end
minetest.register_on_punchnode(on_punchnode)
+
+--
+-- Grow trees
+--
+
+minetest.register_abm({
+ nodenames = {"default:sapling"},
+ interval = 10,
+ chance = 50,
+ action = function(pos, node)
+ local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
+ if is_soil == nil or is_soil == 0 then return end
+ print("A sapling grows into a tree at "..minetest.pos_to_string(pos))
+ local vm = minetest.get_voxel_manip()
+ local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
+ local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
+ local data = vm:get_data()
+ default.grow_tree(data, a, pos, math.random(1, 4) == 1, math.random(1,100000))
+ vm:set_data(data)
+ vm:write_to_map(data)
+ vm:update_map()
+ end
+})
+
+minetest.register_abm({
+ nodenames = {"default:junglesapling"},
+ interval = 10,
+ chance = 50,
+ action = function(pos, node)
+ local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
+ if is_soil == nil or is_soil == 0 then return end
+ print("A jungle sapling grows into a tree at "..minetest.pos_to_string(pos))
+ local vm = minetest.get_voxel_manip()
+ local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y-1, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
+ local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
+ local data = vm:get_data()
+ default.grow_jungletree(data, a, pos, math.random(1,100000))
+ vm:set_data(data)
+ vm:write_to_map(data)
+ vm:update_map()
+ end
+})
+
--
-- Lavacooling
--
sounds = default.node_sound_leaves_defaults(),
})
-local c_air = minetest.get_content_id("air")
-local c_ignore = minetest.get_content_id("ignore")
-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
-end
-
-minetest.register_abm({
- nodenames = {"default:sapling"},
- interval = 10,
- chance = 50,
- action = function(pos, node)
- local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
- if is_soil == nil or is_soil == 0 then return end
- print("A sapling grows into a tree at "..minetest.pos_to_string(pos))
- local vm = minetest.get_voxel_manip()
- local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
- local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
- local data = vm:get_data()
- default.grow_tree(data, a, pos, math.random(1, 4) == 1, math.random(1,100000))
- vm:set_data(data)
- vm:write_to_map(data)
- 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
-end
-
-minetest.register_abm({
- nodenames = {"default:junglesapling"},
- interval = 1,
- chance = 1,
- action = function(pos, node)
- local is_soil = minetest.registered_nodes[minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name].groups.soil
- if is_soil == nil or is_soil == 0 then return end
- print("A jungle sapling grows into a tree at "..minetest.pos_to_string(pos))
- local vm = minetest.get_voxel_manip()
- local minp, maxp = vm:read_from_map({x=pos.x-16, y=pos.y-1, z=pos.z-16}, {x=pos.x+16, y=pos.y+16, z=pos.z+16})
- local a = VoxelArea:new{MinEdge=minp, MaxEdge=maxp}
- local data = vm:get_data()
- default.grow_jungletree(data, a, pos, math.random(1,100000))
- vm:set_data(data)
- vm:write_to_map(data)
- vm:update_map()
- end
-})
-
minetest.register_node("default:junglegrass", {
description = "Jungle Grass",
drawtype = "plantlike",
--- /dev/null
+local c_air = minetest.get_content_id("air")
+local c_ignore = minetest.get_content_id("ignore")
+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
+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
+end