+--
+-- Grow trees
+--
+
+local random = math.random
+
+local function 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
+ return true
+end
+
+minetest.register_abm({
+ nodenames = {"default:sapling"},
+ interval = 10,
+ chance = 50,
+ action = function(pos, node)
+ if not can_grow(pos) then
+ return
+ end
+
+ minetest.log("action", "A sapling grows into a tree at "..minetest.pos_to_string(pos))
+ default.grow_tree(pos, random(1, 4) == 1)
+ end
+})
+
+minetest.register_abm({
+ nodenames = {"default:junglesapling"},
+ interval = 10,
+ chance = 50,
+ action = function(pos, node)
+ if not can_grow(pos) then
+ return
+ end
+
+ minetest.log("action", "A jungle sapling grows into a tree at "..
+ minetest.pos_to_string(pos))
+ default.grow_jungletree(pos)
+ end
+})
+
+
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")
+
+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
+
+ -- Trunk
+ for y_dist = 0, height - 1 do
+ local vi = a:index(x, y + y_dist, z)
+ if y_dist == 0 or data[vi] == c_air or data[vi] == 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 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 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
+
+
local c_tree = minetest.get_content_id("default:tree")
local c_leaves = minetest.get_content_id("default:leaves")
-local c_apple = minetest.get_content_id("default:apple")
-function default.grow_tree(data, a, pos, is_apple_tree, seed)
- --[[
- NOTE: Tree-placing code is currently duplicated in the engine
- and in games that have saplings; both are deprecated but not
- replaced yet
- ]]--
- local pr = PseudoRandom(seed)
- local th = pr:next(4, 5)
- local x, y, z = pos.x, pos.y, pos.z
- for yy = y, y+th-1 do
- local vi = a:index(x, yy, z)
- if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
- data[vi] = c_tree
- end
- end
- y = y+th-1 -- (x, y, z) is now last piece of trunk
- local leaves_a = VoxelArea:new{MinEdge={x=-2, y=-1, z=-2}, MaxEdge={x=2, y=2, z=2}}
- local leaves_buffer = {}
-
- -- Force leaves near the trunk
- local d = 1
- for xi = -d, d do
- for yi = -d, d do
- for zi = -d, d do
- leaves_buffer[leaves_a:index(xi, yi, zi)] = true
- end
- end
- end
-
- -- Add leaves randomly
- for iii = 1, 8 do
- local d = 1
- local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
- local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
- local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
-
- for xi = 0, d do
- for yi = 0, d do
- for zi = 0, d do
- leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
- end
- end
- end
- end
-
- -- Add the leaves
- for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
- for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
- for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
- if a:contains(x+xi, y+yi, z+zi) then
- local vi = a:index(x+xi, y+yi, z+zi)
- if data[vi] == c_air or data[vi] == c_ignore then
- if leaves_buffer[leaves_a:index(xi, yi, zi)] then
- if is_apple_tree and pr:next(1, 100) <= 10 then
- data[vi] = c_apple
- else
- data[vi] = c_leaves
- end
- end
- end
- end
- end
- end
- end
+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 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
local c_jungletree = minetest.get_content_id("default:jungletree")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
-function default.grow_jungletree(data, a, pos, seed)
- --[[
- NOTE: Tree-placing code is currently duplicated in the engine
- and in games that have saplings; both are deprecated but not
- replaced yet
- ]]--
- local pr = PseudoRandom(seed)
- local x, y, z = pos.x, pos.y, pos.z
- for xi = -1, 1 do
- for zi = -1, 1 do
- if pr:next(1, 3) >= 2 then
- local vi1 = a:index(x+xi, y, z+zi)
- local vi2 = a:index(x+xi, y-1, z+zi)
- if a:contains(x+xi, y-1, z+zi) and data[vi2] == c_air then
- data[vi2] = c_jungletree
- elseif a:contains(x+xi, y, z+zi) and data[vi1] == c_air then
- data[vi1] = c_jungletree
- end
- end
- end
- end
-
- local th = pr:next(8, 12)
- for yy = y, y+th-1 do
- local vi = a:index(x, yy, z)
- if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
- data[vi] = c_jungletree
- end
- end
- y = y+th-1 -- (x, y, z) is now last piece of trunk
- local leaves_a = VoxelArea:new{MinEdge={x=-3, y=-2, z=-3}, MaxEdge={x=3, y=2, z=3}}
- local leaves_buffer = {}
-
- -- Force leaves near the trunk
- local d = 1
- for xi = -d, d do
- for yi = -d, d do
- for zi = -d, d do
- leaves_buffer[leaves_a:index(xi, yi, zi)] = true
- end
- end
- end
-
- -- Add leaves randomly
- for iii = 1, 30 do
- local d = 1
- local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
- local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
- local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
-
- for xi = 0, d do
- for yi = 0, d do
- for zi = 0, d do
- leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
- end
- end
- end
- end
-
- -- Add the leaves
- for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
- for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
- for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
- if a:contains(x+xi, y+yi, z+zi) then
- local vi = a:index(x+xi, y+yi, z+zi)
- if data[vi] == c_air or data[vi] == c_ignore then
- if leaves_buffer[leaves_a:index(xi, yi, zi)] then
- data[vi] = c_jungleleaves
- end
- end
- end
- end
- end
- end
+function default.grow_jungletree(pos, 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_jungletree")
+ end
+
+ local x, y, z = pos.x, pos.y, pos.z
+ local height = random(8, 12)
+
+ local vm = minetest.get_voxel_manip()
+ local minp, maxp = vm:read_from_map(
+ {x = pos.x - 3, y = pos.y - 1, z = pos.z - 3},
+ {x = pos.x + 3, y = pos.y + height + 1, z = pos.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 then
+ data[vi_1] = c_jungletree
+ elseif data[vi_2] == c_air 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
+