diff --git a/mods/default/init.lua b/mods/default/init.lua index 26f77ef..60b28e0 100644 --- a/mods/default/init.lua +++ b/mods/default/init.lua @@ -65,4 +65,3 @@ dofile(minetest.get_modpath("default").."/craftitems.lua") dofile(minetest.get_modpath("default").."/crafting.lua") dofile(minetest.get_modpath("default").."/mapgen.lua") dofile(minetest.get_modpath("default").."/player.lua") -dofile(minetest.get_modpath("default").."/trees.lua") diff --git a/mods/default/nodes.lua b/mods/default/nodes.lua index e230f9e..dcf8167 100644 --- a/mods/default/nodes.lua +++ b/mods/default/nodes.lua @@ -104,21 +104,6 @@ minetest.register_node("default:leaves", { paramtype = "light", is_ground_content = false, groups = {creative_breakable=1}, - drop = { - max_items = 1, - items = { - { - -- player will get sapling with 1/20 chance - items = {'default:sapling'}, - rarity = 20, - }, - { - -- player will get leaves only if he get no saplings, - -- this is because max_items is 1 - items = {'default:leaves'}, - } - } - }, sounds = default.node_sound_leaves_defaults(), }) diff --git a/mods/default/trees.lua b/mods/default/trees.lua deleted file mode 100644 index e68c055..0000000 --- a/mods/default/trees.lua +++ /dev/null @@ -1,150 +0,0 @@ -local c_air = minetest.get_content_id("air") -local c_ignore = minetest.get_content_id("ignore") -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 default.grow_tree(data, a, pos, is_apple_tree, seed) - --[[ - NOTE: Tree-placing code is currently duplicated in the engine - and in games that have saplings; both are deprecated but not - replaced yet - ]]-- - local pr = PseudoRandom(seed) - local th = pr:next(4, 5) - local x, y, z = pos.x, pos.y, pos.z - for yy = y, y+th-1 do - local vi = a:index(x, yy, z) - if a: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 a:contains(x+xi, y+yi, z+zi) then - local vi = a: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 - -local c_jungletree = minetest.get_content_id("default:jungletree") -local c_jungleleaves = minetest.get_content_id("default:jungleleaves") - -function default.grow_jungletree(data, a, pos, seed) - --[[ - NOTE: Tree-placing code is currently duplicated in the engine - and in games that have saplings; both are deprecated but not - replaced yet - ]]-- - local pr = PseudoRandom(seed) - local x, y, z = pos.x, pos.y, pos.z - for xi = -1, 1 do - for zi = -1, 1 do - if pr:next(1, 3) >= 2 then - local vi1 = a:index(x+xi, y, z+zi) - local vi2 = a:index(x+xi, y-1, z+zi) - if a:contains(x+xi, y-1, z+zi) and data[vi2] == c_air then - data[vi2] = c_jungletree - elseif a:contains(x+xi, y, z+zi) and data[vi1] == c_air then - data[vi1] = c_jungletree - end - end - end - end - - local th = pr:next(8, 12) - for yy = y, y+th-1 do - local vi = a:index(x, yy, z) - if a: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 a:contains(x+xi, y+yi, z+zi) then - local vi = a: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