Fixed formating.
This commit is contained in:
parent
e8f2961eab
commit
be6965b909
28 changed files with 335 additions and 336 deletions
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@ -53,23 +53,23 @@ class BetterDesert extends SandyBiome implements Mountainable {
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$this->temperature = 0.5;
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$this->temperature = 0.5;
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$this->rainfall = 0;
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$this->rainfall = 0;
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$this->setGroundCover([
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$this->setGroundCover([
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Block::get(Block::SAND, 0 ),
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Block::get(Block::SAND, 0),
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Block::get(Block::SAND, 0 ),
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Block::get(Block::SAND, 0),
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Block::get(Block::SAND, 0 ),
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Block::get(Block::SAND, 0),
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Block::get(Block::SAND, 0 ),
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Block::get(Block::SAND, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 ),
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Block::get(Block::SANDSTONE, 0),
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Block::get(Block::SANDSTONE, 0 )
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Block::get(Block::SANDSTONE, 0)
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]);
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]);
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}
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}
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public function getName(): string {
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public function getName(): string {
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@ -50,7 +50,7 @@ class BetterForest extends ForestBiome implements Mountainable {
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$this->addPopulator($ft);
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$this->addPopulator($ft);
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$trees = new TreePopulator($type);
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$trees = new TreePopulator($type);
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$trees->setBaseAmount((null !== @constant(TreePopulator::$types [$type] . "::maxPerChunk" )) ? constant(TreePopulator::$types [$type] . "::maxPerChunk" ) : 5);
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$trees->setBaseAmount((null !== @constant(TreePopulator::$types [$type] . "::maxPerChunk")) ? constant(TreePopulator::$types [$type] . "::maxPerChunk") : 5);
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$this->addPopulator($trees);
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$this->addPopulator($trees);
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$tallGrass = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\TallGrass () : new \pocketmine\level\generator\populator\TallGrass();
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$tallGrass = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\TallGrass () : new \pocketmine\level\generator\populator\TallGrass();
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@ -81,10 +81,10 @@ class BetterForest extends ForestBiome implements Mountainable {
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* @return bool
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* @return bool
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*/
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*/
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public static function registerForest(string $name, string $treeClass, array $infos): bool {
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public static function registerForest(string $name, string $treeClass, array $infos): bool {
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self::$types [] = str_ireplace("tree", "", explode("\\", $treeClass ) [count(explode("\\", $treeClass ) )] ) . " Forest";
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self::$types [] = str_ireplace("tree", "", explode("\\", $treeClass) [count(explode("\\", $treeClass))]) . " Forest";
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TreePopulator::$types [] = $treeClass;
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TreePopulator::$types [] = $treeClass;
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self::$ids [] = Main::SAKURA_FOREST + (count(self::$types ) - 2);
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self::$ids [] = Main::SAKURA_FOREST + (count(self::$types) - 2);
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Main::register(Main::SAKURA_FOREST + (count(self::$types ) - 2), new BetterForest(count(self::$types ) - 1, $infos ));
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Main::register(Main::SAKURA_FOREST + (count(self::$types) - 2), new BetterForest(count(self::$types) - 1, $infos));
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return true;
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return true;
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}
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}
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}
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}
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@ -24,11 +24,11 @@ class BetterIcePlains extends SnowyBiome implements Mountainable {
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public function __construct() {
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public function __construct() {
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parent::__construct ();
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parent::__construct ();
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$this->setGroundCover([
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$this->setGroundCover([
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Block::get(Block::SNOW, 0 ),
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Block::get(Block::SNOW, 0),
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Block::get(Block::GRASS, 0 ),
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Block::get(Block::GRASS, 0),
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Block::get(Block::DIRT, 0 ),
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Block::get(Block::DIRT, 0),
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Block::get(Block::DIRT, 0 ),
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Block::get(Block::DIRT, 0),
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Block::get(Block::DIRT, 0 )
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Block::get(Block::DIRT, 0)
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]);
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]);
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$this->addPopulator(new IglooPopulator ());
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$this->addPopulator(new IglooPopulator ());
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@ -44,7 +44,7 @@ class BetterMesa extends SandyBiome {
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$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
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$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
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$ores->setOreTypes([
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$ores->setOreTypes([
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Main::isOtherNS() ? new \pocketmine\level\generator\normal\object\OreType(new GoldOre (), 2, 8, 0, 32 ) : new \pocketmine\level\generator\object\OreType(new GoldOre (), 2, 8, 0, 32 )
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Main::isOtherNS() ? new \pocketmine\level\generator\normal\object\OreType(new GoldOre (), 2, 8, 0, 32) : new \pocketmine\level\generator\object\OreType(new GoldOre (), 2, 8, 0, 32)
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]);
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]);
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$this->addPopulator($cactus);
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$this->addPopulator($cactus);
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@ -58,50 +58,50 @@ class BetterMesa extends SandyBiome {
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$this->temperature = 0.8;
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$this->temperature = 0.8;
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$this->rainfall = 0;
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$this->rainfall = 0;
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$this->setGroundCover([
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$this->setGroundCover([
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Block::get(Block::DIRT, 0 ),
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Block::get(Block::DIRT, 0),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 7 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 7),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 12 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 12),
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Block::get(Block::STAINED_HARDENED_CLAY, 12 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 12),
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Block::get(Block::STAINED_HARDENED_CLAY, 12 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 12),
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Block::get(Block::STAINED_HARDENED_CLAY, 14 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 14),
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Block::get(Block::STAINED_HARDENED_CLAY, 14 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 14),
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Block::get(Block::STAINED_HARDENED_CLAY, 14 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 14),
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Block::get(Block::STAINED_HARDENED_CLAY, 4 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 4),
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Block::get(Block::STAINED_HARDENED_CLAY, 7 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 7),
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Block::get(Block::STAINED_HARDENED_CLAY, 0 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 7 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 7),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 )
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Block::get(Block::RED_SANDSTONE, 0)
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]);
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]);
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}
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}
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public function getName(): string {
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public function getName(): string {
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@ -39,7 +39,7 @@ class BetterMesaPlains extends SandyBiome {
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$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
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$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
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$ores->setOreTypes([
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$ores->setOreTypes([
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Main::isOtherNS() ? new \pocketmine\level\generator\normal\object\OreType(new GoldOre (), 2, 8, 0, 32 ) : new \pocketmine\level\generator\object\OreType(new GoldOre (), 2, 8, 0, 32 )
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Main::isOtherNS() ? new \pocketmine\level\generator\normal\object\OreType(new GoldOre (), 2, 8, 0, 32) : new \pocketmine\level\generator\object\OreType(new GoldOre (), 2, 8, 0, 32)
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]);
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]);
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$this->addPopulator($cactus);
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$this->addPopulator($cactus);
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@ -53,51 +53,51 @@ class BetterMesaPlains extends SandyBiome {
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$this->temperature = 0.6;
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$this->temperature = 0.6;
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$this->rainfall = 0;
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$this->rainfall = 0;
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$this->setGroundCover([
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$this->setGroundCover([
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Block::get(Block::SAND, 1 ),
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Block::get(Block::SAND, 1),
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Block::get(Block::SAND, 1 ),
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Block::get(Block::SAND, 1),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 7 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 7),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 12 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 12),
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Block::get(Block::STAINED_HARDENED_CLAY, 12 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 12),
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Block::get(Block::STAINED_HARDENED_CLAY, 12 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 12),
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Block::get(Block::STAINED_HARDENED_CLAY, 14 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 14),
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Block::get(Block::STAINED_HARDENED_CLAY, 14 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 14),
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Block::get(Block::STAINED_HARDENED_CLAY, 14 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 14),
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Block::get(Block::STAINED_HARDENED_CLAY, 4 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 4),
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Block::get(Block::STAINED_HARDENED_CLAY, 7 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 7),
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Block::get(Block::STAINED_HARDENED_CLAY, 0 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 7 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 7),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::HARDENED_CLAY, 0 ),
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Block::get(Block::HARDENED_CLAY, 0),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::STAINED_HARDENED_CLAY, 1 ),
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Block::get(Block::STAINED_HARDENED_CLAY, 1),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 ),
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Block::get(Block::RED_SANDSTONE, 0),
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Block::get(Block::RED_SANDSTONE, 0 )
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Block::get(Block::RED_SANDSTONE, 0)
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]);
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]);
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}
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}
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public function getName(): string {
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public function getName(): string {
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@ -22,17 +22,17 @@ class BetterRiver extends Biome {
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$this->clearPopulators ();
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$this->clearPopulators ();
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$this->setGroundCover([
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$this->setGroundCover([
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Block::get(Block::SAND, 0 ),
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Block::get(Block::SAND, 0),
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Block::get(Block::SAND, 0 ),
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Block::get(Block::SAND, 0),
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Block::get(Block::SAND, 0 ),
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Block::get(Block::SAND, 0),
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Block::get(Block::SANDSTONE, 0 ),
|
Block::get(Block::SANDSTONE, 0),
|
||||||
Block::get(Block::SANDSTONE, 0 ),
|
Block::get(Block::SANDSTONE, 0),
|
||||||
Block::get(Block::SANDSTONE, 0 ),
|
Block::get(Block::SANDSTONE, 0),
|
||||||
Block::get(Block::SANDSTONE, 0 ),
|
Block::get(Block::SANDSTONE, 0),
|
||||||
Block::get(Block::SANDSTONE, 0 ),
|
Block::get(Block::SANDSTONE, 0),
|
||||||
Block::get(Block::SANDSTONE, 0 ),
|
Block::get(Block::SANDSTONE, 0),
|
||||||
Block::get(Block::SANDSTONE, 0 ),
|
Block::get(Block::SANDSTONE, 0),
|
||||||
Block::get(Block::SANDSTONE, 0 )
|
Block::get(Block::SANDSTONE, 0)
|
||||||
]);
|
]);
|
||||||
|
|
||||||
$this->setElevation(60, 60);
|
$this->setElevation(60, 60);
|
||||||
|
|
|
@ -44,10 +44,10 @@ class BetterBiomeSelector extends BiomeSelector {
|
||||||
$this->biomes [$biome->getId ()] = $biome;
|
$this->biomes [$biome->getId ()] = $biome;
|
||||||
}
|
}
|
||||||
public function getTemperature($x, $z) {
|
public function getTemperature($x, $z) {
|
||||||
return ($this->temperature->noise2D($x, $z, true ) + 1) / 2;
|
return ($this->temperature->noise2D($x, $z, true) + 1) / 2;
|
||||||
}
|
}
|
||||||
public function getRainfall($x, $z) {
|
public function getRainfall($x, $z) {
|
||||||
return ($this->rainfall->noise2D($x, $z, true ) + 1) / 2;
|
return ($this->rainfall->noise2D($x, $z, true) + 1) / 2;
|
||||||
}
|
}
|
||||||
|
|
||||||
/**
|
/**
|
||||||
|
@ -60,8 +60,8 @@ class BetterBiomeSelector extends BiomeSelector {
|
||||||
* @return Biome
|
* @return Biome
|
||||||
*/
|
*/
|
||||||
public function pickBiome($x, $z) {
|
public function pickBiome($x, $z) {
|
||||||
$temperature = ($this->getTemperature($x, $z ));
|
$temperature = ($this->getTemperature($x, $z));
|
||||||
$rainfall = ($this->getRainfall($x, $z ));
|
$rainfall = ($this->getRainfall($x, $z));
|
||||||
|
|
||||||
$biomeId = BetterNormal::getBiome($temperature, $rainfall);
|
$biomeId = BetterNormal::getBiome($temperature, $rainfall);
|
||||||
$b = (($biomeId instanceof Biome) ? $biomeId : ($this->biomes [$biomeId] ?? $this->fallback));
|
$b = (($biomeId instanceof Biome) ? $biomeId : ($this->biomes [$biomeId] ?? $this->fallback));
|
||||||
|
|
|
@ -99,7 +99,7 @@ class BetterNormal extends Generator {
|
||||||
}
|
}
|
||||||
|
|
||||||
$b = $this->selector->pickBiome($x + $xNoise - 1, $z + $zNoise - 1);
|
$b = $this->selector->pickBiome($x + $xNoise - 1, $z + $zNoise - 1);
|
||||||
if ($b instanceof Mountainable && $this->random->nextBoundedInt(1000 ) < 3) {
|
if ($b instanceof Mountainable && $this->random->nextBoundedInt(1000) < 3) {
|
||||||
$b = clone $b;
|
$b = clone $b;
|
||||||
// $b->setElevation($b->getMinElevation () + (50 * $b->getMinElevation () / 100), $b->getMaxElevation () + (50 * $b->getMinElevation () / 100));
|
// $b->setElevation($b->getMinElevation () + (50 * $b->getMinElevation () / 100), $b->getMaxElevation () + (50 * $b->getMinElevation () / 100));
|
||||||
}
|
}
|
||||||
|
@ -122,35 +122,35 @@ class BetterNormal extends Generator {
|
||||||
$this->noiseBase = new Simplex($this->random, 4, 1 / 4, 1 / 32);
|
$this->noiseBase = new Simplex($this->random, 4, 1 / 4, 1 / 32);
|
||||||
$this->random->setSeed($this->level->getSeed ());
|
$this->random->setSeed($this->level->getSeed ());
|
||||||
|
|
||||||
$this->registerBiome(Biome::getBiome(Biome::OCEAN ));
|
$this->registerBiome(Biome::getBiome(Biome::OCEAN));
|
||||||
$this->registerBiome(Biome::getBiome(Biome::PLAINS ));
|
$this->registerBiome(Biome::getBiome(Biome::PLAINS));
|
||||||
$this->registerBiome(new BetterDesert ());
|
$this->registerBiome(new BetterDesert ());
|
||||||
$this->registerBiome(new BetterMesa ());
|
$this->registerBiome(new BetterMesa ());
|
||||||
$this->registerBiome(new BetterMesaPlains ());
|
$this->registerBiome(new BetterMesaPlains ());
|
||||||
$this->registerBiome(Biome::getBiome(Biome::TAIGA ));
|
$this->registerBiome(Biome::getBiome(Biome::TAIGA));
|
||||||
$this->registerBiome(Biome::getBiome(Biome::SWAMP ));
|
$this->registerBiome(Biome::getBiome(Biome::SWAMP));
|
||||||
$this->registerBiome(new BetterRiver ());
|
$this->registerBiome(new BetterRiver ());
|
||||||
$this->registerBiome(new BetterIcePlains ());
|
$this->registerBiome(new BetterIcePlains ());
|
||||||
$this->registerBiome(new BetterForest(0, [
|
$this->registerBiome(new BetterForest(0, [
|
||||||
0.6,
|
0.6,
|
||||||
0.5
|
0.5
|
||||||
] ));
|
]));
|
||||||
$this->registerBiome(new BetterForest(1, [
|
$this->registerBiome(new BetterForest(1, [
|
||||||
0.7,
|
0.7,
|
||||||
0.8
|
0.8
|
||||||
] ));
|
]));
|
||||||
$this->registerBiome(new BetterForest(2, [
|
$this->registerBiome(new BetterForest(2, [
|
||||||
0.6,
|
0.6,
|
||||||
0.4
|
0.4
|
||||||
] ));
|
]));
|
||||||
|
|
||||||
$this->selector = new BetterBiomeSelector($random, [
|
$this->selector = new BetterBiomeSelector($random, [
|
||||||
self::class,
|
self::class,
|
||||||
"getBiome"
|
"getBiome"
|
||||||
], self::getBiome(0, 0 ));
|
], self::getBiome(0, 0));
|
||||||
|
|
||||||
foreach(self::$biomes as $rain ) {
|
foreach(self::$biomes as $rain) {
|
||||||
foreach($rain as $biome ) {
|
foreach($rain as $biome) {
|
||||||
$this->selector->addBiome($biome);
|
$this->selector->addBiome($biome);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -189,24 +189,24 @@ class BetterNormal extends Generator {
|
||||||
|
|
||||||
$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
|
$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
|
||||||
if(Main::isOtherNS()) $ores->setOreTypes([
|
if(Main::isOtherNS()) $ores->setOreTypes([
|
||||||
new OreType2(new CoalOre (), 20, 16, 0, 128 ),
|
new OreType2(new CoalOre (), 20, 16, 0, 128),
|
||||||
new OreType2(new IronOre (), 20, 8, 0, 64 ),
|
new OreType2(new IronOre (), 20, 8, 0, 64),
|
||||||
new OreType2(new RedstoneOre (), 8, 7, 0, 16 ),
|
new OreType2(new RedstoneOre (), 8, 7, 0, 16),
|
||||||
new OreType2(new LapisOre (), 1, 6, 0, 32 ),
|
new OreType2(new LapisOre (), 1, 6, 0, 32),
|
||||||
new OreType2(new GoldOre (), 2, 8, 0, 32 ),
|
new OreType2(new GoldOre (), 2, 8, 0, 32),
|
||||||
new OreType2(new DiamondOre (), 1, 7, 0, 16 ),
|
new OreType2(new DiamondOre (), 1, 7, 0, 16),
|
||||||
new OreType2(new Dirt (), 20, 32, 0, 128 ),
|
new OreType2(new Dirt (), 20, 32, 0, 128),
|
||||||
new OreType2(new Gravel (), 10, 16, 0, 128 )
|
new OreType2(new Gravel (), 10, 16, 0, 128)
|
||||||
]);
|
]);
|
||||||
if(!Main::isOtherNS()) $ores->setOreTypes([
|
if(!Main::isOtherNS()) $ores->setOreTypes([
|
||||||
new OreType(new CoalOre (), 20, 16, 0, 128 ),
|
new OreType(new CoalOre (), 20, 16, 0, 128),
|
||||||
new OreType(new IronOre (), 20, 8, 0, 64 ),
|
new OreType(new IronOre (), 20, 8, 0, 64),
|
||||||
new OreType(new RedstoneOre (), 8, 7, 0, 16 ),
|
new OreType(new RedstoneOre (), 8, 7, 0, 16),
|
||||||
new OreType(new LapisOre (), 1, 6, 0, 32 ),
|
new OreType(new LapisOre (), 1, 6, 0, 32),
|
||||||
new OreType(new GoldOre (), 2, 8, 0, 32 ),
|
new OreType(new GoldOre (), 2, 8, 0, 32),
|
||||||
new OreType(new DiamondOre (), 1, 7, 0, 16 ),
|
new OreType(new DiamondOre (), 1, 7, 0, 16),
|
||||||
new OreType(new Dirt (), 20, 32, 0, 128 ),
|
new OreType(new Dirt (), 20, 32, 0, 128),
|
||||||
new OreType(new Gravel (), 10, 16, 0, 128 )
|
new OreType(new Gravel (), 10, 16, 0, 128)
|
||||||
]);
|
]);
|
||||||
$this->populators [] = $ores;
|
$this->populators [] = $ores;
|
||||||
}
|
}
|
||||||
|
@ -220,10 +220,10 @@ class BetterNormal extends Generator {
|
||||||
if(\Ad5001\BetterGen\utils\CommonUtils::in_arrayi($biome->getName(), self::$options["deleteBiomes"])) {
|
if(\Ad5001\BetterGen\utils\CommonUtils::in_arrayi($biome->getName(), self::$options["deleteBiomes"])) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
foreach(self::$levels as $lvl ) if(isset($lvl->selector)) $lvl->selector->addBiome($biome); // If no selector created, it would cause errors. These will be added when selectoes
|
foreach(self::$levels as $lvl) if(isset($lvl->selector)) $lvl->selector->addBiome($biome); // If no selector created, it would cause errors. These will be added when selectoes
|
||||||
if (! isset(self::$biomes[(string) $biome->getRainfall ()] )) self::$biomes [( string ) $biome->getRainfall ()] = [ ];
|
if (! isset(self::$biomes[(string) $biome->getRainfall ()])) self::$biomes [( string) $biome->getRainfall ()] = [ ];
|
||||||
self::$biomes [( string ) $biome->getRainfall ()] [( string ) $biome->getTemperature ()] = $biome;
|
self::$biomes [( string) $biome->getRainfall ()] [( string) $biome->getTemperature ()] = $biome;
|
||||||
ksort(self::$biomes [( string ) $biome->getRainfall ()]);
|
ksort(self::$biomes [( string) $biome->getRainfall ()]);
|
||||||
ksort(self::$biomes);
|
ksort(self::$biomes);
|
||||||
self::$biomeById[$biome->getId()] = $biome;
|
self::$biomeById[$biome->getId()] = $biome;
|
||||||
return true;
|
return true;
|
||||||
|
@ -236,26 +236,26 @@ class BetterNormal extends Generator {
|
||||||
*/
|
*/
|
||||||
public static function getBiome($temperature, $rainfall) {
|
public static function getBiome($temperature, $rainfall) {
|
||||||
$ret = null;
|
$ret = null;
|
||||||
if (! isset(self::$biomes [( string ) round($rainfall, 1 )] )) {
|
if (! isset(self::$biomes [( string) round($rainfall, 1)])) {
|
||||||
while(! isset(self::$biomes [( string ) round($rainfall, 1 )] ) ) {
|
while(! isset(self::$biomes [( string) round($rainfall, 1)])) {
|
||||||
if (abs($rainfall - round($rainfall, 1 ) ) >= 0.05)
|
if (abs($rainfall - round($rainfall, 1)) >= 0.05)
|
||||||
$rainfall += 0.1;
|
$rainfall += 0.1;
|
||||||
if (abs($rainfall - round($rainfall, 1 ) ) < 0.05)
|
if (abs($rainfall - round($rainfall, 1)) < 0.05)
|
||||||
$rainfall -= 0.1;
|
$rainfall -= 0.1;
|
||||||
if (round($rainfall, 1 ) < 0)
|
if (round($rainfall, 1) < 0)
|
||||||
$rainfall = 0;
|
$rainfall = 0;
|
||||||
if (round($rainfall, 1 ) >= 0.9)
|
if (round($rainfall, 1) >= 0.9)
|
||||||
$rainfall = 0.9;
|
$rainfall = 0.9;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
$b = self::$biomes [( string ) round($rainfall, 1 )];
|
$b = self::$biomes [( string) round($rainfall, 1)];
|
||||||
foreach($b as $t => $biome ) {
|
foreach($b as $t => $biome) {
|
||||||
if ($temperature <=(float ) $t) {
|
if ($temperature <=(float) $t) {
|
||||||
$ret = $biome;
|
$ret = $biome;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
if (is_string($ret )) {
|
if (is_string($ret)) {
|
||||||
$ret = new $ret ();
|
$ret = new $ret ();
|
||||||
}
|
}
|
||||||
return $ret;
|
return $ret;
|
||||||
|
@ -304,7 +304,7 @@ class BetterNormal extends Generator {
|
||||||
$adjacent = $biome;
|
$adjacent = $biome;
|
||||||
} else {
|
} else {
|
||||||
$index = Level::chunkHash($chunkX * 16 + $x + $sx, $chunkZ * 16 + $z + $sz);
|
$index = Level::chunkHash($chunkX * 16 + $x + $sx, $chunkZ * 16 + $z + $sz);
|
||||||
if (isset($biomeCache [$index] )) {
|
if (isset($biomeCache [$index])) {
|
||||||
$adjacent = $biomeCache [$index];
|
$adjacent = $biomeCache [$index];
|
||||||
} else {
|
} else {
|
||||||
$biomeCache [$index] = $adjacent = $this->pickBiome($chunkX * 16 + $x + $sx, $chunkZ * 16 + $z + $sz);
|
$biomeCache [$index] = $adjacent = $this->pickBiome($chunkX * 16 + $x + $sx, $chunkZ * 16 + $z + $sz);
|
||||||
|
@ -338,7 +338,7 @@ class BetterNormal extends Generator {
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
foreach($this->generationPopulators as $populator ) {
|
foreach($this->generationPopulators as $populator) {
|
||||||
$populator->populate($this->level, $chunkX, $chunkZ, $this->random);
|
$populator->populate($this->level, $chunkX, $chunkZ, $this->random);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -350,7 +350,7 @@ class BetterNormal extends Generator {
|
||||||
*/
|
*/
|
||||||
public function populateChunk($chunkX, $chunkZ) {
|
public function populateChunk($chunkX, $chunkZ) {
|
||||||
$this->random->setSeed(0xdeadbeef ^ ($chunkX << 8) ^ $chunkZ ^ $this->level->getSeed ());
|
$this->random->setSeed(0xdeadbeef ^ ($chunkX << 8) ^ $chunkZ ^ $this->level->getSeed ());
|
||||||
foreach($this->populators as $populator ) {
|
foreach($this->populators as $populator) {
|
||||||
$populator->populate($this->level, $chunkX, $chunkZ, $this->random);
|
$populator->populate($this->level, $chunkX, $chunkZ, $this->random);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -358,12 +358,12 @@ class BetterNormal extends Generator {
|
||||||
for($x = $chunkX; $x < $chunkX + 16; $x ++)
|
for($x = $chunkX; $x < $chunkX + 16; $x ++)
|
||||||
for($z = $chunkZ; $z < $chunkZ + 16; $z ++)
|
for($z = $chunkZ; $z < $chunkZ + 16; $z ++)
|
||||||
for($y = 1; $y < 11; $y ++) {
|
for($y = 1; $y < 11; $y ++) {
|
||||||
if (! in_array($this->level->getBlockIdAt($x, $y, $z ), self::NOT_OVERWRITABLE ))
|
if (! in_array($this->level->getBlockIdAt($x, $y, $z), self::NOT_OVERWRITABLE))
|
||||||
$this->level->setBlockIdAt($x, $y, $z, Block::LAVA);
|
$this->level->setBlockIdAt($x, $y, $z, Block::LAVA);
|
||||||
}
|
}
|
||||||
|
|
||||||
$chunk = $this->level->getChunk($chunkX, $chunkZ);
|
$chunk = $this->level->getChunk($chunkX, $chunkZ);
|
||||||
$biome = self::getBiomeById($chunk->getBiomeId(7, 7 ));
|
$biome = self::getBiomeById($chunk->getBiomeId(7, 7));
|
||||||
$biome->populateChunk($this->level, $chunkX, $chunkZ, $this->random);
|
$biome->populateChunk($this->level, $chunkX, $chunkZ, $this->random);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
@ -429,7 +429,7 @@ class BetterNormal extends Generator {
|
||||||
* Returns a safe spawn location
|
* Returns a safe spawn location
|
||||||
*/
|
*/
|
||||||
public function getSafeSpawn() {
|
public function getSafeSpawn() {
|
||||||
return new Vector3(127.5, $this->getHighestWorkableBlock(127, 127 ), 127.5);
|
return new Vector3(127.5, $this->getHighestWorkableBlock(127, 127), 127.5);
|
||||||
}
|
}
|
||||||
|
|
||||||
/*
|
/*
|
||||||
|
|
|
@ -47,7 +47,7 @@ class CactusPopulator extends AmountPopulator {
|
||||||
$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
|
$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
|
||||||
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
|
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
|
||||||
$y = $this->getHighestWorkableBlock($x, $z);
|
$y = $this->getHighestWorkableBlock($x, $z);
|
||||||
if ($y !== -1 and $cactus->canPlaceObject($level, $x, $y, $z, $random )) {
|
if ($y !== -1 and $cactus->canPlaceObject($level, $x, $y, $z, $random)) {
|
||||||
$cactus->placeObject($level, $x, $y, $z);
|
$cactus->placeObject($level, $x, $y, $z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -40,7 +40,7 @@ class CavePopulator extends AmountPopulator {
|
||||||
for($i = 0; $i < $amount; $i++) {
|
for($i = 0; $i < $amount; $i++) {
|
||||||
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
||||||
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
||||||
$y = $random->nextRange(10, $this->getHighestWorkableBlock($x, $z ));
|
$y = $random->nextRange(10, $this->getHighestWorkableBlock($x, $z));
|
||||||
// echo "Generating cave at $x, $y, $z." . PHP_EOL;
|
// echo "Generating cave at $x, $y, $z." . PHP_EOL;
|
||||||
$this->generateCave($x, $y, $z, $random);
|
$this->generateCave($x, $y, $z, $random);
|
||||||
}
|
}
|
||||||
|
@ -49,8 +49,8 @@ class CavePopulator extends AmountPopulator {
|
||||||
for($i = 0; $i < $random->nextBoundedInt(5) + 3; $i ++) {
|
for($i = 0; $i < $random->nextBoundedInt(5) + 3; $i ++) {
|
||||||
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
||||||
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
||||||
$y = $random->nextRange(10, $this->getHighestWorkableBlock($x, $z ));
|
$y = $random->nextRange(10, $this->getHighestWorkableBlock($x, $z));
|
||||||
if ($level->getBlockIdAt($x, $y, $z ) == Block::STONE && ($level->getBlockIdAt($x + 1, $y, $z ) == Block::AIR || $level->getBlockIdAt($x - 1, $y, $z ) == Block::AIR || $level->getBlockIdAt($x, $y, $z + 1 ) == Block::AIR || $level->getBlockIdAt($x, $y, $z - 1 ) == Block::AIR) && $level->getBlockIdAt($x, $y - 1, $z ) !== Block::AIR && $level->getBlockIdAt($x, $y + 1, $z ) !== Block::AIR) {
|
if ($level->getBlockIdAt($x, $y, $z) == Block::STONE && ($level->getBlockIdAt($x + 1, $y, $z) == Block::AIR || $level->getBlockIdAt($x - 1, $y, $z) == Block::AIR || $level->getBlockIdAt($x, $y, $z + 1) == Block::AIR || $level->getBlockIdAt($x, $y, $z - 1) == Block::AIR) && $level->getBlockIdAt($x, $y - 1, $z) !== Block::AIR && $level->getBlockIdAt($x, $y + 1, $z) !== Block::AIR) {
|
||||||
if ($y < 40 && $random->nextBoolean ()) {
|
if ($y < 40 && $random->nextBoolean ()) {
|
||||||
$level->setBlockIdAt($x, $y, $z, Block::LAVA);
|
$level->setBlockIdAt($x, $y, $z, Block::LAVA);
|
||||||
} else {
|
} else {
|
||||||
|
@ -87,9 +87,8 @@ class CavePopulator extends AmountPopulator {
|
||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
public function generateCave($x, $y, $z, Random $random) {
|
public function generateCave($x, $y, $z, Random $random) {
|
||||||
$generatedBranches = $random->nextBoundedInt(10 ) + 1;
|
$generatedBranches = $random->nextBoundedInt(10) + 1;
|
||||||
// echo "Num of branch left => " . $generatedBranches . PHP_EOL;
|
foreach($gen = $this->generateBranch($x, $y, $z, 5, 3, 5, $random) as $v3) {
|
||||||
foreach($gen = $this->generateBranch($x, $y, $z, 5, 3, 5, $random ) as $v3 ) {
|
|
||||||
$generatedBranches --;
|
$generatedBranches --;
|
||||||
if ($generatedBranches <= 0) {
|
if ($generatedBranches <= 0) {
|
||||||
$gen->send(self::STOP);
|
$gen->send(self::STOP);
|
||||||
|
@ -111,34 +110,34 @@ class CavePopulator extends AmountPopulator {
|
||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
public function generateBranch($x, $y, $z, $length, $height, $depth, Random $random) {
|
public function generateBranch($x, $y, $z, $length, $height, $depth, Random $random) {
|
||||||
if (! (yield new Vector3($x, $y, $z ))) {
|
if (! (yield new Vector3($x, $y, $z))) {
|
||||||
for($i = 0; $i <= 4; $i ++) {
|
for($i = 0; $i <= 4; $i ++) {
|
||||||
BuildingUtils::buildRandom($this->level, new Vector3($x, $y, $z ), new Vector3($length - $i, $height - $i, $depth - $i ), $random, Block::get(Block::AIR ));
|
BuildingUtils::buildRandom($this->level, new Vector3($x, $y, $z), new Vector3($length - $i, $height - $i, $depth - $i), $random, Block::get(Block::AIR));
|
||||||
$x += round(($random->nextBoundedInt(round(30 * ($length / 10) ) + 1 ) / 10 - 2));
|
$x += round(($random->nextBoundedInt(round(30 * ($length / 10)) + 1) / 10 - 2));
|
||||||
$yP = $random->nextRange(- 14, 14);
|
$yP = $random->nextRange(-14, 14);
|
||||||
if ($yP > 12) {
|
if ($yP > 12) {
|
||||||
$y ++;
|
$y ++;
|
||||||
} elseif ($yP < - 12) {
|
} elseif ($yP < - 12) {
|
||||||
$y --;
|
$y --;
|
||||||
}
|
}
|
||||||
$z += round(($random->nextBoundedInt(round(30 * ($depth / 10) ) + 1 ) / 10 - 1));
|
$z += round(($random->nextBoundedInt(round(30 * ($depth / 10)) + 1) / 10 - 1));
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
$repeat = $random->nextBoundedInt(25 ) + 15;
|
$repeat = $random->nextBoundedInt(25) + 15;
|
||||||
while($repeat -- > 0 ) {
|
while($repeat-- > 0) {
|
||||||
BuildingUtils::buildRandom($this->level, new Vector3($x, $y, $z ), new Vector3($length, $height, $depth ), $random, Block::get(Block::AIR ));
|
BuildingUtils::buildRandom($this->level, new Vector3($x, $y, $z), new Vector3($length, $height, $depth), $random, Block::get(Block::AIR));
|
||||||
$x += round(($random->nextBoundedInt(round(30 * ($length / 10) ) + 1 ) / 10 - 2));
|
$x += round(($random->nextBoundedInt(round(30 * ($length / 10)) + 1) / 10 - 2));
|
||||||
$yP = $random->nextRange(- 14, 14);
|
$yP = $random->nextRange(- 14, 14);
|
||||||
if ($yP > 12) {
|
if ($yP > 12) {
|
||||||
$y ++;
|
$y ++;
|
||||||
} elseif ($yP < - 12) {
|
} elseif ($yP < - 12) {
|
||||||
$y --;
|
$y --;
|
||||||
}
|
}
|
||||||
$z += round(($random->nextBoundedInt(round(30 * ($depth / 10) ) + 1 ) / 10 - 1));
|
$z += round(($random->nextBoundedInt(round(30 * ($depth / 10)) + 1) / 10 - 1));
|
||||||
$height += $random->nextBoundedInt(3 ) - 1;
|
$height += $random->nextBoundedInt(3) - 1;
|
||||||
$length += $random->nextBoundedInt(3 ) - 1;
|
$length += $random->nextBoundedInt(3) - 1;
|
||||||
$depth += $random->nextBoundedInt(3 ) - 1;
|
$depth += $random->nextBoundedInt(3) - 1;
|
||||||
if ($height < 3)
|
if ($height < 3)
|
||||||
$height = 3;
|
$height = 3;
|
||||||
if ($length < 3)
|
if ($length < 3)
|
||||||
|
@ -151,8 +150,8 @@ class CavePopulator extends AmountPopulator {
|
||||||
$length = 7;
|
$length = 7;
|
||||||
if ($height < 7)
|
if ($height < 7)
|
||||||
$height = 7;
|
$height = 7;
|
||||||
if ($random->nextBoundedInt(10 ) == 0) {
|
if ($random->nextBoundedInt(10) == 0) {
|
||||||
foreach($generator = $this->generateBranch($x, $y, $z, $length, $height, $depth, $random ) as $gen ) {
|
foreach($generator = $this->generateBranch($x, $y, $z, $length, $height, $depth, $random) as $gen) {
|
||||||
if (! (yield $gen))
|
if (! (yield $gen))
|
||||||
$generator->send(self::STOP);
|
$generator->send(self::STOP);
|
||||||
}
|
}
|
||||||
|
|
|
@ -40,7 +40,7 @@ class DeadbushPopulator extends AmountPopulator {
|
||||||
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
|
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
|
||||||
if(!in_array($level->getChunk($chunkX, $chunkZ)->getBiomeId(abs($x % 16), ($z % 16)), [40, 39, Biome::DESERT])) continue;
|
if(!in_array($level->getChunk($chunkX, $chunkZ)->getBiomeId(abs($x % 16), ($z % 16)), [40, 39, Biome::DESERT])) continue;
|
||||||
$y = $this->getHighestWorkableBlock($x, $z);
|
$y = $this->getHighestWorkableBlock($x, $z);
|
||||||
if ($y !== -1 && $level->getBlockIdAt($x, $y - 1, $z ) == Block::SAND) {
|
if ($y !== -1 && $level->getBlockIdAt($x, $y - 1, $z) == Block::SAND) {
|
||||||
$level->setBlockIdAt($x, $y, $z, Block::DEAD_BUSH);
|
$level->setBlockIdAt($x, $y, $z, Block::DEAD_BUSH);
|
||||||
$level->setBlockDataAt($x, $y, $z, 1);
|
$level->setBlockDataAt($x, $y, $z, 1);
|
||||||
}
|
}
|
||||||
|
|
|
@ -54,7 +54,7 @@ class FallenTreePopulator extends AmountPopulator {
|
||||||
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
|
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
|
||||||
$y = $this->getHighestWorkableBlock($x, $z);
|
$y = $this->getHighestWorkableBlock($x, $z);
|
||||||
if(isset(FallenTree::$overridable[$level->getBlockIdAt($x, $y, $z)])) $y--; // Changing $y if 1 block to high.
|
if(isset(FallenTree::$overridable[$level->getBlockIdAt($x, $y, $z)])) $y--; // Changing $y if 1 block to high.
|
||||||
if ($y !== -1 and $fallenTree->canPlaceObject($level, $x, $y + 1, $z, $random )) {
|
if ($y !== -1 and $fallenTree->canPlaceObject($level, $x, $y + 1, $z, $random)) {
|
||||||
$fallenTree->placeObject($level, $x, $y + 1, $z);
|
$fallenTree->placeObject($level, $x, $y + 1, $z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -146,7 +146,7 @@ class FloatingIslandPopulator extends AmountPopulator {
|
||||||
public function populateOres(ChunkManager $level, Vector3 $pos, int $width, int $height, Random $random) {
|
public function populateOres(ChunkManager $level, Vector3 $pos, int $width, int $height, Random $random) {
|
||||||
$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
|
$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
|
||||||
if(Main::isOtherNS()) $ores->setOreTypes([
|
if(Main::isOtherNS()) $ores->setOreTypes([
|
||||||
new OreType2(new CoalOre (), 20, 16, $pos->y - $height, $pos->y ),
|
new OreType2(new CoalOre (), 20, 16, $pos->y - $height, $pos->y),
|
||||||
new OreType2(new IronOre (), 20, 8, $pos->y - $height, $pos->y - round($height * 0.75)),
|
new OreType2(new IronOre (), 20, 8, $pos->y - $height, $pos->y - round($height * 0.75)),
|
||||||
new OreType2(new RedstoneOre (), 8, 7, $pos->y - $height, $pos->y - round($height / 2)),
|
new OreType2(new RedstoneOre (), 8, 7, $pos->y - $height, $pos->y - round($height / 2)),
|
||||||
new OreType2(new LapisOre (), 1, 6, $pos->y - $height, $pos->y - round($height / 2)),
|
new OreType2(new LapisOre (), 1, 6, $pos->y - $height, $pos->y - round($height / 2)),
|
||||||
|
@ -154,7 +154,7 @@ class FloatingIslandPopulator extends AmountPopulator {
|
||||||
new OreType2(new DiamondOre (), 1, 7, $pos->y - $height, $pos->y - round($height / 4))
|
new OreType2(new DiamondOre (), 1, 7, $pos->y - $height, $pos->y - round($height / 4))
|
||||||
]);
|
]);
|
||||||
if(!Main::isOtherNS()) $ores->setOreTypes([
|
if(!Main::isOtherNS()) $ores->setOreTypes([
|
||||||
new OreType(new CoalOre (), 20, 16, $pos->y - $height, $pos->y ),
|
new OreType(new CoalOre (), 20, 16, $pos->y - $height, $pos->y),
|
||||||
new OreType(new IronOre (), 20, 8, $pos->y - $height, $pos->y - round($height * 0.75)),
|
new OreType(new IronOre (), 20, 8, $pos->y - $height, $pos->y - round($height * 0.75)),
|
||||||
new OreType(new RedstoneOre (), 8, 7, $pos->y - $height, $pos->y - round($height / 2)),
|
new OreType(new RedstoneOre (), 8, 7, $pos->y - $height, $pos->y - round($height / 2)),
|
||||||
new OreType(new LapisOre (), 1, 6, $pos->y - $height, $pos->y - round($height / 2)),
|
new OreType(new LapisOre (), 1, 6, $pos->y - $height, $pos->y - round($height / 2)),
|
||||||
|
|
|
@ -33,13 +33,13 @@ class IglooPopulator extends AmountPopulator {
|
||||||
*/
|
*/
|
||||||
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
|
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
|
||||||
$this->level = $level;
|
$this->level = $level;
|
||||||
if ($random->nextBoundedInt(100 ) > 30)
|
if ($random->nextBoundedInt(100) > 30)
|
||||||
return;
|
return;
|
||||||
$igloo = new Igloo ();
|
$igloo = new Igloo ();
|
||||||
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
||||||
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
||||||
$y = $this->getHighestWorkableBlock($x, $z ) - 1;
|
$y = $this->getHighestWorkableBlock($x, $z) - 1;
|
||||||
if ($igloo->canPlaceObject($level, $x, $y, $z, $random ))
|
if ($igloo->canPlaceObject($level, $x, $y, $z, $random))
|
||||||
$igloo->placeObject($level, $x, $y, $z, $random);
|
$igloo->placeObject($level, $x, $y, $z, $random);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -42,13 +42,13 @@ class LakePopulator extends AmountPopulator {
|
||||||
$x += $random->nextRange(- 1, 1);
|
$x += $random->nextRange(- 1, 1);
|
||||||
$y += $random->nextRange(- 1, 1);
|
$y += $random->nextRange(- 1, 1);
|
||||||
$z += $random->nextRange(- 1, 1);
|
$z += $random->nextRange(- 1, 1);
|
||||||
if ($level->getBlockIdAt($x, $y, $z ) !== Block::AIR)
|
if ($level->getBlockIdAt($x, $y, $z) !== Block::AIR)
|
||||||
BuildingUtils::buildRandom($this->level, new Vector3($x, $y, $z ), new Vector3(5, 5, 5 ), $random, Block::get(Block::WATER ));
|
BuildingUtils::buildRandom($this->level, new Vector3($x, $y, $z), new Vector3(5, 5, 5), $random, Block::get(Block::WATER));
|
||||||
}
|
}
|
||||||
for($xx = $x - 8; $xx <= $x + 8; $xx ++)
|
for($xx = $x - 8; $xx <= $x + 8; $xx ++)
|
||||||
for($zz = $z - 8; $zz <= $z + 8; $zz ++)
|
for($zz = $z - 8; $zz <= $z + 8; $zz ++)
|
||||||
for($yy = $ory + 1; $yy <= $y + 3; $yy ++)
|
for($yy = $ory + 1; $yy <= $y + 3; $yy ++)
|
||||||
if ($level->getBlockIdAt($xx, $yy, $zz ) == Block::WATER)
|
if ($level->getBlockIdAt($xx, $yy, $zz) == Block::WATER)
|
||||||
$level->setBlockIdAt($xx, $yy, $zz, Block::AIR);
|
$level->setBlockIdAt($xx, $yy, $zz, Block::AIR);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -41,31 +41,31 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
* @param $random pocketmine\utils\Random
|
* @param $random pocketmine\utils\Random
|
||||||
*/
|
*/
|
||||||
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
|
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
|
||||||
if ($this->getAmount($random ) < 100)
|
if ($this->getAmount($random) < 100)
|
||||||
return;
|
return;
|
||||||
$this->level = $level;
|
$this->level = $level;
|
||||||
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
||||||
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
||||||
$y = $random->nextRange(5, 50);
|
$y = $random->nextRange(5, 50);
|
||||||
// First filling the large dirt place (center of the mineshaft)
|
// First filling the large dirt place (center of the mineshaft)
|
||||||
BuildingUtils::fill($level, new Vector3($x - 6, $y, $x - 6 ), new Vector3($x + 6, $y + 8, $z + 6 ), Block::get(Block::AIR ));
|
BuildingUtils::fill($level, new Vector3($x - 6, $y, $x - 6), new Vector3($x + 6, $y + 8, $z + 6), Block::get(Block::AIR));
|
||||||
BuildingUtils::fill($level, new Vector3($x - 6, $y, $x - 6 ), new Vector3($x + 6, $y, $z + 6 ), Block::get(Block::DIRT ));
|
BuildingUtils::fill($level, new Vector3($x - 6, $y, $x - 6), new Vector3($x + 6, $y, $z + 6), Block::get(Block::DIRT));
|
||||||
$startingPath = $random->nextBoundedInt(4);
|
$startingPath = $random->nextBoundedInt(4);
|
||||||
$this->maxPath = $random->nextBoundedInt(100 ) + 50;
|
$this->maxPath = $random->nextBoundedInt(100) + 50;
|
||||||
foreach(array_fill(0, $startingPath, 1 ) as $hey ) {
|
foreach(array_fill(0, $startingPath, 1) as $hey) {
|
||||||
$dir = $random->nextBoundedInt(4);
|
$dir = $random->nextBoundedInt(4);
|
||||||
switch ($dir) {
|
switch ($dir) {
|
||||||
case self::DIR_XPLUS :
|
case self::DIR_XPLUS :
|
||||||
$this->generateMineshaftPart($x + 6, $y + $random->nextBoundedInt(5 ), $z + $random->nextBoundedInt(12 ) - 6, $dir, $random);
|
$this->generateMineshaftPart($x + 6, $y + $random->nextBoundedInt(5), $z + $random->nextBoundedInt(12) - 6, $dir, $random);
|
||||||
break;
|
break;
|
||||||
case self::DIR_XMIN :
|
case self::DIR_XMIN :
|
||||||
$this->generateMineshaftPart($x - 6, $y + $random->nextBoundedInt(5 ), $z + $random->nextBoundedInt(12 ) - 6, $dir, $random);
|
$this->generateMineshaftPart($x - 6, $y + $random->nextBoundedInt(5), $z + $random->nextBoundedInt(12) - 6, $dir, $random);
|
||||||
break;
|
break;
|
||||||
case self::DIR_ZPLUS :
|
case self::DIR_ZPLUS :
|
||||||
$this->generateMineshaftPart($x + $random->nextBoundedInt(12 ) - 6, $y + $random->nextBoundedInt(8 ), $z + 6, $dir, $random);
|
$this->generateMineshaftPart($x + $random->nextBoundedInt(12) - 6, $y + $random->nextBoundedInt(8), $z + 6, $dir, $random);
|
||||||
break;
|
break;
|
||||||
case self::DIR_ZMIN :
|
case self::DIR_ZMIN :
|
||||||
$this->generateMineshaftPart($x + $random->nextBoundedInt(12 ) - 6, $y + $random->nextBoundedInt(8 ), $z - 6, $dir, $random);
|
$this->generateMineshaftPart($x + $random->nextBoundedInt(12) - 6, $y + $random->nextBoundedInt(8), $z - 6, $dir, $random);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -89,15 +89,15 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
switch ($dir) {
|
switch ($dir) {
|
||||||
case self::DIR_XPLUS :
|
case self::DIR_XPLUS :
|
||||||
// First, filling everything blank.
|
// First, filling everything blank.
|
||||||
BuildingUtils::fill($this->level, new Vector3($x, $y, $z - 1 ), new Vector3($x + 4, $y + 2, $z + 1 ), Block::get(Block::AIR ));
|
BuildingUtils::fill($this->level, new Vector3($x, $y, $z - 1), new Vector3($x + 4, $y + 2, $z + 1), Block::get(Block::AIR));
|
||||||
// Then, making sure the floor is solid.
|
// Then, making sure the floor is solid.
|
||||||
BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z - 1 ), new Vector3($x + 4, $y - 1, $z + 1 ), function ($v3, ChunkManager $level) {
|
BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z - 1), new Vector3($x + 4, $y - 1, $z + 1), function ($v3, ChunkManager $level) {
|
||||||
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z ) == Block::AIR)
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
||||||
}, $this->level);
|
}, $this->level);
|
||||||
// Putting rails
|
// Putting rails
|
||||||
BuildingUtils::fillCallback(new Vector3($x, $y, $z ), new Vector3($x + 4, $y, $z ), function ($v3, ChunkManager $level, Random $random) {
|
BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x + 4, $y, $z), function ($v3, ChunkManager $level, Random $random) {
|
||||||
if ($random->nextBoundedInt(3 ) !== 0) {
|
if ($random->nextBoundedInt(3) !== 0) {
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
|
||||||
$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 1);
|
$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 1);
|
||||||
}
|
}
|
||||||
|
@ -113,32 +113,32 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
$level->setBlockIdAt($x + 1, $y + 2, $z, Block::TORCH);
|
$level->setBlockIdAt($x + 1, $y + 2, $z, Block::TORCH);
|
||||||
$level->setBlockDataAt($x + 1, $y + 2, $z, 2);
|
$level->setBlockDataAt($x + 1, $y + 2, $z, 2);
|
||||||
// Generating chest
|
// Generating chest
|
||||||
if ($random->nextBoundedInt(30 ) == 0) {
|
if ($random->nextBoundedInt(30) == 0) {
|
||||||
$direction =(int ) $random->nextBoolean ();
|
$direction =(int) $random->nextBoolean ();
|
||||||
if ($direction == 0)
|
if ($direction == 0)
|
||||||
$direction = -1; // Choosing the part of the rail.
|
$direction = -1; // Choosing the part of the rail.
|
||||||
$direction2 =(int ) $random->nextBoolean ();
|
$direction2 =(int) $random->nextBoolean ();
|
||||||
if ($direction2 == 0)
|
if ($direction2 == 0)
|
||||||
$direction2 = 2;
|
$direction2 = 2;
|
||||||
if ($direction2 == 1)
|
if ($direction2 == 1)
|
||||||
$direction2 = 4;
|
$direction2 = 4;
|
||||||
LootTable::buildLootTable(new Vector3($x + $direction2, $y, $z + $direction ), LootTable::LOOT_MINESHAFT, $random);
|
LootTable::buildLootTable(new Vector3($x + $direction2, $y, $z + $direction), LootTable::LOOT_MINESHAFT, $random);
|
||||||
}
|
}
|
||||||
if ($random->nextBoundedInt(30 ) !== 0)
|
if ($random->nextBoundedInt(30) !== 0)
|
||||||
$this->generateMineshaftPart($x + 5, $y, $z, $dir, $random);
|
$this->generateMineshaftPart($x + 5, $y, $z, $dir, $random);
|
||||||
break;
|
break;
|
||||||
case self::DIR_XMIN :
|
case self::DIR_XMIN :
|
||||||
// First, filling everything blank.
|
// First, filling everything blank.
|
||||||
BuildingUtils::fill($this->level, new Vector3($x, $y, $z - 1 ), new Vector3($x - 4, $y + 2, $z + 1 ));
|
BuildingUtils::fill($this->level, new Vector3($x, $y, $z - 1), new Vector3($x - 4, $y + 2, $z + 1));
|
||||||
// Then, making sure the floor is solid.
|
// Then, making sure the floor is solid.
|
||||||
BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z - 1 ), new Vector3($x - 4, $y - 1, $z + 1 ), function ($v3, ChunkManager $level) {
|
BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z - 1), new Vector3($x - 4, $y - 1, $z + 1), function ($v3, ChunkManager $level) {
|
||||||
|
|
||||||
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z ) == Block::AIR)
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
||||||
}, $this->level);
|
}, $this->level);
|
||||||
// Putting rails
|
// Putting rails
|
||||||
BuildingUtils::fillCallback(new Vector3($x, $y, $z ), new Vector3($x - 4, $y, $z ), function ($v3, ChunkManager $level, Random $random) {
|
BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x - 4, $y, $z), function ($v3, ChunkManager $level, Random $random) {
|
||||||
if ($random->nextBoundedInt(3 ) !== 0) {
|
if ($random->nextBoundedInt(3) !== 0) {
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
|
||||||
$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 1);
|
$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 1);
|
||||||
}
|
}
|
||||||
|
@ -154,32 +154,32 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
$level->setBlockIdAt($x - 1, $y + 2, $z, Block::TORCH);
|
$level->setBlockIdAt($x - 1, $y + 2, $z, Block::TORCH);
|
||||||
$level->setBlockDataAt($x - 1, $y + 2, $z, 1);
|
$level->setBlockDataAt($x - 1, $y + 2, $z, 1);
|
||||||
// Generating chest
|
// Generating chest
|
||||||
if ($random->nextBoundedInt(30 ) == 0) {
|
if ($random->nextBoundedInt(30) == 0) {
|
||||||
$direction =(int ) $random->nextBoolean ();
|
$direction =(int) $random->nextBoolean ();
|
||||||
if ($direction == 0)
|
if ($direction == 0)
|
||||||
$direction = -1; // Choosing the part of the rail.
|
$direction = -1; // Choosing the part of the rail.
|
||||||
$direction2 =(int ) $random->nextBoolean ();
|
$direction2 =(int) $random->nextBoolean ();
|
||||||
if ($direction2 == 0)
|
if ($direction2 == 0)
|
||||||
$direction2 = 2;
|
$direction2 = 2;
|
||||||
if ($direction2 == 1)
|
if ($direction2 == 1)
|
||||||
$direction2 = 4;
|
$direction2 = 4;
|
||||||
LootTable::buildLootTable(new Vector3($x - $direction2, $y, $z + $direction ), LootTable::LOOT_MINESHAFT, $random);
|
LootTable::buildLootTable(new Vector3($x - $direction2, $y, $z + $direction), LootTable::LOOT_MINESHAFT, $random);
|
||||||
}
|
}
|
||||||
if ($random->nextBoundedInt(30 ) !== 0)
|
if ($random->nextBoundedInt(30) !== 0)
|
||||||
$this->generateMineshaftPart($x - 5, $y, $z, $dir, $random);
|
$this->generateMineshaftPart($x - 5, $y, $z, $dir, $random);
|
||||||
break;
|
break;
|
||||||
case self::DIR_ZPLUS :
|
case self::DIR_ZPLUS :
|
||||||
// First, filling everything blank.
|
// First, filling everything blank.
|
||||||
BuildingUtils::fill($this->level, new Vector3($x - 1, $y, $z ), new Vector3($x + 1, $y + 2, $z + 4 ));
|
BuildingUtils::fill($this->level, new Vector3($x - 1, $y, $z), new Vector3($x + 1, $y + 2, $z + 4));
|
||||||
// Then, making sure the floor is solid.
|
// Then, making sure the floor is solid.
|
||||||
BuildingUtils::fillCallback(new Vector3($x - 1, $y - 1, $z ), new Vector3($x + 1, $y - 1, $z + 4 ), function ($v3, ChunkManager $level) {
|
BuildingUtils::fillCallback(new Vector3($x - 1, $y - 1, $z), new Vector3($x + 1, $y - 1, $z + 4), function ($v3, ChunkManager $level) {
|
||||||
|
|
||||||
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z ) == Block::AIR)
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
||||||
}, $this->level);
|
}, $this->level);
|
||||||
// Putting rails
|
// Putting rails
|
||||||
BuildingUtils::fillCallback(new Vector3($x, $y, $z ), new Vector3($x, $y, $z + 4 ), function ($v3, ChunkManager $level, Random $random) {
|
BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x, $y, $z + 4), function ($v3, ChunkManager $level, Random $random) {
|
||||||
if ($random->nextBoundedInt(3 ) !== 0) {
|
if ($random->nextBoundedInt(3) !== 0) {
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
|
||||||
$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 0);
|
$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 0);
|
||||||
}
|
}
|
||||||
|
@ -195,32 +195,32 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
$level->setBlockIdAt($x, $y + 2, $z - 1, Block::TORCH);
|
$level->setBlockIdAt($x, $y + 2, $z - 1, Block::TORCH);
|
||||||
$level->setBlockDataAt($x, $y + 2, $z - 1, 4);
|
$level->setBlockDataAt($x, $y + 2, $z - 1, 4);
|
||||||
// Generating chest
|
// Generating chest
|
||||||
if ($random->nextBoundedInt(30 ) == 0) {
|
if ($random->nextBoundedInt(30) == 0) {
|
||||||
$direction =(int ) $random->nextBoolean ();
|
$direction =(int) $random->nextBoolean ();
|
||||||
if ($direction == 0)
|
if ($direction == 0)
|
||||||
$direction = -1; // Choosing the part of the rail.
|
$direction = -1; // Choosing the part of the rail.
|
||||||
$direction2 =(int ) $random->nextBoolean ();
|
$direction2 =(int) $random->nextBoolean ();
|
||||||
if ($direction2 == 0)
|
if ($direction2 == 0)
|
||||||
$direction2 = 2;
|
$direction2 = 2;
|
||||||
if ($direction2 == 1)
|
if ($direction2 == 1)
|
||||||
$direction2 = 4;
|
$direction2 = 4;
|
||||||
LootTable::buildLootTable(new Vector3($x + $direction, $y, $z + $direction2 ), LootTable::LOOT_MINESHAFT, $random);
|
LootTable::buildLootTable(new Vector3($x + $direction, $y, $z + $direction2), LootTable::LOOT_MINESHAFT, $random);
|
||||||
}
|
}
|
||||||
if ($random->nextBoundedInt(30 ) !== 0)
|
if ($random->nextBoundedInt(30) !== 0)
|
||||||
$this->generateMineshaftPart($x, $y, $z + 5, $dir, $random);
|
$this->generateMineshaftPart($x, $y, $z + 5, $dir, $random);
|
||||||
break;
|
break;
|
||||||
case self::DIR_ZMIN :
|
case self::DIR_ZMIN :
|
||||||
// First, filling everything blank.
|
// First, filling everything blank.
|
||||||
BuildingUtils::fill($this->level, new Vector3($x - 1, $y, $z ), new Vector3($x + 1, $y + 2, $z - 4 ));
|
BuildingUtils::fill($this->level, new Vector3($x - 1, $y, $z), new Vector3($x + 1, $y + 2, $z - 4));
|
||||||
// Then, making sure the floor is solid.
|
// Then, making sure the floor is solid.
|
||||||
BuildingUtils::fillCallback(new Vector3($x - 1, $y - 1, $z ), new Vector3($x + 1, $y - 1, $z - 4 ), function ($v3, ChunkManager $level) {
|
BuildingUtils::fillCallback(new Vector3($x - 1, $y - 1, $z), new Vector3($x + 1, $y - 1, $z - 4), function ($v3, ChunkManager $level) {
|
||||||
|
|
||||||
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z ) == Block::AIR)
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
||||||
}, $this->level);
|
}, $this->level);
|
||||||
// Putting rails
|
// Putting rails
|
||||||
BuildingUtils::fillCallback(new Vector3($x, $y, $z ), new Vector3($x, $y, $z - 4 ), function ($v3, ChunkManager $level, Random $random) {
|
BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x, $y, $z - 4), function ($v3, ChunkManager $level, Random $random) {
|
||||||
if ($random->nextBoundedInt(3 ) !== 0) {
|
if ($random->nextBoundedInt(3) !== 0) {
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
|
||||||
$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 0);
|
$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 0);
|
||||||
}
|
}
|
||||||
|
@ -236,28 +236,28 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
$level->setBlockIdAt($x, $y + 2, $z - 1, Block::TORCH);
|
$level->setBlockIdAt($x, $y + 2, $z - 1, Block::TORCH);
|
||||||
$level->setBlockDataAt($x, $y + 2, $z - 1, 3);
|
$level->setBlockDataAt($x, $y + 2, $z - 1, 3);
|
||||||
// Generating chest
|
// Generating chest
|
||||||
if ($random->nextBoundedInt(30 ) == 0) {
|
if ($random->nextBoundedInt(30) == 0) {
|
||||||
$direction =(int ) $random->nextBoolean ();
|
$direction =(int) $random->nextBoolean ();
|
||||||
if ($direction == 0)
|
if ($direction == 0)
|
||||||
$direction = -1; // Choosing the part of the rail.
|
$direction = -1; // Choosing the part of the rail.
|
||||||
$direction2 =(int ) $random->nextBoolean ();
|
$direction2 =(int) $random->nextBoolean ();
|
||||||
if ($direction2 == 0)
|
if ($direction2 == 0)
|
||||||
$direction2 = 2;
|
$direction2 = 2;
|
||||||
if ($direction2 == 1)
|
if ($direction2 == 1)
|
||||||
$direction2 = 4;
|
$direction2 = 4;
|
||||||
LootTable::buildLootTable(new Vector3($x + $direction, $y, $z - $direction2 ), LootTable::LOOT_MINESHAFT, $random);
|
LootTable::buildLootTable(new Vector3($x + $direction, $y, $z - $direction2), LootTable::LOOT_MINESHAFT, $random);
|
||||||
}
|
}
|
||||||
if ($random->nextBoundedInt(30 ) !== 0)
|
if ($random->nextBoundedInt(30) !== 0)
|
||||||
$this->generateMineshaftPart($x, $y, $z - 5, $dir, $random);
|
$this->generateMineshaftPart($x, $y, $z - 5, $dir, $random);
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
// Doing cobwebs
|
// Doing cobwebs
|
||||||
$webNum = $random->nextBoundedInt(5 ) + 2;
|
$webNum = $random->nextBoundedInt(5) + 2;
|
||||||
for($i = 0; $i < $webNum; $i ++) {
|
for($i = 0; $i < $webNum; $i ++) {
|
||||||
$xx = $x + $random->nextBoundedInt(5 ) - 2;
|
$xx = $x + $random->nextBoundedInt(5) - 2;
|
||||||
$yy = $y + $random->nextBoundedInt(3);
|
$yy = $y + $random->nextBoundedInt(3);
|
||||||
$zz = $z + $random->nextBoundedInt(5 ) - 2;
|
$zz = $z + $random->nextBoundedInt(5) - 2;
|
||||||
if ($level->getBlockIdAt($xx, $yy, $zz ) == Block::AIR)
|
if ($level->getBlockIdAt($xx, $yy, $zz) == Block::AIR)
|
||||||
$level->setBlockIdAt($xx, $yy, $zz, Block::COBWEB);
|
$level->setBlockIdAt($xx, $yy, $zz, Block::COBWEB);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -288,16 +288,16 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
}
|
}
|
||||||
|
|
||||||
// Then, making sure the floor is solid.
|
// Then, making sure the floor is solid.
|
||||||
BuildingUtils::fillCallback(new Vector3($x + 1, $y - 1, $z - 1 ), new Vector3($x - 1, $y - 1, $z + 1 ), function ($v3, ChunkManager $level) {
|
BuildingUtils::fillCallback(new Vector3($x + 1, $y - 1, $z - 1), new Vector3($x - 1, $y - 1, $z + 1), function ($v3, ChunkManager $level) {
|
||||||
|
|
||||||
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z ) == Block::AIR)
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
||||||
}, $this->level);
|
}, $this->level);
|
||||||
// Putting rails
|
// Putting rails
|
||||||
|
|
||||||
BuildingUtils::fill($this->level, new Vector3($x - 1, $y, $z - 1 ), new Vector3($x + 1, $y + 6, $z + 1 ), Block::get(Block::AIR ));
|
BuildingUtils::fill($this->level, new Vector3($x - 1, $y, $z - 1), new Vector3($x + 1, $y + 6, $z + 1), Block::get(Block::AIR));
|
||||||
|
|
||||||
BuildingUtils::corners($this->level, new Vector3($x - 1, $y, $z - 1 ), new Vector3($x + 1, $y + 6, $z + 1 ), Block::get(Block::PLANK ));
|
BuildingUtils::corners($this->level, new Vector3($x - 1, $y, $z - 1), new Vector3($x + 1, $y + 6, $z + 1), Block::get(Block::PLANK));
|
||||||
|
|
||||||
$newFloor = $random->nextBoolean ();
|
$newFloor = $random->nextBoolean ();
|
||||||
$numberFloor = $random->nextBoundedInt(4 + ($newFloor ? 5 : 0));
|
$numberFloor = $random->nextBoundedInt(4 + ($newFloor ? 5 : 0));
|
||||||
|
@ -311,12 +311,12 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
] : [ ])
|
] : [ ])
|
||||||
];
|
];
|
||||||
for($i = 7; $i > $newFloor; $i --) {
|
for($i = 7; $i > $newFloor; $i --) {
|
||||||
$chooseNew =(int ) $newFloor && $random->nextBoolean ();
|
$chooseNew =(int) $newFloor && $random->nextBoolean ();
|
||||||
$choose = $random->nextBoundedInt(4);
|
$choose = $random->nextBoundedInt(4);
|
||||||
unset($possiblePathes [$chooseNew] [$choose]);
|
unset($possiblePathes [$chooseNew] [$choose]);
|
||||||
}
|
}
|
||||||
// Building pathes
|
// Building pathes
|
||||||
foreach($possiblePathes [0] as $path ) {
|
foreach($possiblePathes [0] as $path) {
|
||||||
switch ($path) {
|
switch ($path) {
|
||||||
case self::DIR_XPLUS :
|
case self::DIR_XPLUS :
|
||||||
$this->generateMineshaftPart($x + 2, $y, $z, self::DIR_XPLUS, $random);
|
$this->generateMineshaftPart($x + 2, $y, $z, self::DIR_XPLUS, $random);
|
||||||
|
@ -332,7 +332,7 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
foreach($possiblePathes [1] as $path ) {
|
foreach($possiblePathes [1] as $path) {
|
||||||
switch ($path) {
|
switch ($path) {
|
||||||
case self::DIR_XPLUS :
|
case self::DIR_XPLUS :
|
||||||
$this->generateMineshaftPart($x + 2, $y + 4, $z, self::DIR_XPLUS, $random);
|
$this->generateMineshaftPart($x + 2, $y + 4, $z, self::DIR_XPLUS, $random);
|
||||||
|
@ -350,12 +350,12 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
}
|
}
|
||||||
|
|
||||||
// Doing cobwebs
|
// Doing cobwebs
|
||||||
$webNum = $random->nextBoundedInt(5 ) + 2;
|
$webNum = $random->nextBoundedInt(5) + 2;
|
||||||
for($i = 0; $i < $webNum; $i ++) {
|
for($i = 0; $i < $webNum; $i ++) {
|
||||||
$xx = $x + $random->nextBoundedInt(3 ) - 1;
|
$xx = $x + $random->nextBoundedInt(3) - 1;
|
||||||
$yy = $y + $random->nextBoundedInt(6);
|
$yy = $y + $random->nextBoundedInt(6);
|
||||||
$zz = $z + $random->nextBoundedInt(3 ) - 1;
|
$zz = $z + $random->nextBoundedInt(3) - 1;
|
||||||
if ($level->getBlockIdAt($xx, $yy, $zz ) == Block::AIR)
|
if ($level->getBlockIdAt($xx, $yy, $zz) == Block::AIR)
|
||||||
$level->setBlockIdAt($xx, $yy, $zz, Block::COBWEB);
|
$level->setBlockIdAt($xx, $yy, $zz, Block::COBWEB);
|
||||||
}
|
}
|
||||||
break;
|
break;
|
||||||
|
@ -368,33 +368,33 @@ class MineshaftPopulator extends AmountPopulator {
|
||||||
for($i = 0; $i < 4; $i ++) {
|
for($i = 0; $i < 4; $i ++) {
|
||||||
switch ($i) {
|
switch ($i) {
|
||||||
case self::DIR_XPLUS :
|
case self::DIR_XPLUS :
|
||||||
BuildingUtils::fill($this->level, new Vector3($x + $i, $y - $i - 1, $z - 2 ), new Vector3($x + $i, $y - $i + 3, $z + 2 ), Block::get(Block::AIR ));
|
BuildingUtils::fill($this->level, new Vector3($x + $i, $y - $i - 1, $z - 2), new Vector3($x + $i, $y - $i + 3, $z + 2), Block::get(Block::AIR));
|
||||||
BuildingUtils::fillCallback(new Vector3($x + $i, $y - $i - 2, $z - 2 ), new Vector3($x + $i, $y - $i - 2, $z + 2 ), function ($v3, ChunkManager $level) {
|
BuildingUtils::fillCallback(new Vector3($x + $i, $y - $i - 2, $z - 2), new Vector3($x + $i, $y - $i - 2, $z + 2), function ($v3, ChunkManager $level) {
|
||||||
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z ) == Block::AIR)
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
||||||
}, $this->level);
|
}, $this->level);
|
||||||
break;
|
break;
|
||||||
case self::DIR_XMIN :
|
case self::DIR_XMIN :
|
||||||
BuildingUtils::fill($this->level, new Vector3($x - $i, $y - $i - 1, $z - 2 ), new Vector3($x - $i, $y - $i + 3, $z + 2 ), Block::get(Block::AIR ));
|
BuildingUtils::fill($this->level, new Vector3($x - $i, $y - $i - 1, $z - 2), new Vector3($x - $i, $y - $i + 3, $z + 2), Block::get(Block::AIR));
|
||||||
BuildingUtils::fillCallback(new Vector3($x - $i, $y - $i - 2, $z - 2 ), new Vector3($x - $i, $y - $i - 2, $z + 2 ), function ($v3, ChunkManager $level) {
|
BuildingUtils::fillCallback(new Vector3($x - $i, $y - $i - 2, $z - 2), new Vector3($x - $i, $y - $i - 2, $z + 2), function ($v3, ChunkManager $level) {
|
||||||
|
|
||||||
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z ) == Block::AIR)
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
||||||
}, $this->level);
|
}, $this->level);
|
||||||
break;
|
break;
|
||||||
case self::DIR_ZPLUS :
|
case self::DIR_ZPLUS :
|
||||||
BuildingUtils::fill($this->level, new Vector3($x - 2, $y - $i - 1, $z + $i ), new Vector3($x + 2, $y - $i + 3, $z + $i ), Block::get(Block::AIR ));
|
BuildingUtils::fill($this->level, new Vector3($x - 2, $y - $i - 1, $z + $i), new Vector3($x + 2, $y - $i + 3, $z + $i), Block::get(Block::AIR));
|
||||||
BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z + $i ), new Vector3($x + 2, $y - $i - 2, $z + $i ), function ($v3, ChunkManager $level) {
|
BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z + $i), new Vector3($x + 2, $y - $i - 2, $z + $i), function ($v3, ChunkManager $level) {
|
||||||
|
|
||||||
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z ) == Block::AIR)
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
||||||
}, $this->level);
|
}, $this->level);
|
||||||
break;
|
break;
|
||||||
case self::DIR_ZMIN :
|
case self::DIR_ZMIN :
|
||||||
BuildingUtils::fill($this->level, new Vector3($x - 2, $y - $i - 1, $z - $i ), new Vector3($x + 2, $y - $i + 3, $z - $i ), Block::get(Block::AIR ));
|
BuildingUtils::fill($this->level, new Vector3($x - 2, $y - $i - 1, $z - $i), new Vector3($x + 2, $y - $i + 3, $z - $i), Block::get(Block::AIR));
|
||||||
BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z - $i ), new Vector3($x + 2, $y - $i - 2, $z - $i ), function ($v3, ChunkManager $level) {
|
BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z - $i), new Vector3($x + 2, $y - $i - 2, $z - $i), function ($v3, ChunkManager $level) {
|
||||||
|
|
||||||
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z ) == Block::AIR)
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
||||||
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
||||||
}, $this->level);
|
}, $this->level);
|
||||||
break;
|
break;
|
||||||
|
|
|
@ -36,10 +36,10 @@ class RavinePopulator extends AmountPopulator {
|
||||||
$this->level = $level;
|
$this->level = $level;
|
||||||
$amount = $this->getAmount($random);
|
$amount = $this->getAmount($random);
|
||||||
if ($amount > 50) { // Only build one per chunk
|
if ($amount > 50) { // Only build one per chunk
|
||||||
$depth = $random->nextBoundedInt(60 ) + 30; // 2Much4U?
|
$depth = $random->nextBoundedInt(60) + 30; // 2Much4U?
|
||||||
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
||||||
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
||||||
$y = $random->nextRange(5, $this->getHighestWorkableBlock($x, $z ));
|
$y = $random->nextRange(5, $this->getHighestWorkableBlock($x, $z));
|
||||||
$deffX = $x;
|
$deffX = $x;
|
||||||
$deffZ = $z;
|
$deffZ = $z;
|
||||||
$height = $random->nextRange(15, 30);
|
$height = $random->nextRange(15, 30);
|
||||||
|
@ -60,11 +60,11 @@ class RavinePopulator extends AmountPopulator {
|
||||||
$length = 10;
|
$length = 10;
|
||||||
if ($length < 5)
|
if ($length < 5)
|
||||||
$length = 5;
|
$length = 5;
|
||||||
$x += $random->nextRange(0 + $diffX, 2 + $diffX ) - 1;
|
$x += $random->nextRange(0 + $diffX, 2 + $diffX) - 1;
|
||||||
$y += $random->nextRange(0, 2 ) - 1;
|
$y += $random->nextRange(0, 2) - 1;
|
||||||
$z += $random->nextRange(0 + $diffZ, 2 + $diffZ ) - 1;
|
$z += $random->nextRange(0 + $diffZ, 2 + $diffZ) - 1;
|
||||||
$height += $random->nextRange(0, 2 ) - 1;
|
$height += $random->nextRange(0, 2) - 1;
|
||||||
$length += $random->nextRange(0, 2 ) - 1;
|
$length += $random->nextRange(0, 2) - 1;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -103,9 +103,9 @@ class RavinePopulator extends AmountPopulator {
|
||||||
for($yy = $y; $yy <= $y + $height; $yy ++) {
|
for($yy = $y; $yy <= $y + $height; $yy ++) {
|
||||||
for($zz = $z - $length; $zz <= $z + $length; $zz ++) {
|
for($zz = $z - $length; $zz <= $z + $length; $zz ++) {
|
||||||
$oldXB = $xBounded;
|
$oldXB = $xBounded;
|
||||||
$xBounded = $random->nextBoundedInt(self::NOISE * 2 ) - self::NOISE;
|
$xBounded = $random->nextBoundedInt(self::NOISE * 2) - self::NOISE;
|
||||||
$oldZB = $zBounded;
|
$oldZB = $zBounded;
|
||||||
$zBounded = $random->nextBoundedInt(self::NOISE * 2 ) - self::NOISE;
|
$zBounded = $random->nextBoundedInt(self::NOISE * 2) - self::NOISE;
|
||||||
if ($xBounded > self::NOISE - 2) {
|
if ($xBounded > self::NOISE - 2) {
|
||||||
$xBounded = 1;
|
$xBounded = 1;
|
||||||
} elseif ($xBounded < - self::NOISE + 2) {
|
} elseif ($xBounded < - self::NOISE + 2) {
|
||||||
|
@ -120,8 +120,8 @@ class RavinePopulator extends AmountPopulator {
|
||||||
} else {
|
} else {
|
||||||
$zBounded = $oldZB;
|
$zBounded = $oldZB;
|
||||||
}
|
}
|
||||||
if (abs((abs($xx ) - abs($x )) ** 2 + (abs($zz ) - abs($z )) ** 2 ) < ((($length / 2 - $xBounded) + ($length / 2 - $zBounded)) / 2) ** 2 && $y > 0 && ! in_array($this->level->getBlockIdAt(( int ) round($xx ),(int ) round($yy ),(int ) round($zz ) ), BuildingUtils::TO_NOT_OVERWRITE ) && ! in_array($this->level->getBlockIdAt(( int ) round($xx ),(int ) round($yy + 1 ),(int ) round($zz ) ), BuildingUtils::TO_NOT_OVERWRITE )) {
|
if (abs((abs($xx) - abs($x)) ** 2 + (abs($zz) - abs($z)) ** 2) < ((($length / 2 - $xBounded) + ($length / 2 - $zBounded)) / 2) ** 2 && $y > 0 && ! in_array($this->level->getBlockIdAt(( int) round($xx),(int) round($yy),(int) round($zz)), BuildingUtils::TO_NOT_OVERWRITE) && ! in_array($this->level->getBlockIdAt(( int) round($xx),(int) round($yy + 1),(int) round($zz)), BuildingUtils::TO_NOT_OVERWRITE)) {
|
||||||
$this->level->setBlockIdAt(( int ) round($xx ),(int ) round($yy ),(int ) round($zz ), Block::AIR);
|
$this->level->setBlockIdAt(( int) round($xx),(int) round($yy),(int) round($zz), Block::AIR);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -46,7 +46,7 @@ class SugarCanePopulator extends AmountPopulator {
|
||||||
$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
|
$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
|
||||||
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
|
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
|
||||||
$y = $this->getHighestWorkableBlock($x, $z);
|
$y = $this->getHighestWorkableBlock($x, $z);
|
||||||
if ($y !== -1 and $sugarcane->canPlaceObject($level, $x, $y, $z, $random )) {
|
if ($y !== -1 and $sugarcane->canPlaceObject($level, $x, $y, $z, $random)) {
|
||||||
$sugarcane->placeObject($level, $x, $y, $z);
|
$sugarcane->placeObject($level, $x, $y, $z);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
|
@ -33,13 +33,13 @@ class TemplePopulator extends AmountPopulator {
|
||||||
*/
|
*/
|
||||||
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
|
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
|
||||||
$this->level = $level;
|
$this->level = $level;
|
||||||
if ($random->nextBoundedInt(1000 ) > 70)
|
if ($random->nextBoundedInt(1000) > 70)
|
||||||
return;
|
return;
|
||||||
$temple = new Temple ();
|
$temple = new Temple ();
|
||||||
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
||||||
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
||||||
$y = $this->getHighestWorkableBlock($x, $z);
|
$y = $this->getHighestWorkableBlock($x, $z);
|
||||||
if ($temple->canPlaceObject($level, $x, $y, $z, $random ))
|
if ($temple->canPlaceObject($level, $x, $y, $z, $random))
|
||||||
$temple->placeObject($level, $x, $y - 1, $z, $random);
|
$temple->placeObject($level, $x, $y - 1, $z, $random);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -33,13 +33,13 @@ class WellPopulator extends AmountPopulator {
|
||||||
*/
|
*/
|
||||||
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
|
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
|
||||||
$this->level = $level;
|
$this->level = $level;
|
||||||
if ($random->nextBoundedInt(1000 ) > 25)
|
if ($random->nextBoundedInt(1000) > 25)
|
||||||
return; // ~1 chance / 1000 due to building limitations.
|
return; // ~1 chance / 1000 due to building limitations.
|
||||||
$well = new Well ();
|
$well = new Well ();
|
||||||
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
|
||||||
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
|
||||||
$y = $this->getHighestWorkableBlock($x, $z ) - 1;
|
$y = $this->getHighestWorkableBlock($x, $z) - 1;
|
||||||
if ($well->canPlaceObject($level, $x, $y, $z, $random ))
|
if ($well->canPlaceObject($level, $x, $y, $z, $random))
|
||||||
$well->placeObject($level, $x, $y, $z, $random);
|
$well->placeObject($level, $x, $y, $z, $random);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
@ -72,7 +72,7 @@ class Bush extends Object {
|
||||||
* @param $level pocketmine\level\ChunkManager
|
* @param $level pocketmine\level\ChunkManager
|
||||||
*/
|
*/
|
||||||
public function placeLeaf($x, $y, $z, ChunkManager $level) {
|
public function placeLeaf($x, $y, $z, ChunkManager $level) {
|
||||||
if (isset($this->overridable [$level->getBlockIdAt($x, $y, $z )] ) && ! isset($this->overridable [$level->getBlockIdAt($x, $y - 1, $z )] )) {
|
if (isset($this->overridable [$level->getBlockIdAt($x, $y, $z)]) && ! isset($this->overridable [$level->getBlockIdAt($x, $y - 1, $z)])) {
|
||||||
$level->setBlockIdAt($x, $y, $z, $this->leaf [0]);
|
$level->setBlockIdAt($x, $y, $z, $this->leaf [0]);
|
||||||
$level->setBlockDataAt($x, $y, $z, $this->leaf [1]);
|
$level->setBlockDataAt($x, $y, $z, $this->leaf [1]);
|
||||||
}
|
}
|
||||||
|
|
|
@ -35,7 +35,7 @@ class Cactus extends Object {
|
||||||
$this->totalHeight = 1 + $random->nextBoundedInt(3);
|
$this->totalHeight = 1 + $random->nextBoundedInt(3);
|
||||||
$below = $level->getBlockIdAt($x, $y - 1, $z);
|
$below = $level->getBlockIdAt($x, $y - 1, $z);
|
||||||
for($yy = $y; $yy <= $y + $this->totalHeight; $yy ++) {
|
for($yy = $y; $yy <= $y + $this->totalHeight; $yy ++) {
|
||||||
if ($level->getBlockIdAt($x, $yy, $z ) !== Block::AIR || ($below !== Block::SAND && $below !== Block::CACTUS) || ($level->getBlockIdAt($x - 1, $yy, $z ) !== Block::AIR || $level->getBlockIdAt($x + 1, $yy, $z ) !== Block::AIR || $level->getBlockIdAt($x, $yy, $z - 1 ) !== Block::AIR || $level->getBlockIdAt($x, $yy, $z + 1 ) !== Block::AIR)) {
|
if ($level->getBlockIdAt($x, $yy, $z) !== Block::AIR || ($below !== Block::SAND && $below !== Block::CACTUS) || ($level->getBlockIdAt($x - 1, $yy, $z) !== Block::AIR || $level->getBlockIdAt($x + 1, $yy, $z) !== Block::AIR || $level->getBlockIdAt($x, $yy, $z - 1) !== Block::AIR || $level->getBlockIdAt($x, $yy, $z + 1) !== Block::AIR)) {
|
||||||
return false;
|
return false;
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
@ -51,7 +51,7 @@ class Cactus extends Object {
|
||||||
*/
|
*/
|
||||||
public function placeObject(ChunkManager $level, int $x, int $y, int $z) {
|
public function placeObject(ChunkManager $level, int $x, int $y, int $z) {
|
||||||
for($yy = 0; $yy < $this->totalHeight; $yy ++) {
|
for($yy = 0; $yy < $this->totalHeight; $yy ++) {
|
||||||
if ($level->getBlockIdAt($x, $y + $yy, $z ) != Block::AIR) {
|
if ($level->getBlockIdAt($x, $y + $yy, $z) != Block::AIR) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
$level->setBlockIdAt($x, $y + $yy, $z, Block::CACTUS);
|
$level->setBlockIdAt($x, $y + $yy, $z, Block::CACTUS);
|
||||||
|
|
|
@ -155,7 +155,7 @@ class FallenTree extends Object {
|
||||||
* @param $level pocketmine\level\ChunkManager
|
* @param $level pocketmine\level\ChunkManager
|
||||||
*/
|
*/
|
||||||
public function placeBlock($x, $y, $z, ChunkManager $level) {
|
public function placeBlock($x, $y, $z, ChunkManager $level) {
|
||||||
if (isset(self::$overridable [$level->getBlockIdAt($x, $y, $z )] ) && ! isset(self::$overridable [$level->getBlockIdAt($x, $y - 1, $z )] )) {
|
if (isset(self::$overridable [$level->getBlockIdAt($x, $y, $z)]) && ! isset(self::$overridable [$level->getBlockIdAt($x, $y - 1, $z)])) {
|
||||||
$level->setBlockIdAt($x, $y, $z, $this->trunk [0]);
|
$level->setBlockIdAt($x, $y, $z, $this->trunk [0]);
|
||||||
$level->setBlockDataAt($x, $y, $z, $this->trunk [1]);
|
$level->setBlockDataAt($x, $y, $z, $this->trunk [1]);
|
||||||
}
|
}
|
||||||
|
|
|
@ -49,28 +49,28 @@ class Igloo extends Object {
|
||||||
for($xx = $x - 3; $xx <= $x + 4; $xx ++)
|
for($xx = $x - 3; $xx <= $x + 4; $xx ++)
|
||||||
for($yy = $y + 1; $yy <= $y + 4; $yy ++)
|
for($yy = $y + 1; $yy <= $y + 4; $yy ++)
|
||||||
for($zz = $z - 3; $zz <= $z + 3; $zz ++)
|
for($zz = $z - 3; $zz <= $z + 3; $zz ++)
|
||||||
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz )] ))
|
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz)]))
|
||||||
return false;
|
return false;
|
||||||
break;
|
break;
|
||||||
case 1 : // Entrance is x-
|
case 1 : // Entrance is x-
|
||||||
for($xx = $x - 4; $xx <= $x + 3; $xx ++)
|
for($xx = $x - 4; $xx <= $x + 3; $xx ++)
|
||||||
for($yy = $y + 1; $yy <= $y + 4; $yy ++)
|
for($yy = $y + 1; $yy <= $y + 4; $yy ++)
|
||||||
for($zz = $z - 3; $zz <= $z + 3; $zz ++)
|
for($zz = $z - 3; $zz <= $z + 3; $zz ++)
|
||||||
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz )] ))
|
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz)]))
|
||||||
return false;
|
return false;
|
||||||
break;
|
break;
|
||||||
case 2 : // Entrance is z+
|
case 2 : // Entrance is z+
|
||||||
for($xx = $x - 3; $xx <= $x + 3; $xx ++)
|
for($xx = $x - 3; $xx <= $x + 3; $xx ++)
|
||||||
for($yy = $y + 1; $yy <= $y + 4; $yy ++)
|
for($yy = $y + 1; $yy <= $y + 4; $yy ++)
|
||||||
for($zz = $z - 3; $zz <= $z + 4; $zz ++)
|
for($zz = $z - 3; $zz <= $z + 4; $zz ++)
|
||||||
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz )] ))
|
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz)]))
|
||||||
return false;
|
return false;
|
||||||
break;
|
break;
|
||||||
case 3 : // Entrance is z-
|
case 3 : // Entrance is z-
|
||||||
for($xx = $x - 3; $xx <= $x + 3; $xx ++)
|
for($xx = $x - 3; $xx <= $x + 3; $xx ++)
|
||||||
for($yy = $y + 1; $yy <= $y + 4; $yy ++)
|
for($yy = $y + 1; $yy <= $y + 4; $yy ++)
|
||||||
for($zz = $z - 4; $zz <= $z + 3; $zz ++)
|
for($zz = $z - 4; $zz <= $z + 3; $zz ++)
|
||||||
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz )] ))
|
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz)]))
|
||||||
return false;
|
return false;
|
||||||
break;
|
break;
|
||||||
}
|
}
|
||||||
|
@ -87,14 +87,14 @@ class Igloo extends Object {
|
||||||
* @return bool placed
|
* @return bool placed
|
||||||
*/
|
*/
|
||||||
public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) {
|
public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) {
|
||||||
if (! isset($this->direction ) && ! $this->canPlaceObject($level, $x, $y, $z, $random ))
|
if (! isset($this->direction) && ! $this->canPlaceObject($level, $x, $y, $z, $random))
|
||||||
return false;
|
return false;
|
||||||
switch ($this->direction) {
|
switch ($this->direction) {
|
||||||
case 0 : // Entrance is x+
|
case 0 : // Entrance is x+
|
||||||
// Ground
|
// Ground
|
||||||
for($xx = $x - 3; $xx <= $x + 4; $xx ++)
|
for($xx = $x - 3; $xx <= $x + 4; $xx ++)
|
||||||
for($zz = $z - 3; $zz <= $z + 3; $zz ++)
|
for($zz = $z - 3; $zz <= $z + 3; $zz ++)
|
||||||
if (! isset($this->overridable [$level->getBlockIdAt($xx, $y, $zz )] ))
|
if (! isset($this->overridable [$level->getBlockIdAt($xx, $y, $zz)]))
|
||||||
$level->setBlockIdAt($xx, $y, $zz, Block::SNOW_BLOCK);
|
$level->setBlockIdAt($xx, $y, $zz, Block::SNOW_BLOCK);
|
||||||
// Entrance
|
// Entrance
|
||||||
for($i = 0; $i < 2; $i ++) {
|
for($i = 0; $i < 2; $i ++) {
|
||||||
|
@ -169,7 +169,7 @@ class Igloo extends Object {
|
||||||
// Ground
|
// Ground
|
||||||
for($xx = $x - 4; $xx <= $x + 3; $xx ++)
|
for($xx = $x - 4; $xx <= $x + 3; $xx ++)
|
||||||
for($zz = $z - 3; $zz <= $z + 3; $zz ++)
|
for($zz = $z - 3; $zz <= $z + 3; $zz ++)
|
||||||
if (! isset($this->overridable [$level->getBlockIdAt($xx, $y, $zz )] ))
|
if (! isset($this->overridable [$level->getBlockIdAt($xx, $y, $zz)]))
|
||||||
$level->setBlockIdAt($xx, $y, $zz, Block::SNOW_BLOCK);
|
$level->setBlockIdAt($xx, $y, $zz, Block::SNOW_BLOCK);
|
||||||
// Entrance
|
// Entrance
|
||||||
for($i = 0; $i < 2; $i ++) {
|
for($i = 0; $i < 2; $i ++) {
|
||||||
|
@ -243,7 +243,7 @@ class Igloo extends Object {
|
||||||
// Ground
|
// Ground
|
||||||
for($xx = $x - 3; $xx <= $x + 3; $xx ++)
|
for($xx = $x - 3; $xx <= $x + 3; $xx ++)
|
||||||
for($zz = $z - 3; $zz <= $z + 4; $zz ++)
|
for($zz = $z - 3; $zz <= $z + 4; $zz ++)
|
||||||
if (! isset($this->overridable [$level->getBlockIdAt($xx, $y, $zz )] ))
|
if (! isset($this->overridable [$level->getBlockIdAt($xx, $y, $zz)]))
|
||||||
$level->setBlockIdAt($xx, $y, $zz, Block::SNOW_BLOCK);
|
$level->setBlockIdAt($xx, $y, $zz, Block::SNOW_BLOCK);
|
||||||
// Entrance
|
// Entrance
|
||||||
for($i = 0; $i < 2; $i ++) {
|
for($i = 0; $i < 2; $i ++) {
|
||||||
|
@ -317,7 +317,7 @@ class Igloo extends Object {
|
||||||
// Ground
|
// Ground
|
||||||
for($xx = $x - 3; $xx <= $x + 3; $xx ++)
|
for($xx = $x - 3; $xx <= $x + 3; $xx ++)
|
||||||
for($zz = $z - 4; $zz <= $z + 3; $zz ++)
|
for($zz = $z - 4; $zz <= $z + 3; $zz ++)
|
||||||
if (! isset($this->overridable [$level->getBlockIdAt($xx, $y, $zz )] ))
|
if (! isset($this->overridable [$level->getBlockIdAt($xx, $y, $zz)]))
|
||||||
$level->setBlockIdAt($xx, $y, $zz, Block::SNOW_BLOCK);
|
$level->setBlockIdAt($xx, $y, $zz, Block::SNOW_BLOCK);
|
||||||
// Entrance
|
// Entrance
|
||||||
for($i = 0; $i < 2; $i ++) {
|
for($i = 0; $i < 2; $i ++) {
|
||||||
|
|
|
@ -680,7 +680,7 @@ class SakuraTree extends Tree {
|
||||||
$data = [
|
$data = [
|
||||||
$this->leafType,
|
$this->leafType,
|
||||||
$this->leaf2Type
|
$this->leaf2Type
|
||||||
] [( int )$random->nextBoolean()];
|
] [( int)$random->nextBoolean()];
|
||||||
$level->setBlockIdAt($x, $y, $z, $this->realLeafBlock);
|
$level->setBlockIdAt($x, $y, $z, $this->realLeafBlock);
|
||||||
$level->setBlockDataAt($x, $y, $z, $data);
|
$level->setBlockDataAt($x, $y, $z, $data);
|
||||||
}
|
}
|
||||||
|
|
|
@ -35,7 +35,7 @@ class SugarCane extends Object {
|
||||||
public function canPlaceObject(ChunkManager $level, int $x, int $y, int $z, Random $random): bool {
|
public function canPlaceObject(ChunkManager $level, int $x, int $y, int $z, Random $random): bool {
|
||||||
$this->totalHeight = 1 + $random->nextBoundedInt(3);
|
$this->totalHeight = 1 + $random->nextBoundedInt(3);
|
||||||
$below = $level->getBlockIdAt($x, $y - 1, $z);
|
$below = $level->getBlockIdAt($x, $y - 1, $z);
|
||||||
if (($below == Block::SAND || $below == Block::GRASS) && ($level->getBlockIdAt($x + 1, $y - 1, $z ) == Block::WATER || $level->getBlockIdAt($x - 1, $y - 1, $z ) == Block::WATER || $level->getBlockIdAt($x, $y - 1, $z + 1 ) == Block::WATER || $level->getBlockIdAt($x, $y - 1, $z - 1 ) == Block::WATER)) {
|
if (($below == Block::SAND || $below == Block::GRASS) && ($level->getBlockIdAt($x + 1, $y - 1, $z) == Block::WATER || $level->getBlockIdAt($x - 1, $y - 1, $z) == Block::WATER || $level->getBlockIdAt($x, $y - 1, $z + 1) == Block::WATER || $level->getBlockIdAt($x, $y - 1, $z - 1) == Block::WATER)) {
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
return false;
|
return false;
|
||||||
|
@ -50,7 +50,7 @@ class SugarCane extends Object {
|
||||||
*/
|
*/
|
||||||
public function placeObject(ChunkManager $level, int $x, int $y, int $z) {
|
public function placeObject(ChunkManager $level, int $x, int $y, int $z) {
|
||||||
for($yy = 0; $yy < $this->totalHeight; $yy ++) {
|
for($yy = 0; $yy < $this->totalHeight; $yy ++) {
|
||||||
if ($level->getBlockIdAt($x, $y + $yy, $z ) != Block::AIR) {
|
if ($level->getBlockIdAt($x, $y + $yy, $z) != Block::AIR) {
|
||||||
return;
|
return;
|
||||||
}
|
}
|
||||||
$level->setBlockIdAt($x, $y + $yy, $z, Block::SUGARCANE_BLOCK);
|
$level->setBlockIdAt($x, $y + $yy, $z, Block::SUGARCANE_BLOCK);
|
||||||
|
|
|
@ -69,7 +69,7 @@ class Well extends Object {
|
||||||
for($xx = $x - 2; $xx <= $x + 2; $xx ++)
|
for($xx = $x - 2; $xx <= $x + 2; $xx ++)
|
||||||
for($yy = $y; $yy <= $y + 3; $yy ++)
|
for($yy = $y; $yy <= $y + 3; $yy ++)
|
||||||
for($zz = $z - 2; $zz <= $z + 2; $zz ++)
|
for($zz = $z - 2; $zz <= $z + 2; $zz ++)
|
||||||
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz )] ))
|
if (! isset($this->overridable [$level->getBlockIdAt($xx, $yy, $zz)]))
|
||||||
return false;
|
return false;
|
||||||
return true;
|
return true;
|
||||||
}
|
}
|
||||||
|
@ -84,7 +84,7 @@ class Well extends Object {
|
||||||
*/
|
*/
|
||||||
public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) {
|
public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) {
|
||||||
$this->level = $level;
|
$this->level = $level;
|
||||||
foreach($this->directions as $direction ) {
|
foreach($this->directions as $direction) {
|
||||||
// Building pillars
|
// Building pillars
|
||||||
for($yy = $y; $yy < $y + 3; $yy ++)
|
for($yy = $y; $yy < $y + 3; $yy ++)
|
||||||
$this->placeBlock($x + $direction [0], $yy, $z + $direction [1], Block::SANDSTONE);
|
$this->placeBlock($x + $direction [0], $yy, $z + $direction [1], Block::SANDSTONE);
|
||||||
|
|
|
@ -40,7 +40,7 @@ class BuildingUtils {
|
||||||
*/
|
*/
|
||||||
public static function fill(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block = null) {
|
public static function fill(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block = null) {
|
||||||
if ($block == null) $block = Block::get(Block::AIR);
|
if ($block == null) $block = Block::get(Block::AIR);
|
||||||
list($pos1, $pos2 ) = self::minmax($pos1, $pos2);
|
list($pos1, $pos2) = self::minmax($pos1, $pos2);
|
||||||
for($x = $pos1->x; $x >= $pos2->x; $x --) for($y = $pos1->y; $y >= $pos2->y; $y --) for($z = $pos1->z; $z >= $pos2->z; $z --) {
|
for($x = $pos1->x; $x >= $pos2->x; $x --) for($y = $pos1->y; $y >= $pos2->y; $y --) for($z = $pos1->z; $z >= $pos2->z; $z --) {
|
||||||
$level->setBlockIdAt($x, $y, $z, $block->getId ());
|
$level->setBlockIdAt($x, $y, $z, $block->getId ());
|
||||||
$level->setBlockDataAt($x, $y, $z, $block->getDamage ());
|
$level->setBlockDataAt($x, $y, $z, $block->getDamage ());
|
||||||
|
@ -60,7 +60,7 @@ class BuildingUtils {
|
||||||
*/
|
*/
|
||||||
public static function fillRandom(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block = null, Random $random = null, $randMax = 3) {
|
public static function fillRandom(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block = null, Random $random = null, $randMax = 3) {
|
||||||
if ($block == null) $block = Block::get(Block::AIR);
|
if ($block == null) $block = Block::get(Block::AIR);
|
||||||
list($pos1, $pos2 ) = self::minmax($pos1, $pos2);
|
list($pos1, $pos2) = self::minmax($pos1, $pos2);
|
||||||
for($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, $randMax) == 0) {
|
for($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) {
|
||||||
$level->setBlockIdAt($x, $y, $z, $block->getId ());
|
$level->setBlockIdAt($x, $y, $z, $block->getId ());
|
||||||
$level->setBlockDataAt($x, $y, $z, $block->getDamage ());
|
$level->setBlockDataAt($x, $y, $z, $block->getDamage ());
|
||||||
|
@ -76,10 +76,10 @@ class BuildingUtils {
|
||||||
* @return array
|
* @return array
|
||||||
*/
|
*/
|
||||||
public static function fillCallback(Vector3 $pos1, Vector3 $pos2, callable $call, ...$params) : array {
|
public static function fillCallback(Vector3 $pos1, Vector3 $pos2, callable $call, ...$params) : array {
|
||||||
list($pos1, $pos2 ) = self::minmax($pos1, $pos2);
|
list($pos1, $pos2) = self::minmax($pos1, $pos2);
|
||||||
$return = [];
|
$return = [];
|
||||||
for($x = $pos1->x; $x >= $pos2->x; $x --) for($y = $pos1->y; $y >= $pos2->y; $y --) for($z = $pos1->z; $z >= $pos2->z; $z --) {
|
for($x = $pos1->x; $x >= $pos2->x; $x --) for($y = $pos1->y; $y >= $pos2->y; $y --) for($z = $pos1->z; $z >= $pos2->z; $z --) {
|
||||||
$return[] = call_user_func($call, new Vector3($x, $y, $z ), ...$params);
|
$return[] = call_user_func($call, new Vector3($x, $y, $z), ...$params);
|
||||||
}
|
}
|
||||||
return $return;
|
return $return;
|
||||||
}
|
}
|
||||||
|
@ -93,7 +93,7 @@ class BuildingUtils {
|
||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
public static function walls(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
|
public static function walls(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
|
||||||
list($pos1, $pos2 ) = self::minmax($pos1, $pos2);
|
list($pos1, $pos2) = self::minmax($pos1, $pos2);
|
||||||
for($y = $pos1->y; $y >= $pos2->y; $y --) {
|
for($y = $pos1->y; $y >= $pos2->y; $y --) {
|
||||||
for($x = $pos1->x; $x >= $pos2->x; $x --) {
|
for($x = $pos1->x; $x >= $pos2->x; $x --) {
|
||||||
$level->setBlockIdAt($x, $y, $pos1->z, $block->getId ());
|
$level->setBlockIdAt($x, $y, $pos1->z, $block->getId ());
|
||||||
|
@ -119,7 +119,7 @@ class BuildingUtils {
|
||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
public static function top(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
|
public static function top(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
|
||||||
list($pos1, $pos2 ) = self::minmax($pos1, $pos2);
|
list($pos1, $pos2) = self::minmax($pos1, $pos2);
|
||||||
for($x = $pos1->x; $x >= $pos2->x; $x --)
|
for($x = $pos1->x; $x >= $pos2->x; $x --)
|
||||||
for($z = $pos1->z; $z >= $pos2->z; $z --) {
|
for($z = $pos1->z; $z >= $pos2->z; $z --) {
|
||||||
$level->setBlockIdAt($x, $pos1->y, $z, $block->getId ());
|
$level->setBlockIdAt($x, $pos1->y, $z, $block->getId ());
|
||||||
|
@ -136,7 +136,7 @@ class BuildingUtils {
|
||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
public static function corners(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
|
public static function corners(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
|
||||||
list($pos1, $pos2 ) = self::minmax($pos1, $pos2);
|
list($pos1, $pos2) = self::minmax($pos1, $pos2);
|
||||||
for($y = $pos1->y; $y >= $pos2->y; $y --) {
|
for($y = $pos1->y; $y >= $pos2->y; $y --) {
|
||||||
$level->setBlockIdAt($pos1->x, $y, $pos1->z, $block->getId ());
|
$level->setBlockIdAt($pos1->x, $y, $pos1->z, $block->getId ());
|
||||||
$level->setBlockDataAt($pos1->x, $y, $pos1->z, $block->getDamage ());
|
$level->setBlockDataAt($pos1->x, $y, $pos1->z, $block->getDamage ());
|
||||||
|
@ -158,7 +158,7 @@ class BuildingUtils {
|
||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
public static function bottom(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
|
public static function bottom(ChunkManager $level, Vector3 $pos1, Vector3 $pos2, Block $block) {
|
||||||
list($pos1, $pos2 ) = self::minmax($pos1, $pos2);
|
list($pos1, $pos2) = self::minmax($pos1, $pos2);
|
||||||
for($x = $pos1->x; $x >= $pos2->x; $x --)
|
for($x = $pos1->x; $x >= $pos2->x; $x --)
|
||||||
for($z = $pos1->z; $z >= $pos2->z; $z --) {
|
for($z = $pos1->z; $z >= $pos2->z; $z --) {
|
||||||
$level->setBlockIdAt($x, $pos2->y, $z, $block->getId ());
|
$level->setBlockIdAt($x, $pos2->y, $z, $block->getId ());
|
||||||
|
@ -176,15 +176,15 @@ class BuildingUtils {
|
||||||
* @return void
|
* @return void
|
||||||
*/
|
*/
|
||||||
public static function buildRandom(ChunkManager $level, Vector3 $pos, Vector3 $infos, Random $random, Block $block) {
|
public static function buildRandom(ChunkManager $level, Vector3 $pos, Vector3 $infos, Random $random, Block $block) {
|
||||||
$xBounded = $random->nextBoundedInt(3 ) - 1;
|
$xBounded = $random->nextBoundedInt(3) - 1;
|
||||||
$yBounded = $random->nextBoundedInt(3 ) - 1;
|
$yBounded = $random->nextBoundedInt(3) - 1;
|
||||||
$zBounded = $random->nextBoundedInt(3 ) - 1;
|
$zBounded = $random->nextBoundedInt(3) - 1;
|
||||||
$pos = $pos->round ();
|
$pos = $pos->round ();
|
||||||
for($x = $pos->x - ($infos->x / 2); $x <= $pos->x + ($infos->x / 2); $x ++) {
|
for($x = $pos->x - ($infos->x / 2); $x <= $pos->x + ($infos->x / 2); $x ++) {
|
||||||
for($y = $pos->y - ($infos->y / 2); $y <= $pos->y + ($infos->y / 2); $y ++) {
|
for($y = $pos->y - ($infos->y / 2); $y <= $pos->y + ($infos->y / 2); $y ++) {
|
||||||
for($z = $pos->z - ($infos->z / 2); $z <= $pos->z + ($infos->z / 2); $z ++) {
|
for($z = $pos->z - ($infos->z / 2); $z <= $pos->z + ($infos->z / 2); $z ++) {
|
||||||
// if(abs((abs($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 + $zBounded)) ** 2
|
// if(abs((abs($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 + $zBounded)) ** 2
|
||||||
if (abs((abs($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, $z ), self::TO_NOT_OVERWRITE )) {
|
if (abs((abs($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)) {
|
||||||
$level->setBlockIdAt($x, $y, $z, $block->getId ());
|
$level->setBlockIdAt($x, $y, $z, $block->getId ());
|
||||||
$level->setBlockDataAt($x, $y, $z, $block->getDamage ());
|
$level->setBlockDataAt($x, $y, $z, $block->getDamage ());
|
||||||
}
|
}
|
||||||
|
@ -200,8 +200,8 @@ class BuildingUtils {
|
||||||
* @return array
|
* @return array
|
||||||
*/
|
*/
|
||||||
protected static function minmax(Vector3 $pos1, Vector3 $pos2): array {
|
protected 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 ));
|
$v1 = new Vector3(max($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 ));
|
$v2 = new Vector3(min($pos1->x, $pos2->x), min($pos1->y, $pos2->y), min($pos1->z, $pos2->z));
|
||||||
return [
|
return [
|
||||||
$v1,
|
$v1,
|
||||||
$v2
|
$v2
|
||||||
|
|
Loading…
Reference in a new issue