nalc_game/mods/default/trees.lua
paramat 160dc21bc1 Pine trees: Add small pine tree and mix into coniferous forests
Use noises to create a varying mix in coniferous forest biomes:
Areas of large pines only, areas of small pines only, mixed areas.
While also having areas of high and low tree densities.
Saplings grow into large or small pines with equal chance.
2018-03-11 00:18:13 +00:00

564 lines
15 KiB
Lua

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, {"group:snowy"})
end
-- Grow sapling
function default.grow_sapling(pos)
if not default.can_grow(pos) then
-- try again 5 min later
minetest.get_node_timer(pos):start(300)
return
end
local mg_name = minetest.get_mapgen_setting("mg_name")
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)
elseif node.name == "default:bush_sapling" then
minetest.log("action", "A bush sapling grows into a bush at "..
minetest.pos_to_string(pos))
default.grow_bush(pos)
elseif node.name == "default:acacia_bush_sapling" then
minetest.log("action", "An acacia bush sapling grows into a bush at "..
minetest.pos_to_string(pos))
default.grow_acacia_bush(pos)
elseif node.name == "default:emergent_jungle_sapling" then
minetest.log("action", "An emergent jungle sapling grows into a tree at "..
minetest.pos_to_string(pos))
default.grow_new_emergent_jungle_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(300, 1500))
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
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, "random", 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 emergent jungle tree
function default.grow_new_emergent_jungle_tree(pos)
local path = minetest.get_modpath("default") ..
"/schematics/emergent_jungle_tree_from_sapling.mts"
minetest.place_schematic({x = pos.x - 3, y = pos.y - 5, z = pos.z - 3},
path, "random", nil, false)
end
-- New pine tree
function default.grow_new_pine_tree(pos)
local path
if math.random() > 0.5 then
path = minetest.get_modpath("default") ..
"/schematics/pine_tree_from_sapling.mts"
else
path = minetest.get_modpath("default") ..
"/schematics/small_pine_tree_from_sapling.mts"
end
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
if math.random() > 0.5 then
path = minetest.get_modpath("default") ..
"/schematics/snowy_pine_tree_from_sapling.mts"
else
path = minetest.get_modpath("default") ..
"/schematics/snowy_small_pine_tree_from_sapling.mts"
end
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
-- Bushes do not need 'from sapling' schematic variants because
-- only the stem node is force-placed in the schematic.
-- Bush
function default.grow_bush(pos)
local path = minetest.get_modpath("default") ..
"/schematics/bush.mts"
minetest.place_schematic({x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
path, "0", nil, false)
end
-- Acacia bush
function default.grow_acacia_bush(pos)
local path = minetest.get_modpath("default") ..
"/schematics/acacia_bush.mts"
minetest.place_schematic({x = pos.x - 1, y = pos.y - 1, z = pos.z - 1},
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 and placer:is_player() and
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 and placer:get_player_name() or ""
-- 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 minetest.is_area_protected(
vector.add(pos, minp_relative),
vector.add(pos, maxp_relative),
player_name,
interval) then
minetest.record_protection_violation(pos, player_name)
-- Print extra information to explain
minetest.chat_send_player(player_name, "Tree will intersect protection")
return itemstack
end
minetest.log("action", player_name .. " places node "
.. sapling_name .. " at " .. minetest.pos_to_string(pos))
local take_item = not (creative and creative.is_enabled_for
and creative.is_enabled_for(player_name))
local newnode = {name = sapling_name}
local ndef = minetest.registered_nodes[sapling_name]
minetest.set_node(pos, newnode)
-- Run callback
if ndef and ndef.after_place_node then
-- Deepcopy place_to and pointed_thing because callback can modify it
if ndef.after_place_node(table.copy(pos), placer,
itemstack, table.copy(pointed_thing)) then
take_item = false
end
end
-- Run script hook
for _, callback in ipairs(minetest.registered_on_placenodes) do
-- Deepcopy pos, node and pointed_thing because callback can modify them
if callback(table.copy(pos), table.copy(newnode),
placer, table.copy(node or {}),
itemstack, table.copy(pointed_thing)) then
take_item = false
end
end
if take_item then
itemstack:take_item()
end
return itemstack
end