, XenialDan * @link https://github.com/Ad5001/BetterGen * @category World Generator * @api 3.0.0 * @version 1.1 */ namespace Ad5001\BetterGen\structure; use Ad5001\BetterGen\utils\BuildingUtils; use pocketmine\block\Block; use pocketmine\level\ChunkManager; use pocketmine\level\generator\object\PopulatorObject; use pocketmine\level\generator\object\Tree as ObjectTree; use pocketmine\math\Vector3; use pocketmine\utils\Random; class FallenTree extends PopulatorObject { public static $overridable = [ Block::AIR => 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]; /** @var Tree */ protected $tree; /** @var int */ protected $direction; /** @var Random */ protected $random; /** @var int */ protected $length = 0; /** * Constructs the class * * @param ObjectTree $tree */ public function __construct(ObjectTree $tree) { $this->tree = $tree; } /** * Checks the placement a fallen tree * * @param ChunkManager $level * @param int $x * @param int $y * @param int $z * @param Random $random * @return void */ public function canPlaceObject(ChunkManager $level, $x, $y, $z, Random $random) { //echo "Checking at $x $y $z FallenTree\n"; $randomHeight = round($random->nextBoundedInt($this->tree->treeHeight < 6 ? 6 : $this->tree->treeHeight) - ($this->tree->treeHeight < 6 ? 3 : $this->tree->treeHeight / 2)); $this->length = ($this->tree->treeHeight ?? 5) + $randomHeight; $this->direction = $random->nextBoundedInt(4); $this->random = $random; switch ($this->direction) { case 0: case 1:// Z+ $return = array_merge(BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x, $y, $z + $this->length), function($v3, $level) { if(!isset(\Ad5001\BetterGen\structure\FallenTree::$overridable[$level->getBlockIdAt($v3->x, $v3->y, $v3->z)])) { //echo "$v3 is not overwritable (" . $level->getBlockIdAt($v3->x, $v3->y, $v3->z) . ").\n"; return false; } }, $level), BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z), new Vector3($x, $y - 1, $z + $this->length), function($v3, $level) { if(isset(\Ad5001\BetterGen\structure\FallenTree::$overridable[$level->getBlockIdAt($v3->x, $v3->y, $v3->z)])) { //echo "$v3 is overwritable (" . $level->getBlockIdAt($v3->x, $v3->y, $v3->z) . ").\n"; return false; } }, $level)); if(in_array(false, $return, true)) { return false; } break; case 2: case 3: // X+ $return = array_merge(BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x + $this->length, $y, $z), function($v3, $level) { if(!isset(\Ad5001\BetterGen\structure\FallenTree::$overridable[$level->getBlockIdAt($v3->x, $v3->y, $v3->z)])) { //echo "$v3 is not overwritable (" . $level->getBlockIdAt($v3->x, $v3->y, $v3->z) . ").\n"; return false; } }, $level), BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z), new Vector3($x + $this->length, $y - 1, $z), function($v3, $level) { if(isset(\Ad5001\BetterGen\structure\FallenTree::$overridable[$level->getBlockIdAt($v3->x, $v3->y, $v3->z)])) { //echo "$v3 is overwritable (" . $level->getBlockIdAt($v3->x, $v3->y, $v3->z) . ").\n"; return false; } }, $level)); if(in_array(false, $return, true)) { return false; } break; } return true; } /** * Places a fallen tree * * @param ChunkManager $level * @param int $x * @param int $y * @param int $z * @return void */ public function placeObject(ChunkManager $level, $x, $y, $z) { //echo "Placing at $x $y $z FallenTree D: $this->direction, L: $this->length\n"; switch ($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, $this->tree->type + 8)); BuildingUtils::fillRandom($level, new Vector3($x + 1, $y, $z), new Vector3($x + 1, $y, $z + $this->length), Block::get(Block::VINE), $this->random); BuildingUtils::fillRandom($level, new Vector3($x - 1, $y, $z), new Vector3($x - 1, $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, $this->tree->type + 4)); BuildingUtils::fillRandom($level, new Vector3($x, $y, $z + 1), new Vector3($x + $this->length, $y, $z + 1), Block::get(Block::VINE), $this->random); BuildingUtils::fillRandom($level, new Vector3($x, $y, $z - 1), new Vector3($x + $this->length, $y, $z - 1), 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); $level->setBlockDataAt($x, $y, $z + $this->length + 2, $this->tree->type); break; case 3: $level->setBlockIdAt($x + $this->length + 2, $y, $z, $this->tree->trunkBlock); $level->setBlockDataAt($x + $this->length + 2, $y, $z, $this->tree->type); break; } } /** * Places a block * * @param int $x * @param int $y * @param int $z * @param ChunkManager $level * @return void */ public function placeBlock($x, $y, $z, ChunkManager $level) { if (isset(self::$overridable[$level->getBlockIdAt($x, $y, $z)]) && ! isset(self::$overridable[$level->getBlockIdAt($x, $y - 1, $z)])) { $level->setBlockIdAt($x, $y, $z, $this->trunk[0]); $level->setBlockDataAt($x, $y, $z, $this->trunk[1]); } } }