235 lines
8.2 KiB
Lua
235 lines
8.2 KiB
Lua
-- this code is taken from https://github.com/VanessaE/dreambuilder_game/blob/master/mods/default/trees.lua
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_tree = minetest.get_content_id("default:tree")
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local c_leaves = minetest.get_content_id("default:leaves")
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local c_sapling = minetest.get_content_id("default:sapling");
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local c_junglesapling = minetest.get_content_id("default:junglesapling");
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local c_snow = minetest.get_content_id("default:snow");
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local c_msnow_top = minetest.get_content_id( 'moresnow:snow_top' );
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local c_msnow_leaves1 = minetest.get_content_id( 'default:leaves' );
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local c_msnow_leaves2 = minetest.get_content_id( 'default:leaves' );
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if( minetest.registered_nodes[ 'moresnow:autumnleaves_tree' ] ) then
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c_msnow_leaves1 = minetest.get_content_id( 'moresnow:autumnleaves_tree' );
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end
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if( minetest.registered_nodes[ 'moresnow:winterleaves_tree' ] ) then
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c_msnow_leaves2 = minetest.get_content_id( 'moresnow:winterleaves_tree' );
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end
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mg_villages.grow_tree = function(data, a, pos, is_apple_tree, seed, snow)
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--[[
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NOTE: Tree-placing code is currently duplicated in the engine
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and in games that have saplings; both are deprecated but not
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replaced yet
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]]--
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local leaves_type = c_leaves;
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if( snow
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or data[ a:index(pos.x, pos.y, pos.z) ] == c_snow
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or data[ a:index(pos.x, pos.y+1, pos.z) ] == c_snow ) then
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leaves_type = c_msnow_leaves2;
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end
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local hight = math.random(4, 5)
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for x_area = -2, 2 do
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for y_area = -1, 2 do
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for z_area = -2, 2 do
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if math.random(1,30) < 23 then --randomize leaves
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local area_l = a:index(pos.x+x_area, pos.y+hight+y_area-1, pos.z+z_area) --sets area for leaves
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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
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if( snow and c_msnow_leaves1 and math.random( 1,5 )==1) then
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data[area_l] = c_msnow_leaves1;
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else
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data[area_l] = leaves_type --add leaves now
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end
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end
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-- put a snow top on some leaves
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if ( snow and math.random(1,3)==1 )then
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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)
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end
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end
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end
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end
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end
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for tree_h = 0, hight-1 do -- add the trunk
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local area_t = a:index(pos.x, pos.y+tree_h, pos.z) --set area for tree
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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
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data[area_t] = c_tree --add tree now
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end
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end
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end
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local c_jungletree = minetest.get_content_id("default:jungletree")
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local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
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mg_villages.grow_jungletree = function(data, a, pos, seed, snow)
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--[[
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NOTE: Tree-placing code is currently duplicated in the engine
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and in games that have saplings; both are deprecated but not
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replaced yet
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]]--
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local leaves_type = c_jungleleaves;
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if( snow
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or data[ a:index(pos.x, pos.y, pos.z) ] == c_snow
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or data[ a:index(pos.x, pos.y+1, pos.z) ] == c_snow ) then
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leaves_type = c_msnow_leaves1;
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end
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local hight = math.random(8, 12)
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for x_area = -3, 3 do
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for y_area = -2, 2 do
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for z_area = -3, 3 do
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if math.random(1,30) < 23 then --randomize leaves
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local area_l = a:index(pos.x+x_area, pos.y+hight+y_area-1, pos.z+z_area) --sets area for leaves
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if data[area_l] == c_air or data[area_l] == c_ignore then --sets if it's air or ignore
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data[area_l] = leaves_type --add leaves now
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end
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end
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end
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end
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end
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for tree_h = 0, hight-1 do -- add the trunk
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local area_t = a:index(pos.x, pos.y+tree_h, pos.z) --set area for tree
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if data[area_t] == c_air or data[area_t] == c_jungleleaves or data[area_t] == c_junglesapling or data[area_t] == c_snow or data[area_t] == c_msnow_top then --sets if air
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data[area_t] = c_jungletree --add tree now
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end
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end
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for roots_x = -1, 1 do
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for roots_z = -1, 1 do
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if math.random(1, 3) >= 2 then --randomize roots
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if a:contains(pos.x+roots_x, pos.y-1, pos.z+roots_z) and data[a:index(pos.x+roots_x, pos.y-1, pos.z+roots_z)] == c_air then
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data[a:index(pos.x+roots_x, pos.y-1, pos.z+roots_z)] = c_jungletree
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elseif a:contains(pos.x+roots_x, pos.y, pos.z+roots_z) and data[a:index(pos.x+roots_x, pos.y, pos.z+roots_z)] == c_air then
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data[a:index(pos.x+roots_x, pos.y, pos.z+roots_z)] = c_jungletree
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end
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end
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end
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end
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end
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-- taken from minetest_game/mods/default/trees.lua
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mg_villages.trees_add_pine_needles = function(data, vi, c_air, c_ignore, c_snow, c_pine_needles)
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if data[vi] == c_air or data[vi] == c_ignore or data[vi] == c_snow then
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data[vi] = c_pine_needles
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end
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end
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mg_villages.trees_add_snow = function(data, vi, c_air, c_ignore, c_snow)
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if data[vi] == c_air or data[vi] == c_ignore then
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data[vi] = c_snow
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end
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end
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mg_villages.grow_pinetree = function(data, a, pos, snow)
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local x, y, z = pos.x, pos.y, pos.z
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local maxy = y + math.random(9, 13) -- Trunk top
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local c_air = minetest.get_content_id("air")
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local c_ignore = minetest.get_content_id("ignore")
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local c_pinetree = minetest.get_content_id("default:pine_tree")
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local c_pine_needles = minetest.get_content_id("default:pine_needles")
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local c_snow = minetest.get_content_id("default:snow")
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local c_snowblock = minetest.get_content_id("default:snowblock")
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local c_dirtsnow = minetest.get_content_id("default:dirt_with_snow")
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-- Scan for snow nodes near sapling
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-- local snow = false
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for yy = y - 1, y + 1 do
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for zz = z - 1, z + 1 do
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local vi = a:index(x - 1, yy, zz)
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for xx = x - 1, x + 1 do
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local nodid = data[vi]
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if nodid == c_snow
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or nodid == c_snowblock
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or nodid == c_dirtsnow then
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snow = true
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end
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vi = vi + 1
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end
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end
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end
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-- Upper branches layer
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local dev = 3
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for yy = maxy - 1, maxy + 1 do
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for zz = z - dev, z + dev do
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local vi = a:index(x - dev, yy, zz)
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local via = a:index(x - dev, yy + 1, zz)
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for xx = x - dev, x + dev do
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if math.random() < 0.95 - dev * 0.05 then
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mg_villages.trees_add_pine_needles(data, vi, c_air, c_ignore, c_snow,
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c_pine_needles)
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if snow then
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mg_villages.trees_add_snow(data, via, c_air, c_ignore, c_snow)
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end
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end
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vi = vi + 1
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via = via + 1
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end
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end
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dev = dev - 1
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end
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-- Centre top nodes
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mg_villages.trees_add_pine_needles(data, a:index(x, maxy + 1, z), c_air, c_ignore, c_snow,
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c_pine_needles)
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mg_villages.trees_add_pine_needles(data, a:index(x, maxy + 2, z), c_air, c_ignore, c_snow,
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c_pine_needles) -- Paramat added a pointy top node
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if snow then
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mg_villages.trees_add_snow(data, a:index(x, maxy + 3, z), c_air, c_ignore, c_snow)
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end
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-- Lower branches layer
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local my = 0
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for i = 1, 20 do -- Random 2x2 squares of needles
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local xi = x + math.random(-3, 2)
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local yy = maxy + math.random(-6, -5)
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local zi = z + math.random(-3, 2)
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if yy > my then
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my = yy
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end
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for zz = zi, zi+1 do
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local vi = a:index(xi, yy, zz)
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local via = a:index(xi, yy + 1, zz)
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for xx = xi, xi + 1 do
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mg_villages.trees_add_pine_needles(data, vi, c_air, c_ignore, c_snow,
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c_pine_needles)
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if snow then
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mg_villages.trees_add_snow(data, via, c_air, c_ignore, c_snow)
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end
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vi = vi + 1
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via = via + 1
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end
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end
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end
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local dev = 2
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for yy = my + 1, my + 2 do
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for zz = z - dev, z + dev do
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local vi = a:index(x - dev, yy, zz)
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local via = a:index(x - dev, yy + 1, zz)
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for xx = x - dev, x + dev do
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if math.random() < 0.95 - dev * 0.05 then
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mg_villages.trees_add_pine_needles(data, vi, c_air, c_ignore, c_snow,
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c_pine_needles)
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if snow then
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mg_villages.trees_add_snow(data, via, c_air, c_ignore, c_snow)
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end
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end
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vi = vi + 1
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via = via + 1
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end
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end
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dev = dev - 1
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end
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-- Trunk
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for yy = y, maxy do
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local vi = a:index(x, yy, z)
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data[vi] = c_pinetree
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end
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end
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