-- -- Grow trees from saplings -- -- add craft receipes for turning 1 tree into 4 corresponding wood; -- this function will be called for each registered tree local default_craft_wood_from_tree = function( tree_name, mod_prefix, nodes ) if( not( nodes ) or not( nodes.tree ) or not( nodes.tree.node_name ) or not( nodes.wood ) or not( nodes.wood.node_name )) then return; end minetest.register_craft({ -- the amount of wood given might be a global config variable output = nodes.wood.node_name..' 5', recipe = { { nodes.tree.node_name }, } }); end trees_lib.register_on_new_tree_type( default_craft_wood_from_tree ); -- 'Can grow' function local random = math.random local function can_grow(pos) local ll = minetest.get_node_light(pos) -- return -1 - no final abort, just don't grow yet if not ll or ll < 13 then -- Minimum light level for growth return -1 -- matches grass, wheat and cotton end return 1; -- the tree can grow end -- default trees grow using a function if they detect mapgen v6 - and a schematic otherwise local default_select_how_to_grow = function( pos, node, how_to_grow, ground_found ) local mapgen = minetest.get_mapgen_params().mgname if mapgen == "v6" then -- select growing method 1 (previously set to a function) return 1; else -- select growing method 2 (previously set to a schematic) return 2; end end -- log successful growth; for that, we override the a_tree_has_grown function local old_a_tree_has_grown = trees_lib.a_tree_has_grown; trees_lib.a_tree_has_grown = function( pos, node, how_to_grow ) minetest.log("action", "A "..tostring( node.name ).." grows into a tree at ".. minetest.pos_to_string(pos)) old_a_tree_has_grown( pos, node, how_to_grow ); end -- -- Tree generation -- -- Apple tree and jungle tree trunk and leaves function local function add_trunk_and_leaves(data, a, pos, tree_cid, leaves_cid, height, size, iters, is_apple_tree) local x, y, z = pos.x, pos.y, pos.z local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_apple = minetest.get_content_id("default:apple") -- Trunk data[a:index(x, y, z)] = tree_cid -- Force-place lowest trunk node to replace sapling for yy = y + 1, y + height - 1 do local vi = a:index(x, yy, z) local node_id = data[vi] if node_id == c_air or node_id == c_ignore or node_id == leaves_cid then data[vi] = tree_cid end end -- Force leaves near the trunk for z_dist = -1, 1 do for y_dist = -size, 1 do local vi = a:index(x - 1, y + height + y_dist, z + z_dist) for x_dist = -1, 1 do if data[vi] == c_air or data[vi] == c_ignore then if is_apple_tree and random(1, 8) == 1 then data[vi] = c_apple else data[vi] = leaves_cid end end vi = vi + 1 end end end -- Randomly add leaves in 2x2x2 clusters. for i = 1, iters do local clust_x = x + random(-size, size - 1) local clust_y = y + height + random(-size, 0) local clust_z = z + random(-size, size - 1) for xi = 0, 1 do for yi = 0, 1 do for zi = 0, 1 do local vi = a:index(clust_x + xi, clust_y + yi, clust_z + zi) if data[vi] == c_air or data[vi] == c_ignore then if is_apple_tree and random(1, 8) == 1 then data[vi] = c_apple else data[vi] = leaves_cid end end end end end end end -- Apple tree function default.grow_apple_tree( data, a, pos, sapling_data, extra_params ) -- translate parameter names local c_tree = sapling_data.cid.tree; local c_leaves = sapling_data.cid.leaves; -- about every 4th tree is an apple tree local is_apple_tree = (random(1, 4) == 1); local height = random(4, 5) -- call the actual tree generation function add_trunk_and_leaves(data, a, pos, c_tree, c_leaves, height, 2, 8, is_apple_tree) end -- Jungle tree function default.grow_jungle_tree(data, a, pos, sapling_data, extra_params ) --[[ NOTE: Jungletree-placing code is currently duplicated in the engine and in games that have saplings; both are deprecated but not replaced yet --]] -- translate parameter names local c_jungletree = sapling_data.cid.tree; local c_jungleleaves = sapling_data.cid.leaves; local height = random(8, 12) add_trunk_and_leaves(data, a, pos, c_jungletree, c_jungleleaves, height, 3, 30, false) -- further parameters for the roots local x, y, z = pos.x, pos.y, pos.z local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") -- Roots for z_dist = -1, 1 do local vi_1 = a:index(x - 1, y - 1, z + z_dist) local vi_2 = a:index(x - 1, y, z + z_dist) for x_dist = -1, 1 do if random(1, 3) >= 2 then if data[vi_1] == c_air or data[vi_1] == c_ignore then data[vi_1] = c_jungletree elseif data[vi_2] == c_air or data[vi_2] == c_ignore then data[vi_2] = c_jungletree end end vi_1 = vi_1 + 1 vi_2 = vi_2 + 1 end end end -- Pine tree from mg mapgen mod, design by sfan5, pointy top added by paramat local function add_pine_needles(data, vi, c_air, c_ignore, c_snow, c_pine_needles) local node_id = data[vi] if node_id == c_air or node_id == c_ignore or node_id == c_snow then data[vi] = c_pine_needles end end local function add_snow(data, vi, c_air, c_ignore, c_snow) local node_id = data[vi] if node_id == c_air or node_id == c_ignore then data[vi] = c_snow end end function default.grow_pine_tree(data, a, pos, sapling_data, extra_params ) -- translate parameter names local c_pine_tree = sapling_data.cid.tree; local c_pine_needles = sapling_data.cid.leaves; -- other internal parameters local x, y, z = pos.x, pos.y, pos.z local maxy = y + random(9, 13) -- Trunk top local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_snow = minetest.get_content_id("default:snow") local c_snowblock = minetest.get_content_id("default:snowblock") local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow") -- Scan for snow nodes near sapling to enable snow on branches local snow = false for yy = y - 1, y + 1 do for zz = z - 1, z + 1 do local vi = a:index(x - 1, yy, zz) for xx = x - 1, x + 1 do local nodid = data[vi] if nodid == c_snow or nodid == c_snowblock or nodid == c_dirtsnow then snow = true end vi = vi + 1 end end end -- Upper branches layer local dev = 3 for yy = maxy - 1, maxy + 1 do for zz = z - dev, z + dev do local vi = a:index(x - dev, yy, zz) local via = a:index(x - dev, yy + 1, zz) for xx = x - dev, x + dev do if random() < 0.95 - dev * 0.05 then add_pine_needles(data, vi, c_air, c_ignore, c_snow, c_pine_needles) if snow then add_snow(data, via, c_air, c_ignore, c_snow) end end vi = vi + 1 via = via + 1 end end dev = dev - 1 end -- Centre top nodes add_pine_needles(data, a:index(x, maxy + 1, z), c_air, c_ignore, c_snow, c_pine_needles) add_pine_needles(data, a:index(x, maxy + 2, z), c_air, c_ignore, c_snow, c_pine_needles) -- Paramat added a pointy top node if snow then add_snow(data, a:index(x, maxy + 3, z), c_air, c_ignore, c_snow) end -- Lower branches layer local my = 0 for i = 1, 20 do -- Random 2x2 squares of needles local xi = x + random(-3, 2) local yy = maxy + random(-6, -5) local zi = z + random(-3, 2) if yy > my then my = yy end for zz = zi, zi+1 do local vi = a:index(xi, yy, zz) local via = a:index(xi, yy + 1, zz) for xx = xi, xi + 1 do add_pine_needles(data, vi, c_air, c_ignore, c_snow, c_pine_needles) if snow then add_snow(data, via, c_air, c_ignore, c_snow) end vi = vi + 1 via = via + 1 end end end local dev = 2 for yy = my + 1, my + 2 do for zz = z - dev, z + dev do local vi = a:index(x - dev, yy, zz) local via = a:index(x - dev, yy + 1, zz) for xx = x - dev, x + dev do if random() < 0.95 - dev * 0.05 then add_pine_needles(data, vi, c_air, c_ignore, c_snow, c_pine_needles) if snow then add_snow(data, via, c_air, c_ignore, c_snow) end end vi = vi + 1 via = via + 1 end end dev = dev - 1 end -- Trunk data[a:index(x, y, z)] = c_pine_tree -- Force-place lowest trunk node to replace sapling for yy = y + 1, maxy do local vi = a:index(x, yy, z) local node_id = data[vi] if node_id == c_air or node_id == c_ignore or node_id == c_pine_needles or node_id == c_snow then data[vi] = c_pine_tree end end end -- -- Trees -- -- the normal tree does not have a special name and no space after it trees_lib.register_tree( "normal", { tree = { node_name = "default:tree", tiles = {"default_tree_top.png", "default_tree_top.png", "default_tree.png"}, paramtype2 = "facedir", }, wood = { node_name = "default:wood", description = "Wooden Planks", tiles = {"default_wood.png"}, }, sapling = { node_name = "default:sapling", description = "Sapling", tiles = {"default_sapling.png"}, }, leaves = { node_name = "default:leaves", description = "Leaves", tiles = {"default_leaves.png"}, special_tiles = {"default_leaves_simple.png"}, }, fruit = { node_name = "default:apple", description = "Apple", tiles = {"default_apple.png"}, on_use = minetest.item_eat(2), }}, -- growing methods: { { -- the first growing method uses a function use_function = default.grow_apple_tree, xoff = 2, zoff = 2, yoff = 8, height = 15, }, { -- the second growing method (when mapgen is not v6) uses a schematic use_schematic = minetest.get_modpath("default") .. "/schematics/apple_tree_from_sapling.mts", xoff = 2, zoff = 2, yoff = 1, height = 10, } }, -- grows on nodes of this type: {"group:soil"}, -- can_grow_function: (in this case, checks if there is enough light) can_grow, -- select_how_to_grow_function: default_select_how_to_grow, -- interval (for the abm) 10, -- chance (for the abm) 50 ); -- the jungletree has no space between tree name and fruther parts of the name trees_lib.register_tree( "jungle", { tree = { node_name = "default:jungletree", description = "Jungle Tree", tiles = {"default_jungletree_top.png", "default_jungletree_top.png", "default_jungletree.png"}, }, wood = { node_name = "default:junglewood", description = "Junglewood Planks", tiles = {"default_junglewood.png"}, }, sapling = { node_name = "default:junglesapling", description = "Jungle Sapling", tiles = {"default_junglesapling.png"}, }, leaves = { node_name = "default:jungleleaves", description = "Jungle Leaves", tiles = {"default_jungleleaves.png"}, special_tiles = {"default_jungleleaves_simple.png"}, -- the jungletree has no fruit }, fruit = { node_name = "air", }}, { { -- the first growing method uses a function use_function = default.grow_jungle_tree, xoff = 3, zoff = 3, yoff = 1, height = 15, },{ -- new jungle tree (grown from schematic) use_schematic = minetest.get_modpath("default") .. "/schematics/jungle_tree_from_sapling.mts", xoff = 2, zoff = 2, yoff = 1, height = 10, } }, {"group:soil"}, can_grow, default_select_how_to_grow, 10, 50); -- the pine tree mostly follows naming conventions trees_lib.register_tree( "pine", -- ...except for the leaves, which are needles { leaves = { node_name = "default:pine_needles", description = "Pine Needles", tiles = {"default_pine_needles.png"}, -- the pine tree also has no fruit }, fruit = { node_name = "air", }}, { { -- the old pine tree (in mapgen v6) grows using a function use_function = default.grow_pine_tree, -- we need to know how much space will have to be loaded into voxelmanip xoff = 3, zoff = 3, yoff = 1, height = 18, }, { -- new pine tree (grown from schematic) use_schematic = minetest.get_modpath("default") .. "/schematics/pine_tree_from_sapling.mts", xoff = 2, zoff = 2, yoff = 1, height = 10, } }, {"group:soil"}, can_grow, default_select_how_to_grow, 10, 50); -- the acacia tree follows naming conventions trees_lib.register_tree( "acacia", -- the acacia tree has no fruit { fruit = { node_name = "air", }}, -- the acacia only knows to grow from a schematic { { -- new acacia tree (grown from schematic) use_schematic = minetest.get_modpath("default") .. "/schematics/acacia_tree_from_sapling.mts", xoff = 4, zoff = 4, yoff = 1, height = 10, } }, {"group:soil","group:sand"}, can_grow, -- the acacia only has the schematic version - there is no other growing method to select nil, 10, 50);