628 lines
22 KiB
Lua
628 lines
22 KiB
Lua
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trees_lib = {}
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-- place this node if a sapling does not like the environment and refuses
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-- to grow into a tree there
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trees_lib.place_when_tree_cant_grow = {name="default:dry_shrub"};
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-----------------------------------------------------------------------------
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-- compatibility functions so that trees_lib can work without default mod
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-----------------------------------------------------------------------------
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trees_lib.sound_leaves = function()
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if( default and default.node_sound_leaves_defaults) then
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return default.node_sound_leaves_defaults(table)
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else
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return nil
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end
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end
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trees_lib.sound_wood = function()
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if( default and default.node_sound_wood_defaults) then
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return default.node_sound_wood_defaults(table)
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else
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return nil
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end
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end
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-- copy of default.after_place_leaves
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trees_lib.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
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local node = minetest.get_node(pos)
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node.param2 = 1
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minetest.set_node(pos, node)
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end
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-----------------------------------------------------------------------------
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-- internal functions for handling identification of nodes (i.e. what is a
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-- trunk, what is a leaf, which nodes can be replaced by new trees)
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-----------------------------------------------------------------------------
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-- those are helpful for fast lookup (either by name or content id)
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trees_lib.is_tree = {}
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trees_lib.is_wood = {}
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trees_lib.is_leaf = {}
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trees_lib.is_sapling = {}
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trees_lib.is_fruit = {}
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trees_lib.ignore = {}
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-- trees are allowed to replace these nodes when growing
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-- (in addition to leaves, saplings and fruits from other trees)
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trees_lib.ignore_list = {
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"air","ignore",
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"default:water_source","default:water_flowing",
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"default:snow","default:ice"}
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trees_lib.build_lookup_table = function( node_name, node_type, value, allow_removal_by_other_saplings )
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if( not( node_name )
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or node_name == ""
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or not( minetest.registered_nodes[ node_name ])
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or not( trees_lib[ node_type ])) then
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return;
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end
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local id = minetest.get_content_id( node_name );
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-- we store by id and nodename both for faster lookup
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trees_lib[ node_type ][ id ] = value;
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trees_lib[ node_type ][ node_name ] = value;
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-- if this is set, then other saplings can overwrite these nodes during
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-- their growth (i.e. replacing leaves with tree trunks)
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if( allow_removal_by_other_saplings ) then
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trees_lib.ignore[ id ] = value;
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trees_lib.ignore[ node_name ] = value;
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end
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end
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-- actually store the information from the ignore list
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for _,v in ipairs( trees_lib.ignore_list ) do
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trees_lib.build_lookup_table( v,"ignore", v, 1 );
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end
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-----------------------------------------------------------------------------
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-- allow to call a function whenever a new tree has been registered
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-----------------------------------------------------------------------------
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-- contains a list of all functions that need to be called whenever a new tree
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-- type is registered using trees_lib.register_tree(..)
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trees_lib.register_on_new_tree_type_function_list = {}
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-- the function new_tree_type_function will be called once for each tree type
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trees_lib.register_on_new_tree_type = function( new_tree_type_function )
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-- call the function for all tree types that have been registered up
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-- until now
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for k,v in pairs( trees_lib.is_sapling) do
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new_tree_type_function( v.tree_name, v.mod_prefix, v.nodes );
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end
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-- store the function so that it will get called at all subsequent
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-- registrations of new trees
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table.insert( trees_lib.register_on_new_tree_type_function_list,
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new_tree_type_function );
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end
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-----------------------------------------------------------------------------
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-- nodes for the trees: trunk, planks, leaves, sapling and fruit
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-----------------------------------------------------------------------------
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-- (internal function)
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-- * if nodes.wood.dont_add_craft_receipe is set, no craft receipe
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-- for 1 tree -> 4 wood will be added
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-- * there can be up to 5 diffrent leaves types
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trees_lib.register_tree_nodes_and_crafts = function( tree_name, mod_prefix, nodes )
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-- gather all the relevant content ids
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local cid = {};
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-- register the tree trunk
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if( nodes and nodes.tree and nodes.tree.node_name and not( minetest.registered_nodes[ nodes.tree.node_name ])) then
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minetest.register_node( nodes.tree.node_name, {
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description = nodes.tree.description,
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tiles = nodes.tree.tiles,
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paramtype2 = "facedir",
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is_ground_content = false,
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-- moretrees uses snappy=1 here as well
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groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
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sounds = trees_lib.sound_wood,
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on_place = minetest.rotate_node
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})
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-- we need to add the craft receipe for tree -> planks;
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-- if this receipe is not desired, nodes.wood needs to contain a field dont_add_craft_receipe that is not nil
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if( nodes.wood and nodes.wood.node_name and not( nodes.wood.dont_add_craft_receipe)) then
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minetest.register_craft({
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-- the amount of wood given might be a global config variable
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output = nodes.wood.node_name..' 4',
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recipe = {
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{ nodes.tree.node_name },
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}
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});
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end
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end
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if( nodes and nodes.tree and nodes.tree.node_name and minetest.registered_nodes[ nodes.tree.node_name ]) then
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cid[ 'tree' ] = minetest.get_content_id( nodes.tree.node_name );
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trees_lib.build_lookup_table( nodes.tree.node_name, "is_tree", nodes.sapling.node_name, nil );
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end
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-- register the wooden planks
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if( nodes and nodes.wood and nodes.wood.node_name and not( minetest.registered_nodes[ nodes.wood.node_name ])) then
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minetest.register_node( nodes.wood.node_name, {
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description = nodes.wood.description,
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tiles = nodes.wood.tiles,
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is_ground_content = false,
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-- moretrees uses snappy=1 here
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groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
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sounds = trees_lib.sound_wood,
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})
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-- we need to add the craft receipe for planks -> sticks
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-- (but since there is a default craft receipe for group:wood, that ought to be cover it)
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end
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if( nodes and nodes.wood and nodes.wood.node_name and minetest.registered_nodes[ nodes.wood.node_name ]) then
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cid[ 'wood' ] = minetest.get_content_id( nodes.wood.node_name );
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trees_lib.build_lookup_table( nodes.wood.node_name, "is_wood", nodes.sapling.node_name, nil );
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end
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-- register the leaves; some trees may have more than one type of leaves (i.e. moretrees jungletrees)
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local leaves_id = {'leaves','leaves2','leaves3','leaves4','leaves5'};
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for _,k in ipairs( leaves_id ) do
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if( nodes and nodes[k] and nodes[k].node_name and not( minetest.registered_nodes[ nodes[k].node_name ])) then
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minetest.register_node( nodes[k].node_name, {
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description = nodes[k].description,
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tiles = nodes[k].tiles,
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special_tiles = nodes[k].special_tiles,
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-- moretrees has some options for this
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drawtype = "allfaces_optional",
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waving = 1,
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visual_scale = 1.3,
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paramtype = "light",
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is_ground_content = false,
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-- moretrees sets moretrees_leaves=1, leafdecay = decay
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groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
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sounds = trees_lib.sound_leaves,
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after_place_node = trees_lib.after_place_leaves,
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drop = {
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max_items = 1,
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items = {
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{
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-- player will get sapling with 1/20 chance
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items = { nodes.sapling.node_name},
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rarity = nodes.sapling.rarity,
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},
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{
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-- player will get leaves only if he get no saplings,
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-- this is because max_items is 1
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items = { nodes[k].node_name},
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}
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}
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},
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})
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end
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if( nodes and nodes[k] and nodes[k].node_name and minetest.registered_nodes[ nodes[k].node_name ]) then
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cid[k] = minetest.get_content_id( nodes[k].node_name );
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trees_lib.build_lookup_table( nodes[k].node_name, "is_leaf", nodes.sapling.node_name, 1 );
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end
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end
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-- register the sapling
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if( nodes and nodes.sapling and nodes.sapling.node_name and not( minetest.registered_nodes[ nodes.sapling.node_name ])) then
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minetest.register_node( nodes.sapling.node_name, {
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description = nodes.sapling.description,
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drawtype = "plantlike",
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visual_scale = 1.0,
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tiles = nodes.sapling.tiles,
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inventory_image = nodes.sapling.tiles[1],
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wield_image = nodes.sapling.tiles[1],
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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selection_box = {
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type = "fixed",
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fixed = {-0.3, -0.5, -0.3, 0.3, 0.35, 0.3}
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},
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groups = {snappy = 2, dig_immediate = 3, flammable = 2,
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attached_node = 1, sapling = 1},
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sounds = trees_lib.sound_leaves,
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})
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end
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if( nodes and nodes.sapling and nodes.sapling.node_name and minetest.registered_nodes[ nodes.sapling.node_name ]) then
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cid[ 'sapling' ] = minetest.get_content_id( nodes.sapling.node_name );
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-- enter all these node names into a table for fast lookup
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-- (without having to resort to checking the group)
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-- the trees_lib.is_sapling field will later on contain more helpful information
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trees_lib.build_lookup_table( nodes.sapling.node_name, "is_sapling", {
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sapling = nodes.sapling.node_name,
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},1);
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end
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-- register the fruit (it may be needed in order to grow the tree)
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if( nodes and nodes.fruit and nodes.fruit.node_name and not( minetest.registered_nodes[ nodes.fruit.node_name ])) then
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minetest.register_node( nodes.fruit.node_name, {
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description = nodes.fruit.description,
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drawtype = "plantlike",
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visual_scale = 1.0,
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tiles = nodes.fruit.tiles,
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inventory_image = nodes.fruit.tiles[1],
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paramtype = "light",
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sunlight_propagates = true,
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walkable = false,
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is_ground_content = false,
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selection_box = {
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type = "fixed",
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fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
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},
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groups = {fleshy = 3, dig_immediate = 3, flammable = 2,
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leafdecay = 3, leafdecay_drop = 1},
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-- TODO: what about fruits that cannot be eaten? a callback might be good
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on_use = minetest.item_eat(nodes.fruit.food_points),
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sounds = trees_lib.sound_leaves,
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after_place_node = function(pos, placer, itemstack)
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if placer:is_player() then
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minetest.set_node(pos, {name = nodes.fruit.node_name, param2 = 1})
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end
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end,
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})
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end
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if( nodes and nodes.fruit and nodes.fruit.node_name and minetest.registered_nodes[ nodes.fruit.node_name ]) then
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cid[ 'fruit' ] = minetest.get_content_id( nodes.fruit.node_name );
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trees_lib.build_lookup_table( nodes.fruit.node_name, "is_fruit", nodes.sapling.node_name, 1 );
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end
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-- return the ids we've gathered
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return cid;
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end
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-----------------------------------------------------------------------------
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-- growing of the trees from saplings
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-----------------------------------------------------------------------------
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-- turn saplings that failed to grow (because they don't like the ground or
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-- environment) into dry shrub, thus allowing dry shrub farming;
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-- override this function if you don't like this feature
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trees_lib.failed_to_grow = function( pos, node )
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minetest.set_node( pos, trees_lib.place_when_tree_cant_grow);
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end
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-- called by the abm running on the saplings;
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-- if force is set, the tree will grow even if it usually wouldn't in that
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-- environment
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trees_lib.tree_abm_called = function( pos, node, force_grow )
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-- if we don't have further information about that sapling, then abort
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if( not( node )
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or not( node.name )
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or not( trees_lib.is_sapling[ node.name ])) then
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-- turn into dry shrub (because we don't know what to do with
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-- this sapling)
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trees_lib.failed_to_grow( pos, node );
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return;
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end
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-- get information about what we're supposed to do with that sapling
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local sapling_data = trees_lib.is_sapling[ node.name ];
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-- a quick check of the ground; sapling_data.grows_on has to be a list of all
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-- ground types acceptable for the tree
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if( not(force_grow) and sapling_data.grows_on and type( sapling_data.grows_on )=="table") then
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local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z});
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-- abort if this check cannot be done
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if( not(node_under) or node_under.name=="ignore") then
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return;
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end
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local found = false;
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-- search all acceptable ground names
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for _,g in ipairs( sapling_data.grows_on ) do
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if( g==node_under.name ) then
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found = g;
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elseif( not( found)
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and string.sub(g,1,6)=="group:"
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and minetest.get_item_group( node_under.name, string.sub(g,7))~=0 ) then
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found = g;
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end
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end
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-- abort if the tree does not like this type of ground
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if( not( found )) then
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-- trun into dry shrub
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trees_lib.failed_to_grow( pos, node );
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return;
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end
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end
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-- the tree may come with a more complex function that checks if it can grow there
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if( not(force_grow) and sapling_data.can_grow and type( sapling_data.can_grow)=="function" ) then
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if( not( sapling_data.can_grow( pos, node ))) then
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-- trun into dry shrub
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trees_lib.failed_to_grow( pos, node );
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return;
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end
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end
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-- each tree can have several ways of growing
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local how_to_grow = nil;
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-- the sapling may - depending on the circumstances - choose a specific growth function
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-- instead of a random one
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if( sapling_data.select_how_to_grow and type( sapling_data.select_how_to_grow)=="function") then
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how_to_grow = sapling_data.select_how_to_grow( pos, node, sapling_data.how_to_grow );
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else -- else select a random one
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how_to_grow = sapling_data.how_to_grow[ math.random( 1, #sapling_data.how_to_grow )];
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end
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-- abort if no way was found to grow the tree
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if( not( how_to_grow ) or type(how_to_grow)~="table") then
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trees_lib.failed_to_grow( pos, node );
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return;
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-- grow the tree using a function (like the old apple trees did)
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elseif( how_to_grow.use_function and type(how_to_grow.use_function)=="function") then
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-- get the voxelmanip data
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local vm = minetest.get_voxel_manip()
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local minp, maxp = vm:read_from_map(
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{x = pos.x - how_to_grow.xoff, y = pos.y - how_to_grow.yoff, z = pos.z - how_to_grow.zoff},
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{x = pos.x + how_to_grow.xoff, y = pos.y + how_to_grow.height, z = pos.z + how_to_grow.zoff}
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)
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local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
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local data = vm:get_data()
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how_to_grow.use_function( data, a, pos, sapling_data );
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-- write the data back
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vm:set_data(data)
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vm:write_to_map()
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vm:update_map()
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-- grow the tree using a schematic
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elseif( how_to_grow.use_schematic and type(how_to_grow.use_schematic)=="string") then
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-- TODO: remove sapling; use voxelmanip
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-- TODO: determine xoff, yoff and zoff when registering the tree
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-- (if yoff is not given, then use 0)
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minetest.place_schematic(
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pos,
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{x = pos.x - how_to_grow.xoff,
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y = pos.y - how_to_grow.yoff,
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z = pos.z - how_to_grow.zoff},
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how_to_grow.use_schematic, -- full path to the .mts file
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"random", -- rotation
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how_to_grow.use_replacements, -- use the same schematic for diffrent trees
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false -- no overwriting of existing nodes
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);
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-- grow the tree using L-system
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elseif( how_to_grow.use_lsystem and type(how_to_grow.use_lsystem)=="table") then
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minetest.spawn_tree(pos, how_to_grow.use_lsystem );
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end
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end
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-----------------------------------------------------------------------------
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-- register a new tree
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-----------------------------------------------------------------------------
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trees_lib.register_tree = function( tree_name, mod_prefix, nodes, growing )
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-- register tree trunk, wood, leaves and fruit (provided they are not defined yet)
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local cid_list = trees_lib.register_tree_nodes_and_crafts( tree_name, mod_prefix, nodes );
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-- a sapling will be needed for growing the tree
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if( not( nodes.sapling )
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or not( nodes.sapling.node_name )
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or not( growing )) then
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return;
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end
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-- store information about the new tree type in the sapling table
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trees_lib.is_sapling[ nodes.sapling.node_name ] = {
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-- minetest.get_content_id for tree, wood, leaves1..n, sapling, fruit
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cid = cid_list,
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-- node name of the sapling
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sapling = nodes.sapling.node_name,
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-- values passed on to all functions registered via
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-- trees_lib.register_on_new_tree_type = function( new_tree_type_function )
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tree_name = tree_name,
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mod_prefix = mod_prefix,
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nodes = nodes,
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-- list of node names (can contain groups, i.e. "group:soil")
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-- on which the sapling will grow
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grows_on = growing.grows_on,
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-- are all the requirements met for growing at pos?
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-- sapling will only grow if
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-- growing.can_grow( pos, node )
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-- returns true
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-- (usful for i.e. requiring water nearby, or other
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-- more complex requirements)
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can_grow = growing.can_grow,
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-- has to be either nil (for selecting a random way)
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-- or return a specific growth function like the ones in
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-- the list how_to_grow (see below) when called with
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-- growing.select_how_to_grow( pos, node, growing.how_to_grow )
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select_how_to_grow = growing.select_how_to_grow,
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-- list of all methods that can turn the sapling into a
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-- tree; can be a function, a file name containing a schematic
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-- or a table for L-system trees;
|
|
-- this table/list is REQUIRED
|
|
how_to_grow = growing.how_to_grow,
|
|
};
|
|
|
|
-- a new tree was registered - call all functions that want to be told about new trees
|
|
for i,new_tree_type_function in ipairs( trees_lib.register_on_new_tree_type_function_list ) do
|
|
new_tree_type_function( tree_name, mod_prefix, nodes );
|
|
end
|
|
|
|
-- now add the abm that lets the tree grow
|
|
minetest.register_abm({
|
|
nodenames = { nodes.sapling.node_name },
|
|
interval = 10,
|
|
chance = 1,
|
|
action = trees_lib.tree_abm_called,
|
|
});
|
|
end
|
|
|
|
|
|
--[[ the version from mg_villages
|
|
-- this is more or less the code to grow an apple tree with v6
|
|
trees_lib.generate_fruit_tree = function(data, a, pos, is_apple_tree, seed, snow)
|
|
local leaves_type = c_leaves;
|
|
if( snow
|
|
or data[ a:index(pos.x, pos.y, pos.z) ] == c_snow
|
|
or data[ a:index(pos.x, pos.y+1, pos.z) ] == c_snow ) then
|
|
leaves_type = c_msnow_leaves2;
|
|
end
|
|
|
|
local hight = math.random(4, 5)
|
|
for x_area = -2, 2 do
|
|
for y_area = -1, 2 do
|
|
for z_area = -2, 2 do
|
|
if math.random(1,30) < 23 then --randomize leaves
|
|
local area_l = a:index(pos.x+x_area, pos.y+hight+y_area-1, pos.z+z_area) --sets area for leaves
|
|
if data[area_l] == c_air or data[area_l] == c_ignore or data[area_l]== c_snow then --sets if it's air or ignore
|
|
if( snow and c_msnow_leaves1 and math.random( 1,5 )==1) then
|
|
data[area_l] = c_msnow_leaves1;
|
|
else
|
|
data[area_l] = leaves_type --add leaves now
|
|
end
|
|
end
|
|
-- put a snow top on some leaves
|
|
if ( snow and math.random(1,3)==1 )then
|
|
mg_villages.trees_add_snow(data, a:index(pos.x+x_area, pos.y+hight+y_area, pos.z+z_area), c_air, c_ignore, c_snow)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
for tree_h = 0, hight-1 do -- add the trunk
|
|
local area_t = a:index(pos.x, pos.y+tree_h, pos.z) --set area for tree
|
|
if data[area_t] == c_air or data[area_t] == c_leaves or data[area_t] == c_sapling or data[area_t] == c_snow or data[area_t] == c_msnow_top or data[area_t] == c_msnow_leaves1 or data[area_t] == c_msnow_leaves2 then --sets if air
|
|
data[area_t] = c_tree --add tree now
|
|
end
|
|
end
|
|
end
|
|
|
|
--]]
|
|
|
|
-- Apple tree and jungle tree trunk and leaves function
|
|
|
|
trees_lib.generate_fruit_tree = function(data, a, pos, sapling_data )
|
|
|
|
local tree_cid = sapling_data.cid.tree;
|
|
local leaves_cid = sapling_data.cid.leaves;
|
|
local fruit_cid = sapling_data.cid.fruit;
|
|
|
|
local height = math.random(3,7);
|
|
local size = 2; --math.random(1,3);
|
|
local iters = 8;
|
|
|
|
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")
|
|
|
|
-- 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 fruit_cid and fruit_cid ~= leaves_cid and math.random(1, 8) == 1 then
|
|
data[vi] = fruit_cid
|
|
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 + math.random(-size, size - 1)
|
|
local clust_y = y + height + math.random(-size, 0)
|
|
local clust_z = z + math.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 fruit_cid and fruit_cid ~= leaves_cid and math.random(1, 8) == 1 then
|
|
data[vi] = fruit_cid
|
|
else
|
|
data[vi] = leaves_cid
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
|
|
--- the standard tree; sometimes it turns out to be an apple tree
|
|
trees_lib.register_tree( "silly", "trees_lib",
|
|
{ tree = {
|
|
node_name = "trees_lib:silly_tree",
|
|
description = "Silly Tree",
|
|
tiles = {"default_tree_top.png^[colorize:#015dbb70", "default_tree_top.png^[colorize:#015dbb70", "default_tree.png^[colorize:#015dbb70"},
|
|
}, wood = {
|
|
node_name = "trees_lib:silly_wood",
|
|
description = "Silly Wooden Planks",
|
|
tiles = {"default_wood.png"},
|
|
}, leaves = {
|
|
node_name = "trees_lib:silly_leaves",
|
|
description = "Silly Leaves",
|
|
tiles = {"default_leaves.png^[colorize:#01ffd870"},
|
|
special_tiles= {"default_leaves_simple.png^[colorize:#01ffd870"},
|
|
}, sapling = {
|
|
node_name = "trees_lib:silly_sapling",
|
|
description = "Silly Tree Sapling",
|
|
tiles = {"default_sapling.png^[colorize:#ff840170"},
|
|
|
|
rarity = 20,
|
|
}, fruit = {
|
|
node_name = "trees_lib:cfruit",
|
|
description = "Yellow Copper Fruit",
|
|
tiles = {"default_copper_lump.png^[colorize:#e3ff0070"},
|
|
food_points = 2,
|
|
}},
|
|
{ how_to_grow = {
|
|
{ use_function = trees_lib.generate_fruit_tree,
|
|
xoff = 2, zoff = 2, yoff = 0, height = 6,
|
|
}
|
|
}}
|
|
|
|
);
|
|
|
|
|
|
|
|
--[[
|
|
tree data:
|
|
growth_function = {
|
|
grows_on = {"group:soil", "default:desert_sand", "homedecor:flower_pot_green"}, -- etc.
|
|
-- can the sapling in node grow at pos?
|
|
can_grow_function = function( pos, node )
|
|
return true;
|
|
end,
|
|
-- which of the various growth functions shall be used for this sapling?
|
|
-- if select_how_to_grow is not provided, a random one will be selected
|
|
select_how_to_grow = function( pos, node )
|
|
return 1;
|
|
end,
|
|
-- list of tables of all methods known for spawning this tree
|
|
how_to_grow = {}
|
|
--]]
|