local rand = math.random local min = math.min local max = math.max local floor = math.floor local ceil = math.ceil local abs = math.abs local max_depth = 31000 local newnode = fun_caves.clone_node("default:wood") newnode.description = "Bark" newnode.tiles = {"default_tree.png"} newnode.is_ground_content = false --newnode.groups.oddly_breakable_by_hand minetest.register_node("fun_caves:bark", newnode) minetest.register_node("fun_caves:leaves", { description = "Leaves", visual_scale = 1.3, tiles = {"default_leaves.png^[noalpha"}, paramtype = "light", is_ground_content = false, groups = {snappy = 3, flammable = 2}, drop = { max_items = 1, items = { { items = {'default:sapling'}, rarity = 20, }, { items = {'default:leaves'}, } } }, sounds = default.node_sound_leaves_defaults(), }) local tree_noise_1 = {offset = 0, scale = 1, seed = 7227, spread = {x = 10, y = 10, z = 10}, octaves = 3, persist = 1, lacunarity = 2} local limb_noise_1 = {offset = 0, scale = 1, seed = 3901, spread = {x = 80, y = 3, z = 80}, octaves = 3, persist = 1, lacunarity = 2} fun_caves.treegen = function(minp, maxp, data, p2data, area, node) local tree_n = minetest.get_perlin(tree_noise_1):get2d({x=floor((minp.x + 32) / 160) * 80, y=floor((minp.z + 32) / 160) * 80}) if minp.y < -112 or minp.y > 208 or tree_n < 0.5 then return end local csize = vector.add(vector.subtract(maxp, minp), 1) local map_max = {x = csize.x, y = csize.y, z = csize.z} local map_min = {x = minp.x, y = minp.y, z = minp.z} local limb_1 = minetest.get_perlin_map(limb_noise_1, map_max):get3dMap_flat(map_min) local write = false local index = 0 local index3d = 0 for z = minp.z, maxp.z do for x = minp.x, maxp.x do local dx = (x + 32) % 160 - 80 local dz = (z + 32) % 160 - 80 local r2 = 70 + floor(dx / 4) % 3 * 6 + floor(dz / 4) % 3 * 6 index = index + 1 index3d = (z - minp.z) * (csize.y) * csize.x + (x - minp.x) + 1 local ivm = area:index(x, minp.y, z) for y = minp.y, maxp.y do local dy = y - minp.y local r = 20 if abs(y - 80) > 100 then r = max(0, r - floor((abs(y - 80) - 100) / 2)) end if floor(dx ^ 2 + dz ^ 2) < r ^ 2 then data[ivm] = node['default:wood'] write = true elseif y < 222 and y > -102 and floor(dx ^ 2 + dz ^ 2) < (r + 2) ^ 2 then data[ivm] = node['fun_caves:bark'] write = true elseif y < 272 and y > 112 and floor(dx ^ 2 + dz ^ 2 + (y - 192) ^ 2) < r2 ^ 2 and y % 10 == 0 and (floor(dx / 4) % 3 == 0 or floor(dz / 4) % 3 == 0) then data[ivm] = node['default:wood'] write = true elseif y < 272 and y > 112 and floor(dx ^ 2 + dz ^ 2 + (y - 192) ^ 2) < r2 ^ 2 and (y + 3) % 10 < 7 and (floor((dx + 3) / 4) % 3 < 2 or floor((dz + 3) / 4) % 3 < 2) then local r = abs(((y + 3) % 10) - 3) if r < 2 or rand(r) == 1 then data[ivm] = node['fun_caves:leaves'] write = true end end ivm = ivm + area.ystride index3d = index3d + csize.x end end end return write end