├── LICENSE
├── README.md
├── TreeGenerator.png
├── tree_generatorV5.lua
└── tree_generatorV5.tic
/LICENSE:
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584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
593 | HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
594 | OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
595 | THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
596 | PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
597 | IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
598 | ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
599 |
600 | 16. Limitation of Liability.
601 |
602 | IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
603 | WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
604 | THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
605 | GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
606 | USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
607 | DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
608 | PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
609 | EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
610 | SUCH DAMAGES.
611 |
612 | 17. Interpretation of Sections 15 and 16.
613 |
614 | If the disclaimer of warranty and limitation of liability provided
615 | above cannot be given local legal effect according to their terms,
616 | reviewing courts shall apply local law that most closely approximates
617 | an absolute waiver of all civil liability in connection with the
618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 |
635 | Copyright (C)
636 |
637 | This program is free software: you can redistribute it and/or modify
638 | it under the terms of the GNU General Public License as published by
639 | the Free Software Foundation, either version 3 of the License, or
640 | (at your option) any later version.
641 |
642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | Copyright (C)
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
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1 | # TreeGenerator
2 |
3 | 
4 |
5 |
6 | A procedural and customizable tree generator for the TIC80 fantasy computer.
7 | - Can be run in the web player [here](https://tic80.com/play?cart=3424)
8 | - Also available on itch https://archaicvirus.itch.io/procedural-tree-generator
9 | - See the [releases](https://github.com/archaicvirus/TreeGenerator/releases) page for native windows, mac, linux, and html versions.
10 | *html version has some bugs being worked on, avoid using for now
11 |
12 |
13 | ## Settings
14 |
15 | - [Trunk Width](#trunk-width)
16 | - [Trunk Height](#trunk-height)
17 | - [Step Height](#step-height)
18 | - [Shift/Step](#shiftstep)
19 | - [Sprite Id](#sprite-id)
20 | - [Branch Length](#branch-length)
21 | - [Branch Width](#branch-width)
22 | - [Branch Thickness](#branch-thickness)
23 | - [Branch Height](#branch-height)
24 | - [Branch Shift](#branch-shift)
25 | - [Total Branches](#total-branches)
26 | - [Branch Deviation](#branch-deviation)
27 | - [Leaf Density](#leaf-density)
28 | - [Leaf Cull Distance](#leaf-cull-distance)
29 | - [Leaf Fill Radius](#leaf-fill-radius)
30 | - [Leaf Fill Count](#leaf-fill-count)
31 | - [Vine Count](#vine-count)
32 | - [Fruit ID](#fruit-id)
33 | - [Fruit Density](#fruit-density)
34 | - [Save Width & Height](#save-width--height)
35 | - [Save X & Y](#save-x--y)
36 | - [Save ID](#save-id)
37 | - [Background Color](#background-color)
38 |
39 | ### Trunk Width
40 |
41 | The width in pixels of the main trunk
42 |
43 | 
44 |
45 | ### Trunk Height
46 |
47 | The total height of the combined trunk segments
48 |
49 | 
50 |
51 | ### Step Height
52 |
53 | The height in pixels of each vertical trunk segment (Does not affect overall height)
54 |
55 | 
56 |
57 | ### Shift/Step
58 |
59 | The random horizontal deviation in pixels, to shift each trunk segment as it 'grows' upwards
60 |
61 | 
62 |
63 | ### Sprite Id
64 |
65 | Trunk & Branch texture. The sprite id used for the mesh fill algorithm
66 |
67 | 
68 |
69 | - Sprite id's 0-15 (the top row of tiles) can be selected to change the tree's texture. These can be customized in the sprite editor to your liking
70 |
71 | 
72 |
73 | ### Branch Length
74 |
75 | The average length in pixels of each branch
76 |
77 | 
78 |
79 | ### Branch Width
80 |
81 | The width in pixels of each branch segment as the branch grows outwards
82 |
83 | 
84 |
85 | ### Branch Thickness
86 |
87 | The height in pixels of each horizontal branch segment, as the segments 'grow' outwards
88 |
89 | 
90 |
91 | ### Branch Height
92 |
93 | The height (in number of trunk segments), to snap branches to the nearest vertex of the main trunk
94 |
95 | 
96 |
97 | ### Branch Shift
98 |
99 | The random range in pixels that the branches are allowed to shift upwards at each growth step in the generation process, (lower values lead to straighter branches)
100 |
101 | 
102 |
103 | ### Total Branches
104 |
105 | The total amount of branches to spawn (distributed evenly between the left and right of the trunk)
106 |
107 | 
108 |
109 | ### Branch Deviation
110 |
111 | The relative offset between branches, scaled based on the number of branches and offset by the branch height parameter
112 |
113 | 
114 |
115 | ### Leaf Density
116 |
117 | The average chance that leaves will spawn. Leaves are spawned starting from the tip of each branch, snapped to branch vertices, going towards the trunk
118 |
119 | 
120 |
121 | ### Leaf Cull Distance
122 |
123 | The distance (in number of branch segments) from the tip of each branch toward the tree's trunk, to limit leaf drawing
124 |
125 | 
126 |
127 | ### Leaf Fill Radius
128 |
129 | The radius in pixels to randomly spread leaves (separate from leaf generation on branches). Always locked to the top of the tree trunk
130 |
131 | 
132 |
133 | ### Leaf Fill Count
134 |
135 | The total amount of tries to randomly distribute leaves within the fill radius
136 |
137 | 
138 |
139 | ### Vine Count
140 |
141 | The total amount of vines to spawn. Vines are spawned by picking vertices of two randomly selected branch segments and have a random 'sag' amount to vary the look
142 |
143 | 
144 |
145 | ### Fruit ID
146 |
147 | The sprite id to use for the layer of fruits/flowers. These are spawned using the same leaf-spawn method for the branches. In the sprite editor, sprite id's 32 - 47 are used for this layer - the third row.
148 |
149 | 
150 |
151 | ### Fruit Density
152 |
153 | Average chance to spawn fruits/flowers
154 |
155 | 
156 |
157 | ### Save Width & Height
158 |
159 | In pixels, the rectangular area of `SCREEN RAM` to copy to `SPRITE RAM` using `MEMCPY`
160 |
161 | 
162 |
163 | ### Save X & Y
164 |
165 | The top-left corner of the rectangular area to copy & save.
166 |
167 | 
168 |
169 | ### Save ID
170 |
171 | Ranged 0 - 511 - The tile/sprite id to paste the copied rectangle. Keep in mind if the id is positioned near the border in the sprite editor, the copied tiles won't retain their original order
172 |
173 | 
174 |
175 | ### Background Color
176 |
177 | The current background color (for transparency reasons) - will be copied as the background when saving the tree
178 |
179 | 
180 |
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/TreeGenerator.png:
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https://raw.githubusercontent.com/archaicvirus/TreeGenerator/a72c6fb38d9d691fad5c14d9fff7196a5b9a577f/TreeGenerator.png
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/tree_generatorV5.lua:
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1 | -- title: Tree Generator
2 | -- author: ArchaicVirus
3 | -- desc: Procedural tree generator
4 | -- site: https://github.com/archaicvirus
5 | -- license: GPLV3
6 | -- version: 3
7 | -- script: lua
8 |
9 |
10 | UI_CORNER = 224
11 | UI_CURSOR = 271
12 | UI_BG = 8
13 | UI_FG = 9
14 | UI_TEXT_BG = 0
15 | UI_TEXT_FG = 4
16 | UI_SHADOW = 0
17 | UI_ARROW = 240
18 | UI_BUTTON = 241
19 | UI_BUTTON2 = 242
20 | ui = {}
21 |
22 | --tic80 wiki
23 | function pal(c0, c1)
24 | if not c0 and not c1 then
25 | for i = 0, 15 do
26 | poke4(0x3FF0 * 2 + i, i)
27 | end
28 | elseif type(c0) == 'table' then
29 | for i = 1, #c0, 2 do
30 | poke4(0x3FF0*2 + c0[i], c0[i + 1])
31 | end
32 | else
33 | poke4(0x3FF0*2 + c0, c1)
34 | end
35 | end
36 |
37 | function ui.draw_panel(x, y, w, h, bg, fg, label, shadow)
38 | bg, fg = bg or UI_BG, fg or UI_FG
39 | local text_width = print(label, 0, -10, 0, false, 1, true)
40 | if text_width > w + 7 then w = text_width + 7 end
41 | rect(x + 2, y + 2, w - 4, h - 4, bg) -- background fill
42 | if label then
43 | pal(1, fg)
44 | pal(8, fg)
45 | spr(UI_CORNER, x, y, 0)
46 | spr(UI_CORNER, x + w - 8, y, 0, 1, 1)
47 | pal()
48 | pal(1, fg)
49 | pal(8, bg)
50 | spr(UI_CORNER, x + w - 8, y + h - 8, 0, 1, 3)
51 | spr(UI_CORNER, x, y + h - 8, 0, 1, 2)
52 | pal()
53 | rect(x, y + 6, w, 3, fg) -- header lower-fill
54 | rect(x + 2, y + h - 3, w - 4, 1, fg) -- bottom footer fill
55 | rect(x + 6, y + 2, w - 12, 4, fg)--header fill
56 | prints(label, x + w/2 - text_width/2, y + 2, 0, 4) -- header text
57 | else
58 | pal(1, fg)
59 | spr(UI_CORNER, x + w - 8, y + h - 8, {0, 8}, 1, 3)
60 | spr(UI_CORNER, x, y + h - 8, {0, 8}, 1, 2)
61 | spr(UI_CORNER, x, y, {0, 8})
62 | spr(UI_CORNER, x + w - 8, y, {0, 8}, 1, 1)
63 | pal()
64 | end
65 | rect(x + 6, y, w - 12, 2, fg) -- top border
66 | rect(x, y + 6, 2, h - 12, fg) -- left border
67 | rect(x + w - 2, y + 6, 2, h - 12, fg) -- right border
68 | rect(x + 6, y + h - 2, w - 12, 2, fg) -- bottom border
69 | if shadow then
70 | line(x + 4, y + h, x + w - 3, y + h, shadow) -- shadow
71 | line(x + w - 2, y + h - 1, x + w, y + h - 3, shadow)-- shadow
72 | line(x + w, y + 4, x + w, y + h - 4, shadow)-- shadow
73 | end
74 | end
75 |
76 | function ui.draw_button(x, y, flip, id, color, shadow_color, hover_color)
77 | color, shadow_color, hover_color = color or 12, shadow_color or 0, hover_color or 11
78 | local _mouse, _box, ck, p = {x = cursor.x, y = cursor.y}, {x = x, y = y, w = 8, h = 8}, 1, {4, color, 2, shadow_color, 12, color}
79 | local hov = hovered(_mouse, _box)
80 | if hov and not cursor.l then
81 | p = {2, shadow_color, 12, hover_color, 4, hover_color}
82 | elseif hov and cursor.l then
83 | p = {2, hover_color, 12, hover_color, 4, hover_color}
84 | ck = {1, 4}
85 | end
86 | pal(p)
87 | spr(id, x, y, ck, 1, flip)
88 | pal()
89 | if hov and cursor.l and not cursor.ll then return true end
90 | return false
91 | end
92 |
93 | vec2 = {}
94 | vec2_mt = {}
95 | vec2_mt.__index = vec2_mt
96 |
97 | function vec2_mt:__add( v )
98 | return vec2(self.x + v.x, self.y + v.y)
99 | end
100 |
101 | function vec2_mt:__sub( v )
102 | return vec2(self.x - v.x, self.y - v.y)
103 | end
104 |
105 | function vec2_mt:__mul( v )
106 | trace('v = ' .. tostring(v))
107 | if type(v) == "table"
108 | then return vec2(self.x * v.x, self.y * v.y)
109 | else return vec2(self.x * v, self.y * v) end
110 | end
111 |
112 | function vec2_mt:__div( v )
113 | if type(v) == "table"
114 | then return vec2(self.x / v.x, self.y / v.y)
115 | else return vec2(self.x / v, self.y / v) end
116 | end
117 |
118 | function vec2_mt:__unm()
119 | return vec2(-self.x, -self.y)
120 | end
121 |
122 | function vec2_mt:dot( v )
123 | return self.x * v.x + self.y * v.y
124 | end
125 |
126 | function vec2_mt:length()
127 | return math.sqrt(self.x * self.x + self.y * self.y)
128 | end
129 |
130 | function vec2_mt:normalize()
131 | local length = self:length()
132 | if length == 0 then
133 | return vec2(0, 0)
134 | end
135 | return vec2(self.x / length, self.y / length)
136 | end
137 |
138 | function vec2_mt:rotate(angle)
139 | local cs = math.cos(angle)
140 | local sn = math.sin(angle)
141 | return vec2(self.x * cs - self.y * sn, self.x * sn + self.y * cs)
142 | end
143 |
144 | function vec2_mt:div()
145 | return self.x / self.y
146 | end
147 |
148 | function vec2_mt:min(v)
149 | if type(v) == "table"
150 | then return vec2(math.min(self.x, v.x), math.min(self.y, v.y))
151 | else return math.min(self.x, self.y) end
152 | end
153 |
154 | function vec2_mt:max(v)
155 | if type(v) == "table"
156 | then return vec2(math.max(self.x, v.x), math.max(self.y, v.y))
157 | else return math.max(self.x, self.y) end
158 | end
159 |
160 | function vec2_mt:abs()
161 | return vec2(math.abs(self.x), math.abs(self.y))
162 | end
163 |
164 | function vec2_mt:mix(v, n)
165 | return self * n + v * math.max(0, 1 - n)
166 | end
167 |
168 | function vec2_mt:__tostring()
169 | return ("(%g | %g)"):format(self:tuple())
170 | end
171 |
172 | function vec2_mt:tuple()
173 | return self.x, self.y
174 | end
175 |
176 | setmetatable(vec2, {__call = function(V, x, y )
177 | return setmetatable({x = x or 0, y = y or x or 0}, vec2_mt)
178 | end})
179 |
180 | tree = {}
181 | tick = 0
182 | floor = math.floor
183 | tx, ty = 120, 120
184 |
185 | cursor = {
186 | x = 8,
187 | y = 8,
188 | id = 352,
189 | lx = 8,
190 | ly = 8,
191 | sx = 0,
192 | sy = 0,
193 | lsx = 0,
194 | lsy = 0,
195 | l = false,
196 | ll = false,
197 | m = false,
198 | lm = false,
199 | r = false,
200 | lr = false,
201 | prog = false,
202 | hold_time = 0,
203 | drag = false,
204 | }
205 |
206 | tree_settings = {
207 | --left page
208 | {name = 'Trunk Width', val = 5, min = 1, max = 24, step = 1, update = function() update_trunk_width() end},
209 | {name = 'Trunk Height', val = 38, min = 16, max = 80, step = 1, update = function() update_trunk_height() end},
210 | {name = 'Step Height', val = 8, min = 1, max = 8, step = 1},
211 | {name = 'Shift/Step', val = 1, min = 0, max = 8, step = 1},
212 | {name = 'Sprite ID', val = 0, min = 0, max = 15, step = 1, update = function(self) tree.id = self.val end},
213 | {name = 'Branch Length', val = 12, min = 8, max = 32, step = 1},
214 | {name = 'Branch Width', val = 3, min = 2, max = 8, step = 1},
215 | {name = 'Br. Thickness', val = 2, min = 1, max = 8, step = 1},
216 | {name = 'Branch Height', val = 4, min = 1, max = 16, step = 1},
217 | {name = 'Branch Shift', val = 8, min = 1, max = 8, step = 1},
218 | {name = 'Total Branches', val = 5, min = 0, max = 16, step = 1},
219 | {name = 'Branch Deviation', val = 16, min = 1, max = 16, step = 1},
220 | {name = 'Leaf Density', val = 1.0, min = 0, max = 1.0, step = 0.05},
221 | {name = 'Leaf Cull Dist', val = 2, min = 0, max = 10, step = 1},
222 | {name = 'Leaf Fill Radius', val = 12, min = 4, max = 24, step = 1},
223 | {name = 'Leaf Fill Count', val = 65, min = 0, max = 150, step = 5},
224 | {name = 'Vine count', val = 2, min = 0, max = 10, step = 1},
225 |
226 | --right page
227 | {name = 'Fruit ID', val = 33, min = 32, max = 47, step = 1},
228 | {name = 'Fruit Density', val = 0.15, min = 0, max = 1.0, step = 0.05},
229 | {name = 'Save Width', val = 40, min = 1, max = 128, step = 1},
230 | {name = 'Save Height', val = 60, min = 1, max = 128, step = 1},
231 | {name = 'Save X', val = 102, min = 0, max = 239, step = 1},
232 | {name = 'Save Y', val = 60, min = 0, max = 125, step = 1},
233 | {name = 'Save ID', val = 256, min = 0, max = 511, step = 1},
234 | {name = 'BG Color', val = 8, min = 0, max = 15, step = 1},
235 | }
236 |
237 | function copyScreenToSprite(startX, startY, width, height, spriteStart)
238 | local spriteWidth = 8
239 | local spriteHeight = 8
240 | local spriteLineBytes = spriteWidth / 2 -- Number of bytes in a sprite line
241 | local screenLineBytes = 240 / 2 -- Number of bytes in a screen line
242 | local spritesPerRow = 16 -- Number of sprites per row in sprite RAM
243 |
244 | -- Calculate the number of full and partial sprites to copy
245 | local numSpritesX = math.ceil(width / spriteWidth)
246 | local numSpritesY = math.ceil(height / spriteHeight)
247 | local partialSpriteWidth = width % spriteWidth
248 | local partialSpriteHeight = height % spriteHeight
249 |
250 | for spriteY = 0, numSpritesY - 1 do
251 | for spriteX = 0, numSpritesX - 1 do
252 | local numLines = spriteHeight
253 | if spriteY == numSpritesY - 1 and partialSpriteHeight > 0 then
254 | numLines = partialSpriteHeight
255 | end
256 | for spriteLine = 0, numLines - 1 do
257 | -- Calculate the number of bytes to copy for this line
258 | local copyBytes = spriteLineBytes
259 | if spriteX == numSpritesX - 1 and partialSpriteWidth > 0 then
260 | copyBytes = math.ceil(partialSpriteWidth / 2)
261 | end
262 |
263 | -- Calculate addresses in screen and sprite RAM
264 | local screenAddr = 0x0000 + ((startY + spriteY * spriteHeight + spriteLine) * screenLineBytes) + math.floor((startX + spriteX * spriteWidth) / 2)
265 | local spriteIndex = spriteStart + spriteY * spritesPerRow + spriteX
266 | local spriteAddr = 0x4000 + (spriteIndex * 32) + spriteLine * spriteLineBytes
267 |
268 | -- Copy the line of the sprite
269 | memcpy(spriteAddr, screenAddr, copyBytes)
270 | end
271 | end
272 | end
273 | end
274 |
275 | function save_tree()
276 | local t = tree_settings
277 | local save_width, save_height, save_x, save_y, save_id = t[20].val, t[21].val, t[22].val, t[23].val, t[24].val
278 | local x, y, w, h = save_x, save_y, save_width, save_height
279 | --startX, startY, width, height, spriteStart
280 | copyScreenToSprite(x, y, w, h, save_id)
281 | --trace('x: ' .. x .. ' y: ' .. y .. ' w: ' .. w .. ' h: ' .. h)
282 | sync(0,0,true)
283 | end
284 |
285 | function clamp(val, min, max)
286 | return math.max(min, math.min(val, max))
287 | end
288 |
289 | function draw_cable(p1, p2, color, sag)
290 | -- calculate the length and midpoint of the cable
291 | local dx = p2.x - p1.x
292 | local dy = p2.y - p1.y
293 | local length = math.sqrt(dx * dx + dy * dy)
294 | local midpoint = { x = (p1.x + p2.x) / 2, y = (p1.y + p2.y) / 2 }
295 |
296 | -- calculate the height of the sag
297 | local sag_height = math.max(length / 8, sag)
298 |
299 | -- draw the cable
300 | for x = 0, length do
301 | local y = math.sin(x / length * math.pi) * sag_height
302 | local px = p1.x + dx * x / length + 0.5
303 | local py = p1.y + dy * x / length + y + 0.5
304 | if x > 0 then
305 | local px_prev = p1.x + dx * (x - 1) / length + 0.5
306 | local py_prev = p1.y + dy * (x - 1) / length + math.sin((x - 1) / length * math.pi) * sag_height + 0.5
307 | line(px_prev, py_prev, px, py, color)
308 | else
309 | pix(px, py, color)
310 | end
311 | end
312 | end
313 |
314 | function remap(n, a, b, c, d)
315 | return c + (n - a) * (d - c) / (b - a)
316 | end
317 |
318 | function prints(txt, x, y, bg, fg, shadow_offset)
319 | bg, fg = bg or 0, fg or 4
320 | shadow_offset = shadow_offset or {x = 1, y = 0}
321 | print(txt, x + shadow_offset.x, y + shadow_offset.y, bg, false, 1, true)
322 | print(txt, x, y, fg, false, 1, true)
323 | end
324 |
325 | function text_width(txt)
326 | return print(txt, 0, -10, 0, false, 1, true)
327 | end
328 |
329 | function hovered(_mouse, _box)
330 | local mx, my, bx, by, bw, bh = _mouse.x, _mouse.y, _box.x, _box.y, _box.w, _box.h
331 | return mx >= bx and mx < bx + bw and my >= by and my < by + bh
332 | end
333 |
334 | function update_cursor_state()
335 | local x, y, l, m, r, sx, sy = mouse()
336 | --update hold state for left and right click
337 | if l and cursor.l and not cursor.held_left and not cursor.r then
338 | cursor.held_left = true
339 | end
340 |
341 | if r and cursor.r and not cursor.held_right and not cursor.l then
342 | cursor.held_right = true
343 | end
344 |
345 | if cursor.held_left or cursor.held_right then
346 | cursor.hold_time = cursor.hold_time + 1
347 | end
348 |
349 | if not l and cursor.held_left then
350 | cursor.held_left = false
351 | cursor.hold_time = 0
352 | end
353 |
354 | if not r and cursor.held_right then
355 | cursor.held_right = false
356 | cursor.hold_time = 0
357 | end
358 |
359 | cursor.lx, cursor.ly, cursor.ll, cursor.lm, cursor.lr, cursor.lsx, cursor.lsy = cursor.x, cursor.y, cursor.l, cursor.m, cursor.r, cursor.sx, cursor.sy
360 | cursor.x, cursor.y, cursor.l, cursor.m, cursor.r, cursor.sx, cursor.sy = x, y, l, m, r, sx, sy
361 | end
362 |
363 | function draw_ui()
364 | local col = tree_settings[25].val
365 | ui.draw_panel(0, 0, 240, 136, col, 9, false)
366 | prints('Tree Generator', 120 - text_width('Tree Generator')/2, 3)
367 | --left set of ui buttons
368 | for i = 1, 17 do
369 | local v = tree_settings[i]
370 | local x, y = 4, 15 + (i-1) * 7
371 | prints(v.name, x, y)
372 | --x, y, flip, id, color, shadow_color, hover_color
373 | if ui.draw_button(62, y - 1, 1, UI_ARROW, 9, 0, 10) then
374 | v.val = clamp(v.val - v.step, v.min, v.max)
375 | if v.update then v:update() end
376 | --generate_tree()
377 | end
378 | if ui.draw_button(81, y - 1, 0, UI_ARROW, 9, 0, 10) then
379 | v.val = clamp(v.val + v.step, v.min, v.max)
380 | if v.update then v:update() end
381 | --generate_tree()
382 | end
383 | prints(v.val, 76 - floor(text_width(v.val)/2), y)
384 | end
385 | --right set of ui buttons
386 | for i = 18, #tree_settings do
387 | local v = tree_settings[i]
388 | local x, y = 165, 15 + (i-18) * 7
389 | prints(v.name, x, y)
390 | --x, y, flip, id, color, shadow_color, hover_color
391 | if ui.draw_button(x + 50, y - 1, 1, UI_ARROW, 9, 0, 10) then
392 | v.val = clamp(v.val - v.step, v.min, v.max)
393 | if v.update then v:update() end
394 | --generate_tree()
395 | end
396 | if ui.draw_button(x + 65, y - 1, 0, UI_ARROW, 9, 0, 10) then
397 | v.val = clamp(v.val + v.step, v.min, v.max)
398 | if v.update then v:update() end
399 | --generate_tree()
400 | end
401 | prints(v.val, x + 62 - floor(text_width(v.val)/2), y)
402 | end
403 |
404 |
405 | --Re-genrate tree button
406 | if ui.draw_button(3, 3, 0, UI_BUTTON, 12, 0, 11) then
407 | local width, height, step, rotation, id = table.unpack(tree_settings)
408 | tree = generate_tree(tx, ty, width.val, height.val, step.val, rotation.val, id.val)
409 | end
410 |
411 | end
412 |
413 | function generate_tree()
414 | --generate the main trunk
415 | tree = {}
416 | local t = tree_settings
417 | local tw, th, sh, ss, sid = t[1], t[2], t[3], t[4], t[5]
418 | local bl, bw, bt, bh, bs, nb, bd, lc, vn = t[6], t[7], t[8], t[9], t[10], t[11], t[12], t[14], t[17]
419 | local rad, count = t[15], t[16].val
420 | tree.id = sid.val
421 | local x, y = tx, ty
422 | tree.trunk = {{x1 = x, y1 = y, x2 = x + tw.val, y2 = y}}
423 | local i, last_height = 2, y
424 | while last_height > y - th.val do
425 | last_height = clamp(last_height - sh.val, y - th.val, y)
426 | local x1, x2 = tree.trunk[i-1].x1, tree.trunk[i-1].x2
427 | local shift = floor(math.random(-ss.val, ss.val))
428 | tree.trunk[i] = {x1 = x1 + shift, y1 = last_height, x2 = x2 + shift, y2 = last_height}
429 | i = i + 1
430 | end
431 |
432 | --generate the branches
433 | tree.branches = {}
434 | for i = 1, nb.val do
435 | tree.branches[i] = {}
436 | tree.branches[i].wood = generate_branch(i)
437 | tree.branches[i].leaves = generate_leaves(tree.branches[i].wood)
438 | tree.branches[i].fruit = generate_fruit(tree.branches[i].wood)
439 | end
440 |
441 | --generate top leaves fill
442 | tree.fleaves = {[1] = {}, [2] = {}}
443 | local sx, sy = tree.trunk[#tree.trunk].x1 + t[1].val/2 - 4, ty - t[2].val - rad.val
444 | for i = 1, count do
445 | --local x, y = floor(sx + math.sin(math.random(-10, 10)*100)), floor(sy + math.cos(math.random(-10, 10)*100))
446 | --circb(x, y, 6, 2)
447 | if math.random() < 0.5 then
448 | local side = math.random() > 0.5
449 | local angle = math.random() * 2 * math.pi -- Random angle in radians
450 | local distance = math.sqrt(math.random()) * rad.val -- Random distance within the radius
451 | local x = sx + distance * math.cos(angle)
452 | local y = sy + distance * math.sin(angle)
453 | table.insert(side and tree.fleaves[1] or tree.fleaves[2], {x = x, y = y, id = floor(math.random(2))})
454 | end
455 | end
456 | --generate hanging vines
457 | tree.vines = {}
458 | for i = 1, vn.val do
459 | table.insert(tree.vines, generate_vine())
460 | end
461 | return tree
462 | end
463 |
464 | function generate_leaves(branch)
465 | local leaves = {[1] = {}, [2] = {}}
466 | local leaf_density = tree_settings[13].val
467 | for i = #branch, 1, -1 do
468 | local step = 1
469 | if branch[i].x1 and math.random() < leaf_density then
470 | local xv = branch[i].x1 - 4
471 | local yv = branch[i].y1 - 4
472 | --local x = clamp(xv, tx + tw.val/2 - 16, tx + tw.val/2 + 16)
473 | --local y = clamp(yv, ty - th.val, ty)
474 | local side = math.random() > 0.5
475 | table.insert(side and leaves[1] or leaves[2], {x = xv, y = yv, id = floor(math.random(2))})
476 | end
477 | if branch[i].x1 and math.random() < leaf_density then
478 | local xv = branch[i].x2 - 4
479 | local yv = branch[i].y2 - 4
480 | local side = math.random() > 0.5
481 | table.insert(side and leaves[1] or leaves[2], {x = xv, y = yv, id = floor(math.random(2))})
482 | end
483 | step = step + 1
484 | end
485 | return leaves
486 | end
487 |
488 | function generate_fruit(branch)
489 | local t = tree_settings
490 | local fruit_id, fruit_count = t[18].val, t[19].val
491 | local fruit = {[1] = {}, [2] = {}}
492 | for i = #branch, 1, -1 do
493 | local step = 1
494 | if branch[i].x1 and math.random() < fruit_count then
495 | local xv = branch[i].x1 - 4
496 | local yv = branch[i].y1 - 4
497 | --local x = clamp(xv, tx + tw.val/2 - 16, tx + tw.val/2 + 16)
498 | --local y = clamp(yv, ty - th.val, ty)
499 | local side = math.random() > 0.5
500 | table.insert(side and fruit[1] or fruit[2], {x = xv, y = yv, id = floor(math.random(2))})
501 | end
502 | if branch[i].x1 and math.random() < fruit_count then
503 | local xv = branch[i].x2 - 4
504 | local yv = branch[i].y2 - 4
505 | local side = math.random() > 0.5
506 | table.insert(side and fruit[1] or fruit[2], {x = xv, y = yv, id = floor(math.random(2))})
507 | end
508 | step = step + 1
509 | end
510 | return fruit
511 | end
512 |
513 | function generate_branch(n)
514 | local t = tree_settings
515 | local tw, th, sh, ss, id = t[1], t[2], t[3], t[4], t[5]
516 | local bl, bw, bt, bh, bs, nb, bd, lc = t[6], t[7], t[8], t[9], t[10], t[11], t[12], t[14]
517 | local voff = clamp(n*(floor(math.random(-bd.val,bd.val))), -2, 12)
518 | local dir = n%2 == 0
519 | --find vertical trunk segment to attach branch
520 | local max_height = ty - th.val
521 | local index = math.ceil(remap(bh.val, 1, 16, 1, #tree.trunk - 1))
522 | local x1 = dir and tree.trunk[index + 1].x2 or tree.trunk[index + 1].x1
523 | local y1 = clamp(tree.trunk[index+1].y1 - voff, max_height, ty)
524 | local x2 = dir and tree.trunk[index].x2 or tree.trunk[index].x1
525 | local y2 = clamp(y1 + bt.val, max_height, ty)
526 | local x, y = tx, ty
527 | local branch = {{x1 = x1, y1 = y1, x2 = x2, y2 = y2}}
528 | local i, last_x = 2, not dir and x or x + tw.val
529 | if dir then
530 | while last_x < x + bl.val + tw.val do
531 | last_x = clamp(last_x + bw.val, x, x + bl.val + tw.val)
532 | local shift = floor(math.random(bs.val))
533 | local x1, x2, y1, y2 = last_x, last_x, branch[i-1].y1 - shift, branch[i-1].y2 - shift
534 | --x1 = floor(clamp(x1, tx + tw.val/2 - 20, tx + tw.val/2 + 20))
535 | --y1 = floor(clamp(y1, ty - th.val, ty))
536 | --x2 = floor(clamp(x2, tx + tw.val/2 - 20, tx + tw.val/2 + 20))
537 | --y2 = floor(clamp(y2, ty - th.val, ty))
538 | branch[i] = {x1 = x1, y1 = y1, x2 = x2, y2 = y2}
539 | i = i + 1
540 | end
541 | else
542 | while last_x > x - bl.val do
543 | last_x = clamp(last_x - bw.val, x - bl.val, x)
544 | local shift = floor(math.random(bs.val))
545 | local x1, x2, y1, y2 = last_x, last_x, branch[i-1].y1 - shift, branch[i-1].y2 - shift
546 | --x1 = floor(clamp(x1, tx + tw.val/2 - 20, tx + tw.val/2 + 20))
547 | --y1 = floor(clamp(y1, ty - th.val, ty))
548 | --x2 = floor(clamp(x2, tx + tw.val/2 - 20, tx + tw.val/2 + 20))
549 | --y2 = floor(clamp(y2, ty - th.val, ty))
550 | branch[i] = {x1 = x1, y1 = y1, x2 = x2, y2 = y2}
551 | i = i + 1
552 | end
553 | end
554 | return branch
555 | end
556 |
557 | function generate_vine()
558 | local vine = {}
559 | local branch1, branch2 = math.ceil(math.random(#tree.branches)), math.ceil(math.random(#tree.branches))
560 | local p1, p2 = tree.branches[branch1].wood[math.ceil(math.random(#tree.branches[branch1].wood))], tree.branches[branch2].wood[math.ceil(math.random(#tree.branches[branch2].wood))]
561 | return {x1 = p1.x1, y1 = p1.y1, x2 = p2.x2, y2 = p2.y2, color = 7 - floor(math.random(2)), sag = floor(math.random(10, 20))}
562 | end
563 |
564 | function update_trunk_width()
565 | local trunk_width = tree_settings[1].val
566 | for i = 1, #tree.trunk do
567 | local old_width = tree.trunk[i].x2 - tree.trunk[i].x1
568 | tree.trunk[i].x1 = tree.trunk[i].x1 + floor(old_width/2) - floor(trunk_width/2)
569 | tree.trunk[i].x2 = tree.trunk[i].x1 + trunk_width
570 | end
571 | end
572 |
573 | function update_trunk_height(old_height)
574 | local last_index = #tree.trunk
575 | local old_height = ty - tree.trunk[last_index].y1
576 | local new_height = tree_settings[2].val
577 | local step = tree_settings[3].val
578 | local ss = tree_settings[4].val
579 | local segment_height = tree.trunk[last_index - 1].y1 - tree.trunk[last_index].y1
580 | --if we're taller now
581 | if old_height < new_height then
582 | if segment_height < step then
583 | --raise current line
584 | tree.trunk[last_index].y1 = tree.trunk[last_index].y1 - 1
585 | tree.trunk[last_index].y2 = tree.trunk[last_index].y2 - 1
586 | else
587 | --add additional segment
588 | local shift = floor(math.random(-ss, ss))
589 | table.insert(tree.trunk, {x1 = tree.trunk[last_index].x1 + shift, y1 = tree.trunk[last_index].y1 - 1, x2 = tree.trunk[last_index].x2 + shift, y2 = tree.trunk[last_index].y2 - 1})
590 | end
591 | else
592 | --we're shorter now
593 | if segment_height > 1 then
594 | --reduce top segment
595 | tree.trunk[last_index].y1 = tree.trunk[last_index].y1 + 1
596 | tree.trunk[last_index].y2 = tree.trunk[last_index].y2 + 1
597 | else
598 | --or delete segment if h == 0
599 | table.remove(tree.trunk, last_index)
600 | end
601 | end
602 | end
603 |
604 | function mesh_fill(lines, id)
605 | id = id or 0
606 | local u = 8 * (id % 16)
607 | local v = 8 * floor(id / 16)
608 | for i = 1, #lines - 1 do
609 | --line(floor(tree.trunk[i].x1), floor(tree.trunk[i].y1), floor(tree.trunk[i+1].x1), floor(tree.trunk[i+1].y1), i%2 == 0 and 2 or 9)
610 | --line(floor(tree.trunk[i].x2), floor(tree.trunk[i].y2), floor(tree.trunk[i+1].x2), floor(tree.trunk[i+1].y2), i%2 == 0 and 2 or 9)
611 | -- Draw bottom triangle
612 | ttri(
613 | lines[i+0].x1, lines[i+0].y1,
614 | lines[i+0].x2, lines[i+0].y2,
615 | lines[i+1].x1, lines[i+1].y1,
616 | u, v+8, u+8, v+8, u, v, 0, 1
617 | )
618 |
619 | -- Draw top triangle
620 | ttri(
621 | lines[i+0].x2, lines[i+0].y2,
622 | lines[i+1].x1, lines[i+1].y1,
623 | lines[i+1].x2, lines[i+1].y2,
624 | u+8, v+8, u, v, u+8, v, 0, 1
625 | )
626 | end
627 | end
628 |
629 | function draw_tree()
630 | local t = tree_settings
631 | local tw, th, sh, ss, sid = t[1].val, t[2].val, t[3].val, t[4].val, t[5].val
632 | local bl, bw, bt, bh, bs, nb, bd, ld, leaf_cull_distance = t[6].val, t[7].val, t[8].val, t[9].val, t[10].val, t[11].val, t[12].val, t[13], t[14].val
633 | local fruit_id = t[18].val
634 | --draw background leaves first
635 | for k, v in ipairs(tree.branches) do
636 | --leaves
637 | for i, j in ipairs(v.leaves[1]) do
638 | if i <= leaf_cull_distance then
639 | spr(16 + j.id, j.x, j.y, 1, 1)
640 | end
641 | end
642 | --fruits
643 | for i, j in ipairs(v.fruit[1]) do
644 | --if i <= leaf_cull_distance then
645 | spr(fruit_id, j.x, j.y, 1, 1)
646 | --end
647 | end
648 | end
649 |
650 | for k, v in ipairs(tree.fleaves[1]) do
651 | spr(16 + v.id, v.x, v.y, 1, 1)
652 | end
653 |
654 | --draw main trunk
655 | mesh_fill(tree.trunk, tree.id)
656 |
657 | --draw all branches
658 | for i = 1, #tree.branches do
659 | mesh_fill(tree.branches[i].wood, tree.id)
660 | end
661 |
662 | for k, v in ipairs(tree.vines) do
663 | draw_cable({x = v.x1, y = v.y1}, {x = v.x2, y = v.y2}, v.color, v.sag)
664 | end
665 | --draw foreground leaves last
666 | for k, v in ipairs(tree.branches) do
667 | for i, j in ipairs(v.leaves[2]) do
668 | if i <= leaf_cull_distance then
669 | spr(16 + j.id, j.x, j.y, 1, 1)
670 | end
671 | end
672 | --fruits
673 | for i, j in ipairs(v.fruit[2]) do
674 | --if i <= leaf_cull_distance then
675 | spr(fruit_id, j.x, j.y, 1, 1)
676 | --end
677 | end
678 | for i, j in ipairs(v.fruit[1]) do
679 | --if i <= leaf_cull_distance then
680 | spr(fruit_id, j.x, j.y, 1, 1)
681 | --end
682 | end
683 | end
684 |
685 | for k, v in ipairs(tree.fleaves[2]) do
686 | spr(16 + v.id, v.x, v.y, 1, 1)
687 | end
688 |
689 | end
690 |
691 | tree = generate_tree()
692 |
693 | function TIC()
694 | cls(8)
695 | --cursor
696 | poke(0x3FFB, UI_CURSOR)
697 | --border
698 | poke(0x03FF8, 8)
699 | update_cursor_state()
700 | draw_ui()
701 | draw_tree()
702 | if keyp(20) then
703 | save_tree()
704 | end
705 | --save button
706 | prints('Save ->', 198, 4)
707 | if ui.draw_button(225, 3, 0, UI_BUTTON2, 12, 0, 11) then
708 | trace('saving tree')
709 | save_tree()
710 | end
711 | local t = tree_settings
712 | local save_width, save_height, save_x, save_y, save_id = t[20].val, t[21].val, t[22].val, t[23].val, t[24].val
713 | local x, y, w, h = save_x, save_y, save_width, save_height
714 | rectb(x-1, y-1, w+2, h+2, 2)
715 | tick = tick + 1
716 | end
717 |
718 | --
719 | -- 000:bbbbcb0000bcb00c00bbc000b00cbc0000bbcbbc0bbcb0cbbbbbc00cbbcb000b
720 | -- 001:0bbbb0b0bbb0bbbbbbbbb0bb0b0bbbbb0bbbbbb0bbb0b0bbbb0bb0bb0bbb0bb0
721 | -- 002:3333323233333233333333233333333233333232333332333333322333333322
722 | -- 003:1122331111322311112223111122331111322311112223111122331111322311
723 | -- 004:1333323113323221133233211333323113333321133233211333322113323231
724 | -- 005:11bcbb1111bbdc1111bcbd1111bbcb1111bcbc1111bbcb1111bccb1111bcdc11
725 | -- 006:eeeeeffeeefeefefeeeeeeefeeeeeeffeeeeeeeeeeeeeffeeeeeeeefefeeefef
726 | -- 007:4344e44e4344e4e43444e4ee3444e4e443344eee3444444e3444e4e43344e4ee
727 | -- 008:1111111111111111111111111111111111111111111111111111111111111111
728 | -- 009:1111111111111111111111111111111111111111111111111111111111111111
729 | -- 010:1111111111111111111111111111111111111111111111111111111111111111
730 | -- 011:1111111111111111111111111111111111111111111111111111111111111111
731 | -- 012:1111111111111111111111111111111111111111111111111111111111111111
732 | -- 013:1111111111111111111111111111111111111111111111111111111111111111
733 | -- 014:1111111111111111111111111111111111111111111111111111111111111111
734 | -- 015:1111111111111111111111111111111111111111111111111111111111111111
735 | -- 016:1111111111656561165656565567676516767676177777771177777111111111
736 | -- 017:1111111111656561165656565567676516767676177777771177777111111111
737 | -- 018:1111111111577671156567675656567615757555156567671156557111111111
738 | -- 019:1111111112443411232343414242424132343432232323211222221111111111
739 | -- 020:1111111111422321143432324343432314242444143432321143442111111111
740 | -- 021:1111111112443411232343414242424132323232222222211222221111111111
741 | -- 032:1b111111bdb111111b1111111111111111111111111111111111111111111111
742 | -- 033:111157b111177b3b117171b1171b751111b3b171111b11611151111711171111
743 | -- 034:7761111771771176611b117111b6b671117b11711b611b71b7b1b7b11b711b11
744 | -- 035:117111111117111111132111112222111122b211111221111111111111111111
745 | -- 036:1167711111111711111176111167111111173111113333111133431111133111
746 | -- 037:1111111111111111111111111111111111111111111111111111111111111111
747 | -- 048:1111111111656561165656565567676516767676177777771177777111111111
748 | -- 049:1111111111577671156567675656567615757555156567671156557111111111
749 | -- 050:1111111116565611656565615676765567676761777777711777771111111111
750 | -- 051:1111111111111111111111111111111111111111111111111111111111111111
751 | -- 052:1111111111111111111111111111111111111111111111111111111111111111
752 | -- 053:1111111111111111111111111111111111111111111111111111111111111111
753 | -- 064:1b111111bdb111111b1111111111111111111111111111111111111111111111
754 | -- 065:111157b111177b3b117171b1171b751111b3b171111b11611151111711171111
755 | -- 066:1111111111111111111111111111111111111111111111111111111111111111
756 | -- 067:1111111111111111111111111111111111111111111111111111111111111111
757 | -- 068:1111111111111111111111111111111111111111111111111111111111111111
758 | -- 069:1111111111111111111111111111111111111111111111111111111111111111
759 | -- 224:0011110001111100111888001188880011888800118888000000000000000000
760 | -- 240:1111111111141111111c4111111cc411111cc211111c21111112111111111111
761 | -- 241:1111111111111111114441111400c4111c0c0c111cc00c1112ccc21111222111
762 | -- 242:144444414cc0ccc4ccc00cccccc000ccccc00cccccc0cccc2cccccc212222221
763 | --
764 |
765 | --
766 | -- 000:8888888888888888888888888888888888888888888888888888888888888888
767 | -- 001:8888888888888888888888888888888588888888888888888888888888888888
768 | -- 002:8885656786565656656575755675656767675655777777788777778888888885
769 | -- 003:6788888876888888558888886788888878888888857767885656767865656768
770 | -- 004:8888888888888888888888888888888888888888888888888888888888888888
771 | -- 015:b0000000bb000000bbc00000bde0000000000000000000000000000000000000
772 | -- 016:8888888888885776888565678856577688856567885656568885757588856567
773 | -- 017:8888888878888888678888887688888867888865768886565557556765656676
774 | -- 018:8885776788565656866565656556767665675776565665656765565676767575
775 | -- 019:5757555856567678656557565765657757767656656767655656765775755556
776 | -- 020:8888888888888888857767886756767876756768676755585556767876755778
777 | -- 032:8888565588888888888888878888887888885776888565678856565688857575
778 | -- 033:565657777575757705656765b75655567bc78565678658577688785655888585
779 | -- 034:7777656577765656776767655676767665676777575557775676777765577777
780 | -- 035:6567676556557567565776776565676756565676657575557565676777565577
781 | -- 036:5776676877775558767676785667578865668888765588886767888877788888
782 | -- 048:8885656788885655888888888888888088888885888888568888856588885757
783 | -- 049:67888058788888b5888888088888888b77678880567678886567688857555887
784 | -- 050:888880cb888800bc55880bc08855bcb08857b555077b3bb07878bbc08b750cbb
785 | -- 051:00880777b8bb0558c0055888b55c888858b88888b8088888cc888888bc888888
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944 | -- 120:998840888888888888408844404044084408888440888888888888840888888888988888844044408888988888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
945 | -- 121:998840888440440884088840888884088408884088840840404408444088888889988888408840888888998888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
946 | -- 122:998840884040844044408844084084088408884088404040404040840888888899988888444044088888999888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
947 | -- 123:998840884408404084088840884084088408884088404040404040840888888809988888404088408888990888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
948 | -- 124:998844408440444084088840884044404440888440840884404040884088888880988888444044088888908888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
949 | -- 125:998888888888888888888888888888888888888888888888888888888888888888088888888888888888088888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
950 | -- 126:998888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
951 | -- 127:998840404088888888888888888888888888840888888888888888888888888888988888884408888888988888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
952 | -- 128:998840408844088440888440840840404408444088888888888888888888888889988888888840888888998888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
953 | -- 129:998840404040404040884088404040404040840888888888888888888888888899988888888408888888999888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
954 | -- 130:998840404040404408884088404040404040840888888888888888888888888809988888884088888888990888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
955 | -- 131:998884084040408440888440840884404040884088888888888888888888888880988888884440888888908888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
956 | -- 132:998888888888888888888888888888888888888888888888888888888888888888088888888888888888088888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888899
957 | -- 133:999888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888888999
958 | -- 134:899999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999998
959 | -- 135:889999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999999988
960 | --
961 |
962 | --
963 | -- 000:1010105d245db13e50ef9157ffff6daee65061be3c047f5005344c185dc95999f6e6eaf2b6baba8d8d9d7150042c2404
964 | --
965 |
966 |
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/tree_generatorV5.tic:
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https://raw.githubusercontent.com/archaicvirus/TreeGenerator/a72c6fb38d9d691fad5c14d9fff7196a5b9a577f/tree_generatorV5.tic
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