local REALM_START = vector.new(-100, 5000, -100) local REALM_END = vector.new(100, 5500, 100) local vm_data = {} local area local function intersection(min, max, b, c) return min.x < c.x and max.x > b.x and min.y < c.y and max.y > b.y and min.z < c.z and max.z > b.z end local c_air = minetest.get_content_id("air") local c_stone = minetest.get_content_id("stone") local c_cobble = minetest.get_content_id("cobble") local c_mossy_cobble = minetest.get_content_id("cobble_mossy") local c_dirt = minetest.get_content_id("dirt") local c_stony_dirt = minetest.get_content_id("dirt_stony") local c_mossy_dirt = minetest.get_content_id("dirt_mossy") local c_grass = minetest.get_content_id("dirt_grass") local c_planks = minetest.get_content_id("outback_planks") local c_wood = c_planks local c_leaves = c_stone local np_terrain = { offset = 0, scale = 1, -- Small height variation spread = {x = 64, y = 64, z = 64}, seed = 12345, octaves = 4, persist = 0.6 } local n_terrain = {} local np_surface = { offset = 0, scale = 1, -- Small height variation spread = {x = 4, y = 4, z = 4}, seed = 87745, octaves = 3 , persist = 0.6 } local n_surface = {} local np_trees = { offset = 0, scale = 1, -- Small height variation spread = {x = 64, y = 64, z = 64}, seed = 24521, octaves = 4, persist = 0.6 } local n_trees = {} local np_canopy = { offset = 0, scale = 0.5, spread = {x=16, y=16, z=16}, seed = 91527, -- Different seed for variety octaves = 2, persist = 0.5 } local n_canopy = {} -- Buffer for 3D noise; generate once per chunk if needed local function generate_tree(min, max, base_x, base_y, base_z) -- Randomize tree "type" for variation local tree_type = math.random() -- 0-1 local trunk_height = math.floor(8 + tree_type * 7) -- 8-15 tall local canopy_radius = 3 + math.floor(tree_type * 2) -- 3-5 wide local trunk_width = 1 + (tree_type > 0.7 and 1 or 0) -- Mostly 1-wide, sometimes 2 local top_y = base_y + trunk_height -- 1. Roots: Flared base, 2-3 deep, random protrusions local root_depth = 2 + math.random(1) for dy = -root_depth, 0 do local radius_sq = (dy == 0 and 2 or 1)^2 -- Wider at surface for dx = -2, 2 do for dz = -2, 2 do local dist_sq = dx*dx + dz*dz if dist_sq <= radius_sq and math.random() > 0.6 then -- ~40% fill for irregularity local py = base_y + dy if py >= min.y and py <= max.y then -- Bounds check local vi = area:index(base_x + dx, py, base_z + dz) -- Only set if it's grass/dirt (don't overwrite stone) if vm_data[vi] == c_grass or vm_data[vi] == c_dirt then vm_data[vi] = c_wood end end end end end end -- 2. Trunk: Vertical core, optional width for py = base_y, top_y do if py >= min.y and py <= max.y then -- Central trunk local trunk_vi = area:index(base_x, py, base_z) vm_data[trunk_vi] = c_wood -- Optional side for width (3-4 effective with roots) if trunk_width == 2 and math.random() > 0.5 then local side_dx = (math.random() > 0.5 and 1 or -1) local side_dz = (math.random() > 0.5 and 1 or -1) local side_vi = area:index(base_x + side_dx, py, base_z + side_dz) vm_data[side_vi] = c_wood end end end -- 3. Canopy: Irregular spreading blob -- Simple 3D loop for ellipsoid; modulate with noise for gaps/branches local canopy_sides3d = {x = max.x - min.x + 1, y = max.y - min.y + 1, z = max.z - min.z + 1} -- local canopy_map = minetest.get_perlin_map(np_canopy, canopy_sides3d) local canopy_noise = minetest.get_perlin_map(np_canopy, canopy_sides3d) canopy_noise:get_3d_map_flat({x=base_x, y=base_y, z=base_z}, n_canopy) -- Sample at base local noise_val = n_canopy[1] for dy = -2, canopy_radius do -- Vertical spread local py = top_y + dy - 1 -- Start 1 below top, extend up/down if py >= min.y and py <= max.y then local y_scale = 1 - math.abs(dy) / canopy_radius -- Taper vertically local horiz_radius = math.floor(canopy_radius * y_scale * (0.7 + noise_val * 0.3)) -- Noise variation for dx = -canopy_radius, canopy_radius do for dz = -canopy_radius, canopy_radius do local dist_sq = dx*dx + dz*dz local required_radius_sq = horiz_radius * horiz_radius if dist_sq <= required_radius_sq then -- Noise for branch-like gaps (lower density = more holes) local branch_noise = (noise_val + math.random(-0.2, 0.2)) * 0.5 if math.random() < (0.7 + branch_noise) then -- 50-90% fill local vi = area:index(base_x + dx, py, base_z + dz) -- Overwrite air/grass only -- if vm_data[vi] == 0 or vm_data[vi] == c_grass then -- 0 = air vm_data[vi] = c_leaves -- end end end end end end end -- 4. Optional branches: Quick stubs from trunk for extra realism local num_branches = 2 + math.random(3) for i = 1, num_branches do local branch_y = base_y + math.random(4, trunk_height - 2) local branch_len = 1 + math.random(3) local dir_x, dir_z = 0, 0 if math.random() > 0.5 then dir_x = (math.random() > 0.5 and 1 or -1) * branch_len else dir_z = (math.random() > 0.5 and 1 or -1) * branch_len end -- Draw line of wood (simple, no Bresenham for perf) for step = 0, branch_len do local px = base_x + math.floor(dir_x * step / branch_len) local pz = base_z + math.floor(dir_z * step / branch_len) local py = branch_y + math.floor((top_y - branch_y) * step / trunk_height * 0.3) -- Slight upward curve local vi = area:index(px, py, pz) if vm_data[vi] == 0 or vm_data[vi] == c_grass then vm_data[vi] = c_wood end end end end local function tree(min, max, x, y, z) end minetest.register_on_generated(function(vm, min, max) -- Only run for blocks that are part of this realm. if not intersection(min, max, REALM_START, REALM_END) then return end area = VoxelArea(vm:get_emerged_area()) vm:get_data(vm_data) local sides2d = {x = max.x - min.x + 1, y = max.z - min.z + 1} local terrain = minetest.get_perlin_map(np_terrain, sides2d) terrain:get_2d_map_flat({x = min.x, y = min.z}, n_terrain) local surface = minetest.get_perlin_map(np_surface, sides2d) surface:get_2d_map_flat({x = min.x, y = min.z}, n_surface) local trees_map = minetest.get_perlin_map(np_trees, sides2d) trees_map:get_2d_map_flat({x = min.x, y = min.z}, n_trees) local trees = {} local ni = 1 for z = min.z, max.z do for x = min.x, max.x do --Calculate heightmap local height = REALM_START.y +100 +(n_terrain[ni] *5) for y = min.y, max.y do if y > REALM_START.y and y < REALM_END.y then local vi = area:index(x, y, z) if y < height -1 then vm_data[vi] = c_stone elseif y < height then if n_surface[ni] > 0.65 then vm_data[vi] = c_mossy_cobble elseif n_surface[ni] > 0.3 then vm_data[vi] = c_cobble elseif n_surface[ni] > -0.3 then vm_data[vi] = c_stony_dirt elseif n_surface[ni] < -0.8 then vm_data[vi] = c_mossy_dirt else vm_data[vi] = c_dirt end elseif y < height +1 and math.random() > 0.98 then trees[#trees +1] = vector.new(x, y, z) else vm_data[vi] = c_air end end end ni = ni +1 end end for _, x in pairs(trees) do tree(min, max, x.x, x.y, x.z) end vm:set_data(vm_data) end)