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parent
db2139f7ba
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14 changed files with 565 additions and 11 deletions
146
mods/rgt_outback/init.lua
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146
mods/rgt_outback/init.lua
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local REALM_START = 5000
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local REALM_END = 5500
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rgt_realms.register_realm {
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name = "outback",
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label = "Outback",
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min = vector.new(-100, REALM_START, -100),
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max = vector.new(100, REALM_END, 100),
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sky = {
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type = "regular",
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sky_color = {
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day_sky = "#746ec9",
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day_horizon = "#94a3ce"
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},
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-- fog = {
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-- fog_distance = 20,
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-- fog_start = 0.3,
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-- fog_color = "#aab"
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-- }
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}
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}
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local vm_data = {}
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function rgt.add_tree(pos)
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local vm = minetest.get_voxel_manip(pos:offset(-50, -50, -50), pos:offset(50, 50, 50))
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local area = VoxelArea(vm:get_emerged_area())
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vm:get_data(vm_data)
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local c_air = minetest.get_content_id("air")
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local c_grass = minetest.get_content_id("dirt_grass")
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local c_wood = minetest.get_content_id("spruce_planks")
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local c_root = minetest.get_content_id("path_grass")
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local up = vector.new(0,1,0)
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local tree_radius = math.random(2, 4)
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local canopy_height = math.random(15, 25)
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local offset = vector.zero()
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-- local trunk_height = math.random(8, 15) -- Random height for variety
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-- local initial_radius = math.random(2, 4) * 0.5 -- Start wider (0.5 for smoother scaling)
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-- local sway_strength = 0.3 -- Max sway offset per height unit
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--
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-- local trunk_path = {}
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-- local current_pos = vector.new(pos.x, pos.y, pos.z)
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-- local target_pos = vector.new(
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-- pos.x + (math.random() - 0.5) * 4, -- Slight random lean
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-- pos.y + trunk_height,
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-- pos.z + (math.random() - 0.5) * 4
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-- )
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-- for h = 0, trunk_height, 0.5 do -- Finer steps for smoothness
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-- local t = h / trunk_height
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-- local noise_x = (math.random() - 0.5) * sway_strength * 2 -- Perlin-like noise
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-- local noise_z = (math.random() - 0.5) * sway_strength * 2
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-- local path_pos = current_pos + (target_pos - current_pos):normalize() * 0.5 -- Step along axis
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-- path_pos.x = path_pos.x + noise_x
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-- path_pos.z = path_pos.z + noise_z
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-- table.insert(trunk_path, {pos = path_pos, radius = initial_radius * math.sqrt(1 - t)}) -- Exponential taper
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-- end
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--
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-- -- Place trunk nodes along path (interpolate between path points for density)
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-- for i = 1, #trunk_path - 1 do
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-- local seg_start = trunk_path[i]
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-- local seg_end = trunk_path[i+1]
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-- local seg_len = vector.distance(seg_start.pos, seg_end.pos)
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-- for step = 0, seg_len, 1 do -- Place at integer positions
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-- local interp_t = step / seg_len
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-- local trunk_node = {
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-- pos = seg_start.pos + (seg_end.pos - seg_start.pos) * interp_t,
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-- radius = seg_start.radius + (seg_end.radius - seg_start.radius) * interp_t
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-- }
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-- local node_x, node_y, node_z = math.round(trunk_node.pos.x), math.round(trunk_node.pos.y), math.round(trunk_node.pos.z)
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-- local r = math.floor(trunk_node.radius + 0.5) -- Round for voxel placement
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-- for dx = -r, r do
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-- for dz = -r, r do
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-- local dist = vector.distance(vector.new(dx, 0, dz), vector.zero())
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-- if dist <= r then
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-- local idx = area:index(node_x + dx, node_y, node_z + dz)
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-- if vm_data[idx] == c_air then -- Only overwrite air
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-- vm_data[idx] = c_wood
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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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-- Generate the trunk.
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local r = tree_radius
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local p = pos
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for y = 0, canopy_height do
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for x = -r, r do
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for z = -r, r do
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if vector.distance(vector.new(x, 0, z), vector.zero()) <= r then
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vm_data[area:index(math.round(p.x +x), math.round(p.y), math.round(p.z +z))] = c_wood
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end
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end
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end
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p = p:offset(0,1,0) --+vector.rotate_around_axis(vector.new(0,0,0.2), up, math.pi *2 *(math.random() -0.5))
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end
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--Generate roots.
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local num_roots = math.random(3, 6) +math.floor(math.abs(tree_radius -3) ^2)
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for i = 1, num_roots do
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local dir = vector.rotate_around_axis(vector.new(0,0,1), up, math.pi *2 /num_roots *i)
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local length = math.random() *6 +3
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p = pos +(dir *math.floor(tree_radius +1))
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while length > 0 do
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local pr = p:round()
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-- Check up to 3 nodes down for grass.
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for j = 1, 3 do
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if vm_data[area:index(pr.x, pr.y, pr.z)] ~= c_air then break end
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p.y = p.y -1
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pr.y = pr.y -1
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end
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-- End the root if it would be too vertical.
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if vm_data[area:index(pr.x, pr.y, pr.z)] == c_air then break end
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vm_data[area:index(pr.x, pr.y, pr.z)] = c_root
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length = length -1
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-- Randomly nudge the root direction.
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-- dir = dir:rotate_around_axis(up, math.random() *1.5 -0.5)
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p = p +dir:rotate_around_axis(up, math.random() *1.5 -0.5)
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end
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end
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vm:set_data(vm_data)
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vm:write_to_map()
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end
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rgt.register_node("tree", {
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on_place = function(s, p, pt)
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--rgt.add_tree(pt.above)
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minetest.spawn_tree(pt.above, {
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axiom = "TTTTTT",
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trunk = "spruce_planks",
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leaves = "oak_planks"
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})
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end
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})
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rgt.register_node("outback_planks", {
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tiles = {"rgt_outback_planks.png"},
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groups = {hand_breakable = 3}
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})
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minetest.register_mapgen_script(minetest.get_modpath(minetest.get_current_modname()).."/mapgen.lua")
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208
mods/rgt_outback/mapgen.lua
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208
mods/rgt_outback/mapgen.lua
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local REALM_START = vector.new(-100, 5000, -100)
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local REALM_END = vector.new(100, 5500, 100)
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local vm_data = {}
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local area
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local function intersection(min, max, b, c)
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return min.x < c.x and max.x > b.x and
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min.y < c.y and max.y > b.y and
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min.z < c.z and max.z > b.z
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end
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local c_air = minetest.get_content_id("air")
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local c_stone = minetest.get_content_id("stone")
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local c_dirt = minetest.get_content_id("dirt")
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local c_grass = minetest.get_content_id("dirt_grass")
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local c_planks = minetest.get_content_id("outback_planks")
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local c_wood = c_planks
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local c_leaves = c_stone
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local np_terrain = {
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offset = 0,
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scale = 1, -- Small height variation
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spread = {x = 64, y = 64, z = 64},
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seed = 12345,
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octaves = 4,
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persist = 0.6
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}
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local n_terrain = {}
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local np_trees = {
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offset = 0,
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scale = 1, -- Small height variation
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spread = {x = 64, y = 64, z = 64},
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seed = 24521,
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octaves = 4,
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persist = 0.6
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}
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local n_trees = {}
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local np_canopy = {
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offset = 0,
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scale = 0.5,
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spread = {x=16, y=16, z=16},
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seed = 91527, -- Different seed for variety
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octaves = 2,
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persist = 0.5
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}
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local n_canopy = {} -- Buffer for 3D noise; generate once per chunk if needed
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local function generate_tree(min, max, base_x, base_y, base_z)
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-- Randomize tree "type" for variation
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local tree_type = math.random() -- 0-1
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local trunk_height = math.floor(8 + tree_type * 7) -- 8-15 tall
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local canopy_radius = 3 + math.floor(tree_type * 2) -- 3-5 wide
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local trunk_width = 1 + (tree_type > 0.7 and 1 or 0) -- Mostly 1-wide, sometimes 2
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local top_y = base_y + trunk_height
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-- 1. Roots: Flared base, 2-3 deep, random protrusions
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local root_depth = 2 + math.random(1)
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for dy = -root_depth, 0 do
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local radius_sq = (dy == 0 and 2 or 1)^2 -- Wider at surface
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for dx = -2, 2 do
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for dz = -2, 2 do
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local dist_sq = dx*dx + dz*dz
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if dist_sq <= radius_sq and math.random() > 0.6 then -- ~40% fill for irregularity
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local py = base_y + dy
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if py >= min.y and py <= max.y then -- Bounds check
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local vi = area:index(base_x + dx, py, base_z + dz)
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-- Only set if it's grass/dirt (don't overwrite stone)
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if vm_data[vi] == c_grass or vm_data[vi] == c_dirt then
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vm_data[vi] = c_wood
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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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-- 2. Trunk: Vertical core, optional width
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for py = base_y, top_y do
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if py >= min.y and py <= max.y then
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-- Central trunk
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local trunk_vi = area:index(base_x, py, base_z)
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vm_data[trunk_vi] = c_wood
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-- Optional side for width (3-4 effective with roots)
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if trunk_width == 2 and math.random() > 0.5 then
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local side_dx = (math.random() > 0.5 and 1 or -1)
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local side_dz = (math.random() > 0.5 and 1 or -1)
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local side_vi = area:index(base_x + side_dx, py, base_z + side_dz)
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vm_data[side_vi] = c_wood
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end
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end
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end
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-- 3. Canopy: Irregular spreading blob
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-- Simple 3D loop for ellipsoid; modulate with noise for gaps/branches
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local canopy_sides3d = {x = max.x - min.x + 1, y = max.y - min.y + 1, z = max.z - min.z + 1}
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-- local canopy_map = minetest.get_perlin_map(np_canopy, canopy_sides3d)
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local canopy_noise = minetest.get_perlin_map(np_canopy, canopy_sides3d)
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canopy_noise:get_3d_map_flat({x=base_x, y=base_y, z=base_z}, n_canopy) -- Sample at base
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local noise_val = n_canopy[1]
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for dy = -2, canopy_radius do -- Vertical spread
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local py = top_y + dy - 1 -- Start 1 below top, extend up/down
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if py >= min.y and py <= max.y then
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local y_scale = 1 - math.abs(dy) / canopy_radius -- Taper vertically
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local horiz_radius = math.floor(canopy_radius * y_scale * (0.7 + noise_val * 0.3)) -- Noise variation
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for dx = -canopy_radius, canopy_radius do
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for dz = -canopy_radius, canopy_radius do
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local dist_sq = dx*dx + dz*dz
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local required_radius_sq = horiz_radius * horiz_radius
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if dist_sq <= required_radius_sq then
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-- Noise for branch-like gaps (lower density = more holes)
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local branch_noise = (noise_val + math.random(-0.2, 0.2)) * 0.5
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if math.random() < (0.7 + branch_noise) then -- 50-90% fill
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local vi = area:index(base_x + dx, py, base_z + dz)
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-- Overwrite air/grass only
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-- if vm_data[vi] == 0 or vm_data[vi] == c_grass then -- 0 = air
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vm_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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-- 4. Optional branches: Quick stubs from trunk for extra realism
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local num_branches = 2 + math.random(3)
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for i = 1, num_branches do
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local branch_y = base_y + math.random(4, trunk_height - 2)
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local branch_len = 1 + math.random(3)
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local dir_x, dir_z = 0, 0
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if math.random() > 0.5 then dir_x = (math.random() > 0.5 and 1 or -1) * branch_len
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else dir_z = (math.random() > 0.5 and 1 or -1) * branch_len end
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-- Draw line of wood (simple, no Bresenham for perf)
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for step = 0, branch_len do
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local px = base_x + math.floor(dir_x * step / branch_len)
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local pz = base_z + math.floor(dir_z * step / branch_len)
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local py = branch_y + math.floor((top_y - branch_y) * step / trunk_height * 0.3) -- Slight upward curve
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local vi = area:index(px, py, pz)
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if vm_data[vi] == 0 or vm_data[vi] == c_grass then
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vm_data[vi] = c_wood
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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 function tree(min, max, x, y, z)
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end
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minetest.register_on_generated(function(vm, min, max)
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-- Only run for blocks that are part of this realm.
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if not intersection(min, max, REALM_START, REALM_END) then return end
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area = VoxelArea(vm:get_emerged_area())
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vm:get_data(vm_data)
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local sides2d = {x = max.x - min.x + 1, y = max.z - min.z + 1}
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local terrain = minetest.get_perlin_map(np_terrain, sides2d)
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terrain:get_2d_map_flat({x = min.x, y = min.z}, n_terrain)
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local trees_map = minetest.get_perlin_map(np_trees, sides2d)
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trees_map:get_2d_map_flat({x = min.x, y = min.z}, n_trees)
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local trees = {}
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local ni = 1
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for z = min.z, max.z do
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for x = min.x, max.x do
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--Calculate heightmap
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local height = REALM_START.y +100 +(n_terrain[ni] *5)
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for y = min.y, max.y do
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if y > REALM_START.y and y < REALM_END.y then
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local vi = area:index(x, y, z)
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if y < height -1 then
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vm_data[vi] = c_stone
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elseif y < height then
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vm_data[vi] = c_grass
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elseif y < height +1 and math.random() > 0.98 then
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trees[#trees +1] = vector.new(x, y, z)
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else
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vm_data[vi] = c_air
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end
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end
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end
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ni = ni +1
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end
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end
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for _, x in pairs(trees) do
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tree(min, max, x.x, x.y, x.z)
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end
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vm:set_data(vm_data)
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end)
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2
mods/rgt_outback/mod.conf
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2
mods/rgt_outback/mod.conf
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name = rgt_outback
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depends = rgt_realms
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