424 lines
18 KiB
PHP
424 lines
18 KiB
PHP
<?php
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/**
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* ____ __ __ ____
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* /\ _`\ /\ \__ /\ \__ /\ _`\
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* \ \ \L\ \ __ \ \ ,_\\ \ ,_\ __ _ __ \ \ \L\_\ __ ___
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* \ \ _ <' /'__`\\ \ \/ \ \ \/ /'__`\/\`'__\\ \ \L_L /'__`\ /' _ `\
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* \ \ \L\ \/\ __/ \ \ \_ \ \ \_ /\ __/\ \ \/ \ \ \/, \/\ __/ /\ \/\ \
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* \ \____/\ \____\ \ \__\ \ \__\\ \____\\ \_\ \ \____/\ \____\\ \_\ \_\
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* \/___/ \/____/ \/__/ \/__/ \/____/ \/_/ \/___/ \/____/ \/_/\/_/
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* Tomorrow's pocketmine generator.
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* @author Ad5001
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* @link https://github.com/Ad5001/BetterGen
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*/
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namespace Ad5001\BetterGen\populator;
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use Ad5001\BetterGen\loot\LootTable;
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use Ad5001\BetterGen\utils\BuildingUtils;
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use pocketmine\block\Block;
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use pocketmine\level\ChunkManager;
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use pocketmine\math\Vector3;
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use pocketmine\utils\Random;
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class MineshaftPopulator extends AmountPopulator {
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const DIR_XPLUS = 0;
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const DIR_XMIN = 1;
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const DIR_ZPLUS = 2;
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const DIR_ZMIN = 3;
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const TYPE_FORWARD = 0;
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const TYPE_CROSSPATH = 1;
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const TYPE_STAIRS = 2;
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protected $maxPath;
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/** @var ChunkManager */
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protected $level;
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/**
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* Populate the chunk
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* @param $level pocketmine\level\ChunkManager
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* @param $chunkX int
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* @param $chunkZ int
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* @param $random pocketmine\utils\Random
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*/
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public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
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if ($this->getAmount($random) < 100)
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return;
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$this->level = $level;
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$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
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$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
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$y = $random->nextRange(5, 50);
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// First filling the large dirt place (center of the mineshaft)
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BuildingUtils::fill($level, new Vector3($x - 6, $y, $x - 6), new Vector3($x + 6, $y + 8, $z + 6), Block::get(Block::AIR));
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BuildingUtils::fill($level, new Vector3($x - 6, $y, $x - 6), new Vector3($x + 6, $y, $z + 6), Block::get(Block::DIRT));
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$startingPath = $random->nextBoundedInt(4);
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$this->maxPath = $random->nextBoundedInt(100) + 50;
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foreach (array_fill(0, $startingPath, 1) as $hey) {
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$dir = $random->nextBoundedInt(4);
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switch ($dir) {
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case self::DIR_XPLUS :
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$this->generateMineshaftPart($x + 6, $y + $random->nextBoundedInt(5), $z + $random->nextBoundedInt(12) - 6, $dir, $random);
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break;
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case self::DIR_XMIN :
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$this->generateMineshaftPart($x - 6, $y + $random->nextBoundedInt(5), $z + $random->nextBoundedInt(12) - 6, $dir, $random);
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break;
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case self::DIR_ZPLUS :
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$this->generateMineshaftPart($x + $random->nextBoundedInt(12) - 6, $y + $random->nextBoundedInt(8), $z + 6, $dir, $random);
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break;
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case self::DIR_ZMIN :
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$this->generateMineshaftPart($x + $random->nextBoundedInt(12) - 6, $y + $random->nextBoundedInt(8), $z - 6, $dir, $random);
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break;
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}
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}
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}
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/**
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* Builds a mineshaft part and return applicable directions
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* @param int $x
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* @param int $y
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* @param int $z
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* @param int $dir
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* @param Random $random
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*/
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public function generateMineshaftPart(int $x, int $y, int $z, int $dir, Random $random) {
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if ($this->maxPath-- < 1)
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return;
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$type = $random->nextBoundedInt(3);
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$level = $this->level;
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switch ($type) {
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case self::TYPE_FORWARD :
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switch ($dir) {
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case self::DIR_XPLUS :
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// First, filling everything blank.
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BuildingUtils::fill($this->level, new Vector3($x, $y, $z - 1), new Vector3($x + 4, $y + 2, $z + 1), Block::get(Block::AIR));
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// Then, making sure the floor is solid.
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BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z - 1), new Vector3($x + 4, $y - 1, $z + 1), function ($v3, ChunkManager $level) {
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if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
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}, $this->level);
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// Putting rails
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BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x + 4, $y, $z), function ($v3, ChunkManager $level, Random $random) {
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if ($random->nextBoundedInt(3) !== 0) {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
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$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 1);
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}
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}, $this->level, $random);
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// After this, building the floor maintainer (the wood structure)
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$level->setBlockIdAt($x, $y, $z - 1, Block::FENCE);
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$level->setBlockIdAt($x, $y, $z + 1, Block::FENCE);
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$level->setBlockIdAt($x, $y + 1, $z - 1, Block::FENCE);
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$level->setBlockIdAt($x, $y + 1, $z + 1, Block::FENCE);
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$level->setBlockIdAt($x, $y + 2, $z - 1, Block::PLANK);
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$level->setBlockIdAt($x, $y + 2, $z, Block::PLANK);
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$level->setBlockIdAt($x, $y + 2, $z + 1, Block::PLANK);
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$level->setBlockIdAt($x + 1, $y + 2, $z, Block::TORCH);
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$level->setBlockDataAt($x + 1, $y + 2, $z, 2);
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// Generating chest
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if ($random->nextBoundedInt(30) == 0) {
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$direction = (int)$random->nextBoolean();
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if ($direction == 0)
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$direction = -1; // Choosing the part of the rail.
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$direction2 = (int)$random->nextBoolean();
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if ($direction2 == 0)
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$direction2 = 2;
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if ($direction2 == 1)
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$direction2 = 4;
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LootTable::buildLootTable(new Vector3($x + $direction2, $y, $z + $direction), LootTable::LOOT_MINESHAFT, $random);
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}
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if ($random->nextBoundedInt(30) !== 0)
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$this->generateMineshaftPart($x + 5, $y, $z, $dir, $random);
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break;
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case self::DIR_XMIN :
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// First, filling everything blank.
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BuildingUtils::fill($this->level, new Vector3($x, $y, $z - 1), new Vector3($x - 4, $y + 2, $z + 1));
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// Then, making sure the floor is solid.
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BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z - 1), new Vector3($x - 4, $y - 1, $z + 1), function ($v3, ChunkManager $level) {
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if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
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}, $this->level);
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// Putting rails
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BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x - 4, $y, $z), function ($v3, ChunkManager $level, Random $random) {
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if ($random->nextBoundedInt(3) !== 0) {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
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$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 1);
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}
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}, $this->level, $random);
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// After this, building the floor maintainer (the wood structure)
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$level->setBlockIdAt($x, $y, $z - 1, Block::FENCE);
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$level->setBlockIdAt($x, $y, $z + 1, Block::FENCE);
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$level->setBlockIdAt($x, $y + 1, $z - 1, Block::FENCE);
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$level->setBlockIdAt($x, $y + 1, $z + 1, Block::FENCE);
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$level->setBlockIdAt($x, $y + 2, $z - 1, Block::PLANK);
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$level->setBlockIdAt($x, $y + 2, $z, Block::PLANK);
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$level->setBlockIdAt($x, $y + 2, $z + 1, Block::PLANK);
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$level->setBlockIdAt($x - 1, $y + 2, $z, Block::TORCH);
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$level->setBlockDataAt($x - 1, $y + 2, $z, 1);
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// Generating chest
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if ($random->nextBoundedInt(30) == 0) {
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$direction = (int)$random->nextBoolean();
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if ($direction == 0)
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$direction = -1; // Choosing the part of the rail.
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$direction2 = (int)$random->nextBoolean();
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if ($direction2 == 0)
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$direction2 = 2;
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if ($direction2 == 1)
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$direction2 = 4;
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LootTable::buildLootTable(new Vector3($x - $direction2, $y, $z + $direction), LootTable::LOOT_MINESHAFT, $random);
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}
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if ($random->nextBoundedInt(30) !== 0)
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$this->generateMineshaftPart($x - 5, $y, $z, $dir, $random);
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break;
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case self::DIR_ZPLUS :
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// First, filling everything blank.
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BuildingUtils::fill($this->level, new Vector3($x - 1, $y, $z), new Vector3($x + 1, $y + 2, $z + 4));
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// Then, making sure the floor is solid.
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BuildingUtils::fillCallback(new Vector3($x - 1, $y - 1, $z), new Vector3($x + 1, $y - 1, $z + 4), function ($v3, ChunkManager $level) {
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if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
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}, $this->level);
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// Putting rails
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BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x, $y, $z + 4), function ($v3, ChunkManager $level, Random $random) {
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if ($random->nextBoundedInt(3) !== 0) {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
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$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 0);
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}
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}, $this->level, $random);
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// After this, building the floor maintainer (the wood structure)
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$level->setBlockIdAt($x - 1, $y, $z, Block::FENCE);
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$level->setBlockIdAt($x + 1, $y, $z, Block::FENCE);
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$level->setBlockIdAt($x - 1, $y + 1, $z, Block::FENCE);
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$level->setBlockIdAt($x + 1, $y + 1, $z, Block::FENCE);
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$level->setBlockIdAt($x - 1, $y + 2, $z, Block::PLANK);
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$level->setBlockIdAt($x, $y + 2, $z, Block::PLANK);
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$level->setBlockIdAt($x + 1, $y + 2, $z, Block::PLANK);
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$level->setBlockIdAt($x, $y + 2, $z - 1, Block::TORCH);
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$level->setBlockDataAt($x, $y + 2, $z - 1, 4);
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// Generating chest
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if ($random->nextBoundedInt(30) == 0) {
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$direction = (int)$random->nextBoolean();
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if ($direction == 0)
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$direction = -1; // Choosing the part of the rail.
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$direction2 = (int)$random->nextBoolean();
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if ($direction2 == 0)
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$direction2 = 2;
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if ($direction2 == 1)
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$direction2 = 4;
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LootTable::buildLootTable(new Vector3($x + $direction, $y, $z + $direction2), LootTable::LOOT_MINESHAFT, $random);
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}
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if ($random->nextBoundedInt(30) !== 0)
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$this->generateMineshaftPart($x, $y, $z + 5, $dir, $random);
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break;
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case self::DIR_ZMIN :
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// First, filling everything blank.
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BuildingUtils::fill($this->level, new Vector3($x - 1, $y, $z), new Vector3($x + 1, $y + 2, $z - 4));
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// Then, making sure the floor is solid.
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BuildingUtils::fillCallback(new Vector3($x - 1, $y - 1, $z), new Vector3($x + 1, $y - 1, $z - 4), function ($v3, ChunkManager $level) {
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if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
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}, $this->level);
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// Putting rails
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BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x, $y, $z - 4), function ($v3, ChunkManager $level, Random $random) {
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if ($random->nextBoundedInt(3) !== 0) {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::RAIL);
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$level->setBlockDataAt($v3->x, $v3->y, $v3->z, 0);
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}
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}, $this->level, $random);
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// After this, building the floor maintainer (the wood structure)
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$level->setBlockIdAt($x - 1, $y, $z, Block::FENCE);
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$level->setBlockIdAt($x + 1, $y, $z, Block::FENCE);
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$level->setBlockIdAt($x - 1, $y + 1, $z, Block::FENCE);
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$level->setBlockIdAt($x + 1, $y + 1, $z, Block::FENCE);
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$level->setBlockIdAt($x - 1, $y + 2, $z, Block::PLANK);
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$level->setBlockIdAt($x, $y + 2, $z, Block::PLANK);
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$level->setBlockIdAt($x + 1, $y + 2, $z, Block::PLANK);
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$level->setBlockIdAt($x, $y + 2, $z - 1, Block::TORCH);
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$level->setBlockDataAt($x, $y + 2, $z - 1, 3);
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// Generating chest
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if ($random->nextBoundedInt(30) == 0) {
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$direction = (int)$random->nextBoolean();
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if ($direction == 0)
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$direction = -1; // Choosing the part of the rail.
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$direction2 = (int)$random->nextBoolean();
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if ($direction2 == 0)
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$direction2 = 2;
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if ($direction2 == 1)
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$direction2 = 4;
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LootTable::buildLootTable(new Vector3($x + $direction, $y, $z - $direction2), LootTable::LOOT_MINESHAFT, $random);
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}
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if ($random->nextBoundedInt(30) !== 0)
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$this->generateMineshaftPart($x, $y, $z - 5, $dir, $random);
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break;
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}
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// Doing cobwebs
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$webNum = $random->nextBoundedInt(5) + 2;
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for ($i = 0; $i < $webNum; $i++) {
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$xx = $x + $random->nextBoundedInt(5) - 2;
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$yy = $y + $random->nextBoundedInt(3);
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$zz = $z + $random->nextBoundedInt(5) - 2;
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if ($level->getBlockIdAt($xx, $yy, $zz) == Block::AIR)
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$level->setBlockIdAt($xx, $yy, $zz, Block::COBWEB);
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}
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break;
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case self::TYPE_CROSSPATH :
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$possiblePathes = [
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self::DIR_XPLUS,
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self::DIR_XMIN,
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self::DIR_ZPLUS,
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self::DIR_ZMIN
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];
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switch ($dir) {
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case self::DIR_XPLUS :
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$x++;
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unset($possiblePathes[0]);
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break;
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case self::DIR_XMIN :
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$x--;
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unset($possiblePathes[1]);
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break;
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case self::DIR_ZPLUS :
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$z++;
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unset($possiblePathes[2]);
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break;
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case self::DIR_ZMIN :
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$z--;
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unset($possiblePathes[3]);
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break;
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}
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// Then, making sure the floor is solid.
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BuildingUtils::fillCallback(new Vector3($x + 1, $y - 1, $z - 1), new Vector3($x - 1, $y - 1, $z + 1), function ($v3, ChunkManager $level) {
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if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
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}, $this->level);
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// Putting rails
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BuildingUtils::fill($this->level, new Vector3($x - 1, $y, $z - 1), new Vector3($x + 1, $y + 6, $z + 1), Block::get(Block::AIR));
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BuildingUtils::corners($this->level, new Vector3($x - 1, $y, $z - 1), new Vector3($x + 1, $y + 6, $z + 1), Block::get(Block::PLANK));
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$newFloor = $random->nextBoolean();
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$numberFloor = $random->nextBoundedInt(4 + ($newFloor ? 5 : 0));
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$possiblePathes = [
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$possiblePathes,
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($newFloor ? [
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self::DIR_XPLUS,
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self::DIR_XMIN,
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self::DIR_ZPLUS,
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self::DIR_ZMIN
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] : [])
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];
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for ($i = 7; $i > $newFloor; $i--) {
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$chooseNew = (int)$newFloor && $random->nextBoolean();
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$choose = $random->nextBoundedInt(4);
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unset($possiblePathes[$chooseNew] [$choose]);
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}
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// Building pathes
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foreach ($possiblePathes[0] as $path) {
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switch ($path) {
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case self::DIR_XPLUS :
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$this->generateMineshaftPart($x + 2, $y, $z, self::DIR_XPLUS, $random);
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break;
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case self::DIR_XMIN :
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$this->generateMineshaftPart($x - 2, $y, $z, self::DIR_XMIN, $random);
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break;
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case self::DIR_ZPLUS :
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$this->generateMineshaftPart($x, $y, $z + 2, self::DIR_ZPLUS, $random);
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break;
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case self::DIR_ZMIN :
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$this->generateMineshaftPart($x, $y, $z - 2, self::DIR_ZMIN, $random);
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break;
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}
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}
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foreach ($possiblePathes[1] as $path) {
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switch ($path) {
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case self::DIR_XPLUS :
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$this->generateMineshaftPart($x + 2, $y + 4, $z, self::DIR_XPLUS, $random);
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break;
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case self::DIR_XMIN :
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$this->generateMineshaftPart($x - 2, $y + 4, $z, self::DIR_XMIN, $random);
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break;
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case self::DIR_ZPLUS :
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$this->generateMineshaftPart($x, $y + 4, $z + 2, self::DIR_ZPLUS, $random);
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break;
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case self::DIR_ZMIN :
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$this->generateMineshaftPart($x, $y + 4, $z - 2, self::DIR_ZMIN, $random);
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break;
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}
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}
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// Doing cobwebs
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$webNum = $random->nextBoundedInt(5) + 2;
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for ($i = 0; $i < $webNum; $i++) {
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$xx = $x + $random->nextBoundedInt(3) - 1;
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$yy = $y + $random->nextBoundedInt(6);
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$zz = $z + $random->nextBoundedInt(3) - 1;
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if ($level->getBlockIdAt($xx, $yy, $zz) == Block::AIR)
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$level->setBlockIdAt($xx, $yy, $zz, Block::COBWEB);
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}
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break;
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case self::TYPE_STAIRS :
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if ($y <= 5) {
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$this->generateMineshaftPart($x, $y, $z, $dir, $random);
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return;
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}
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// Building stairs
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for ($i = 0; $i < 4; $i++) {
|
|
switch ($i) {
|
|
case self::DIR_XPLUS :
|
|
BuildingUtils::fill($this->level, new Vector3($x + $i, $y - $i - 1, $z - 2), new Vector3($x + $i, $y - $i + 3, $z + 2), Block::get(Block::AIR));
|
|
BuildingUtils::fillCallback(new Vector3($x + $i, $y - $i - 2, $z - 2), new Vector3($x + $i, $y - $i - 2, $z + 2), function ($v3, ChunkManager $level) {
|
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
|
}, $this->level);
|
|
break;
|
|
case self::DIR_XMIN :
|
|
BuildingUtils::fill($this->level, new Vector3($x - $i, $y - $i - 1, $z - 2), new Vector3($x - $i, $y - $i + 3, $z + 2), Block::get(Block::AIR));
|
|
BuildingUtils::fillCallback(new Vector3($x - $i, $y - $i - 2, $z - 2), new Vector3($x - $i, $y - $i - 2, $z + 2), function ($v3, ChunkManager $level) {
|
|
|
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
|
}, $this->level);
|
|
break;
|
|
case self::DIR_ZPLUS :
|
|
BuildingUtils::fill($this->level, new Vector3($x - 2, $y - $i - 1, $z + $i), new Vector3($x + 2, $y - $i + 3, $z + $i), Block::get(Block::AIR));
|
|
BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z + $i), new Vector3($x + 2, $y - $i - 2, $z + $i), function ($v3, ChunkManager $level) {
|
|
|
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
|
}, $this->level);
|
|
break;
|
|
case self::DIR_ZMIN :
|
|
BuildingUtils::fill($this->level, new Vector3($x - 2, $y - $i - 1, $z - $i), new Vector3($x + 2, $y - $i + 3, $z - $i), Block::get(Block::AIR));
|
|
BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z - $i), new Vector3($x + 2, $y - $i - 2, $z - $i), function ($v3, ChunkManager $level) {
|
|
|
|
if ($level->getBlockIdAt($v3->x, $v3->y, $v3->z) == Block::AIR)
|
|
$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::PLANK);
|
|
}, $this->level);
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Next one
|
|
switch ($i) {
|
|
case self::DIR_XPLUS :
|
|
$this->generateMineshaftPart($x + 4, $y - 4, $z, self::DIR_XPLUS, $random);
|
|
break;
|
|
case self::DIR_XMIN :
|
|
$this->generateMineshaftPart($x - 4, $y - 4, $z, self::DIR_XMIN, $random);
|
|
break;
|
|
case self::DIR_ZPLUS :
|
|
$this->generateMineshaftPart($x, $y - 4, $z + 4, self::DIR_ZPLUS, $random);
|
|
break;
|
|
case self::DIR_ZMIN :
|
|
$this->generateMineshaftPart($x, $y - 4, $z - 4, self::DIR_ZMIN, $random);
|
|
break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
?>
|