Pocketmine Generator for Earth and heightmap based generation.
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<?php
/**
* _____ _____ _ _ _____ ______
* / ____| | __ \ (_) | | | __ \| ____|
* | | __ ___ _ __ | |__) |_ _ _ _ __ | |_ ___ _ __| |__) | |__
* | | |_ |/ _ \ '_ \| ___/ _` | | '_ \| __/ _ \ '__| ___/| __|
* | |__| | __/ | | | | | (_| | | | | | || __/ | | | | |____
* \_____|\___|_| |_|_| \__,_|_|_| |_|\__\___|_| |_| |______|
* Pocketmine Generator for Earth and heightmap based generation.
*
* Copyright (C) Ad5001 2017
*
* @author Ad5001
* @api 3.0.0
* @copyright 2017 Ad5001
* @license NTOSL - View LICENSE.md
* @version 1.0.0
* @package BetterGen (https://github.com/Ad5001/BetterGen)
* @subpackage GenPainterPE
*
* Imported from BetterGen (https://github.com/Ad5001/BetterGen/blob/master/src/Ad5001/BetterGen/populator/RavinePopulator.php)
*/
namespace Ad5001\GenPainterPE\populator;
use Ad5001\GenPainterPE\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;
/**
* Populates the chunk
*
* @param ChunkManager $level
* @param int $chunkX
* @param int $chunkZ
* @param Random $random
* @return void
*/
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 - 1; $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;
}
/**
* Buidls a ravine part
*
* @param int $x
* @param int $y
* @param int $z
* @param int $height
* @param int $length
* @param Random $random
* @return void
*/
protected function buildRavinePart($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);
}
}
}
}
}
}