Clean up treegen code

This commit is contained in:
ShadowNinja 2014-06-13 14:03:14 -04:00
parent 6967232619
commit dd5eb88f7e
2 changed files with 217 additions and 189 deletions

View file

@ -127,56 +127,6 @@ end
minetest.register_on_punchnode(on_punchnode) minetest.register_on_punchnode(on_punchnode)
--
-- Grow trees
--
minetest.register_abm({
nodenames = {"default:sapling"},
interval = 10,
chance = 50,
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.log("action", "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 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.log("action", "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 -- Lavacooling
-- --

View file

@ -1,150 +1,228 @@
--
-- Grow trees
--
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, math.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_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_tree = minetest.get_content_id("default:tree")
local c_leaves = minetest.get_content_id("default:leaves") local c_leaves = minetest.get_content_id("default:leaves")
local c_apple = minetest.get_content_id("default:apple") local c_apple = minetest.get_content_id("default:apple")
function default.grow_tree(data, a, pos, is_apple_tree, seed) function default.grow_tree(pos, is_apple_tree, bad)
--[[ --[[
NOTE: Tree-placing code is currently duplicated in the engine NOTE: Tree-placing code is currently duplicated in the engine
and in games that have saplings; both are deprecated but not and in games that have saplings; both are deprecated but not
replaced yet replaced yet
]]-- --]]
local pr = PseudoRandom(seed) if bad then
local th = pr:next(4, 5) error("Deprecated use of default.grow_tree")
local x, y, z = pos.x, pos.y, pos.z end
for yy = y, y+th-1 do local seed = math.random(1, 100000)
local vi = a:index(x, yy, z)
if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then local vm = minetest.get_voxel_manip()
data[vi] = c_tree local minp, maxp = vm:read_from_map(
end {x = pos.x - 2, y = pos.y, z = pos.z - 2},
end {x = pos.x + 2, y = pos.y + 6, z = pos.z + 2}
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 a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
local leaves_buffer = {} local data = vm:get_data()
-- Force leaves near the trunk local pr = PseudoRandom(seed)
local d = 1 local th = pr:next(4, 5)
for xi = -d, d do local x, y, z = pos.x, pos.y, pos.z
for yi = -d, d do for yy = y, y + th - 1 do
for zi = -d, d do local vi = a:index(x, yy, z)
leaves_buffer[leaves_a:index(xi, yi, zi)] = true if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
end data[vi] = c_tree
end end
end end
y = y + th - 1 -- (x, y, z) is now last piece of trunk
-- Add leaves randomly local leaves_a = VoxelArea:new({
for iii = 1, 8 do MinEdge = {x = -2, y = -1, z = -2},
local d = 1 MaxEdge = {x = 2, y = 2, z = 2},
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 leaves_buffer = {}
local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
-- Force leaves near the trunk
for xi = 0, d do local d = 1
for yi = 0, d do for xi = -d, d do
for zi = 0, d do for yi = -d, d do
leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true for zi = -d, d do
end leaves_buffer[leaves_a:index(xi, yi, zi)] = true
end end
end end
end end
-- Add the leaves -- Add leaves randomly
for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do for iii = 1, 8 do
for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do local d = 1
for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
if a:contains(x+xi, y+yi, z+zi) then local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
local vi = a:index(x+xi, y+yi, z+zi) local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
if data[vi] == c_air or data[vi] == c_ignore then
if leaves_buffer[leaves_a:index(xi, yi, zi)] then for xi = 0, d do
if is_apple_tree and pr:next(1, 100) <= 10 then for yi = 0, d do
data[vi] = c_apple for zi = 0, d do
else leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
data[vi] = c_leaves end
end end
end end
end end
end
end -- Add the leaves
end for xi = -2, 2 do
end for yi = -1, 2 do
for zi = -2, 2 do
local vi = a:index(x + xi, y + yi, z + zi)
if data[vi] == c_air and 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
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end end
local c_jungletree = minetest.get_content_id("default:jungletree") local c_jungletree = minetest.get_content_id("default:jungletree")
local c_jungleleaves = minetest.get_content_id("default:jungleleaves") local c_jungleleaves = minetest.get_content_id("default:jungleleaves")
function default.grow_jungletree(data, a, pos, seed) function default.grow_jungletree(pos, bad)
--[[ --[[
NOTE: Tree-placing code is currently duplicated in the engine NOTE: Tree-placing code is currently duplicated in the engine
and in games that have saplings; both are deprecated but not and in games that have saplings; both are deprecated but not
replaced yet replaced yet
]]-- --]]
local pr = PseudoRandom(seed) if bad then
local x, y, z = pos.x, pos.y, pos.z error("Deprecated use of default.grow_jungletree")
for xi = -1, 1 do end
for zi = -1, 1 do local seed = math.random(1, 100000)
if pr:next(1, 3) >= 2 then local vm = minetest.get_voxel_manip()
local vi1 = a:index(x+xi, y, z+zi) local minp, maxp = vm:read_from_map(
local vi2 = a:index(x+xi, y-1, z+zi) {x = pos.x - 2, y = pos.y - 1, z = pos.z - 2},
if a:contains(x+xi, y-1, z+zi) and data[vi2] == c_air then {x = pos.x + 2, y = pos.y + 12, z = pos.z + 2})
data[vi2] = c_jungletree local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp})
elseif a:contains(x+xi, y, z+zi) and data[vi1] == c_air then local data = vm:get_data()
data[vi1] = c_jungletree
end local pr = PseudoRandom(seed)
end local x, y, z = pos.x, pos.y, pos.z
end
end -- Add the roots
for xi = -1, 1 do
local th = pr:next(8, 12) for zi = -1, 1 do
for yy = y, y+th-1 do if pr:next(1, 3) >= 2 then
local vi = a:index(x, yy, z) local vi1 = a:index(x + xi, y, z + zi)
if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then local vi2 = a:index(x + xi, y - 1, z + zi)
data[vi] = c_jungletree if data[vi2] == c_air then
end data[vi2] = c_jungletree
end elseif data[vi1] == c_air then
y = y+th-1 -- (x, y, z) is now last piece of trunk data[vi1] = c_jungletree
local leaves_a = VoxelArea:new{MinEdge={x=-3, y=-2, z=-3}, MaxEdge={x=3, y=2, z=3}} end
local leaves_buffer = {} end
end
-- Force leaves near the trunk end
local d = 1
for xi = -d, d do -- Add the trunk
for yi = -d, d do local th = pr:next(8, 12)
for zi = -d, d do for yy = y, y + th - 1 do
leaves_buffer[leaves_a:index(xi, yi, zi)] = true local vi = a:index(x, yy, z)
end if data[vi] == c_air or yy == y then
end data[vi] = c_jungletree
end end
end
-- Add leaves randomly y = y + th - 1 -- (x, y, z) is now last piece of trunk
for iii = 1, 30 do local leaves_a = VoxelArea:new({
local d = 1 MinEdge = {x = -3, y = -2, z = -3},
local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d) MaxEdge = {x = 3, y = 2, z = 3}
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) local leaves_buffer = {}
for xi = 0, d do -- Force leaves near the trunk
for yi = 0, d do local d = 1
for zi = 0, d do for xi = -d, d do
leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true for yi = -d, d do
end for zi = -d, d do
end leaves_buffer[leaves_a:index(xi, yi, zi)] = true
end end
end end
end
-- Add the leaves
for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do -- Add leaves randomly
for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do for iii = 1, 30 do
for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do local d = 1
if a:contains(x+xi, y+yi, z+zi) then local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
local vi = a:index(x+xi, y+yi, z+zi) local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
if data[vi] == c_air or data[vi] == c_ignore then local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
if leaves_buffer[leaves_a:index(xi, yi, zi)] then
data[vi] = c_jungleleaves for xi = 0, d do
end for yi = 0, d do
end for zi = 0, d do
end leaves_buffer[leaves_a:index(xx + xi, yy + yi, zz + zi)] = true
end end
end end
end end
end
-- Add the leaves
for xi = -3, 3 do
for yi = -2, 2 do
for zi = -3, 3 do
local vi = a:index(x + xi, y + yi, z + zi)
if data[vi] == c_air then
if leaves_buffer[leaves_a:index(xi, yi, zi)] then
data[vi] = c_jungleleaves
end
end
end
end
end
vm:set_data(data)
vm:write_to_map()
vm:update_map()
end end