moved examples into seperate mod and added LGPL license

This commit is contained in:
Sokomine 2017-04-11 22:36:28 +02:00
parent f438a13d12
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@ -0,0 +1,502 @@
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That's all there is to it!

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@ -1,24 +1,36 @@
Trees are common. Yet they are all registered manually so far. And plugging
in to their growing mechanism with mods is difficult.
List of files:
init.lua Loads all the needed other files (including examples)
trees_lib.lua The actual trees_lib.
trees_lib_growing_functions.lua Some tree growing functions as examples.
example_tree.lua A complex example for one tree.
trees.lua Replacement for default/trees.lua
Author: Sokomine
Contact: see https://github.com/Sokomine
Not covered in trees_lib:
* fuel receipes for the tree nodes
* crafting of tree into wood
License: LGPL (same as minetest_game) for the trees_lib from 11.04.2017 onward
(trees_lib_examples may contain code from other mods)
List of files:
init.lua The actual trees_lib.
If you want to see some examples, take a look at
https://github.com/Sokomine/trees_lib_examples
which contains the following additional files:
init.lua Just runs dofile on the other files.
trees_lib_growing_functions.lua Some tree growing functions as examples.
example_tree.lua A complex example for one tree.
trees.lua Replacement for default/trees.lua
Not covered by trees_lib:
* fuel receipes for the tree, wood, leaves nodes
* crafting of tree into wood (use trees_lib.register_on_new_tree_type for those)
* leafdecay
If you want to test trees_lib with the default mod, do the following:
1. (optional) remove/comment out all receipes for tree trunk -> 4 wood in default/crafting.lua
2. (optional) remove/comment out all tree, wood, leaves and fruit nodes in default/nodes.lua
3. (optional) rename the file default/trees.lua
4. copy trees_lib/trees.lua to default/trees.lua
If doing so, also remove/comment out all calls of default.register_leafdecay plus all
leafdecay-related functions in default/functions.lua.
3. (optional) rename the file default/trees.lua in order to create a backup.
4. copy trees_lib_examples/trees.lua to default/trees.lua
If you want to add a new tree using trees_lib, do the following:
@ -34,7 +46,7 @@ If you want to add a new tree using trees_lib, do the following:
4. Make your mod depend on trees_lib by adding a line trees_lib to
MODNAME/depends.txt
5. Actually register the tree somewhere in your mod:
trees_lib.register_tree( TREENAME )
trees_lib.register_tree( TREENAME, minetest.get_current_modname() )
All other parameters to trees_lib.register_tree are optional.

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@ -1,207 +0,0 @@
--
-- This is an actual example of how trees_lib can be used
--
-- this is taken as an example from https://github.com/duane-r/valleys_c/blob/master/*
-- Create and initialize a table for a schematic.
local function vmg_schematic_array(width, height, depth)
-- Dimensions of data array.
local s = {size={x=width, y=height, z=depth}}
s.data = {}
for x = 0,width-1 do
for y = 0,height-1 do
for z = 0,depth-1 do
local i = x*width*height + y*width + z + 1
s.data[i] = {}
s.data[i].name = "air"
s.data[i].param1 = 000
end
end
end
s.yslice_prob = {}
return s
end
-- this is taken as an example from https://github.com/duane-r/valleys_c/blob/master/deco_banana.lua
-- A shock of leaves at the top and some fruit.
local function vmg_generate_banana_schematic(trunk_height)
local height = trunk_height + 3
local radius = 1
local width = 3
local s = vmg_schematic_array(width, height, width)
-- the main trunk
for y = 0,trunk_height do
local i = (0+radius)*width*height + y*width + (0+radius) + 1
s.data[i].name = "trees_lib:example_tree"
s.data[i].param1 = 255
end
-- leaves at the top
for x = -1,1 do
for y = trunk_height+1, height-1 do
for z = -1,1 do
local i = (x+radius)*width*height + y*width + (z+radius) + 1
if y > height - 2 then
s.data[i].name = "trees_lib:example_leaves"
if x == 0 and z == 0 then
s.data[i].param1 = 255
else
s.data[i].param1 = 127
end
elseif x == 0 and z == 0 then
s.data[i].name = "trees_lib:example_leaves"
s.data[i].param1 = 255
elseif x ~= 0 or z ~= 0 then
s.data[i].name = "trees_lib:cfruit"
s.data[i].param1 = 75
end
end
end
end
return s
end
-- this function allows the tree to chose between diffrent growth functions (or provide its own)
local example_tree_select_how_to_grow = function( pos, node, sapling_data_how_to_grow, ground_found )
-- grow into a normal fruit tree on dirt or grass
if( ground_found == "default:dirt"
or ground_found == "default:dirt_with_grass" ) then
return 1;
-- if growing on desert sand, then grow like an acacia
elseif( ground_found == "default:desert_sand" ) then
return 2;
-- on normal sand, grow like the banana tree from valleys_c
elseif( ground_found == "default:sand" ) then
return 3;
-- on soil, grow like one of the birches from moretrees
elseif( ground_found == "group:soil" ) then
return math.random(4,5);
-- stone is not the ideal ground to grow on...
elseif( ground_found == "group:stone" ) then
-- this shows that we can also return new tree types
return {
use_function = trees_lib.generate_unhappy_tree,
xoff = 1, zoff = 1, yoff = 0, height = 3,
};
end
end
--- the actual example tree; it will grow in very diffrent ways depending on where it is placed;
-- most of the node names and descriptions can be created automaticly;
-- all we have to supply in such cases are the texture names
trees_lib.register_tree( "example",
{ tree = {
--node_name = "trees_lib:example_tree",
--description = "example Tree",
tiles = {"default_tree_top.png^[colorize:#015dbb70", "default_tree_top.png^[colorize:#015dbb70", "default_tree.png^[colorize:#015dbb70"},
}, wood = {
--node_name = "trees_lib:example_wood",
--description = "example Wooden Planks",
tiles = {"default_wood.png^[colorize:#015dbb70"},
}, leaves = {
--node_name = "trees_lib:example_leaves",
--description = "example Leaves",
tiles = {"default_leaves.png^[colorize:#01ffd870"},
special_tiles= {"default_leaves_simple.png^[colorize:#01ffd870"},
}, sapling = {
--node_name = "trees_lib:example_sapling",
--description = "example Tree Sapling",
tiles = {"default_sapling.png^[colorize:#ff840170"},
--rarity = 20,
}, fruit = {
-- the fruit diverges in name and description from what would automaticly be created
node_name = "trees_lib:cfruit",
description = "Yellow Copper Fruit",
tiles = {"default_copper_lump.png^[colorize:#e3ff0070"},
-- the fruit can be eaten
on_use = minetest.item_eat(2),
}},
-- the diffrent ways of how a tree can be grown
{
-- version 1
-- one of these methods will be choosen randomly
{
-- a function - like that used to create the trees/apple trees in mapgen v6
use_function = trees_lib.generate_fruit_tree,
-- How far will the tree reach in each direction? We need to load a
-- sufficiently large voxelmanip area.
xoff = 2, zoff = 2, yoff = 0, height = 12,
}, { -- version 2
-- schematics can be used as well
use_schematic = minetest.get_modpath("default").."/schematics/acacia_tree_from_sapling.mts",
-- TODO: determine these values automaticly
xoff = 4, zoff = 4, yoff = 0, height = 10,
-- use a schematic with diffrent nodes
use_replacements = {
{"default:acacia_tree", "trees_lib:example_tree"},
{"default:acacia_leaves","trees_lib:example_leaves"},
}
}, { -- version 3
-- schematics in table form are also acceptable
use_schematic = vmg_generate_banana_schematic(3),
-- TODO: determine these values automaticly
xoff = 1, zoff = 1, yoff = 0, height = 8,
-- TODO: minetest.place_schematic does not apply replacements for tables
-- use a schematic with diffrent nodes
use_replacements = {
{"default:acacia_tree", "trees_lib:example_tree"},
{"default:acacia_leaves","trees_lib:example_leaves"},
}
}, { -- version 4
-- this is moretrees.birch_model1
use_lsystem = {
axiom="FFFFFdddccA/FFFFFFcA/FFFFFFcB",
rules_a="[&&&dddd^^ddddddd][&&&---dddd^^ddddddd][&&&+++dddd^^ddddddd][&&&++++++dddd^^ddddddd]",
rules_b="[&&&ddd^^ddddd][&&&---ddd^^ddddd][&&&+++ddd^^ddddd][&&&++++++ddd^^ddddd]",
rules_c="/",
rules_d="F",
trunk="trees_lib:example_tree", --"moretrees:birch_trunk",
leaves="trees_lib:example_leaves", --"moretrees:birch_leaves",
angle=30,
iterations=2,
random_level=0,
trunk_type="single",
thin_branches=true
}
},{ -- version 5
-- this is moretrees.birch_model2
use_lsystem = {
axiom="FFFdddccA/FFFFFccA/FFFFFccB",
rules_a="[&&&dFFF^^FFFdd][&&&---dFFF^^FFFdd][&&&+++dFFF^^FFFdd][&&&++++++dFFF^^FFFdd]",
rules_b="[&&&dFF^^FFFd][&&&---dFFF^^FFFd][&&&+++dFF^^FFFd][&&&++++++dFF^^FFFd]",
rules_c="/",
rules_d="F",
trunk="trees_lib:example_tree", --"moretrees:birch_trunk",
leaves="trees_lib:example_leaves", --"moretrees:birch_leaves",
angle=30,
iterations=2,
random_level=0,
trunk_type="single",
thin_branches=true
}
},
},
-- grows_on_node_type_list - the tree only grows on nodes of this type
{"default:cobble", "group:soil", "default:dirt", "default:dirt_with_grass", "default:desert_sand","default:sand","group:soil","group:stone"},
-- no (additional) limits as to where the tree can grow (no can_grow_function)
nil,
-- the tree will grow in a diffrent way depending on the ground it grows on; see the function below for details
example_tree_select_how_to_grow,
-- the interval for the sapling-growing abm in seconds
10,
-- the chance of the abm actually firing and growing the sapling (the higher the smaller)
1
);

661
init.lua
View File

@ -1,7 +1,656 @@
-- the actual lib
dofile( minetest.get_modpath("trees_lib").."/trees_lib.lua")
-- some examples as to how tree growing functions can be implemented
dofile( minetest.get_modpath("trees_lib").."/trees_lib_growing_functions.lua")
-- as the name says: an example tree; just for documentation
dofile( minetest.get_modpath("trees_lib").."/example_tree.lua")
trees_lib = {}
-- place this node if a sapling does not like the environment and refuses
-- to grow into a tree there
trees_lib.place_when_tree_cant_grow = {name="default:dry_shrub"};
-----------------------------------------------------------------------------
-- compatibility functions so that trees_lib can work without default mod
-----------------------------------------------------------------------------
trees_lib.sound_leaves = function()
if( default and default.node_sound_leaves_defaults) then
return default.node_sound_leaves_defaults(table)
else
return nil
end
end
trees_lib.sound_wood = function()
if( default and default.node_sound_wood_defaults) then
return default.node_sound_wood_defaults(table)
else
return nil
end
end
-- copy of default.after_place_leaves
trees_lib.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
node.param2 = 1
minetest.set_node(pos, node)
end
-- generalized function called after placing fruits
trees_lib.after_place_fruit = function(pos, placer, itemstack, pointed_thing)
if placer:is_player() then
-- find out the node name (this function is for all fruits that do not override it)
local node = minetest.get_node( pos );
if( node and node.name) then
minetest.set_node(pos, {name = node.name, param2 = 1})
end
end
end
-----------------------------------------------------------------------------
-- the various node definitions that are common to all nodes of that type
-- (unless overriden)
-----------------------------------------------------------------------------
trees_lib.node_def_tree = {
--description = "TREENAME Tree",
--tiles = nodes.tree.tiles,
paramtype2 = "facedir",
is_ground_content = false,
-- moretrees uses snappy=1 here as well
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = trees_lib.sound_wood,
on_place = minetest.rotate_node
}
trees_lib.node_def_wood = {
--description = "TREENAME Wood Planks",
--tiles = nodes.wood.tiles,
is_ground_content = false,
-- moretrees uses snappy=1 here
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
sounds = trees_lib.sound_wood,
}
trees_lib.node_def_leaves = {
--description = "TREENAME Leaves",
--tiles = nodes[k].tiles,
--special_tiles = nodes[k].special_tiles,
-- moretrees has some options for this
drawtype = "allfaces_optional",
waving = 1,
visual_scale = 1.3,
paramtype = "light",
is_ground_content = false,
-- moretrees sets moretrees_leaves=1, leafdecay = decay
groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
sounds = trees_lib.sound_leaves,
after_place_node = trees_lib.after_place_leaves,
-- the drop part of the node definition needs to be constructed
-- for each leaf individually
}
trees_lib.node_def_fruit = {
--description = "TREENAME Fruit",
drawtype = "plantlike",
visual_scale = 1.0,
--tiles = nodes.fruit.tiles,
--inventory_image = nodes.fruit.tiles[1],
paramtype = "light",
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
},
groups = {fleshy = 3, dig_immediate = 3, flammable = 2,
leafdecay = 3, leafdecay_drop = 1},
sounds = trees_lib.sound_leaves,
-- store that this fruit has been placed manually
after_place_node = trees_lib.after_place_fruit,
-- a fruit that wants to be eatable ought to supply the following line in
-- its fruit definition:
--on_use = minetest.item_eat(food_points),
}
trees_lib.node_def_sapling = {
--description = "TREENAME sapling",
drawtype = "plantlike",
visual_scale = 1.0,
--tiles = nodes.sapling.tiles,
--inventory_image = nodes.sapling.tiles[1],
--wield_image = nodes.sapling.tiles[1],
paramtype = "light",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0.35, 0.3}
},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1},
sounds = trees_lib.sound_leaves,
}
-----------------------------------------------------------------------------
-- internal functions for handling identification of nodes (i.e. what is a
-- trunk, what is a leaf, which nodes can be replaced by new trees)
-----------------------------------------------------------------------------
-- those are helpful for fast lookup (either by name or content id)
trees_lib.is_tree = {}
trees_lib.is_wood = {}
trees_lib.is_leaf = {}
trees_lib.is_sapling = {}
trees_lib.is_fruit = {}
trees_lib.ignore = {}
-- trees are allowed to replace these nodes when growing
-- (in addition to leaves, saplings and fruits from other trees)
trees_lib.ignore_list = {
"air","ignore",
"default:water_source","default:water_flowing",
"default:snow","default:ice"}
trees_lib.build_lookup_table = function( node_name, node_type, value, allow_removal_by_other_saplings )
if( not( node_name )
or node_name == ""
or not( minetest.registered_nodes[ node_name ])
or not( trees_lib[ node_type ])) then
return;
end
local id = minetest.get_content_id( node_name );
-- we store by id and nodename both for faster lookup
trees_lib[ node_type ][ id ] = value;
trees_lib[ node_type ][ node_name ] = value;
-- if this is set, then other saplings can overwrite these nodes during
-- their growth (i.e. replacing leaves with tree trunks)
if( allow_removal_by_other_saplings ) then
trees_lib.ignore[ id ] = value;
trees_lib.ignore[ node_name ] = value;
end
end
-- actually store the information from the ignore list
for _,v in ipairs( trees_lib.ignore_list ) do
trees_lib.build_lookup_table( v,"ignore", v, 1 );
end
-----------------------------------------------------------------------------
-- allow to call a function whenever a new tree has been registered
-----------------------------------------------------------------------------
-- contains a list of all functions that need to be called whenever a new tree
-- type is registered using trees_lib.register_tree(..)
trees_lib.register_on_new_tree_type_function_list = {}
-- the function new_tree_type_function will be called once for each tree type;
-- use this for adding the 1 tree -> 4 wood craft receipe
trees_lib.register_on_new_tree_type = function( new_tree_type_function )
-- call the function for all tree types that have been registered up
-- until now
for k,v in pairs( trees_lib.is_sapling) do
new_tree_type_function( v.tree_name, v.mod_prefix, v.nodes );
end
-- store the function so that it will get called at all subsequent
-- registrations of new trees
table.insert( trees_lib.register_on_new_tree_type_function_list,
new_tree_type_function );
end
-----------------------------------------------------------------------------
-- mix basic node definition (see below), default constructed values (which
-- are derived from modname and treename) as fallback and user (=user of the
-- trees_lib) specified node defintion up into one node definition and
-- register the node (provided it does not exist yet)
-----------------------------------------------------------------------------
trees_lib.register_one_node = function( def_common, def_default, def_user, node_type, sapling_node_name, cid )
if( not( def_user)) then
def_user = {};
end
-- find out which node we are supposed to register
local node_name = def_user.node_name;
if( not( node_name )) then
node_name = def_default.node_name;
end
-- if the node is alrady registered, then abort
if( minetest.registered_nodes[ node_name ]) then
-- store the content id of this node for this type
cid[ node_type ] = minetest.get_content_id( node_name );
def_user.node_name = node_name;
return def_user;
end
-- create the new node definition
local node_def = {};
-- first, add all entries from def_common
for k,v in pairs( def_common ) do
node_def[ k ] = v;
end
-- then try the default values
for k,v in pairs( def_default) do
node_def[ k ] = v;
end
-- last, apply all user supplied node definitions and thus overwrite
-- common and default definitions
for k,v in pairs( def_user ) do
node_def[ k ] = v;
end
-- set inventory_image and wield_image for plantlike nodes
if( node_def.drawtype
and node_def.drawtype=="plantlike"
and not( node_def.inventory_image )) then
node_def.inventory_image = node_def.tiles[1];
node_def.wield_image = node_def.tiles[1];
end
-- the node name does not belong into the node definition
node_def.node_name = nil;
-- actually register the new node
minetest.register_node( node_name, node_def );
-- make sure the node name gets saved
def_user.node_name = node_name;
-- can this node (in theory) be overwritten by other trees?
local allow_overwrite = nil;
if( node_type=="leaf" or node_type=="fruit" or node_type=="sapling") then
allow_overwrite = 1;
end
-- enter all these node names into a table for fast lookup
-- (without having to resort to checking the group)
-- the trees_lib.is_sapling field will later on contain more helpful information;
-- the sapling needs to be the first node registered for this to work reliably
trees_lib.build_lookup_table( node_name, "is_"..node_type, sapling_node_name, allow_overwrite );
-- store the content id of the newly registered node
cid[ node_type ] = minetest.get_content_id( node_name );
return def_user;
end
-----------------------------------------------------------------------------
-- nodes for the trees: trunk, planks, leaves, sapling and fruit
-----------------------------------------------------------------------------
-- (internal function)
-- * there can be up to 5 diffrent leaves types
-- * Note: craft receipes for fuel (tree, wood, leaves) do not need to be
-- added because default already contains general craft receipes
-- based on the respective groups.
-- * Note: The craft receipe for 1 tree -> 4 wood can be done via
-- trees_lib.register_on_new_tree_type
trees_lib.register_tree_nodes = function( tree_name, mod_prefix, nodes )
-- gather all the relevant content ids
local cid = {};
local tree_name_upcase = tree_name:gsub("^%l", string.upper);
local texture_prefix = mod_prefix.."_"..tree_name;
if( not( nodes )) then
nodes = {};
end
-- the sapling node name will act as a reference in the lookup table later on;
-- therefore, we need to determine how the node will be called early enough
local sapling_node_name = mod_prefix..':'..tree_name..'_sapling';
if( nodes.sapling and nodes.sapling.node_name ) then
sapling_node_name = nodes.sapling.node_name;
end
-- register the sapling
nodes.sapling = trees_lib.register_one_node( trees_lib.node_def_sapling,
{
node_name = sapling_node_name,
description = tree_name_upcase.." Sapling",
tiles = { texture_prefix.."_sapling.png",
},
}, nodes.sapling, "sapling", sapling_node_name, cid );
-- register the tree trunk
nodes.tree = trees_lib.register_one_node( trees_lib.node_def_tree,
{
node_name = mod_prefix..':'..tree_name..'_tree',
description = tree_name_upcase.." Tree",
tiles = { texture_prefix.."_tree_top.png",
texture_prefix.."_tree_top.png",
texture_prefix.."_tree.png",
},
}, nodes.tree, "tree", sapling_node_name, cid );
-- register the wood that belongs to the tree
nodes.wood = trees_lib.register_one_node( trees_lib.node_def_wood,
{
node_name = mod_prefix..':'..tree_name..'_wood',
description = tree_name_upcase.." Planks",
tiles = { texture_prefix.."_wood.png",
},
}, nodes.wood, "wood", sapling_node_name, cid );
-- default drop rate for the sapling (1/20)
local sapling_rarity = 20;
if( nodes.sapling and nodes.sapling.rarity ) then
sapling_rarity = nodes.sapling.rarity;
end
-- register the leaves; some trees may have more than one type of leaves (i.e. moretrees jungletrees)
local leaves_id = {'leaves','leaves2','leaves3','leaves4','leaves5'};
for _,k in ipairs( leaves_id ) do
-- not all leaf types need to exist; we just expect at least one type of leaves to be there
if( nodes[ k ] or k=='leaves') then
-- we need to determine the node name now as leaves tend to drop themshelves sometimes
local leaves_node_name = mod_prefix..':'..tree_name..'_'..k;
if( nodes[ k ] and nodes[ k ].node_name ) then
leaves_node_name = nodes[ k ].node_name;
end
nodes[ k ] = trees_lib.register_one_node( trees_lib.node_def_leaves,
{
node_name = leaves_node_name,
description = tree_name_upcase.." Leaves",
tiles = { texture_prefix.."_"..k..".png",
},
-- special_tiles = { texture_prefix.."_"..k.."_simple.png", },
drop = {
max_items = 1,
items = {
{
-- player will get sapling with 1/20 chance
items = { sapling_node_name},
rarity = sapling_rarity,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = { leaves_node_name},
}
}
},
}, nodes[ k ], "leaf", sapling_node_name, cid);
-- also store the content ids of all leaf types
cid[ k ] = cid[ "leaf" ];
end
end
-- register the fruit
nodes.fruit = trees_lib.register_one_node( trees_lib.node_def_fruit,
{
node_name = mod_prefix..':'..tree_name..'_fruit',
description = tree_name_upcase.." Fruit",
tiles = { texture_prefix.."_fruit.png",
},
}, nodes.fruit, "fruit", sapling_node_name, cid );
-- return the ids we've gathered
return cid;
end
-----------------------------------------------------------------------------
-- growing of the trees from saplings
-----------------------------------------------------------------------------
-- turn saplings that failed to grow (because they don't like the ground or
-- environment) into dry shrub, thus allowing dry shrub farming;
-- override this function if you don't like this feature
trees_lib.failed_to_grow = function( pos, node )
minetest.set_node( pos, trees_lib.place_when_tree_cant_grow);
end
-- this function is called just before a tree actually grows;
-- the function ought to return how_to_grow for normal tree growth;
-- returning another way of growing is also possible (i.e. diffrent
-- model when growing in flower pots/on stone)
trees_lib.change_tree_growth = function( pos, node, how_to_grow )
return how_to_grow;
end
-- this function is called whenever a sapling of type node has grown
-- into a tree using how_to_grow at position pos
trees_lib.a_tree_has_grown = function( pos, node, how_to_grow )
return;
end
-- called by the abm running on the saplings;
-- if force is set, the tree will grow even if it usually wouldn't in that
-- environment
trees_lib.tree_abm_called = function( pos, node, active_object_count, active_object_count_wider, force_grow)
-- if we don't have further information about that sapling, then abort
if( not( node )
or not( node.name )
or not( trees_lib.is_sapling[ node.name ])) then
-- turn into dry shrub (because we don't know what to do with
-- this sapling)
trees_lib.failed_to_grow( pos, node );
return;
end
-- get information about what we're supposed to do with that sapling
local sapling_data = trees_lib.is_sapling[ node.name ];
-- the type of ground might be of intrest for further functions (i.e. can_grow, select_how_to_grow)
local ground_found = nil;
-- a quick check of the ground; sapling_data.grows_on has to be a list of all
-- ground types acceptable for the tree
if( not(force_grow) and sapling_data.grows_on and type( sapling_data.grows_on )=="table") then
local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z});
-- abort if this check cannot be done
if( not(node_under) or node_under.name=="ignore") then
return;
end
-- search all acceptable ground names
for _,g in ipairs( sapling_data.grows_on ) do
if( g==node_under.name ) then
ground_found = g;
elseif( not( ground_found)
and string.sub(g,1,6)=="group:"
and minetest.get_item_group( node_under.name, string.sub(g,7))~=0 ) then
ground_found = g;
end
end
-- abort if the tree does not like this type of ground
if( not( ground_found )) then
-- trun into dry shrub
trees_lib.failed_to_grow( pos, node );
return;
end
end
-- the tree may come with a more complex function that checks if it can grow there
if( not(force_grow) and sapling_data.can_grow and type( sapling_data.can_grow)=="function" ) then
-- the parameter ground_found is nil if the tree did not specify any demands for a particular ground
local ret = sapling_data.can_grow( pos, node, ground_found );
if( ret < 1 ) then
-- trun into dry shrub if growing failed finally (and was not just delayed)
if( ret==0 ) then
trees_lib.failed_to_grow( pos, node, ground_found );
end
return;
end
end
-- each tree can have several ways of growing
local how_to_grow = nil;
-- the sapling may - depending on the circumstances - choose a specific growth function
-- instead of a random one
if( sapling_data.select_how_to_grow and type( sapling_data.select_how_to_grow)=="function") then
-- ground_found is nil if the tree did not specify any demands for a particular ground
how_to_grow = sapling_data.select_how_to_grow( pos, node, sapling_data.how_to_grow, ground_found );
-- the select_how_to_grow function may either return a table or a number indicating which
-- growth method to select
if( how_to_grow and type(how_to_grow)=="number" and sapling_data.how_to_grow[ how_to_grow ]) then
how_to_grow = sapling_data.how_to_grow[ how_to_grow ];
end
else -- else select a random one
how_to_grow = sapling_data.how_to_grow[ math.random( 1, #sapling_data.how_to_grow )];
end
-- this function may change the way the tree grows (i.e. select a special method for trees growing in flower pots or on stone ground)
how_to_grow = trees_lib.change_tree_growth( pos, node, how_to_grow );
-- actually grow the tree in a seperate function
trees_lib.tree_abm_grow_tree( pos, node, sapling_data, how_to_grow, force_grow );
end
-- actually grow the tree from a sapling
trees_lib.tree_abm_grow_tree = function( pos, node, sapling_data, how_to_grow, force_grow )
-- abort if no way was found to grow the tree
if( not( how_to_grow ) or type(how_to_grow)~="table") then
trees_lib.failed_to_grow( pos, node );
return;
-- grow the tree using a function (like the old apple trees did)
elseif( how_to_grow.use_function and type(how_to_grow.use_function)=="function") then
-- get the voxelmanip data
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map(
{x = pos.x - how_to_grow.xoff, y = pos.y - how_to_grow.yoff, z = pos.z - how_to_grow.zoff},
{x = pos.x + how_to_grow.xoff, y = pos.y + how_to_grow.height, z = pos.z + how_to_grow.zoff}
)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
how_to_grow.use_function( data, a, pos, sapling_data, how_to_grow.extra_params );
-- write the data back
vm:set_data(data)
vm:write_to_map()
vm:update_map()
-- grow the tree using a schematic
elseif( how_to_grow.use_schematic
and (type(how_to_grow.use_schematic)=="string"
or type(how_to_grow.use_schematic)=="table")) then
-- TODO: use voxelmanip
-- remove the sapling
minetest.set_node( pos, {name="air"});
-- TODO: determine xoff, yoff and zoff when registering the tree
-- (if yoff is not given, then use 0)
minetest.place_schematic(
{x = pos.x - how_to_grow.xoff,
y = pos.y - how_to_grow.yoff,
z = pos.z - how_to_grow.zoff},
how_to_grow.use_schematic, -- full path to the .mts file
"random", -- rotation
how_to_grow.use_replacements, -- use the same schematic for diffrent trees
false -- no overwriting of existing nodes
);
-- grow the tree using L-system
elseif( how_to_grow.use_lsystem and type(how_to_grow.use_lsystem)=="table") then
-- remove the sapling
minetest.set_node( pos, {name="air"});
-- spawn the l-system tree
minetest.spawn_tree(pos, how_to_grow.use_lsystem );
-- else prevent call of success function below
else
return;
end
trees_lib.a_tree_has_grown( pos, node, how_to_grow );
end
-----------------------------------------------------------------------------
-- register a new tree
-----------------------------------------------------------------------------
trees_lib.register_tree = function( tree_name, nodes, growing_methods, grows_on_node_type_list, can_grow_function, select_how_to_grow_function, interval, chance )
-- the tree name is the minimum needed in order to register a new tree
if( not( tree_name )) then
return;
end
-- we may have to register nodes - and those have to be registered under the name of whichever mod called this function and is the "current" mod
local mod_prefix = "";
-- set it to the current mod - this cannot be done in the line above as that would set mod_prefix to trees_lib and not to the calling mod
mod_prefix = minetest.get_current_modname();
-- register tree trunk, wood, leaves and fruit (provided they are not defined yet)
local cid_list = trees_lib.register_tree_nodes( tree_name, mod_prefix, nodes );
-- a sapling will be needed for growing the tree
if( not( nodes.sapling )
or not( nodes.sapling.node_name )
or not( growing_methods )) then
return;
end
-- store information about the new tree type in the sapling table
trees_lib.is_sapling[ nodes.sapling.node_name ] = {
-- minetest.get_content_id for tree, wood, leaves1..n, sapling, fruit
cid = cid_list,
-- node name of the sapling
sapling = nodes.sapling.node_name,
-- values passed on to all functions registered via
-- trees_lib.register_on_new_tree_type = function( new_tree_type_function )
tree_name = tree_name,
mod_prefix = mod_prefix,
nodes = nodes,
-- list of node names (can contain groups, i.e. "group:soil")
-- on which the sapling will grow;
-- note: the parameter ground_found to the functions below can only be
-- passed on if grows_on has been specified (else the sapling does
-- not do any ground checks on its own)
grows_on = grows_on_node_type_list,
-- are all the requirements met for growing at pos?
-- sapling will only grow if
-- growing.can_grow( pos, node, ground_found )
-- returns a value >0; if 0 is returned, the sapling will fail to grow
-- and be turned into dry shrub; if a value <0 is returned, nothing will
-- happen (the sapling can try again later on)
-- (usful for i.e. requiring water nearby, or other
-- more complex requirements)
can_grow = can_grow_function,
-- has to be either nil (for selecting a random way)
-- or return a specific growth function like the ones in
-- the list how_to_grow (see below) when called with
-- growing.select_how_to_grow( pos, node, growing.how_to_grow, ground_found )
select_how_to_grow = select_how_to_grow_function,
-- list of all methods that can turn the sapling into a
-- tree; can be a function, a file name containing a schematic
-- or a table for L-system trees;
-- this table/list is REQUIRED
how_to_grow = growing_methods,
};
-- 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
-- set default values for the tree-growing abm if none are set
if( not( interval)) then
interval = 10;
end
if( not( chance )) then
chance = 50;
end
-- now add the abm that lets the tree grow
minetest.register_abm({
nodenames = { nodes.sapling.node_name },
interval = interval,
chance = chance,
action = trees_lib.tree_abm_called,
});
end

454
trees.lua
View File

@ -1,454 +0,0 @@
--
-- 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);

View File

@ -1,654 +0,0 @@
trees_lib = {}
-- place this node if a sapling does not like the environment and refuses
-- to grow into a tree there
trees_lib.place_when_tree_cant_grow = {name="default:dry_shrub"};
-----------------------------------------------------------------------------
-- compatibility functions so that trees_lib can work without default mod
-----------------------------------------------------------------------------
trees_lib.sound_leaves = function()
if( default and default.node_sound_leaves_defaults) then
return default.node_sound_leaves_defaults(table)
else
return nil
end
end
trees_lib.sound_wood = function()
if( default and default.node_sound_wood_defaults) then
return default.node_sound_wood_defaults(table)
else
return nil
end
end
-- copy of default.after_place_leaves
trees_lib.after_place_leaves = function(pos, placer, itemstack, pointed_thing)
local node = minetest.get_node(pos)
node.param2 = 1
minetest.set_node(pos, node)
end
-- generalized function called after placing fruits
trees_lib.after_place_fruit = function(pos, placer, itemstack, pointed_thing)
if placer:is_player() then
-- find out the node name (this function is for all fruits that do not override it)
local node = minetest.get_node( pos );
if( node and node.name) then
minetest.set_node(pos, {name = node.name, param2 = 1})
end
end
end
-----------------------------------------------------------------------------
-- the various node definitions that are common to all nodes of that type
-- (unless overriden)
-----------------------------------------------------------------------------
trees_lib.node_def_tree = {
--description = "TREENAME Tree",
--tiles = nodes.tree.tiles,
paramtype2 = "facedir",
is_ground_content = false,
-- moretrees uses snappy=1 here as well
groups = {tree = 1, choppy = 2, oddly_breakable_by_hand = 1, flammable = 2},
sounds = trees_lib.sound_wood,
on_place = minetest.rotate_node
}
trees_lib.node_def_wood = {
--description = "TREENAME Wood Planks",
--tiles = nodes.wood.tiles,
is_ground_content = false,
-- moretrees uses snappy=1 here
groups = {choppy = 2, oddly_breakable_by_hand = 2, flammable = 3, wood = 1},
sounds = trees_lib.sound_wood,
}
trees_lib.node_def_leaves = {
--description = "TREENAME Leaves",
--tiles = nodes[k].tiles,
--special_tiles = nodes[k].special_tiles,
-- moretrees has some options for this
drawtype = "allfaces_optional",
waving = 1,
visual_scale = 1.3,
paramtype = "light",
is_ground_content = false,
-- moretrees sets moretrees_leaves=1, leafdecay = decay
groups = {snappy = 3, leafdecay = 3, flammable = 2, leaves = 1},
sounds = trees_lib.sound_leaves,
after_place_node = trees_lib.after_place_leaves,
-- the drop part of the node definition needs to be constructed
-- for each leaf individually
}
trees_lib.node_def_fruit = {
--description = "TREENAME Fruit",
drawtype = "plantlike",
visual_scale = 1.0,
--tiles = nodes.fruit.tiles,
--inventory_image = nodes.fruit.tiles[1],
paramtype = "light",
sunlight_propagates = true,
walkable = false,
is_ground_content = false,
selection_box = {
type = "fixed",
fixed = {-0.2, -0.5, -0.2, 0.2, 0, 0.2}
},
groups = {fleshy = 3, dig_immediate = 3, flammable = 2,
leafdecay = 3, leafdecay_drop = 1},
sounds = trees_lib.sound_leaves,
-- store that this fruit has been placed manually
after_place_node = trees_lib.after_place_fruit,
-- a fruit that wants to be eatable ought to supply the following line in
-- its fruit definition:
--on_use = minetest.item_eat(food_points),
}
trees_lib.node_def_sapling = {
--description = "TREENAME sapling",
drawtype = "plantlike",
visual_scale = 1.0,
--tiles = nodes.sapling.tiles,
--inventory_image = nodes.sapling.tiles[1],
--wield_image = nodes.sapling.tiles[1],
paramtype = "light",
sunlight_propagates = true,
walkable = false,
selection_box = {
type = "fixed",
fixed = {-0.3, -0.5, -0.3, 0.3, 0.35, 0.3}
},
groups = {snappy = 2, dig_immediate = 3, flammable = 2,
attached_node = 1, sapling = 1},
sounds = trees_lib.sound_leaves,
}
-----------------------------------------------------------------------------
-- internal functions for handling identification of nodes (i.e. what is a
-- trunk, what is a leaf, which nodes can be replaced by new trees)
-----------------------------------------------------------------------------
-- those are helpful for fast lookup (either by name or content id)
trees_lib.is_tree = {}
trees_lib.is_wood = {}
trees_lib.is_leaf = {}
trees_lib.is_sapling = {}
trees_lib.is_fruit = {}
trees_lib.ignore = {}
-- trees are allowed to replace these nodes when growing
-- (in addition to leaves, saplings and fruits from other trees)
trees_lib.ignore_list = {
"air","ignore",
"default:water_source","default:water_flowing",
"default:snow","default:ice"}
trees_lib.build_lookup_table = function( node_name, node_type, value, allow_removal_by_other_saplings )
if( not( node_name )
or node_name == ""
or not( minetest.registered_nodes[ node_name ])
or not( trees_lib[ node_type ])) then
return;
end
local id = minetest.get_content_id( node_name );
-- we store by id and nodename both for faster lookup
trees_lib[ node_type ][ id ] = value;
trees_lib[ node_type ][ node_name ] = value;
-- if this is set, then other saplings can overwrite these nodes during
-- their growth (i.e. replacing leaves with tree trunks)
if( allow_removal_by_other_saplings ) then
trees_lib.ignore[ id ] = value;
trees_lib.ignore[ node_name ] = value;
end
end
-- actually store the information from the ignore list
for _,v in ipairs( trees_lib.ignore_list ) do
trees_lib.build_lookup_table( v,"ignore", v, 1 );
end
-----------------------------------------------------------------------------
-- allow to call a function whenever a new tree has been registered
-----------------------------------------------------------------------------
-- contains a list of all functions that need to be called whenever a new tree
-- type is registered using trees_lib.register_tree(..)
trees_lib.register_on_new_tree_type_function_list = {}
-- the function new_tree_type_function will be called once for each tree type;
-- use this for adding the 1 tree -> 4 wood craft receipe
trees_lib.register_on_new_tree_type = function( new_tree_type_function )
-- call the function for all tree types that have been registered up
-- until now
for k,v in pairs( trees_lib.is_sapling) do
new_tree_type_function( v.tree_name, v.mod_prefix, v.nodes );
end
-- store the function so that it will get called at all subsequent
-- registrations of new trees
table.insert( trees_lib.register_on_new_tree_type_function_list,
new_tree_type_function );
end
-----------------------------------------------------------------------------
-- mix basic node definition (see below), default constructed values (which
-- are derived from modname and treename) as fallback and user (=user of the
-- trees_lib) specified node defintion up into one node definition and
-- register the node (provided it does not exist yet)
-----------------------------------------------------------------------------
trees_lib.register_one_node = function( def_common, def_default, def_user, node_type, sapling_node_name, cid )
if( not( def_user)) then
def_user = {};
end
-- find out which node we are supposed to register
local node_name = def_user.node_name;
if( not( node_name )) then
node_name = def_default.node_name;
end
-- if the node is alrady registered, then abort
if( minetest.registered_nodes[ node_name ]) then
-- store the content id of this node for this type
cid[ node_type ] = minetest.get_content_id( node_name );
def_user.node_name = node_name;
return def_user;
end
-- create the new node definition
local node_def = {};
-- first, add all entries from def_common
for k,v in pairs( def_common ) do
node_def[ k ] = v;
end
-- then try the default values
for k,v in pairs( def_default) do
node_def[ k ] = v;
end
-- last, apply all user supplied node definitions and thus overwrite
-- common and default definitions
for k,v in pairs( def_user ) do
node_def[ k ] = v;
end
-- set inventory_image and wield_image for plantlike nodes
if( node_def.drawtype
and node_def.drawtype=="plantlike"
and not( node_def.inventory_image )) then
node_def.inventory_image = node_def.tiles[1];
node_def.wield_image = node_def.tiles[1];
end
-- the node name does not belong into the node definition
node_def.node_name = nil;
-- actually register the new node
minetest.register_node( node_name, node_def );
-- make sure the node name gets saved
def_user.node_name = node_name;
-- can this node (in theory) be overwritten by other trees?
local allow_overwrite = nil;
if( node_type=="leaf" or node_type=="fruit" or node_type=="sapling") then
allow_overwrite = 1;
end
-- enter all these node names into a table for fast lookup
-- (without having to resort to checking the group)
-- the trees_lib.is_sapling field will later on contain more helpful information;
-- the sapling needs to be the first node registered for this to work reliably
trees_lib.build_lookup_table( node_name, "is_"..node_type, sapling_node_name, allow_overwrite );
-- store the content id of the newly registered node
cid[ node_type ] = minetest.get_content_id( node_name );
return def_user;
end
-----------------------------------------------------------------------------
-- nodes for the trees: trunk, planks, leaves, sapling and fruit
-----------------------------------------------------------------------------
-- (internal function)
-- * there can be up to 5 diffrent leaves types
-- * Note: craft receipes for fuel (tree, wood, leaves) do not need to be
-- added because default already contains general craft receipes
-- based on the respective groups.
-- * Note: The craft receipe for 1 tree -> 4 wood can be done via
-- trees_lib.register_on_new_tree_type
trees_lib.register_tree_nodes = function( tree_name, mod_prefix, nodes )
-- gather all the relevant content ids
local cid = {};
local tree_name_upcase = tree_name:gsub("^%l", string.upper);
local texture_prefix = mod_prefix.."_"..tree_name;
if( not( nodes )) then
nodes = {};
end
-- the sapling node name will act as a reference in the lookup table later on;
-- therefore, we need to determine how the node will be called early enough
local sapling_node_name = mod_prefix..':'..tree_name..'_sapling';
if( nodes.sapling and nodes.sapling.node_name ) then
sapling_node_name = nodes.sapling.node_name;
end
-- register the sapling
nodes.sapling = trees_lib.register_one_node( trees_lib.node_def_sapling,
{
node_name = sapling_node_name,
description = tree_name_upcase.." Sapling",
tiles = { texture_prefix.."_sapling.png",
},
}, nodes.sapling, "sapling", sapling_node_name, cid );
-- register the tree trunk
nodes.tree = trees_lib.register_one_node( trees_lib.node_def_tree,
{
node_name = mod_prefix..':'..tree_name..'_tree',
description = tree_name_upcase.." Tree",
tiles = { texture_prefix.."_tree_top.png",
texture_prefix.."_tree_top.png",
texture_prefix.."_tree.png",
},
}, nodes.tree, "tree", sapling_node_name, cid );
-- register the wood that belongs to the tree
nodes.wood = trees_lib.register_one_node( trees_lib.node_def_wood,
{
node_name = mod_prefix..':'..tree_name..'_wood',
description = tree_name_upcase.." Planks",
tiles = { texture_prefix.."_wood.png",
},
}, nodes.wood, "wood", sapling_node_name, cid );
-- default drop rate for the sapling (1/20)
local sapling_rarity = 20;
if( nodes.sapling and nodes.sapling.rarity ) then
sapling_rarity = nodes.sapling.rarity;
end
-- register the leaves; some trees may have more than one type of leaves (i.e. moretrees jungletrees)
local leaves_id = {'leaves','leaves2','leaves3','leaves4','leaves5'};
for _,k in ipairs( leaves_id ) do
-- not all leaf types need to exist; we just expect at least one type of leaves to be there
if( nodes[ k ] or k=='leaves') then
-- we need to determine the node name now as leaves tend to drop themshelves sometimes
local leaves_node_name = mod_prefix..':'..tree_name..'_'..k;
if( nodes[ k ] and nodes[ k ].node_name ) then
leaves_node_name = nodes[ k ].node_name;
end
nodes[ k ] = trees_lib.register_one_node( trees_lib.node_def_leaves,
{
node_name = leaves_node_name,
description = tree_name_upcase.." Leaves",
tiles = { texture_prefix.."_"..k..".png",
},
-- special_tiles = { texture_prefix.."_"..k.."_simple.png", },
drop = {
max_items = 1,
items = {
{
-- player will get sapling with 1/20 chance
items = { sapling_node_name},
rarity = sapling_rarity,
},
{
-- player will get leaves only if he get no saplings,
-- this is because max_items is 1
items = { leaves_node_name},
}
}
},
}, nodes[ k ], "leaf", sapling_node_name, cid);
-- also store the content ids of all leaf types
cid[ k ] = cid[ "leaf" ];
end
end
-- register the fruit
nodes.fruit = trees_lib.register_one_node( trees_lib.node_def_fruit,
{
node_name = mod_prefix..':'..tree_name..'_fruit',
description = tree_name_upcase.." Fruit",
tiles = { texture_prefix.."_fruit.png",
},
}, nodes.fruit, "fruit", sapling_node_name, cid );
-- return the ids we've gathered
return cid;
end
-----------------------------------------------------------------------------
-- growing of the trees from saplings
-----------------------------------------------------------------------------
-- turn saplings that failed to grow (because they don't like the ground or
-- environment) into dry shrub, thus allowing dry shrub farming;
-- override this function if you don't like this feature
trees_lib.failed_to_grow = function( pos, node )
minetest.set_node( pos, trees_lib.place_when_tree_cant_grow);
end
-- this function is called just before a tree actually grows;
-- the function ought to return how_to_grow for normal tree growth;
-- returning another way of growing is also possible (i.e. diffrent
-- model when growing in flower pots/on stone)
trees_lib.change_tree_growth = function( pos, node, how_to_grow )
return how_to_grow;
end
-- this function is called whenever a sapling of type node has grown
-- into a tree using how_to_grow at position pos
trees_lib.a_tree_has_grown = function( pos, node, how_to_grow )
return;
end
-- called by the abm running on the saplings;
-- if force is set, the tree will grow even if it usually wouldn't in that
-- environment
trees_lib.tree_abm_called = function( pos, node, active_object_count, active_object_count_wider, force_grow)
-- if we don't have further information about that sapling, then abort
if( not( node )
or not( node.name )
or not( trees_lib.is_sapling[ node.name ])) then
-- turn into dry shrub (because we don't know what to do with
-- this sapling)
trees_lib.failed_to_grow( pos, node );
return;
end
-- get information about what we're supposed to do with that sapling
local sapling_data = trees_lib.is_sapling[ node.name ];
-- the type of ground might be of intrest for further functions (i.e. can_grow, select_how_to_grow)
local ground_found = nil;
-- a quick check of the ground; sapling_data.grows_on has to be a list of all
-- ground types acceptable for the tree
if( not(force_grow) and sapling_data.grows_on and type( sapling_data.grows_on )=="table") then
local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z});
-- abort if this check cannot be done
if( not(node_under) or node_under.name=="ignore") then
return;
end
-- search all acceptable ground names
for _,g in ipairs( sapling_data.grows_on ) do
if( g==node_under.name ) then
ground_found = g;
elseif( not( ground_found)
and string.sub(g,1,6)=="group:"
and minetest.get_item_group( node_under.name, string.sub(g,7))~=0 ) then
ground_found = g;
end
end
-- abort if the tree does not like this type of ground
if( not( ground_found )) then
-- trun into dry shrub
trees_lib.failed_to_grow( pos, node );
return;
end
end
-- the tree may come with a more complex function that checks if it can grow there
if( not(force_grow) and sapling_data.can_grow and type( sapling_data.can_grow)=="function" ) then
-- the parameter ground_found is nil if the tree did not specify any demands for a particular ground
local ret = sapling_data.can_grow( pos, node, ground_found );
if( ret < 1 ) then
-- trun into dry shrub if growing failed finally (and was not just delayed)
if( ret==0 ) then
trees_lib.failed_to_grow( pos, node, ground_found );
end
return;
end
end
-- each tree can have several ways of growing
local how_to_grow = nil;
-- the sapling may - depending on the circumstances - choose a specific growth function
-- instead of a random one
if( sapling_data.select_how_to_grow and type( sapling_data.select_how_to_grow)=="function") then
-- ground_found is nil if the tree did not specify any demands for a particular ground
how_to_grow = sapling_data.select_how_to_grow( pos, node, sapling_data.how_to_grow, ground_found );
-- the select_how_to_grow function may either return a table or a number indicating which
-- growth method to select
if( how_to_grow and type(how_to_grow)=="number" and sapling_data.how_to_grow[ how_to_grow ]) then
how_to_grow = sapling_data.how_to_grow[ how_to_grow ];
end
else -- else select a random one
how_to_grow = sapling_data.how_to_grow[ math.random( 1, #sapling_data.how_to_grow )];
end
-- this function may change the way the tree grows (i.e. select a special method for trees growing in flower pots or on stone ground)
how_to_grow = trees_lib.change_tree_growth( pos, node, how_to_grow );
-- actually grow the tree in a seperate function
trees_lib.tree_abm_grow_tree( pos, node, sapling_data, how_to_grow, force_grow );
end
-- actually grow the tree from a sapling
trees_lib.tree_abm_grow_tree = function( pos, node, sapling_data, how_to_grow, force_grow )
-- abort if no way was found to grow the tree
if( not( how_to_grow ) or type(how_to_grow)~="table") then
trees_lib.failed_to_grow( pos, node );
return;
-- grow the tree using a function (like the old apple trees did)
elseif( how_to_grow.use_function and type(how_to_grow.use_function)=="function") then
-- get the voxelmanip data
local vm = minetest.get_voxel_manip()
local minp, maxp = vm:read_from_map(
{x = pos.x - how_to_grow.xoff, y = pos.y - how_to_grow.yoff, z = pos.z - how_to_grow.zoff},
{x = pos.x + how_to_grow.xoff, y = pos.y + how_to_grow.height, z = pos.z + how_to_grow.zoff}
)
local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local data = vm:get_data()
how_to_grow.use_function( data, a, pos, sapling_data, how_to_grow.extra_params );
-- write the data back
vm:set_data(data)
vm:write_to_map()
vm:update_map()
-- grow the tree using a schematic
elseif( how_to_grow.use_schematic
and (type(how_to_grow.use_schematic)=="string"
or type(how_to_grow.use_schematic)=="table")) then
-- TODO: use voxelmanip
-- remove the sapling
minetest.set_node( pos, {name="air"});
-- TODO: determine xoff, yoff and zoff when registering the tree
-- (if yoff is not given, then use 0)
minetest.place_schematic(
{x = pos.x - how_to_grow.xoff,
y = pos.y - how_to_grow.yoff,
z = pos.z - how_to_grow.zoff},
how_to_grow.use_schematic, -- full path to the .mts file
"random", -- rotation
how_to_grow.use_replacements, -- use the same schematic for diffrent trees
false -- no overwriting of existing nodes
);
-- grow the tree using L-system
elseif( how_to_grow.use_lsystem and type(how_to_grow.use_lsystem)=="table") then
-- remove the sapling
minetest.set_node( pos, {name="air"});
-- spawn the l-system tree
minetest.spawn_tree(pos, how_to_grow.use_lsystem );
-- else prevent call of success function below
else
return;
end
trees_lib.a_tree_has_grown( pos, node, how_to_grow );
end
-----------------------------------------------------------------------------
-- register a new tree
-----------------------------------------------------------------------------
trees_lib.register_tree = function( tree_name, nodes, growing_methods, grows_on_node_type_list, can_grow_function, select_how_to_grow_function, interval, chance )
-- the tree name is the minimum needed in order to register a new tree
if( not( tree_name )) then
return;
end
-- we may have to register nodes - and those have to be registered under the name of whichever mod called this function and is the "current" mod
local mod_prefix = minetest.get_current_modname();
-- register tree trunk, wood, leaves and fruit (provided they are not defined yet)
local cid_list = trees_lib.register_tree_nodes( tree_name, mod_prefix, nodes );
-- a sapling will be needed for growing the tree
if( not( nodes.sapling )
or not( nodes.sapling.node_name )
or not( growing_methods )) then
return;
end
-- store information about the new tree type in the sapling table
trees_lib.is_sapling[ nodes.sapling.node_name ] = {
-- minetest.get_content_id for tree, wood, leaves1..n, sapling, fruit
cid = cid_list,
-- node name of the sapling
sapling = nodes.sapling.node_name,
-- values passed on to all functions registered via
-- trees_lib.register_on_new_tree_type = function( new_tree_type_function )
tree_name = tree_name,
mod_prefix = mod_prefix,
nodes = nodes,
-- list of node names (can contain groups, i.e. "group:soil")
-- on which the sapling will grow;
-- note: the parameter ground_found to the functions below can only be
-- passed on if grows_on has been specified (else the sapling does
-- not do any ground checks on its own)
grows_on = grows_on_node_type_list,
-- are all the requirements met for growing at pos?
-- sapling will only grow if
-- growing.can_grow( pos, node, ground_found )
-- returns a value >0; if 0 is returned, the sapling will fail to grow
-- and be turned into dry shrub; if a value <0 is returned, nothing will
-- happen (the sapling can try again later on)
-- (usful for i.e. requiring water nearby, or other
-- more complex requirements)
can_grow = can_grow_function,
-- has to be either nil (for selecting a random way)
-- or return a specific growth function like the ones in
-- the list how_to_grow (see below) when called with
-- growing.select_how_to_grow( pos, node, growing.how_to_grow, ground_found )
select_how_to_grow = select_how_to_grow_function,
-- list of all methods that can turn the sapling into a
-- tree; can be a function, a file name containing a schematic
-- or a table for L-system trees;
-- this table/list is REQUIRED
how_to_grow = growing_methods,
};
-- 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
-- set default values for the tree-growing abm if none are set
if( not( interval)) then
interval = 10;
end
if( not( chance )) then
chance = 50;
end
-- now add the abm that lets the tree grow
minetest.register_abm({
nodenames = { nodes.sapling.node_name },
interval = interval,
chance = chance,
action = trees_lib.tree_abm_called,
});
end

View File

@ -1,139 +0,0 @@
--[[ 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, extra_params )
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
-- a very small tree
trees_lib.generate_unhappy_tree = function(data, a, pos, sapling_data, extra_params )
local tree_cid = sapling_data.cid.tree;
local leaves_cid = sapling_data.cid.leaves;
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;
local found = data[a:index(x, y+1, z )];
if( found==c_air or found==c_ignore ) then
data[a:index(x, y+1, z)] = tree_cid;
end
for xv=-1,1 do
for zv=-1,1 do
if( math.random(1,2)==1 ) then
local found = data[a:index(x+xv, y+1, z+zv )]
if( found==c_air or found==c_ignore ) then
data[a:index(x+xv, y+1, z+zv )] = leaves_cid;
end
end
end
end
end