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-- src/ServerScriptService/TreeSpawnerManager.server.lua
-- Spawns trees on flat biome baseplates at Y=0

local ReplicatedStorage = game:GetService("ReplicatedStorage")
local CollectionService = game:GetService("CollectionService")

local BiomeConfig = require(ReplicatedStorage:WaitForChild("Shared"):WaitForChild("BiomeConfig"))
local TreeModelConfig = require(ReplicatedStorage:WaitForChild("Shared"):WaitForChild("TreeModelConfig"))
local ChoppingConfig = require(ReplicatedStorage:WaitForChild("Shared"):WaitForChild("ChoppingConfig"))

local treesFolder = Instance.new("Folder")
treesFolder.Name = "Trees"
treesFolder.Parent = workspace

local treePositions = {}

local function randomInRange(min, max)
	return min + math.random() * (max - min)
end

local function isPositionValid(pos, minSpacing)
	for _, existingPos in ipairs(treePositions) do
		local dx = pos.X - existingPos.X
		local dz = pos.Z - existingPos.Z
		if (dx * dx + dz * dz) < (minSpacing * minSpacing) then
			return false
		end
	end
	return true
end

-- Add a health bar to a tree segment
local function addHealthBar(segment)
	local treeType = segment:GetAttribute("TreeType")
	local config = ChoppingConfig.TreeTypes[treeType]
	if not config then return end

	local billboard = Instance.new("BillboardGui")
	billboard.Name = "HealthBarGui"
	billboard.Size = UDim2.new(0, 60, 0, 8)
	billboard.StudsOffset = Vector3.new(0, 1, 0)
	billboard.AlwaysOnTop = false
	billboard.MaxDistance = 30
	billboard.Parent = segment

	local bg = Instance.new("Frame")
	bg.Name = "Background"
	bg.Size = UDim2.new(1, 0, 1, 0)
	bg.BackgroundColor3 = Color3.fromRGB(30, 30, 30)
	bg.BorderSizePixel = 0
	bg.Parent = billboard

	local bgCorner = Instance.new("UICorner")
	bgCorner.CornerRadius = UDim.new(0, 3)
	bgCorner.Parent = bg

	local fill = Instance.new("Frame")
	fill.Name = "Fill"
	fill.Size = UDim2.new(1, 0, 1, 0)
	fill.BackgroundColor3 = Color3.fromRGB(50, 200, 50)
	fill.BorderSizePixel = 0
	fill.Parent = bg

	local fillCorner = Instance.new("UICorner")
	fillCorner.CornerRadius = UDim.new(0, 3)
	fillCorner.Parent = fill

	local label = Instance.new("TextLabel")
	label.Name = "HealthText"
	label.Size = UDim2.new(1, 0, 1, 0)
	label.BackgroundTransparency = 1
	label.Text = tostring(config.HealthPerSegment)
	label.TextColor3 = Color3.new(1, 1, 1)
	label.TextScaled = true
	label.Font = Enum.Font.GothamBold
	label.TextStrokeTransparency = 0.5
	label.Parent = bg

	segment:GetAttributeChangedSignal("Health"):Connect(function()
		local maxHP = config.HealthPerSegment
		local currentHP = segment:GetAttribute("Health") or maxHP
		local ratio = math.clamp(currentHP / maxHP, 0, 1)

		fill.Size = UDim2.new(ratio, 0, 1, 0)
		label.Text = tostring(math.ceil(currentHP))

		if ratio > 0.5 then
			fill.BackgroundColor3 = Color3.fromRGB(math.floor(255 * (1 - ratio) * 2), 200, 50)
		else
			fill.BackgroundColor3 = Color3.fromRGB(255, math.floor(200 * ratio * 2), 50)
		end
	end)
end

-- Build a tree model at a position (Y=0 is the ground)
local function createTreeModel(treeType, position)
	local template = TreeModelConfig.Templates[treeType]
	if not template then return nil end

	local config = ChoppingConfig.TreeTypes[treeType]
	if not config then return nil end

	local model = Instance.new("Model")
	model.Name = treeType .. "_Tree"

	local trunkDiameter = randomInRange(template.TrunkDiameter[1], template.TrunkDiameter[2])
	local totalHeight = randomInRange(template.TrunkHeight[1], template.TrunkHeight[2])
	local segmentCount = math.random(template.SegmentCount[1], template.SegmentCount[2])
	local segmentHeight = totalHeight / segmentCount

	-- Ground level is 0 -- trees sit directly on the baseplate
	local groundY = 0
	local currentY = groundY

	for i = 1, segmentCount do
		local segment = Instance.new("Part")
		segment.Name = "TrunkSegment_" .. i
		segment.Shape = Enum.PartType.Cylinder

		local taperMult = 1 - ((i - 1) / segmentCount) * 0.4
		local diameter = trunkDiameter * taperMult

		segment.Size = Vector3.new(segmentHeight, diameter, diameter)
		segment.CFrame = CFrame.new(position.X, currentY + segmentHeight / 2, position.Z) * CFrame.Angles(0, 0, math.rad(90))

		segment.Color = template.BarkColor
		segment.Material = template.BarkMaterial
		segment.Anchored = true
		segment.TopSurface = Enum.SurfaceType.Smooth
		segment.BottomSurface = Enum.SurfaceType.Smooth

		segment:SetAttribute("TreeType", treeType)
		segment:SetAttribute("Health", config.HealthPerSegment)
		segment.CustomPhysicalProperties = PhysicalProperties.new(config.Density, 0.3, 0.5)

		CollectionService:AddTag(segment, "TreeSegment")
		CollectionService:AddTag(segment, "Draggable")

		if template.GlowTrunk then
			local light = Instance.new("PointLight")
			light.Color = template.BarkColor
			light.Brightness = 0.5
			light.Range = 8
			light.Parent = segment
		end

		addHealthBar(segment)

		segment.Parent = model
		currentY = currentY + segmentHeight

		if i > 1 then
			local weld = Instance.new("WeldConstraint")
			weld.Part0 = model:FindFirstChild("TrunkSegment_" .. (i - 1))
			weld.Part1 = segment
			weld.Parent = segment
		end
	end

	-- Build canopy
	if template.HasLeaves then
		local canopyRadius = randomInRange(template.CanopyRadius[1], template.CanopyRadius[2])
		local canopyY = currentY

		if template.ConicalCanopy then
			for layer = 1, template.CanopySegments do
				local layerRadius = canopyRadius * (1 - (layer - 1) / template.CanopySegments)
				local canopy = Instance.new("Part")
				canopy.Name = "Canopy_" .. layer
				canopy.Shape = Enum.PartType.Ball
				canopy.Size = Vector3.new(layerRadius * 2, 2, layerRadius * 2)
				canopy.Position = Vector3.new(position.X, canopyY + (layer - 1) * 1.5, position.Z)
				canopy.Color = template.LeafColor
				canopy.Material = template.LeafMaterial
				canopy.Anchored = true
				canopy.CanCollide = false
				canopy.CastShadow = true
				canopy.Parent = model
			end
		else
			for seg = 1, template.CanopySegments do
				local angle = (seg / template.CanopySegments) * math.pi * 2
				local offsetX = math.cos(angle) * canopyRadius * 0.4
				local offsetZ = math.sin(angle) * canopyRadius * 0.4
				local size = randomInRange(canopyRadius * 0.6, canopyRadius * 1.0)

				local canopy = Instance.new("Part")
				canopy.Name = "Canopy_" .. seg
				canopy.Shape = Enum.PartType.Ball
				canopy.Size = Vector3.new(size * 2, size * 1.2, size * 2)
				canopy.Position = Vector3.new(
					position.X + offsetX,
					canopyY + randomInRange(-1, 2),
					position.Z + offsetZ
				)
				canopy.Color = template.LeafColor
				canopy.Material = template.LeafMaterial
				canopy.Anchored = true
				canopy.CanCollide = false
				canopy.CastShadow = true
				canopy.Parent = model
			end
		end
	end

	local primaryPart = model:FindFirstChild("TrunkSegment_1")
	if primaryPart then
		model.PrimaryPart = primaryPart
	end

	CollectionService:AddTag(model, "TreeModel")
	model.Parent = treesFolder

	return model
end

-- Spawn trees in a biome region
local function spawnTreesInBiome(biomeName, biomeData)
	local region = biomeData.Region
	local treeTypes = biomeData.TreeTypes
	if #treeTypes == 0 then return end

	local regionWidth = region.MaxX - region.MinX
	local regionDepth = region.MaxZ - region.MinZ
	local area = regionWidth * regionDepth

	local numTrees = math.floor(area * biomeData.TreeDensity)
	numTrees = math.min(numTrees, 200)

	local spawned = 0
	local attempts = 0
	local maxAttempts = numTrees * 5

	while spawned < numTrees and attempts < maxAttempts do
		attempts = attempts + 1

		local x = region.MinX + math.random() * regionWidth
		local z = region.MinZ + math.random() * regionDepth

		if isPositionValid(Vector3.new(x, 0, z), BiomeConfig.MinTreeSpacing) then
			local treeType = treeTypes[math.random(1, #treeTypes)]
			-- All trees at Y=0 (flat baseplate surface)
			local treePos = Vector3.new(x, 0, z)

			local tree = createTreeModel(treeType, treePos)
			if tree then
				table.insert(treePositions, treePos)
				spawned = spawned + 1
			end
		end
	end

	print("Spawned " .. spawned .. " trees in " .. biomeName)
end

-- Wait for biome generation then spawn trees
task.spawn(function()
	while not _G.BiomeGenerationComplete do
		task.wait(0.5)
	end

	print("=== Tree Spawning Starting ===")

	for biomeName, biomeData in pairs(BiomeConfig.Biomes) do
		spawnTreesInBiome(biomeName, biomeData)
		task.wait()
	end

	print("=== Tree Spawning Complete ===")
	_G.TreeSpawningComplete = true
end)

_G.CreateTree = function(treeType, position)
	return createTreeModel(treeType, position)
end

_G.AddHealthBar = function(segment)
	addHealthBar(segment)
end