lualandmg/treegen.lua

222 lines
5.8 KiB
Lua

local c_air = minetest.get_content_id("air")
local c_ignore = minetest.get_content_id("ignore")
local c_oak_tree = minetest.get_content_id("lualandmg:oak_trunk")
local c_oak_leaves = minetest.get_content_id("lualandmg:oak_leaves")
local c_pine_tree = minetest.get_content_id("default:pine_tree")
local c_pine_needles = minetest.get_content_id("default:pine_needles")
local c_jungletree = minetest.get_content_id("default:jungletree")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
local c_tree = minetest.get_content_id("default:tree")
local c_leaves = minetest.get_content_id("default:leaves")
local c_apple = minetest.get_content_id("default:apple")
function lualandmg.gen_oak_tree(x, y, z, area, data)
local node
for h = 0, 10 do
local s = 0
if h == 3 then
s = h * 0.6
elseif h > 3 then
s = (12 - h) * 0.6
end
s = math.floor(s + 0.5)
for i = -s, s do
local vil = area:index(x - s, y + h, z + i)
for k = -s, s do
local sum = math.abs(i) + math.abs(k)
if sum <= s and sum ~= 0 then
node = data[vil]
if sum ~= s and sum == (h - 4) and math.random(4) > 1 then
if node == c_air or node == c_ignore then
data[vil] = c_oak_tree
end
elseif math.random(6) > 1 then
if node == c_air or node == c_ignore then
data[vil] = c_oak_leaves
end
end
end
vil = vil + 1
end
end
local middle = c_oak_tree
if h >= 9 then
middle = c_oak_leaves
end
local vil = area:index(x, y + h, z)
node = data[vil]
if node == c_air or node == c_ignore then
data[vil] = middle
end
end
end
-- original source: https://raw.githubusercontent.com/HeroOfTheWinds/skylands-master/master/functions.lua
function lualandmg.gen_pine_tree(x, y, z, area, data)
local node
for h = 0, 11 do
if h % 3 <= 1 and h > 2 then
local s = 1
if h % 3 == 0 then
s = 2
end
for i = -s, s do
local vil = area:index(x - s, y + h, z + i)
for k = -s, s do
if not (i == 0 and k == 0) and math.random(10) > 2 then
node = data[vil]
if node == c_air or node == c_ignore then
data[vil] = c_pine_needles
end
end
vil = vil + 1
end
end
end
local middle = c_pine_tree
if h >= 10 then
middle = c_pine_needles
end
local vil = area:index(x, y + h, z)
node = data[vil]
if node == c_air or node == c_ignore then
data[vil] = middle
end
end
end
-- default tree generation code from minetest_game
function lualandmg.grow_tree(x, y, z, area, data, is_apple_tree, seed)
local pr = PseudoRandom(seed)
local th = pr:next(4, 6)
for yy = y, y+th-1 do
local vi = area:index(x, yy, z)
if area:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
data[vi] = c_tree
end
end
y = y+th-1 -- (x, y, z) is now last piece of trunk
local leaves_a = VoxelArea:new{MinEdge={x=-2, y=-1, z=-2}, MaxEdge={x=2, y=2, z=2}}
local leaves_buffer = {}
-- Force leaves near the trunk
local d = 1
for xi = -d, d do
for yi = -d, d do
for zi = -d, d do
leaves_buffer[leaves_a:index(xi, yi, zi)] = true
end
end
end
-- Add leaves randomly
for iii = 1, 8 do
local d = 1
local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
for xi = 0, d do
for yi = 0, d do
for zi = 0, d do
leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
end
end
end
end
-- Add the leaves
for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
if area:contains(x+xi, y+yi, z+zi) then
local vi = area:index(x+xi, y+yi, z+zi)
if data[vi] == c_air or data[vi] == c_ignore then
if leaves_buffer[leaves_a:index(xi, yi, zi)] then
if is_apple_tree and pr:next(1, 100) <= 10 then
data[vi] = c_apple
else
data[vi] = c_leaves
end
end
end
end
end
end
end
end
-- default jungle tree generation code from minetest_game
function lualandmg.grow_jungletree(x, y, z, area, data, seed)
local pr = PseudoRandom(seed)
for xi = -1, 1 do
for zi = -1, 1 do
if pr:next(1, 3) >= 2 then
local vi1 = area:index(x+xi, y, z+zi)
local vi2 = area:index(x+xi, y-1, z+zi)
if area:contains(x+xi, y-1, z+zi) and data[vi2] == c_air then
data[vi2] = c_jungletree
elseif area:contains(x+xi, y, z+zi) and data[vi1] == c_air then
data[vi1] = c_jungletree
end
end
end
end
local th = pr:next(6, 12)
for yy = y, y+th-1 do
local vi = area:index(x, yy, z)
if area:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
data[vi] = c_jungletree
end
end
y = y + th - 1 -- (x, y, z) is now last piece of trunk
local leaves_a = VoxelArea:new{MinEdge={x=-3, y=-2, z=-3}, MaxEdge={x=3, y=2, z=3}}
local leaves_buffer = {}
-- Force leaves near the trunk
local d = 1
for xi = -d, d do
for yi = -d, d do
for zi = -d, d do
leaves_buffer[leaves_a:index(xi, yi, zi)] = true
end
end
end
-- Add leaves randomly
for iii = 1, 30 do
local d = 1
local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
for xi = 0, d do
for yi = 0, d do
for zi = 0, d do
leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
end
end
end
end
-- Add the leaves
for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
if area:contains(x+xi, y+yi, z+zi) then
local vi = area:index(x+xi, y+yi, z+zi)
if data[vi] == c_air or data[vi] == c_ignore then
if leaves_buffer[leaves_a:index(xi, yi, zi)] then
data[vi] = c_jungleleaves
end
end
end
end
end
end
end