Dungeons!
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5 changed files with 112 additions and 65 deletions
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@ -29,6 +29,7 @@ use Ad5001\BetterGen\populator\CavePopulator;
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use Ad5001\BetterGen\populator\FloatingIslandPopulator;
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use Ad5001\BetterGen\populator\MineshaftPopulator;
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use Ad5001\BetterGen\populator\RavinePopulator;
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use Ad5001\BetterGen\populator\DungeonPopulator;
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use pocketmine\block\Block;
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use pocketmine\block\CoalOre;
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use pocketmine\block\DiamondOre;
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@ -202,13 +203,20 @@ class BetterNormal extends Generator {
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$mineshaft->setRandomAmount(102);
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$this->populators[] = $mineshaft;
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}
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if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("FloatingIslands", self::$options["delStruct"])) {
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$fisl = new FloatingIslandPopulator();
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$fisl->setBaseAmount(0);
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$fisl->setRandomAmount(132);
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$this->populators[] = $fisl;
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}
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if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Dungeons", self::$options["delStruct"])) {
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$dungeon = new DungeonPopulator();
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$dungeon->setBaseAmount(0);
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$dungeon->setRandomAmount(20);
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$this->populators[] = $dungeon;
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}
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if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Ores", self::$options["delStruct"])) {
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$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
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@ -44,7 +44,7 @@ class DungeonPopulator extends AmountPopulator {
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if($amount == 5) { // 1 out of 10 chunks
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$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
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$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
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$y = $random->nextRange(10, $this->getHighestWorkableBlock($x, $z));
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$y = $random->nextRange(10, $this->getHighestWorkableBlock($x, $z) - 6);
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$d = new Dungeons();
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$d->placeObject($level, $x, $y, $z, $random);
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}
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@ -45,25 +45,57 @@ class Dungeons extends PopulatorObject {
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* @return void
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*/
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public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) {
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$xDepth = 2 + $random->nextBoundedInt(4);
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$zDepth = 2 + $random->nextBoundedInt(4);
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echo "Building dungeon at $x, $y, $z\n";
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BuildingUtils::fillCallback(new Vector3($x + $xDepth, $y, $x + $zDepth), new Vector3($x - $xDepth, $y + 5, $z - $zDepth), function($v3, $level, $v3n2, $xDepth, $zDepth, $random) {
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if($v3->x == $v3n2->x + $xDepth ||
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$v3->x == $v3n2->x - $xDepth ||
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$v3->y == $v3n2->y ||
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$v3->y == $v3n2->y + 5 ||
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$v3->z == $v3n2->z + $zDepth ||
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$v3->z == $v3n2->z - $zDepth) {
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if($random->nextBoolean()) {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::COBBLESTONE);
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$xDepth = 3 + $random->nextBoundedInt(3);
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$zDepth = 3 + $random->nextBoundedInt(3);
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// echo "Building dungeon at $x, $y, $z\n";
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// Building walls
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list($pos1, $pos2) = BuildingUtils::minmax(new Vector3($x + $xDepth, $y, $z + $zDepth), new Vector3($x - $xDepth, $y + 5, $z - $zDepth));
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for($y = $pos1->y; $y >= $pos2->y; $y--) {
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for($x = $pos1->x; $x >= $pos2->x; $x--) {
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for($z = $pos1->z; $z >= $pos2->z; $z--) { // Cleaning the area first
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$level->setBlockIdAt($x, $y, $z, Block::AIR);
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}
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// Starting random walls.
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if($random->nextBoolean()) {
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$level->setBlockIdAt($x, $y, $pos1->z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($x, $y, $pos1->z, Block::COBBLESTONE);
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}
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if($random->nextBoolean()) {
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$level->setBlockIdAt($x, $y, $pos2->z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($x, $y, $pos2->z, Block::COBBLESTONE);
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}
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} else {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::AIR);
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}
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}, $level, new Vector3($x, $y, $z), $xDepth, $zDepth, $random);
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for($z = $pos1->z; $z >= $pos2->z; $z--) {
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if($random->nextBoolean()) {
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$level->setBlockIdAt($pos1->x, $y, $z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($pos1->x, $y, $z, Block::COBBLESTONE);
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}
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if($random->nextBoolean()) {
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$level->setBlockIdAt($pos2->x, $y, $z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($pos2->x, $y, $z, Block::COBBLESTONE);
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}
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}
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}
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// Bottom & top
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for($x = $pos1->x; $x >= $pos2->x; $x--) {
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for($z = $pos1->z; $z >= $pos2->z; $z--) {
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if($random->nextBoolean()) {
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$level->setBlockIdAt($x, $pos1->y, $z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($x, $pos1->y, $z, Block::COBBLESTONE);
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}
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if($random->nextBoolean()) {
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$level->setBlockIdAt($x, $pos2->y, $z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($x, $pos2->y, $z, Block::COBBLESTONE);
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}
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}
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}
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// Setting the spawner
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$level->setBlockIdAt($x, $y + 1, $z, Block::MOB_SPAWNER);
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}
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}
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@ -473,6 +473,7 @@ class SakuraTree extends Tree {
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* @return void
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*/
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public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) {
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$this->random = $random;
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$percentage = $random->nextBoundedInt(100);
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if ($percentage > 10) {
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return;
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@ -671,6 +672,12 @@ class SakuraTree extends Tree {
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public function setLog(ChunkManager $level, $x, $y, $z) {
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$level->setBlockIdAt($x, $y, $z, $this->trunkBlock);
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$level->setBlockDataAt($x, $y, $z, $this->type);
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if($this->random->nextBoundedInt(3) == 0){ // Setting a log near.
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$x += $this->random->nextBoundedInt(3) - 1;
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$z += $this->random->nextBoundedInt(3) - 1;
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$level->setBlockIdAt($x, $y, $z, $this->trunkBlock);
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$level->setBlockDataAt($x, $y, $z, $this->type);
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}
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}
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/**
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@ -42,11 +42,11 @@ class BuildingUtils {
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* @return void
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*/
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public static function fill(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block = null) {
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if ($block == null) $block = Block::get(Block::AIR);
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if($block == null) $block = Block::get(Block::AIR);
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list($pos1, $pos2) = self::minmax($pos1, $pos2);
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for($x = $pos1->x; $x >= $pos2->x; $x --) for($y = $pos1->y; $y >= $pos2->y; $y --) for($z = $pos1->z; $z >= $pos2->z; $z --) {
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$level->setBlockIdAt($x, $y, $z, $block->getId ());
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$level->setBlockDataAt($x, $y, $z, $block->getDamage ());
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for($x = $pos1->x; $x >= $pos2->x; $x--) for($y = $pos1->y; $y >= $pos2->y; $y--) for($z = $pos1->z; $z >= $pos2->z; $z--) {
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$level->setBlockIdAt($x, $y, $z, $block->getId());
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$level->setBlockDataAt($x, $y, $z, $block->getDamage());
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}
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}
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@ -63,11 +63,11 @@ class BuildingUtils {
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* @return void
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*/
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public static function fillRandom(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block = null, Random $random = null, $randMax = 3) {
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if ($block == null) $block = Block::get(Block::AIR);
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if($block == null) $block = Block::get(Block::AIR);
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list($pos1, $pos2) = self::minmax($pos1, $pos2);
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for($x = $pos1->x; $x >= $pos2->x; $x --) for($y = $pos1->y; $y >= $pos2->y; $y --) for($z = $pos1->z; $z >= $pos2->z; $z --) if($random !== null ? $random->nextBoundedInt($randMax) == 0 : rand(0, $randMax) == 0) {
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$level->setBlockIdAt($x, $y, $z, $block->getId ());
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$level->setBlockDataAt($x, $y, $z, $block->getDamage ());
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for($x = $pos1->x; $x >= $pos2->x; $x--) for($y = $pos1->y; $y >= $pos2->y; $y--) for($z = $pos1->z; $z >= $pos2->z; $z--) if($random !== null ? $random->nextBoundedInt($randMax) == 0 : rand(0, $randMax) == 0) {
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$level->setBlockIdAt($x, $y, $z, $block->getId());
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$level->setBlockDataAt($x, $y, $z, $block->getDamage());
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}
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}
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@ -83,7 +83,7 @@ class BuildingUtils {
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public static function fillCallback(Vector3 $pos1, Vector3 $pos2, callable $call, ...$params) : array {
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list($pos1, $pos2) = self::minmax($pos1, $pos2);
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$return = [];
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for($x = $pos1->x; $x >= $pos2->x; $x --) for($y = $pos1->y; $y >= $pos2->y; $y --) for($z = $pos1->z; $z >= $pos2->z; $z --) {
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for($x = $pos1->x; $x >= $pos2->x; $x--) for($y = $pos1->y; $y >= $pos2->y; $y--) for($z = $pos1->z; $z >= $pos2->z; $z--) {
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$return[] = call_user_func($call, new Vector3($x, $y, $z), ...$params);
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}
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return $return;
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@ -100,18 +100,18 @@ class BuildingUtils {
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*/
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public static function walls(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
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list($pos1, $pos2) = self::minmax($pos1, $pos2);
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for($y = $pos1->y; $y >= $pos2->y; $y --) {
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for($x = $pos1->x; $x >= $pos2->x; $x --) {
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$level->setBlockIdAt($x, $y, $pos1->z, $block->getId ());
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$level->setBlockDataAt($x, $y, $pos1->z, $block->getDamage ());
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$level->setBlockIdAt($x, $y, $pos2->z, $block->getId ());
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$level->setBlockDataAt($x, $y, $pos2->z, $block->getDamage ());
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for($y = $pos1->y; $y >= $pos2->y; $y--) {
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for($x = $pos1->x; $x >= $pos2->x; $x--) {
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$level->setBlockIdAt($x, $y, $pos1->z, $block->getId());
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$level->setBlockDataAt($x, $y, $pos1->z, $block->getDamage());
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$level->setBlockIdAt($x, $y, $pos2->z, $block->getId());
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$level->setBlockDataAt($x, $y, $pos2->z, $block->getDamage());
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}
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for($z = $pos1->z; $z >= $pos2->z; $z --) {
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$level->setBlockIdAt($pos1->x, $y, $z, $block->getId ());
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$level->setBlockDataAt($pos1->x, $y, $z, $block->getDamage ());
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$level->setBlockIdAt($pos2->x, $y, $z, $block->getId ());
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$level->setBlockDataAt($pos2->x, $y, $z, $block->getDamage ());
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for($z = $pos1->z; $z >= $pos2->z; $z--) {
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$level->setBlockIdAt($pos1->x, $y, $z, $block->getId());
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$level->setBlockDataAt($pos1->x, $y, $z, $block->getDamage());
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$level->setBlockIdAt($pos2->x, $y, $z, $block->getId());
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$level->setBlockDataAt($pos2->x, $y, $z, $block->getDamage());
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}
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}
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}
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@ -127,10 +127,10 @@ class BuildingUtils {
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*/
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public static function top(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
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list($pos1, $pos2) = self::minmax($pos1, $pos2);
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for($x = $pos1->x; $x >= $pos2->x; $x --)
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for($z = $pos1->z; $z >= $pos2->z; $z --) {
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$level->setBlockIdAt($x, $pos1->y, $z, $block->getId ());
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$level->setBlockDataAt($x, $pos1->y, $z, $block->getDamage ());
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for($x = $pos1->x; $x >= $pos2->x; $x--)
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for($z = $pos1->z; $z >= $pos2->z; $z--) {
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$level->setBlockIdAt($x, $pos1->y, $z, $block->getId());
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$level->setBlockDataAt($x, $pos1->y, $z, $block->getDamage());
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}
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}
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@ -145,15 +145,15 @@ class BuildingUtils {
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*/
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public static function corners(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
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list($pos1, $pos2) = self::minmax($pos1, $pos2);
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for($y = $pos1->y; $y >= $pos2->y; $y --) {
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$level->setBlockIdAt($pos1->x, $y, $pos1->z, $block->getId ());
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$level->setBlockDataAt($pos1->x, $y, $pos1->z, $block->getDamage ());
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$level->setBlockIdAt($pos2->x, $y, $pos1->z, $block->getId ());
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$level->setBlockDataAt($pos2->x, $y, $pos1->z, $block->getDamage ());
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$level->setBlockIdAt($pos1->x, $y, $pos2->z, $block->getId ());
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$level->setBlockDataAt($pos1->x, $y, $pos2->z, $block->getDamage ());
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$level->setBlockIdAt($pos2->x, $y, $pos2->z, $block->getId ());
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$level->setBlockDataAt($pos2->x, $y, $pos2->z, $block->getDamage ());
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for($y = $pos1->y; $y >= $pos2->y; $y--) {
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$level->setBlockIdAt($pos1->x, $y, $pos1->z, $block->getId());
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$level->setBlockDataAt($pos1->x, $y, $pos1->z, $block->getDamage());
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$level->setBlockIdAt($pos2->x, $y, $pos1->z, $block->getId());
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$level->setBlockDataAt($pos2->x, $y, $pos1->z, $block->getDamage());
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$level->setBlockIdAt($pos1->x, $y, $pos2->z, $block->getId());
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$level->setBlockDataAt($pos1->x, $y, $pos2->z, $block->getDamage());
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$level->setBlockIdAt($pos2->x, $y, $pos2->z, $block->getId());
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$level->setBlockDataAt($pos2->x, $y, $pos2->z, $block->getDamage());
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}
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}
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@ -168,10 +168,10 @@ class BuildingUtils {
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*/
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public static function bottom(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
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list($pos1, $pos2) = self::minmax($pos1, $pos2);
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for($x = $pos1->x; $x >= $pos2->x; $x --)
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for($z = $pos1->z; $z >= $pos2->z; $z --) {
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$level->setBlockIdAt($x, $pos2->y, $z, $block->getId ());
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$level->setBlockDataAt($x, $pos2->y, $z, $block->getDamage ());
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for($x = $pos1->x; $x >= $pos2->x; $x--)
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for($z = $pos1->z; $z >= $pos2->z; $z--) {
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$level->setBlockIdAt($x, $pos2->y, $z, $block->getId());
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$level->setBlockDataAt($x, $pos2->y, $z, $block->getDamage());
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}
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}
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@ -189,14 +189,14 @@ class BuildingUtils {
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$xBounded = $random->nextBoundedInt(3) - 1;
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$yBounded = $random->nextBoundedInt(3) - 1;
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$zBounded = $random->nextBoundedInt(3) - 1;
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$pos = $pos->round ();
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for($x = $pos->x - ($infos->x / 2); $x <= $pos->x + ($infos->x / 2); $x ++) {
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for($y = $pos->y - ($infos->y / 2); $y <= $pos->y + ($infos->y / 2); $y ++) {
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for($z = $pos->z - ($infos->z / 2); $z <= $pos->z + ($infos->z / 2); $z ++) {
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// if(abs((abs($x) - abs($pos->x)) ** 2 + ($y - $pos->y) ** 2 + (abs($z) - abs($pos->z)) ** 2) < (abs($infos->x / 2 + $xBounded) + abs($infos->y / 2 + $yBounded) + abs($infos->z / 2 + $zBounded)) ** 2
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if (abs((abs($x) - abs($pos->x)) ** 2 + ($y - $pos->y) ** 2 + (abs($z) - abs($pos->z)) ** 2) < ((($infos->x / 2 - $xBounded) + ($infos->y / 2 - $yBounded) + ($infos->z / 2 - $zBounded)) / 3) ** 2 && $y > 0 && ! in_array($level->getBlockIdAt($x, $y, $z), self::TO_NOT_OVERWRITE) && ! in_array($level->getBlockIdAt($x, $y + 1, $z), self::TO_NOT_OVERWRITE)) {
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$level->setBlockIdAt($x, $y, $z, $block->getId ());
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$level->setBlockDataAt($x, $y, $z, $block->getDamage ());
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$pos = $pos->round();
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for($x = $pos->x -($infos->x / 2); $x <= $pos->x +($infos->x / 2); $x++) {
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for($y = $pos->y -($infos->y / 2); $y <= $pos->y +($infos->y / 2); $y++) {
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for($z = $pos->z -($infos->z / 2); $z <= $pos->z +($infos->z / 2); $z++) {
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// if(abs((abs($x) - abs($pos->x)) ** 2 +($y - $pos->y) ** 2 +(abs($z) - abs($pos->z)) ** 2) <(abs($infos->x / 2 + $xBounded) + abs($infos->y / 2 + $yBounded) + abs($infos->z / 2 + $zBounded)) ** 2
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if(abs((abs($x) - abs($pos->x)) ** 2 +($y - $pos->y) ** 2 +(abs($z) - abs($pos->z)) ** 2) <((($infos->x / 2 - $xBounded) +($infos->y / 2 - $yBounded) +($infos->z / 2 - $zBounded)) / 3) ** 2 && $y > 0 && ! in_array($level->getBlockIdAt($x, $y, $z), self::TO_NOT_OVERWRITE) && ! in_array($level->getBlockIdAt($x, $y + 1, $z), self::TO_NOT_OVERWRITE)) {
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$level->setBlockIdAt($x, $y, $z, $block->getId());
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$level->setBlockDataAt($x, $y, $z, $block->getDamage());
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -210,7 +210,7 @@ class BuildingUtils {
|
|||
* @param Vector3 $pos2
|
||||
* @return array
|
||||
*/
|
||||
protected static function minmax(Vector3 $pos1, Vector3 $pos2): array {
|
||||
public static function minmax(Vector3 $pos1, Vector3 $pos2): array {
|
||||
$v1 = new Vector3(max($pos1->x, $pos2->x), max($pos1->y, $pos2->y), max($pos1->z, $pos2->z));
|
||||
$v2 = new Vector3(min($pos1->x, $pos2->x), min($pos1->y, $pos2->y), min($pos1->z, $pos2->z));
|
||||
return [
|
||||
|
|
Loading…
Reference in a new issue