-- mods/australia/trees.lua -- Rainforest tree function aus.generate_rainforest_tree_schematic(trunk_height, r, trunk, leaf) local height = trunk_height * 2 + 1 local radius = r local width = 2 * radius + 1 local trunk_top = height - 4 local s = aus.schematic_array(width, height, width) -- roots, trunk, and extra leaves for z = -1,1 do for y = 1,trunk_top do for x = -1,1 do local i = (z+radius)*width*height + y*width + (x+radius) + 1 if x == 0 and z == 0 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true elseif (x == 0 or z == 0) and y < 5 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true elseif y > 10 then s.data[i].name = leaf s.data[i].param1 = 51 end end end end -- canopy for y = 1,trunk_top+3 do if y > trunk_height and (y == trunk_top or math.random(1,height - y) == 1) then local x, z = 0, 0 while x == 0 and z == 0 do x = math.random(-1,1) * 2 z = math.random(-1,1) * 2 end for j = -2,2,2 do aus.generate_canopy(s, leaf, {x=j*x, y=y, z=j*z}) end end end return s end -- Fan Palm tree function aus.generate_fanpalm_tree_schematic(trunk_height, r, trunk, leaf) local height = trunk_height * 2 + 1 local radius = r local width = 2 * radius + 1 local trunk_top = height - 3 local s = aus.schematic_array(width, height, width) -- trunk for z = -radius,radius do for y = 1,trunk_top do for x = -radius,radius do local i = (z+radius)*width*height + y*width + (x+radius) + 1 if x == 0 and z == 0 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true end end end end -- canopy for y = 1,trunk_top+1 do if y > trunk_height and (y == trunk_top or math.random(1,height - y) == 1) then local x, z = 0, 0 while x == 0 and z == 0 do x = math.random(-1,1) * 2 z = math.random(-1,1) * 2 end for j = -1,1,2 do aus.generate_canopy(s, leaf, {x=j*x, y=y, z=j*z}) end end end return s end -- Mangrove tree function aus.generate_mangrove_tree_schematic(trunk_height, trunk, leaf) local height = trunk_height * 2 + 1 local radius = 2 local width = 2 * radius + 1 local trunk_top = height - 3 local s = aus.schematic_array(width, height, width) -- roots, trunk, and extra leaves for z = -1,1 do for y = 1,trunk_top do for x = -1,1 do local i = (z+radius)*width*height + y*width + (x+radius) + 1 if x == 0 and z == 0 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true elseif (x == 0 or z == 0) and y < 3 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true elseif y > 3 then s.data[i].name = leaf s.data[i].param1 = 50 end end end end -- canopy for y = 1,trunk_top+2 do if y > trunk_height and (y == trunk_top or math.random(1,height - y) == 1) then local x, z = 0, 0 while x == 0 and z == 0 do x = math.random(-1,1) * 2 z = math.random(-1,1) * 2 end for j = -1,1,2 do aus.generate_canopy(s, leaf, {x=j*x, y=y, z=j*z}) end end end return s end -- Create a canopy of leaves. function aus.generate_canopy(s, leaf, pos) local height = s.size.y local width = s.size.x local rx = math.floor(s.size.x / 2) local rz = math.floor(s.size.z / 2) local r1 = 4 -- leaf decay radius local probs = {255,200,150,100,75} for z = -r1,r1 do for y = 0,1 do for x = -r1,r1 do if x+pos.x >= -rx and x+pos.x <= rx and y+pos.y >= 0 and y+pos.y < height and z+pos.z >= -rz and z+pos.z <= rz then local i = (z+pos.z+rz)*width*height + (y+pos.y)*width + (x+pos.x+rx) + 1 local dist1 = math.sqrt(x^2 + y^2 + z^2) local dist2 = math.sqrt((x+pos.x)^2 + (z+pos.z)^2) if dist1 <= r1 then local newprob = probs[math.max(1, math.ceil(dist1))] if s.data[i].name == "air" then s.data[i].name = leaf s.data[i].param1 = newprob elseif s.data[i].name == leaf then s.data[i].param1 = math.max(s.data[i].param1, newprob) end end end end end end end -- Create a spheroid of leaves. function aus.generate_leaves(s, leaf, pos, radius, fruit, adjust) local height = s.size.y local width = s.size.x local rx = math.floor(s.size.x / 2) local rz = math.floor(s.size.z / 2) local r1 = math.min(3, radius) -- leaf decay radius local probs = {255,200,150,100,75} for z = -r1,r1 do for y = -r1,r1 do for x = -r1,r1 do if x+pos.x >= -rx and x+pos.x <= rx and y+pos.y >= 0 and y+pos.y < height and z+pos.z >= -rz and z+pos.z <= rz then local i = (z+pos.z+rz)*width*height + (y+pos.y)*width + (x+pos.x+rx) + 1 local dist1 = math.sqrt(x^2 + y^2 + z^2) local dist2 = math.sqrt((x+pos.x)^2 + (z+pos.z)^2) if dist1 <= r1 then local newprob = probs[math.max(1, math.ceil(dist1))] if s.data[i].name == "air" then if fruit and (rx < 3 or dist2 / rx > 0.5) and math.random(1,10) == 1 then s.data[i].name = fruit s.data[i].param1 = 127 else s.data[i].name = leaf s.data[i].param1 = newprob end elseif adjust and s.data[i].name == leaf then s.data[i].param1 = math.max(s.data[i].param1, newprob) end end end end end end end -- Generic Tree function aus.generate_tree_schematic(trunk_height, radii, trunk, leaf, fruit, limbs) -- trunk_height refers to the amount of trunk visible below any leaves. local height = trunk_height + radii.y * 2 + 2 local width = 2 * radii.z + 1 local trunk_top = height-radii.y-1 local s = aus.schematic_array(width, height, width) -- the main trunk for y = 1,trunk_top do local i = radii.z*width*height + y*width + radii.x + 1 s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true end -- some leaves for free aus.generate_leaves(s, leaf, {x=0, y=trunk_top, z=0}, radii.x, fruit) -- Specify a table of limb positions... if radii.x > 3 and limbs then for _, p in pairs(limbs) do local i = (p.z+radii.z)*width*height + p.y*width + (p.x+radii.x) + 1 s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true aus.generate_leaves(s, leaf, p, radii.x, fruit, true) end -- or just do it randomly. elseif radii.x > 3 then for z = -radii.z,radii.z do for y = -radii.y,radii.y do for x = -radii.x,radii.x do -- a smaller spheroid inside the radii if x^2/(radii.x-3)^2 + y^2/(radii.y-3)^2 + z^2/(radii.z-3)^2 <= 1 then if math.random(1,6) == 1 then local i = (z+radii.z)*width*height + (y+trunk_top)*width + (x+radii.x) + 1 s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true aus.generate_leaves(s, leaf, {x=x, y=trunk_top+y, z=z}, radii.x, fruit, true) end end end end end end return s end -- Big Tree function aus.generate_big_tree_schematic(trunk_height, radii, trunk, leaf, fruit, limbs) -- trunk_height refers to the amount of trunk visible below any leaves. local height = trunk_height + radii.y * 2 + 2 local width = 2 * radii.z + 1 local trunk_top = height-radii.y-1 local s = aus.schematic_array(width, height, width) -- the main trunk for y = -1,trunk_top do local i = radii.z*width*height + y*width + radii.x + 1 s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true end -- wider trunk and extra leaves for z = 0,1 do for y = 1,trunk_top do for x = 0,1 do local i = (z+radii.z)*width*height + y*width + (x+radii.x) + 1 if x == 0 and z == 0 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true elseif (x == 0 or z == 0) and y < trunk_height + 4 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true end end end end -- some leaves for free aus.generate_leaves(s, leaf, {x=0, y=trunk_top, z=0}, radii.x, fruit) -- Specify a table of limb positions... if radii.x > 3 and limbs then for _, p in pairs(limbs) do local i = (p.z+radii.z)*width*height + p.y*width + (p.x+radii.x) + 1 s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true aus.generate_leaves(s, leaf, p, radii.x, fruit, true) end -- or just do it randomly. elseif radii.x > 3 then for z = -radii.z,radii.z do for y = -radii.y,radii.y do for x = -radii.x,radii.x do -- a smaller spheroid inside the radii if x^2/(radii.x-3)^2 + y^2/(radii.y-3)^2 + z^2/(radii.z-3)^2 <= 1 then if math.random(1,6) == 1 then local i = (z+radii.z)*width*height + (y+trunk_top)*width + (x+radii.x) + 1 s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true aus.generate_leaves(s, leaf, {x=x, y=trunk_top+y, z=z}, radii.x, fruit, true) end end end end end end return s end -- Giant Tree function aus.generate_giant_tree_schematic(trunk_height, radii, trunk, leaf, fruit, limbs) -- trunk_height refers to the amount of trunk visible below any leaves. local height = trunk_height + radii.y * 2 + 2 local width = 2 * radii.z + 1 local trunk_top = height-radii.y-1 local s = aus.schematic_array(width, height, width) -- the main trunk for y = -1,trunk_top do local i = radii.z*width*height + y*width + radii.x + 1 s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true end -- wider trunk and extra leaves for z = -1,1 do for y = 1,trunk_top do for x = -1,1 do local i = (z+radii.z)*width*height + y*width + (x+radii.x) + 1 if x == 0 and z == 0 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true elseif (x == 0 or z == 0) and y < trunk_height + 4 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true end end end end -- some leaves for free aus.generate_leaves(s, leaf, {x=0, y=trunk_top, z=0}, radii.x, fruit) -- Specify a table of limb positions... if radii.x > 3 and limbs then for _, p in pairs(limbs) do local i = (p.z+radii.z)*width*height + p.y*width + (p.x+radii.x) + 1 s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true aus.generate_leaves(s, leaf, p, radii.x, fruit, true) end -- or just do it randomly. elseif radii.x > 3 then for z = -radii.z,radii.z do for y = -radii.y,radii.y do for x = -radii.x,radii.x do -- a smaller spheroid inside the radii if x^2/(radii.x-3)^2 + y^2/(radii.y-3)^2 + z^2/(radii.z-3)^2 <= 1 then if math.random(1,6) == 1 then local i = (z+radii.z)*width*height + (y+trunk_top)*width + (x+radii.x) + 1 s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true aus.generate_leaves(s, leaf, {x=x, y=trunk_top+y, z=z}, radii.x, fruit, true) end end end end end end return s end -- Conifer schematic function aus.generate_conifer_schematic(trunk_height, radius, trunk, leaf, fruit) local height = trunk_height + radius * 3 + 2 local width = 2 * radius + 1 local trunk_top = height - radius - 1 local s = aus.schematic_array(width, height, width) -- the main trunk local probs = {200,150,100,75,50,25} for z = -radius,radius do for y = 1,trunk_top do -- Gives it a vaguely conical shape. local r1 = math.ceil((height - y) / 4) -- But rounded at the bottom. if y == trunk_height + 1 then r1 = r1 -1 end for x = -radius,radius do local i = (z+radius)*width*height + y*width + (x+radius) + 1 local dist = math.round(math.sqrt(x^2 + z^2)) if x == 0 and z == 0 then s.data[i].name = trunk s.data[i].param1 = 255 s.data[i].force_place = true elseif y > trunk_height and dist <= r1 then s.data[i].name = leaf s.data[i].param1 = probs[dist] end end end end -- leaves at the top for z = -1,1 do for y = trunk_top, height-1 do for x = -1,1 do local i = (z+radius)*width*height + y*width + (x+radius) + 1 if (x == 0 and z == 0) or y < height - 1 then if fruit and math.random(1,10) == 1 then s.data[i].name = fruit s.data[i].param1 = 127 else s.data[i].name = leaf end if x == 0 and z == 0 then s.data[i].param1 = 255 else s.data[i].param1 = 200 end end end end end return s end