s do
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local vil = area:index(x - s, y + h, z + i)
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for k = -s, s do
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local sum = math.abs(i) + math.abs(k)
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if sum <= s and sum ~= 0 then
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node = data[vil]
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if sum ~= s and sum == (h - 4) and math.random(4) > 1 then
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if node == c_air or node == c_ignore then
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data[vil] = c_oak_tree
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end
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elseif math.random(6) > 1 then
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if node == c_air or node == c_ignore then
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data[vil] = c_oak_leaves
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end
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end
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end
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vil = vil + 1
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end
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end
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local middle = c_oak_tree
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if h >= 9 then
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middle = c_oak_leaves
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end
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local vil = area:index(x, y + h, z)
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node = data[vil]
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if node == c_air or node == c_ignore then
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data[vil] = middle
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end
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end
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end
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-- original source: https://raw.githubusercontent.com/HeroOfTheWinds/skylands-master/master/functions.lua
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function lualandmg.gen_pine_tree(x, y, z, area, data)
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local node
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for h = 0, 11 do
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if h % 3 <= 1 and h > 2 then
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local s = 1
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if h % 3 == 0 then
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s = 2
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end
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for i = -s, s do
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local vil = area:index(x - s, y + h, z + i)
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for k = -s, s do
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if not (i == 0 and k == 0) and math.random(10) > 2 then
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node = data[vil]
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if node == c_air or node == c_ignore then
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data[vil] = c_pine_needles
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end
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end
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vil = vil + 1
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end
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end
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end
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local middle = c_pine_tree
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if h >= 10 then
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middle = c_pine_needles
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end
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local vil = area:index(x, y + h, z)
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node = data[vil]
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if node == c_air or node == c_ignore then
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data[vil] = middle
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end
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end
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end
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-- default tree generation code from minetest_game
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function lualandmg.grow_tree(x, y, z, area, data, is_apple_tree, seed)
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local pr = PseudoRandom(seed)
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local th = pr:next(4, 6)
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for yy = y, y+th-1 do
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local vi = area:index(x, yy, z)
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if area: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{MinEdge={x=-2, y=-1, z=-2}, MaxEdge={x=2, y=2, z=2}}
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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 = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
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for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
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for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
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if area:contains(x+xi, y+yi, z+zi) then
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local vi = area:index(x+xi, y+yi, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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if 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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end
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end
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end
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-- default jungle tree generation code from minetest_game
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function lualandmg.grow_jungletree(x, y, z, area, data, seed)
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local pr = PseudoRandom(seed)
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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 = area:index(x+xi, y, z+zi)
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local vi2 = area:index(x+xi, y-1, z+zi)
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if area:contains(x+xi, y-1, z+zi) and data[vi2] == c_air then
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data[vi2] = c_jungletree
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elseif area:contains(x+xi, y, z+zi) and 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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local th = pr:next(6, 12)
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for yy = y, y+th-1 do
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local vi = area:index(x, yy, z)
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if area:contains(x, yy, z) and (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{MinEdge={x=-3, y=-2, z=-3}, MaxEdge={x=3, y=2, z=3}}
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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 = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
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for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
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for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
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if area:contains(x+xi, y+yi, z+zi) then
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local vi = area:index(x+xi, y+yi, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore 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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end
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end
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