true, 6 => true, 17 => true, 18 => true, Block::DANDELION => true, Block::POPPY => true, Block::SNOW_LAYER => true, Block::LOG2 => true, Block::LEAVES2 => true, Block::CACTUS => true ]; protected $tree; protected $direction; protected $random; private $length = 0; /* * Constructs the class * @param $tree ObjectTree * @throws Exeption */ public function __construct(ObjectTree $tree) { $this->tree = $tree; } /* * Places a fallen tree * @param $level pocketmine\level\ChunkManager * @param $x int * @param $y int * @param $z int * @param $random pocketmine\utils\Random */ public function canPlaceObject(ChunkManager $level, $x, $y, $z, Random $random) { $randomHeight = round($random->nextBoundedInt(6) - 3); $this->length = ($this->tree->trunkHeight??5) + $randomHeight; $this->direction = $random->nextBoundedInt(4); $this->random = $random; switch ($this->direction) { case 0: case 1:// Z+ if (in_array(false, BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x, $y, $z + $this->length), function ($v3, ChunkManager $level) { if (!in_array($level->getBlockIdAt($v3->x, $v3->y, $v3->z), $this->overridable)) return false; else return true; }, $level))) { return false; } break; case 2: case 3: // X+ if (in_array(false, BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x + $this->length, $y, $z), function ($v3, ChunkManager $level) { if (!in_array($level->getBlockIdAt($v3->x, $v3->y, $v3->z), $this->overridable)) return false; else return true; }, $level))) { return false; } break; } return true; } /* * Places a fallen tree * @param $level pocketmine\level\ChunkManager * @param $x int * @param $y int * @param $z int */ public function placeObject(ChunkManager $level, $x, $y, $z) { echo "Placing at $x $y $z FallenTree\n"; switch ($this->direction) { case 0: $level->setBlockIdAt($x, $y, $z, $this->tree->trunkBlock); $level->setBlockDataAt($x, $y, $z, $this->tree->type); $z += 2; break; case 1:// Z+ BuildingUtils::fill($level, new Vector3($x, $y, $z), new Vector3($x, $y, $z + $this->length), Block::get($this->tree->trunkBlock, $this->tree->type + 4)); BuildingUtils::fillRandom($level, new Vector3($x + 1, $y, $z), new Vector3($x, $y, $z + $this->length), Block::get(Block::VINE), $this->random); BuildingUtils::fillRandom($level, new Vector3($x - 1, $y, $z), new Vector3($x, $y, $z + $this->length), Block::get(Block::VINE), $this->random); break; case 2: $level->setBlockIdAt($x, $y, $z, $this->tree->trunkBlock); $level->setBlockDataAt($x, $y, $z, $this->tree->type); $x += 2; break; case 3: // X+ BuildingUtils::fill($level, new Vector3($x, $y, $z), new Vector3($x + $this->length, $y, $z), Block::get($this->tree->trunkBlock, $this->tree->type + 8)); BuildingUtils::fillRandom($level, new Vector3($x, $y, $z + 1), new Vector3($x + $this->length, $y, $z), Block::get(Block::VINE), $this->random); BuildingUtils::fillRandom($level, new Vector3($x, $y, $z - 1), new Vector3($x + $this->length, $y, $z), Block::get(Block::VINE), $this->random); break; } // Second call to build the last wood block switch ($this->direction) { case 1: $level->setBlockIdAt($x, $y, $z + $this->length + 2, $this->tree->trunkBlock); break; case 3: $level->setBlockIdAt($x + $this->length + 2, $y, $z, $this->tree->trunkBlock); break; } } /* * Places a Block * @param $x int * @param $y int * @param $z int * @param $level pocketmine\level\ChunkManager */ public function placeBlock($x, $y, $z, ChunkManager $level) { if (isset($this->overridable [$level->getBlockIdAt($x, $y, $z)]) && !isset($this->overridable [$level->getBlockIdAt($x, $y - 1, $z)])) { $level->setBlockIdAt($x, $y, $z, $this->tree->leafBlock); $level->setBlockDataAt($x, $y, $z, $this->tree->type); } } }