forked from Ad5001/BetterGen
Dungeons!
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5 changed files with 112 additions and 65 deletions
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@ -29,6 +29,7 @@ use Ad5001\BetterGen\populator\CavePopulator;
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use Ad5001\BetterGen\populator\FloatingIslandPopulator;
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use Ad5001\BetterGen\populator\MineshaftPopulator;
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use Ad5001\BetterGen\populator\RavinePopulator;
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use Ad5001\BetterGen\populator\DungeonPopulator;
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use pocketmine\block\Block;
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use pocketmine\block\CoalOre;
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use pocketmine\block\DiamondOre;
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@ -210,6 +211,13 @@ class BetterNormal extends Generator {
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$this->populators[] = $fisl;
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}
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if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Dungeons", self::$options["delStruct"])) {
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$dungeon = new DungeonPopulator();
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$dungeon->setBaseAmount(0);
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$dungeon->setRandomAmount(20);
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$this->populators[] = $dungeon;
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}
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if(!\Ad5001\BetterGen\utils\CommonUtils::in_arrayi("Ores", self::$options["delStruct"])) {
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$ores = Main::isOtherNS() ? new \pocketmine\level\generator\normal\populator\Ore() : new \pocketmine\level\generator\populator\Ore();
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if(Main::isOtherNS()) $ores->setOreTypes([
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@ -44,7 +44,7 @@ class DungeonPopulator extends AmountPopulator {
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if($amount == 5) { // 1 out of 10 chunks
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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, $z));
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$y = $random->nextRange(10, $this->getHighestWorkableBlock($x, $z) - 6);
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$d = new Dungeons();
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$d->placeObject($level, $x, $y, $z, $random);
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}
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@ -45,25 +45,57 @@ class Dungeons extends PopulatorObject {
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* @return void
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*/
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public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) {
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$xDepth = 2 + $random->nextBoundedInt(4);
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$zDepth = 2 + $random->nextBoundedInt(4);
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echo "Building dungeon at $x, $y, $z\n";
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BuildingUtils::fillCallback(new Vector3($x + $xDepth, $y, $x + $zDepth), new Vector3($x - $xDepth, $y + 5, $z - $zDepth), function($v3, $level, $v3n2, $xDepth, $zDepth, $random) {
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if($v3->x == $v3n2->x + $xDepth ||
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$v3->x == $v3n2->x - $xDepth ||
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$v3->y == $v3n2->y ||
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$v3->y == $v3n2->y + 5 ||
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$v3->z == $v3n2->z + $zDepth ||
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$v3->z == $v3n2->z - $zDepth) {
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$xDepth = 3 + $random->nextBoundedInt(3);
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$zDepth = 3 + $random->nextBoundedInt(3);
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// echo "Building dungeon at $x, $y, $z\n";
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// Building walls
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list($pos1, $pos2) = BuildingUtils::minmax(new Vector3($x + $xDepth, $y, $z + $zDepth), new Vector3($x - $xDepth, $y + 5, $z - $zDepth));
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for($y = $pos1->y; $y >= $pos2->y; $y--) {
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for($x = $pos1->x; $x >= $pos2->x; $x--) {
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for($z = $pos1->z; $z >= $pos2->z; $z--) { // Cleaning the area first
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$level->setBlockIdAt($x, $y, $z, Block::AIR);
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}
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// Starting random walls.
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if($random->nextBoolean()) {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::MOSS_STONE);
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$level->setBlockIdAt($x, $y, $pos1->z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::COBBLESTONE);
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$level->setBlockIdAt($x, $y, $pos1->z, Block::COBBLESTONE);
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}
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if($random->nextBoolean()) {
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$level->setBlockIdAt($x, $y, $pos2->z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($v3->x, $v3->y, $v3->z, Block::AIR);
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$level->setBlockIdAt($x, $y, $pos2->z, Block::COBBLESTONE);
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}
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}, $level, new Vector3($x, $y, $z), $xDepth, $zDepth, $random);
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}
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for($z = $pos1->z; $z >= $pos2->z; $z--) {
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if($random->nextBoolean()) {
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$level->setBlockIdAt($pos1->x, $y, $z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($pos1->x, $y, $z, Block::COBBLESTONE);
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}
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if($random->nextBoolean()) {
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$level->setBlockIdAt($pos2->x, $y, $z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($pos2->x, $y, $z, Block::COBBLESTONE);
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}
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}
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}
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// Bottom & top
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for($x = $pos1->x; $x >= $pos2->x; $x--) {
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for($z = $pos1->z; $z >= $pos2->z; $z--) {
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if($random->nextBoolean()) {
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$level->setBlockIdAt($x, $pos1->y, $z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($x, $pos1->y, $z, Block::COBBLESTONE);
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}
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if($random->nextBoolean()) {
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$level->setBlockIdAt($x, $pos2->y, $z, Block::MOSS_STONE);
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} else {
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$level->setBlockIdAt($x, $pos2->y, $z, Block::COBBLESTONE);
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}
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}
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}
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// Setting the spawner
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$level->setBlockIdAt($x, $y + 1, $z, Block::MOB_SPAWNER);
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}
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}
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@ -473,6 +473,7 @@ class SakuraTree extends Tree {
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* @return void
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*/
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public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) {
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$this->random = $random;
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$percentage = $random->nextBoundedInt(100);
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if ($percentage > 10) {
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return;
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@ -671,6 +672,12 @@ class SakuraTree extends Tree {
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public function setLog(ChunkManager $level, $x, $y, $z) {
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$level->setBlockIdAt($x, $y, $z, $this->trunkBlock);
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$level->setBlockDataAt($x, $y, $z, $this->type);
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if($this->random->nextBoundedInt(3) == 0){ // Setting a log near.
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$x += $this->random->nextBoundedInt(3) - 1;
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$z += $this->random->nextBoundedInt(3) - 1;
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$level->setBlockIdAt($x, $y, $z, $this->trunkBlock);
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$level->setBlockDataAt($x, $y, $z, $this->type);
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}
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}
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/**
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@ -210,7 +210,7 @@ class BuildingUtils {
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* @param Vector3 $pos2
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* @return array
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*/
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protected static function minmax(Vector3 $pos1, Vector3 $pos2): array {
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public static function minmax(Vector3 $pos1, Vector3 $pos2): array {
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$v1 = new Vector3(max($pos1->x, $pos2->x), max($pos1->y, $pos2->y), max($pos1->z, $pos2->z));
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$v2 = new Vector3(min($pos1->x, $pos2->x), min($pos1->y, $pos2->y), min($pos1->z, $pos2->z));
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return [
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