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https://github.com/luanti-org/minetest_game.git
synced 2025-05-21 06:43:17 -04:00
cleaned up treegen code
cleaned up treegen
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parent
11c04e984d
commit
f9b90f74f9
2 changed files with 52 additions and 125 deletions
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@ -141,7 +141,7 @@ minetest.register_abm({
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if is_soil == 0 then
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return
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end
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minetest.remove_node(pos)
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minetest.log("action", "A sapling grows into a tree at "..minetest.pos_to_string(pos))
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local vm = minetest.get_voxel_manip()
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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})
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@ -164,7 +164,7 @@ minetest.register_abm({
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if is_soil == 0 then
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return
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end
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minetest.remove_node(pos)
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minetest.log("action", "A jungle sapling grows into a tree at "..minetest.pos_to_string(pos))
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local vm = minetest.get_voxel_manip()
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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})
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@ -10,64 +10,29 @@ function default.grow_tree(data, a, pos, is_apple_tree, seed)
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and in games that have saplings; both are deprecated but not
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replaced yet
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]]--
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local pr = PseudoRandom(seed)
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local th = pr:next(4, 5)
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local x, y, z = pos.x, pos.y, pos.z
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for yy = y, y+th-1 do
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local vi = a:index(x, yy, z)
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if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
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data[vi] = c_tree
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local hight = math.random(4, 5)
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for x_area = -2, 2 do
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for y_area = -1, 2 do
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for z_area = -2, 2 do
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if math.random(1,30) < 23 then --randomize leaves
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local area_l = a:index(pos.x+x_area, pos.y+hight+y_area-1, pos.z+z_area) --sets area for leaves
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if data[area_l] == c_air or data[area_l] == c_ignore then --sets if not air or ignore
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if is_apple_tree == true and math.random(1, 100) <= 10 then --randomize apples
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data[area_l] = c_apple --add apples now
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else
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data[area_l] = c_leaves --add leaves now
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end
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end
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end
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end
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end
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end
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for tree_h = 0, hight-1 do -- add the trunk
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local area_t = a:index(pos.x, pos.y+tree_h, pos.z) --set area for tree
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if data[area_t] == c_air or data[area_t] == c_leaves or data[area_t] == c_apple then --sets if air
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data[area_t] = c_tree --add tree now
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end
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y = y+th-1 -- (x, y, z) is now last piece of trunk
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local leaves_a = VoxelArea:new{MinEdge={x=-2, y=-1, z=-2}, MaxEdge={x=2, y=2, z=2}}
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local leaves_buffer = {}
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-- Force leaves near the trunk
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local d = 1
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for xi = -d, d do
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for yi = -d, d do
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for zi = -d, d do
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leaves_buffer[leaves_a:index(xi, yi, zi)] = true
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end
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end
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end
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-- Add leaves randomly
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for iii = 1, 8 do
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local d = 1
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local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
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local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
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local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
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for xi = 0, d do
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for yi = 0, d do
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for zi = 0, d do
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leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
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end
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end
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end
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end
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-- Add the leaves
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for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
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for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
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for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
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if a:contains(x+xi, y+yi, z+zi) then
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local vi = a:index(x+xi, y+yi, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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if leaves_buffer[leaves_a:index(xi, yi, zi)] then
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if is_apple_tree and pr:next(1, 100) <= 10 then
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data[vi] = c_apple
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else
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data[vi] = c_leaves
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end
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end
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end
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end
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end
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end
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end
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end
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end
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local c_jungletree = minetest.get_content_id("default:jungletree")
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@ -79,72 +44,34 @@ function default.grow_jungletree(data, a, pos, seed)
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and in games that have saplings; both are deprecated but not
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replaced yet
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]]--
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local pr = PseudoRandom(seed)
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local x, y, z = pos.x, pos.y, pos.z
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for xi = -1, 1 do
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for zi = -1, 1 do
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if pr:next(1, 3) >= 2 then
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local vi1 = a:index(x+xi, y, z+zi)
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local vi2 = a:index(x+xi, y-1, z+zi)
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if a:contains(x+xi, y-1, z+zi) and data[vi2] == c_air then
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data[vi2] = c_jungletree
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elseif a:contains(x+xi, y, z+zi) and data[vi1] == c_air then
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data[vi1] = c_jungletree
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end
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end
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end
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end
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local th = pr:next(8, 12)
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for yy = y, y+th-1 do
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local vi = a:index(x, yy, z)
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if a:contains(x, yy, z) and (data[vi] == c_air or yy == y) then
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data[vi] = c_jungletree
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end
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end
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y = y+th-1 -- (x, y, z) is now last piece of trunk
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local leaves_a = VoxelArea:new{MinEdge={x=-3, y=-2, z=-3}, MaxEdge={x=3, y=2, z=3}}
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local leaves_buffer = {}
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-- Force leaves near the trunk
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local d = 1
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for xi = -d, d do
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for yi = -d, d do
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for zi = -d, d do
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leaves_buffer[leaves_a:index(xi, yi, zi)] = true
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end
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end
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end
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-- Add leaves randomly
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for iii = 1, 30 do
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local d = 1
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local xx = pr:next(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d)
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local yy = pr:next(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d)
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local zz = pr:next(leaves_a.MinEdge.z, leaves_a.MaxEdge.z - d)
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for xi = 0, d do
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for yi = 0, d do
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for zi = 0, d do
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leaves_buffer[leaves_a:index(xx+xi, yy+yi, zz+zi)] = true
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end
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end
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end
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end
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-- Add the leaves
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for xi = leaves_a.MinEdge.x, leaves_a.MaxEdge.x do
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for yi = leaves_a.MinEdge.y, leaves_a.MaxEdge.y do
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for zi = leaves_a.MinEdge.z, leaves_a.MaxEdge.z do
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if a:contains(x+xi, y+yi, z+zi) then
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local vi = a:index(x+xi, y+yi, z+zi)
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if data[vi] == c_air or data[vi] == c_ignore then
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if leaves_buffer[leaves_a:index(xi, yi, zi)] then
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data[vi] = c_jungleleaves
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end
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end
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end
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end
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local hight = math.random(8, 12)
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for x_area = -3, 3 do
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for y_area = -2, 2 do
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for z_area = -3, 3 do
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if math.random(1,30) < 23 then --randomize leaves
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local area_l = a:index(pos.x+x_area, pos.y+hight+y_area-1, pos.z+z_area) --sets area for leaves
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if data[area_l] == c_air or data[area_l] == c_ignore then --sets if not air or ignore
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data[area_l] = c_jungleleaves --add leaves now
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end
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end
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end
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end
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end
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for tree_h = 0, hight-1 do -- add the trunk
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local area_t = a:index(pos.x, pos.y+tree_h, pos.z) --set area for tree
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if data[area_t] == c_air or data[area_t] == c_jungleleaves then --sets if air
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data[area_t] = c_jungletree --add tree now
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end
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end
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for roots_x = -1, 1 do
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for roots_z = -1, 1 do
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if math.random(1, 3) >= 2 then --randomize roots
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if a:contains(pos.x+roots_x, pos.y-1, pos.z+roots_z) and data[a:index(pos.x+roots_x, pos.y-1, pos.z+roots_z)] == c_air then
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data[a:index(pos.x+roots_x, pos.y-1, pos.z+roots_z)] = c_jungletree
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elseif a:contains(pos.x+roots_x, pos.y, pos.z+roots_z) and data[a:index(pos.x+roots_x, pos.y, pos.z+roots_z)] == c_air then
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data[a:index(pos.x+roots_x, pos.y, pos.z+roots_z)] = c_jungletree
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end
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end
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end
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end
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end
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