level = $level; $amount = $this->getAmount($random); for($i = 0; $i < $amount; $i++) { $x = $random->nextRange($chunkX * 16, $chunkX * 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; $y = $this->getHighestWorkableBlock($x, $z); if ($y !== -1 && $level->getBlockIdAt($x, $y - 1, $z) == Block::SAND) { $level->setBlockIdAt($x, $y, $z, Block::DEAD_BUSH); $level->setBlockDataAt($x, $y, $z, 1); } } } /** * Gets the top block (y) on an x and z axes * @param $x * @param $z * @return int */ protected function getHighestWorkableBlock($x, $z){ for($y = Level::Y_MAX - 1; $y > 0; --$y){ $b = $this->level->getBlockIdAt($x, $y, $z); if($b === Block::DIRT or $b === Block::GRASS or $b === Block::SAND or $b === Block::SANDSTONE or $b === Block::HARDENED_CLAY or $b === Block::STAINED_HARDENED_CLAY){ break; }elseif($b !== Block::AIR){ return -1; } } return ++$y; } }