2017-04-11 22:27:46 +02:00

546 lines
15 KiB
Lua

--
-- Grow trees from saplings
--
-- Leafdecay
local function leafdecay_after_destruct(pos, oldnode, def)
for _, v in pairs(minetest.find_nodes_in_area(vector.subtract(pos, def.radius),
vector.add(pos, def.radius), def.leaves)) do
local node = minetest.get_node(v)
local timer = minetest.get_node_timer(v)
if node.param2 == 0 and not timer:is_started() then
timer:start(math.random(20, 120) / 10)
end
end
end
local function leafdecay_on_timer(pos, def)
if minetest.find_node_near(pos, def.radius, def.trunks) then
return false
end
local node = minetest.get_node(pos)
local drops = minetest.get_node_drops(node.name)
for _, item in ipairs(drops) do
local is_leaf
for _, v in pairs(def.leaves) do
if v == item then
is_leaf = true
end
end
if minetest.get_item_group(item, "leafdecay_drop") ~= 0 or
not is_leaf then
minetest.add_item({
x = pos.x - 0.5 + math.random(),
y = pos.y - 0.5 + math.random(),
z = pos.z - 0.5 + math.random(),
}, item)
end
end
minetest.remove_node(pos)
minetest.check_for_falling(pos)
end
function default_register_leafdecay( tree_name, mod_prefix, nodes)
-- TODO: how to handle radius? might be stored inside the leaf node definition as additional data
local def = { leaves = {}, trunks = {nodes.tree.node_name}, radius = 2 };
-- there can be up to 5 diffrent types of leaves; they all need to decay
local leaves_id = {'leaves','leaves2','leaves3','leaves4','leaves5'};
for _,k in ipairs( leaves_id ) do
if( nodes[ k ] and nodes[ k ].node_name ) then
table.insert( def.leaves, nodes[ k ].node_name );
end
end
assert(def.leaves)
assert(def.trunks)
assert(def.radius)
for _, v in pairs(def.trunks) do
minetest.override_item(v, {
after_destruct = function(pos, oldnode)
leafdecay_after_destruct(pos, oldnode, def)
end,
})
end
for _, v in pairs(def.leaves) do
minetest.override_item(v, {
on_timer = function(pos)
leafdecay_on_timer(pos, def)
end,
})
end
end
-- enable leafdecay for all registered trees
trees_lib.register_on_new_tree_type( default_register_leafdecay );
-- 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..' 4',
recipe = {
{ nodes.tree.node_name },
}
});
end
-- allow to craft wooden planks from all trees
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);
-- aspen tree - follows naming conventions as well
trees_lib.register_tree( "aspen",
{ fruit = {
node_name = "air",
}},
{
{
use_schematic = minetest.get_modpath("default") .. "/schematics/aspen_tree_from_sapling.mts",
xoff = 2, zoff = 2, yoff = 1, height = 16,
}
},
{"group:soil"},
can_grow,
nil,
10, 50);