-- -- 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_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(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 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 + 6, z = pos.z + 2} ) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() local random = math.random local th = random(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 = random(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d) local yy = random(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d) local zz = random(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 = -2, 2 do 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 random(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 local c_jungletree = minetest.get_content_id("default:jungletree") local c_jungleleaves = minetest.get_content_id("default:jungleleaves") 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 vm = minetest.get_voxel_manip() local minp, maxp = vm:read_from_map( {x = pos.x - 2, y = pos.y - 1, z = pos.z - 2}, {x = pos.x + 2, y = pos.y + 12, z = pos.z + 2}) local a = VoxelArea:new({MinEdge = minp, MaxEdge = maxp}) local data = vm:get_data() local random = math.random local x, y, z = pos.x, pos.y, pos.z -- Add the roots for xi = -1, 1 do for zi = -1, 1 do if random(1, 3) >= 2 then local vi1 = a:index(x + xi, y, z + zi) local vi2 = a:index(x + xi, y - 1, z + zi) if data[vi2] == c_air then data[vi2] = c_jungletree elseif data[vi1] == c_air then data[vi1] = c_jungletree end end end end -- Add the trunk local th = random(8, 12) for yy = y, y + th - 1 do local vi = a:index(x, yy, z) if 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 = random(leaves_a.MinEdge.x, leaves_a.MaxEdge.x - d) local yy = random(leaves_a.MinEdge.y, leaves_a.MaxEdge.y - d) local zz = random(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 = -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