BetterGen/src/Ad5001/BetterGen/populator/RavinePopulator.php

130 lines
4.4 KiB
PHP

<?php
/**
* ____ __ __ ____
* /\ _`\ /\ \__ /\ \__ /\ _`\
* \ \ \L\ \ __ \ \ ,_\\ \ ,_\ __ _ __ \ \ \L\_\ __ ___
* \ \ _ <' /'__`\\ \ \/ \ \ \/ /'__`\/\`'__\\ \ \L_L /'__`\ /' _ `\
* \ \ \L\ \/\ __/ \ \ \_ \ \ \_ /\ __/\ \ \/ \ \ \/, \/\ __/ /\ \/\ \
* \ \____/\ \____\ \ \__\ \ \__\\ \____\\ \_\ \ \____/\ \____\\ \_\ \_\
* \/___/ \/____/ \/__/ \/__/ \/____/ \/_/ \/___/ \/____/ \/_/\/_/
* Tomorrow's pocketmine generator.
* @author Ad5001
* @link https://github.com/Ad5001/BetterGen
*/
namespace Ad5001\BetterGen\populator;
use Ad5001\BetterGen\utils\BuildingUtils;
use pocketmine\block\Block;
use pocketmine\level\ChunkManager;
use pocketmine\level\Level;
use pocketmine\utils\Random;
class RavinePopulator extends AmountPopulator {
/** @var ChunkManager */
protected $level;
const NOISE = 250;
/*
* Populate the chunk
* @param $level pocketmine\level\ChunkManager
* @param $chunkX int
* @param $chunkZ int
* @param $random pocketmine\utils\Random
*/
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
$this->level = $level;
$amount = $this->getAmount($random);
if ($amount > 50) { // Only build one per chunk
$depth = $random->nextBoundedInt(60 ) + 30; // 2Much4U?
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
$y = $random->nextRange(5, $this->getHighestWorkableBlock($x, $z ));
$deffX = $x;
$deffZ = $z;
$height = $random->nextRange(15, 30);
$length = $random->nextRange(5, 12);
for($i = 0; $i < $depth; $i ++) {
$this->buildRavinePart($x, $y, $z, $height, $length, $random);
$diffX = $x - $deffX;
$diffZ = $z - $deffZ;
if ($diffX > $length / 2)
$diffX = $length / 2;
if ($diffX < - $length / 2)
$diffX = - $length / 2;
if ($diffZ > $length / 2)
$diffZ = $length / 2;
if ($diffZ < - $length / 2)
$diffZ = - $length / 2;
if ($length > 10)
$length = 10;
if ($length < 5)
$length = 5;
$x += $random->nextRange(0 + $diffX, 2 + $diffX ) - 1;
$y += $random->nextRange(0, 2 ) - 1;
$z += $random->nextRange(0 + $diffZ, 2 + $diffZ ) - 1;
$height += $random->nextRange(0, 2 ) - 1;
$length += $random->nextRange(0, 2 ) - 1;
}
}
}
/*
* Gets the top block (y) on an x and z axes
* @param $x int
* @param $z int
*/
protected function getHighestWorkableBlock($x, $z) {
for($y = Level::Y_MAX; $y > 0; -- $y) {
$b = $this->level->getBlockIdAt($x, $y, $z);
if ($b === Block::DIRT or $b === Block::GRASS or $b === Block::PODZOL or $b === Block::SAND or $b === Block::SNOW_BLOCK or $b === Block::SANDSTONE) {
break;
} elseif ($b !== 0 and $b !== Block::SNOW_LAYER and $b !== Block::WATER) {
return - 1;
}
}
return $y++;
}
/*
* Builds a ravine part
* @param $x int
* @param $y int
* @param $z int
* @param $height int
* @param $length int
* @param $random pocketmine\utils\Random
*/
protected function buildRavinePart($x, $y, $z, $height, $length, Random $random) {
$xBounded = 0;
$zBounded = 0;
for($xx = $x - $length; $xx <= $x + $length; $xx ++) {
for($yy = $y; $yy <= $y + $height; $yy ++) {
for($zz = $z - $length; $zz <= $z + $length; $zz ++) {
$oldXB = $xBounded;
$xBounded = $random->nextBoundedInt(self::NOISE * 2 ) - self::NOISE;
$oldZB = $zBounded;
$zBounded = $random->nextBoundedInt(self::NOISE * 2 ) - self::NOISE;
if ($xBounded > self::NOISE - 2) {
$xBounded = 1;
} elseif ($xBounded < - self::NOISE + 2) {
$xBounded = -1;
} else {
$xBounded = $oldXB;
}
if ($zBounded > self::NOISE - 2) {
$zBounded = 1;
} elseif ($zBounded < - self::NOISE + 2) {
$zBounded = -1;
} else {
$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 )) {
$this->level->setBlockIdAt(( int ) round($xx ),(int ) round($yy ),(int ) round($zz ), Block::AIR);
}
}
}
}
}
}