176 lines
5.6 KiB
PHP
176 lines
5.6 KiB
PHP
<?php
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/**
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* _____ _____ _ _ _____ ______
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* / ____| | __ \ (_) | | | __ \| ____|
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* | | __ ___ _ __ | |__) |_ _ _ _ __ | |_ ___ _ __| |__) | |__
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* | | |_ |/ _ \ '_ \| ___/ _` | | '_ \| __/ _ \ '__| ___/| __|
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* | |__| | __/ | | | | | (_| | | | | | || __/ | | | | |____
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* \_____|\___|_| |_|_| \__,_|_|_| |_|\__\___|_| |_| |______|
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* Pocketmine Generator for Earth and heightmap based generation.
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*
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* Copyright (C) Ad5001 2017
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*
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* @author Ad5001
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* @api 3.0.0
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* @copyright 2017 Ad5001
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* @license NTOSL - View LICENSE.md
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* @version 1.0.0
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* @package BetterGen (https://github.com/Ad5001/BetterGen)
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* @subpackage GenPainterPE
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*
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* Imported from BetterGen (https://github.com/Ad5001/BetterGen/blob/master/src/Ad5001/BetterGen/populator/CavePopulator.php)
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*/
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namespace Ad5001\GenPainterPE\populator;
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use Ad5001\GenPainterPE\utils\BuildingUtils;
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use pocketmine\block\Block;
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use pocketmine\level\ChunkManager;
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use pocketmine\level\Level;
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use pocketmine\math\Vector3;
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use pocketmine\utils\Random;
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class CavePopulator extends AmountPopulator {
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/** @var ChunkManager */
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protected $level;
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const STOP = false;
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const CONTINUE = true;
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/**
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* Populates the chunk
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*
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* @param ChunkManager $level
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* @param int $chunkX
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* @param int $chunkZ
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* @param Random $random
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* @return void
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*/
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public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) {
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$this->level = $level;
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$amount = $this->getAmount($random);
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for($i = 0; $i < $amount; $i++) {
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$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(10, $this->getHighestWorkableBlock($x, $z));
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// echo "Generating cave at $x, $y, $z." . PHP_EOL;
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$this->generateCave($x, $y, $z, $random);
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}
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// echo "Finished Populating chunk $chunkX, $chunkZ !" . PHP_EOL;
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// Filling water & lava sources randomly
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for($i = 0; $i < $random->nextBoundedInt(5) + 3; $i ++) {
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$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(10, $this->getHighestWorkableBlock($x, $z));
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if ($level->getBlockIdAt($x, $y, $z) == Block::STONE && ($level->getBlockIdAt($x + 1, $y, $z) == Block::AIR || $level->getBlockIdAt($x - 1, $y, $z) == Block::AIR || $level->getBlockIdAt($x, $y, $z + 1) == Block::AIR || $level->getBlockIdAt($x, $y, $z - 1) == Block::AIR) && $level->getBlockIdAt($x, $y - 1, $z) !== Block::AIR && $level->getBlockIdAt($x, $y + 1, $z) !== Block::AIR) {
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if ($y < 40 && $random->nextBoolean ()) {
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$level->setBlockIdAt($x, $y, $z, Block::LAVA);
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} else {
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$level->setBlockIdAt($x, $y, $z, Block::WATER);
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}
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}
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}
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}
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/**
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* Gets the top block (y) on an x and z axes
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* @param int $x
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* @param int $z
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*/
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protected function getHighestWorkableBlock($x, $z) {
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for($y = Level::Y_MAX - 1; $y > 0; -- $y) {
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$b = $this->level->getBlockIdAt($x, $y, $z);
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if ($b === Block::DIRT or $b === Block::GRASS or $b === Block::PODZOL or $b === Block::SAND or $b === Block::SNOW_BLOCK or $b === Block::SANDSTONE) {
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break;
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} elseif ($b !== 0 and $b !== Block::SNOW_LAYER and $b !== Block::WATER) {
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return - 1;
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}
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}
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return ++$y;
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}
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/**
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* Generates a cave
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*
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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 Random $random
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* @return void
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*/
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public function generateCave($x, $y, $z, Random $random) {
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$generatedBranches = $random->nextBoundedInt(10) + 1;
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foreach($gen = $this->generateBranch($x, $y, $z, 5, 3, 5, $random) as $v3) {
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$generatedBranches --;
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if ($generatedBranches <= 0) {
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$gen->send(self::STOP);
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} else {
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$gen->send(self::CONTINUE);
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}
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}
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}
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/**
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* Generates a cave branch
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*
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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 $length
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* @param int $height
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* @param int $depth
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* @param Random $random
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* @yield Vector3
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* @return void
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*/
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public function generateBranch($x, $y, $z, $length, $height, $depth, Random $random) {
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if (! (yield new Vector3($x, $y, $z))) {
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for($i = 0; $i <= 4; $i ++) {
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BuildingUtils::buildRandom($this->level, new Vector3($x, $y, $z), new Vector3($length - $i, $height - $i, $depth - $i), $random, Block::get(Block::AIR));
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$x += round(($random->nextBoundedInt(round(30 * ($length / 10)) + 1) / 10 - 2));
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$yP = $random->nextRange(-14, 14);
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if ($yP > 12) {
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$y ++;
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} elseif ($yP < - 12) {
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$y --;
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}
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$z += round(($random->nextBoundedInt(round(30 * ($depth / 10)) + 1) / 10 - 1));
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return;
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}
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}
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$repeat = $random->nextBoundedInt(25) + 15;
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while($repeat-- > 0) {
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BuildingUtils::buildRandom($this->level, new Vector3($x, $y, $z), new Vector3($length, $height, $depth), $random, Block::get(Block::AIR));
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$x += round(($random->nextBoundedInt(round(30 * ($length / 10)) + 1) / 10 - 2));
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$yP = $random->nextRange(- 14, 14);
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if ($yP > 12) {
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$y ++;
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} elseif ($yP < - 12) {
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$y --;
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}
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$z += round(($random->nextBoundedInt(round(30 * ($depth / 10)) + 1) / 10 - 1));
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$height += $random->nextBoundedInt(3) - 1;
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$length += $random->nextBoundedInt(3) - 1;
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$depth += $random->nextBoundedInt(3) - 1;
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if ($height < 3)
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$height = 3;
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if ($length < 3)
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$length = 3;
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if ($height < 3)
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$height = 3;
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if ($height < 7)
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$height = 7;
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if ($length < 7)
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$length = 7;
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if ($height < 7)
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$height = 7;
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if ($random->nextBoundedInt(10) == 0) {
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foreach($generator = $this->generateBranch($x, $y, $z, $length, $height, $depth, $random) as $gen) {
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if (! (yield $gen))
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$generator->send(self::STOP);
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}
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}
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}
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return;
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}
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} |