BetterGen/src/Ad5001/BetterGen/generator/BetterNormal.php

507 lines
15 KiB
PHP

<?php
/**
* ____ __ __ ____
* /\ _`\ /\ \__ /\ \__ /\ _`\
* \ \ \L\ \ __ \ \ ,_\\ \ ,_\ __ _ __ \ \ \L\_\ __ ___
* \ \ _ <' /'__`\\ \ \/ \ \ \/ /'__`\/\`'__\\ \ \L_L /'__`\ /' _ `\
* \ \ \L\ \/\ __/ \ \ \_ \ \ \_ /\ __/\ \ \/ \ \ \/, \/\ __/ /\ \/\ \
* \ \____/\ \____\ \ \__\ \ \__\\ \____\\ \_\ \ \____/\ \____\\ \_\ \_\
* \/___/ \/____/ \/__/ \/__/ \/____/ \/_/ \/___/ \/____/ \/_/\/_/
* Tomorrow's pocketmine generator.
* @author Ad5001 <mail@ad5001.eu>, XenialDan <https://github.com/thebigsmileXD>
* @link https://github.com/Ad5001/BetterGen
* @category World Generator
* @api 3.0.0
* @version 1.1
*/
namespace Ad5001\BetterGen\generator;
use Ad5001\BetterGen\biome\BetterDesert;
use Ad5001\BetterGen\biome\BetterForest;
use Ad5001\BetterGen\biome\BetterIcePlains;
use Ad5001\BetterGen\biome\BetterMesa;
use Ad5001\BetterGen\biome\BetterMesaPlains;
use Ad5001\BetterGen\biome\BetterRiver;
use Ad5001\BetterGen\biome\Mountainable;
use Ad5001\BetterGen\Main;
use Ad5001\BetterGen\populator\CavePopulator;
use Ad5001\BetterGen\populator\FloatingIslandPopulator;
use Ad5001\BetterGen\populator\MineshaftPopulator;
use Ad5001\BetterGen\populator\RavinePopulator;
use Ad5001\BetterGen\populator\DungeonPopulator;
use pocketmine\block\Block;
use pocketmine\block\CoalOre;
use pocketmine\block\DiamondOre;
use pocketmine\block\Dirt;
use pocketmine\block\GoldOre;
use pocketmine\block\Gravel;
use pocketmine\block\IronOre;
use pocketmine\block\LapisOre;
use pocketmine\block\RedstoneOre;
use pocketmine\level\ChunkManager;
use pocketmine\level\generator\biome\Biome;
use pocketmine\level\generator\Generator;
use pocketmine\level\generator\noise\Simplex;
use pocketmine\level\generator\normal\object\OreType as OreType2;
use pocketmine\level\generator\object\OreType;
use pocketmine\level\Level;
use pocketmine\math\Vector3;
use pocketmine\utils\Random;
class BetterNormal extends Generator {
const NOT_OVERWRITABLE = [
Block::STONE,
Block::GRAVEL,
Block::BEDROCK,
Block::DIAMOND_ORE,
Block::GOLD_ORE,
Block::LAPIS_ORE,
Block::REDSTONE_ORE,
Block::IRON_ORE,
Block::COAL_ORE,
Block::WATER,
Block::STILL_WATER
];
/** @var BetterBiomeSelector */
protected $selector;
/** @var Level */
protected $level;
/** @var Random */
protected $random;
/** @var Populator[] */
protected $populators = [ ];
/** @var Populator[] */
protected $generationPopulators = [ ];
/** @var Biome[][] */
public static $biomes = [ ];
/** @var Biome[] */
public static $biomeById = [ ];
/** @var Level[] */
public static $levels = [ ];
/** @var int[][] */
protected static $GAUSSIAN_KERNEL = null; // From main class
/** @var int */
protected static $SMOOTH_SIZE = 2;
/** @var mixed[][] */
public static $options = [
"delBio" => [
],
"delStruct" => [
"Lakes"
]
];
/** @var int */
protected $waterHeight = 63;
protected $noiseBase;
/**
* Picks a biome by X and Z
*
* @param $x int
* @param $z int
* @return Biome
*/
public function pickBiome($x, $z): Biome {
$hash = $x * 2345803 ^ $z * 9236449 ^ $this->level->getSeed ();
$hash *= $hash + 223;
$xNoise = $hash >> 20 & 3;
$zNoise = $hash >> 22 & 3;
if ($xNoise == 3) {
$xNoise = 1;
}
if ($zNoise == 3) {
$zNoise = 1;
}
$b = $this->selector->pickBiome($x + $xNoise - 1, $z + $zNoise - 1);
if ($b instanceof Mountainable && $this->random->nextBoundedInt(1000) < 3) {
$b = clone $b;
// $b->setElevation($b->getMinElevation () + (50 * $b->getMinElevation () / 100), $b->getMaxElevation () + (50 * $b->getMinElevation () / 100));
}
return $b;
}
/**
* Inits the class for the var
* @param ChunkManager $level
* @param Random $random
* @return void
*/
public function init(ChunkManager $level, Random $random) {
$this->level = $level;
$this->random = $random;
self::$levels[] = $level;
$this->random->setSeed($this->level->getSeed ());
$this->noiseBase = new Simplex($this->random, 4, 1 / 4, 1 / 32);
$this->random->setSeed($this->level->getSeed ());
$this->registerBiome(Biome::getBiome(Biome::OCEAN));
$this->registerBiome(Biome::getBiome(Biome::PLAINS));
$this->registerBiome(new BetterDesert ());
$this->registerBiome(new BetterMesa ());
$this->registerBiome(new BetterMesaPlains ());
$this->registerBiome(Biome::getBiome(Biome::TAIGA));
$this->registerBiome(Biome::getBiome(Biome::SWAMP));
$this->registerBiome(new BetterRiver ());
$this->registerBiome(new BetterIcePlains ());
$this->registerBiome(new BetterForest(0, [
0.6,
0.5
]));
$this->registerBiome(new BetterForest(1, [
0.7,
0.8
]));
$this->registerBiome(new BetterForest(2, [
0.6,
0.4
]));
$this->selector = new BetterBiomeSelector($random, [
self::class,
"getBiome"
], self::getBiome(0, 0));
foreach(self::$biomes as $rain) {
foreach($rain as $biome) {
$this->selector->addBiome($biome);
}
}
$this->selector->recalculate ();
$cover = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\GroundCover() : new \pocketmine\level\generator\populator\GroundCover();
$this->generationPopulators[] = $cover;
if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Lakes", self::$options["delStruct"])) {
$lake = new LakePopulator();
$lake->setBaseAmount(0);
$lake->setRandomAmount(1);
$this->generationPopulators[] = $lake;
}
if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Caves", self::$options["delStruct"])) {
$cave = new CavePopulator ();
$cave->setBaseAmount(0);
$cave->setRandomAmount(2);
$this->generationPopulators[] = $cave;
}
if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Ravines", self::$options["delStruct"])) {
$ravine = new RavinePopulator ();
$ravine->setBaseAmount(0);
$ravine->setRandomAmount(51);
$this->generationPopulators[] = $ravine;
}
if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Mineshafts", self::$options["delStruct"])) {
$mineshaft = new MineshaftPopulator ();
$mineshaft->setBaseAmount(0);
$mineshaft->setRandomAmount(102);
$this->populators[] = $mineshaft;
}
if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("FloatingIslands", self::$options["delStruct"])) {
$fisl = new FloatingIslandPopulator();
$fisl->setBaseAmount(0);
$fisl->setRandomAmount(132);
$this->populators[] = $fisl;
}
if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Dungeons", self::$options["delStruct"])) {
$dungeon = new DungeonPopulator();
$dungeon->setBaseAmount(0);
$dungeon->setRandomAmount(20);
$this->populators[] = $dungeon;
}
if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Ores", self::$options["delStruct"])) {
$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
if(Main::isOtherNS()) $ores->setOreTypes([
new OreType2(new CoalOre (), 20, 16, 0, 128),
new OreType2(new IronOre (), 20, 8, 0, 64),
new OreType2(new RedstoneOre (), 8, 7, 0, 16),
new OreType2(new LapisOre (), 1, 6, 0, 32),
new OreType2(new GoldOre (), 2, 8, 0, 32),
new OreType2(new DiamondOre (), 1, 7, 0, 16),
new OreType2(new Dirt (), 20, 32, 0, 128),
new OreType2(new Gravel (), 10, 16, 0, 128)
]);
if(!Main::isOtherNS()) $ores->setOreTypes([
new OreType(new CoalOre (), 20, 16, 0, 128),
new OreType(new IronOre (), 20, 8, 0, 64),
new OreType(new RedstoneOre (), 8, 7, 0, 16),
new OreType(new LapisOre (), 1, 6, 0, 32),
new OreType(new GoldOre (), 2, 8, 0, 32),
new OreType(new DiamondOre (), 1, 7, 0, 16),
new OreType(new Dirt (), 20, 32, 0, 128),
new OreType(new Gravel (), 10, 16, 0, 128)
]);
$this->populators[] = $ores;
}
}
/*
* Adds a biome to the selector. Do not use this method directly use Main::registerBiome which registers it properly
* @param $biome Biome
* @return bool
*/
public static function registerBiome(Biome $biome): bool {
if(\Ad5001\BetterGen\utils\CommonUtils::in_arrayi($biome->getName(), self::$options["delBio"])) {
return false;
}
foreach(self::$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
if (! isset(self::$biomes[(string) $biome->getRainfall ()])) self::$biomes[( string) $biome->getRainfall ()] = [ ];
self::$biomes[( string) $biome->getRainfall ()] [( string) $biome->getTemperature ()] = $biome;
ksort(self::$biomes[( string) $biome->getRainfall ()]);
ksort(self::$biomes);
self::$biomeById[$biome->getId()] = $biome;
return true;
}
/**
* Returns a biome by temperature
*
* @param $temperature float
* @param $rainfall float
*/
public static function getBiome($temperature, $rainfall) {
$ret = null;
if (! isset(self::$biomes[( string) round($rainfall, 1)])) {
while(! isset(self::$biomes[( string) round($rainfall, 1)])) {
if (abs($rainfall - round($rainfall, 1)) >= 0.05)
$rainfall += 0.1;
if (abs($rainfall - round($rainfall, 1)) < 0.05)
$rainfall -= 0.1;
if (round($rainfall, 1) < 0)
$rainfall = 0;
if (round($rainfall, 1) >= 0.9)
$rainfall = 0.9;
}
}
$b = self::$biomes[( string) round($rainfall, 1)];
foreach($b as $t => $biome) {
if ($temperature <= (float) $t) {
$ret = $biome;
break;
}
}
if (is_string($ret)) {
$ret = new $ret ();
}
return $ret;
}
/**
* Returns a biome by its id
*
* @param int $id
* @return Biome
*/
public function getBiomeById(int $id): Biome {
return self::$biomeById[$id] ?? self::$biomeById[Biome::OCEAN];
}
/**
* Generates a chunk.
*
* Cloning method to make it work with new methods.
* @param int $chunkX
* @param int $chunkZ
*/
public function generateChunk($chunkX, $chunkZ) {
$this->random->setSeed(0xdeadbeef ^ ($chunkX << 8) ^ $chunkZ ^ $this->level->getSeed ());
$noise = Generator::getFastNoise3D($this->noiseBase, 16, 128, 16, 4, 8, 4, $chunkX * 16, 0, $chunkZ * 16);
$chunk = $this->level->getChunk($chunkX, $chunkZ);
$biomeCache = [ ];
for($x = 0; $x < 16; $x++) {
for($z = 0; $z < 16; $z++) {
$minSum = 0;
$maxSum = 0;
$weightSum = 0;
$biome = $this->pickBiome($chunkX * 16 + $x, $chunkZ * 16 + $z);
$chunk->setBiomeId($x, $z, $biome->getId ());
for($sx = - self::$SMOOTH_SIZE; $sx <= self::$SMOOTH_SIZE; $sx++) {
for($sz = - self::$SMOOTH_SIZE; $sz <= self::$SMOOTH_SIZE; $sz++) {
$weight = self::$GAUSSIAN_KERNEL[$sx + self::$SMOOTH_SIZE] [$sz + self::$SMOOTH_SIZE];
if ($sx === 0 and $sz === 0) {
$adjacent = $biome;
} else {
$index = Level::chunkHash($chunkX * 16 + $x + $sx, $chunkZ * 16 + $z + $sz);
if (isset($biomeCache[$index])) {
$adjacent = $biomeCache[$index];
} else {
$biomeCache[$index] = $adjacent = $this->pickBiome($chunkX * 16 + $x + $sx, $chunkZ * 16 + $z + $sz);
}
}
$minSum += ($adjacent->getMinElevation () - 1) * $weight;
$maxSum += $adjacent->getMaxElevation () * $weight;
$weightSum += $weight;
}
}
$minSum /= $weightSum;
$maxSum /= $weightSum;
$smoothHeight = ($maxSum - $minSum) / 2;
for($y = 0; $y < 128; $y++) {
if ($y < 3 || ($y < 5 && $this->random->nextBoolean ())) {
$chunk->setBlockId($x, $y, $z, Block::BEDROCK);
continue;
}
$noiseValue = $noise[$x] [$z] [$y] - 1 / $smoothHeight * ($y - $smoothHeight - $minSum);
if ($noiseValue > 0) {
$chunk->setBlockId($x, $y, $z, Block::STONE);
} elseif ($y <= $this->waterHeight) {
$chunk->setBlockId($x, $y, $z, Block::STILL_WATER);
}
}
}
}
foreach($this->generationPopulators as $populator) {
$populator->populate($this->level, $chunkX, $chunkZ, $this->random);
}
}
/**
* Populates a chunk
*
* @param int $chunkX
* @param int $chunkZ
* @return void
*/
public function populateChunk($chunkX, $chunkZ) {
$this->random->setSeed(0xdeadbeef ^ ($chunkX << 8) ^ $chunkZ ^ $this->level->getSeed ());
foreach($this->populators as $populator) {
$populator->populate($this->level, $chunkX, $chunkZ, $this->random);
}
// Filling lava (lakes & rivers underground)...
for($x = $chunkX; $x < $chunkX + 16; $x ++)
for($z = $chunkZ; $z < $chunkZ + 16; $z ++)
for($y = 1; $y < 11; $y ++) {
if (! in_array($this->level->getBlockIdAt($x, $y, $z), self::NOT_OVERWRITABLE))
$this->level->setBlockIdAt($x, $y, $z, Block::LAVA);
}
$chunk = $this->level->getChunk($chunkX, $chunkZ);
$biome = self::getBiomeById($chunk->getBiomeId(7, 7));
$biome->populateChunk($this->level, $chunkX, $chunkZ, $this->random);
}
/**
* Constructs the class
*
* @param array $options
*/
public function __construct(array $options = []) {
self::$options["preset"] = $options["preset"];
$options = (array) json_decode($options["preset"]);
if(isset($options["delBio"])) {
if(is_string($options["delBio"])) $options["delBio"] = explode(",", $options["delBio"]);
if(count($options["delBio"]) !== 0) {
self::$options["delBio"] = $options["delBio"];
}
}
if(isset($options["delStruct"])) {
if(is_string($options["delStruct"])) $options["delStruct"] = explode(",", $options["delStruct"]);
if(count($options["delStruct"]) !== 0) {
self::$options["delStruct"] = $options["delStruct"];
}
}
if (self::$GAUSSIAN_KERNEL === null) {
self::generateKernel ();
}
}
/**
* Generates the generation kernel based on smooth size (here 2)
*/
protected static function generateKernel() {
self::$GAUSSIAN_KERNEL = [ ];
$bellSize = 1 / self::$SMOOTH_SIZE;
$bellHeight = 2 * self::$SMOOTH_SIZE;
for($sx = - self::$SMOOTH_SIZE; $sx <= self::$SMOOTH_SIZE; $sx++) {
self::$GAUSSIAN_KERNEL[$sx + self::$SMOOTH_SIZE] = [ ];
for($sz = - self::$SMOOTH_SIZE; $sz <= self::$SMOOTH_SIZE; $sz++) {
$bx = $bellSize * $sx;
$bz = $bellSize * $sz;
self::$GAUSSIAN_KERNEL[$sx + self::$SMOOTH_SIZE] [$sz + self::$SMOOTH_SIZE] = $bellHeight * exp(- ($bx * $bx + $bz * $bz) / 2);
}
}
}
/**
* Return the name of the generator
*
* @return string
*/
public function getName(): string {
return "betternormal";
}
/**
* Gives the generators settings.
*
* @return array
*/
public function getSettings(): array {
return self::$options;
}
/**
* Returns spawn location
*
* @return Vector3
*/
public function getSpawn(): Vector3 {
return new Vector3(127.5, 128, 127.5);
}
/**
* Returns a safe spawn location
*
* @return Vector3
*/
public function getSafeSpawn() {
return new Vector3(127.5, $this->getHighestWorkableBlock(127, 127), 127.5);
}
/*
* 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 - 1; $y > 0; -- $y) {
$b = $this->level->getBlockIdAt($x, $y, $z);
if ($b === Block::DIRT or $b === Block::GRASS or $b === Block::PODZOL) {
break;
} elseif ($b !== 0 and $b !== Block::SNOW_LAYER) {
return - 1;
}
}
return ++$y;
}
}