local random = math.random -- -- Grow trees from saplings -- -- 'can grow' function function default.can_grow(pos) local node_under = minetest.get_node_or_nil({x = pos.x, y = pos.y - 1, z = pos.z}) if not node_under then return false end local name_under = node_under.name local is_soil = minetest.get_item_group(name_under, "soil") if is_soil == 0 then return false end local light_level = minetest.get_node_light(pos) if not light_level or light_level < 13 then return false end return true end -- 'is snow nearby' function local function is_snow_nearby(pos) return minetest.find_node_near(pos, 1, {"default:snow", "default:snowblock", "default:dirt_with_snow"}) end -- Sapling ABM function default.grow_sapling(pos) if not default.can_grow(pos) then -- try a bit later again minetest.get_node_timer(pos):start(math.random(240, 600)) return end --local mg_name = minetest.get_mapgen_setting("mg_name") --IMPORTANT new function only in > 0.4.14 stable local mg_name = minetest.get_mapgen_params().mgname local node = minetest.get_node(pos) if node.name == "default:sapling" then minetest.log("action", "A sapling grows into a tree at ".. minetest.pos_to_string(pos)) if mg_name == "v6" then default.grow_tree(pos, random(1, 4) == 1) else default.grow_new_apple_tree(pos) end elseif node.name == "default:junglesapling" then minetest.log("action", "A jungle sapling grows into a tree at ".. minetest.pos_to_string(pos)) if mg_name == "v6" then default.grow_jungle_tree(pos) else default.grow_new_jungle_tree(pos) end elseif node.name == "default:pine_sapling" then minetest.log("action", "A pine sapling grows into a tree at ".. minetest.pos_to_string(pos)) local snow = is_snow_nearby(pos) if mg_name == "v6" then default.grow_pine_tree(pos, snow) elseif snow then default.grow_new_snowy_pine_tree(pos) else default.grow_new_pine_tree(pos) end elseif node.name == "default:acacia_sapling" then minetest.log("action", "An acacia sapling grows into a tree at ".. minetest.pos_to_string(pos)) default.grow_new_acacia_tree(pos) elseif node.name == "default:aspen_sapling" then minetest.log("action", "An aspen sapling grows into a tree at ".. minetest.pos_to_string(pos)) default.grow_new_aspen_tree(pos) end end minetest.register_lbm({ name = "default:convert_saplings_to_node_timer", nodenames = {"default:sapling", "default:junglesapling", "default:pine_sapling", "default:acacia_sapling", "default:aspen_sapling"}, action = function(pos) minetest.get_node_timer(pos):start(math.random(1200, 2400)) 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_tree(pos, is_apple_tree, bad) --[[ NOTE: Tree-placing code is currently duplicated in the engine and in games that have saplings; both are deprecated but not replaced yet --]] if bad then error("Deprecated use of default.grow_tree") end local x, y, z = pos.x, pos.y, pos.z local height = random(4, 5) local c_tree = minetest.get_content_id("default:tree") local c_leaves = minetest.get_content_id("default:leaves") local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map( {x = x - 2, y = y, z = z - 2}, {x = x + 2, y = y + height + 1, z = z + 2} ) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() add_trunk_and_leaves(data, a, pos, c_tree, c_leaves, height, 2, 8, is_apple_tree) vm:set_data(data) vm:write_to_map() vm:update_map() end -- Jungle tree function default.grow_jungle_tree(pos, bad) --[[ NOTE: Jungletree-placing code is currently duplicated in the engine and in games that have saplings; both are deprecated but not replaced yet --]] if bad then error("Deprecated use of default.grow_jungle_tree") end local x, y, z = pos.x, pos.y, pos.z local height = random(8, 12) local c_air = minetest.get_content_id("air") local c_ignore = minetest.get_content_id("ignore") local c_jungletree = minetest.get_content_id("default:jungletree") local c_jungleleaves = minetest.get_content_id("default:jungleleaves") local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map( {x = x - 3, y = y - 1, z = z - 3}, {x = x + 3, y = y + height + 1, z = z + 3} ) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() add_trunk_and_leaves(data, a, pos, c_jungletree, c_jungleleaves, height, 3, 30, false) -- 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 vm:set_data(data) vm:write_to_map() vm:update_map() 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(pos, snow) 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_pine_tree = minetest.get_content_id("default:pine_tree") local c_pine_needles = minetest.get_content_id("default:pine_needles") local c_snow = minetest.get_content_id("default:snow") local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map( {x = x - 3, y = y, z = z - 3}, {x = x + 3, y = maxy + 3, z = z + 3} ) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() -- 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 -- Force-place lowest trunk node to replace sapling data[a:index(x, y, z)] = c_pine_tree 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 vm:set_data(data) vm:write_to_map() vm:update_map() end -- New apple tree function default.grow_new_apple_tree(pos) local path = minetest.get_modpath("default") .. "/schematics/apple_tree_from_sapling.mts" minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, path, "0", nil, false) end -- New jungle tree function default.grow_new_jungle_tree(pos) local path = minetest.get_modpath("default") .. "/schematics/jungle_tree_from_sapling.mts" minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, path, "random", nil, false) end -- New pine tree function default.grow_new_pine_tree(pos) local path = minetest.get_modpath("default") .. "/schematics/pine_tree_from_sapling.mts" minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, path, "0", nil, false) end -- New snowy pine tree function default.grow_new_snowy_pine_tree(pos) local path = minetest.get_modpath("default") .. "/schematics/snowy_pine_tree_from_sapling.mts" minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, path, "random", nil, false) end -- New acacia tree function default.grow_new_acacia_tree(pos) local path = minetest.get_modpath("default") .. "/schematics/acacia_tree_from_sapling.mts" minetest.place_schematic({x = pos.x - 4, y = pos.y - 1, z = pos.z - 4}, path, "random", nil, false) end -- New aspen tree function default.grow_new_aspen_tree(pos) local path = minetest.get_modpath("default") .. "/schematics/aspen_tree_from_sapling.mts" minetest.place_schematic({x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, path, "0", nil, false) end -- -- Sapling 'on place' function to check protection of node and resulting tree volume -- function default.sapling_on_place(itemstack, placer, pointed_thing, sapling_name, minp_relative, maxp_relative, interval) -- Position of sapling local pos = pointed_thing.under local node = minetest.get_node_or_nil(pos) local pdef = node and minetest.registered_nodes[node.name] if pdef and pdef.on_rightclick and not placer:get_player_control().sneak then return pdef.on_rightclick(pos, node, placer, itemstack, pointed_thing) end if not pdef or not pdef.buildable_to then pos = pointed_thing.above node = minetest.get_node_or_nil(pos) pdef = node and minetest.registered_nodes[node.name] if not pdef or not pdef.buildable_to then return itemstack end end local player_name = placer:get_player_name() -- Check sapling position for protection if minetest.is_protected(pos, player_name) then minetest.record_protection_violation(pos, player_name) return itemstack end -- Check tree volume for protection if not default.intersects_protection( vector.add(pos, minp_relative), vector.add(pos, maxp_relative), player_name, interval) then minetest.set_node(pos, {name = sapling_name}) if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end else minetest.record_protection_violation(pos, player_name) -- Print extra information to explain minetest.chat_send_player(player_name, "Tree will intersect protection") end return itemstack end -- From BFD: minetest.register_node("default:mg_cherry_sapling", { description = "Impossible to get node.", drawtype = "airlike", paramtype = "light", tiles = {"xfences_space.png"}, groups = {not_in_creative_inventory=1}, }) local c_mg_cherry_sapling = minetest.get_content_id("default:mg_cherry_sapling") minetest.register_on_generated(function(minp, maxp, seed) local timer = os.clock() local vm, emin, emax = minetest.get_mapgen_object("voxelmanip") local data = vm:get_data() local area = VoxelArea:new{MinEdge=emin, MaxEdge=emax} local trees_grown = 0 for z=minp.z, maxp.z, 1 do for y=minp.y, maxp.y, 1 do for x=minp.x, maxp.x, 1 do local p_pos = area:index(x,y,z) local content_id = data[p_pos] if content_id == c_mg_cherry_sapling then minetest.after(1, default.grow_cherry_tree, {x=x, y=y, z=z}, false, "default:cherry_tree", "default:cherry_blossom_leaves") trees_grown = trees_grown + 1 else -- nope end end end end local geninfo = string.format(" trees grown after: %.2fs", os.clock() - timer) minetest.log("action", trees_grown..geninfo) end) function default.grow_cherry_tree(pos, is_apple_tree, trunk_node, leaves_node) --[[ NOTE: Tree-placing code is currently duplicated in the engine and in games that have saplings; both are deprecated but not replaced yet --]] local x, y, z = pos.x, pos.y, pos.z local height = random(4, 5) local c_tree = minetest.get_content_id(trunk_node) local c_leaves = minetest.get_content_id(leaves_node) local vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map( {x = pos.x - 2, y = pos.y, z = pos.z - 2}, {x = pos.x + 2, y = pos.y + height + 1, z = pos.z + 2} ) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() add_trunk_and_leaves(data, a, pos, c_tree, c_leaves, height, 2, 8, is_apple_tree) vm:set_data(data) vm:write_to_map() vm:update_map() end minetest.register_abm({ nodenames = {"default:cherry_sapling", "default:mg_cherry_sapling"}, interval = 80, chance = 3, action = function(pos, node) local nu = minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name local is_soil = minetest.get_item_group(nu, "soil") if is_soil == 0 then return end minetest.remove_node({x=pos.x, y=pos.y, z=pos.z}) default.grow_cherry_tree(pos, false, "default:cherry_tree", "default:cherry_blossom_leaves") end, }) minetest.register_biome({ name = "cherry_blossom_forest", node_shore_filler = "default:sand", node_top = "default:grass", depth_top = 1, node_filler = "default:dirt", depth_filler = 3, node_dust = "air", node_underwater = "default:gravel", y_min = 1, y_max = 40, heat_point = 50, humidity_point = 55, }) minetest.register_biome({ name = "cherry_blossom_forest_floral", node_shore_filler = "default:sand", node_top = "default:grass", depth_top = 1, node_filler = "default:dirt", depth_filler = 3, node_dust = "air", node_underwater = "default:gravel", y_min = 1, y_max = 40, heat_point = 47, humidity_point = 50, }) minetest.register_biome({ name = "cherry_blossom_forest_grassy", node_shore_filler = "default:sand", node_top = "default:grass", depth_top = 1, node_filler = "default:dirt", depth_filler = 3, node_dust = "air", node_underwater = "default:gravel", y_min = 1, y_max = 42, heat_point = 55, humidity_point = 55, })