forked from Ad5001/BetterGen
Fixing BuildingUtils::fillCallback arguments
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parent
4ef639fc80
commit
7b4b4e1d63
4 changed files with 75 additions and 45 deletions
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@ -38,7 +38,8 @@ class FallenTreePopulator extends AmountPopulator {
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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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$fallenTree = new FallenTree(new TreePopulator::$types[$this->type]());
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$tree = TreePopulator::$types[$this->type];
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$fallenTree = new FallenTree(new $tree());
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for($i = 0; $i < $amount; $i++) {
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$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
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$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
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@ -85,15 +85,12 @@ class MineshaftPopulator extends AmountPopulator {
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// First, filling everything blank.
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BuildingUtils::fill($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, $params) {
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$level = $params [0];
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BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z - 1 ), new Vector3($x + 4, $y - 1, $z + 1 ), function ($v3, $level) {
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if ($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, $params) {
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$level = $params [0];
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$random = $params [1];
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BuildingUtils::fillCallback(new Vector3($x, $y, $z ), new Vector3($x + 4, $y, $z ), function ($v3, $level, $random) {
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if ($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, $v3->z, 1);
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@ -128,15 +125,13 @@ class MineshaftPopulator extends AmountPopulator {
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// First, filling everything blank.
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BuildingUtils::fill($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, $params) {
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$level = $params [0];
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BuildingUtils::fillCallback(new Vector3($x, $y - 1, $z - 1 ), new Vector3($x - 4, $y - 1, $z + 1 ), function ($v3, $level) {
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if ($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, $params) {
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$level = $params [0];
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$random = $params [1];
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BuildingUtils::fillCallback(new Vector3($x, $y, $z ), new Vector3($x - 4, $y, $z ), function ($v3, $level, $level) {
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if ($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, $v3->z, 1);
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@ -171,15 +166,13 @@ class MineshaftPopulator extends AmountPopulator {
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// First, filling everything blank.
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BuildingUtils::fill($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, $params) {
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$level = $params [0];
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BuildingUtils::fillCallback(new Vector3($x - 1, $y - 1, $z ), new Vector3($x + 1, $y - 1, $z + 4 ), function ($v3, $level) {
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if ($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, $params) {
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$level = $params [0];
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$random = $params [1];
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BuildingUtils::fillCallback(new Vector3($x, $y, $z ), new Vector3($x, $y, $z + 4 ), function ($v3, $level, $random) {
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if ($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, $v3->z, 0);
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@ -214,15 +207,13 @@ class MineshaftPopulator extends AmountPopulator {
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// First, filling everything blank.
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BuildingUtils::fill($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, $params) {
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$level = $params [0];
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BuildingUtils::fillCallback(new Vector3($x - 1, $y - 1, $z ), new Vector3($x + 1, $y - 1, $z - 4 ), function ($v3, $level) {
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if ($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, $params) {
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$level = $params [0];
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$random = $params [1];
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BuildingUtils::fillCallback(new Vector3($x, $y, $z ), new Vector3($x, $y, $z - 4 ), function ($v3, $level, $random) {
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if ($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, $v3->z, 0);
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@ -291,8 +282,8 @@ class MineshaftPopulator extends AmountPopulator {
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}
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// Then, making sure the floor is solid.
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BuildingUtils::fillCallback(new Vector3($x + 1, $y - 1, $z - 1 ), new Vector3($x - 1, $y - 1, $z + 1 ), function ($v3, $params) {
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$level = $params [0];
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BuildingUtils::fillCallback(new Vector3($x + 1, $y - 1, $z - 1 ), new Vector3($x - 1, $y - 1, $z + 1 ), function ($v3, $level) {
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if ($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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}, $this->level);
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@ -372,32 +363,31 @@ class MineshaftPopulator extends AmountPopulator {
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switch ($path) {
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case self::DIR_XPLUS :
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BuildingUtils::fill($this->level, new Vector3($x + $i, $y - $i - 1, $z - 2 ), new Vector3($x + $i, $y - $i + 3, $z + 2 ), Block::get(Block::AIR ));
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BuildingUtils::fillCallback(new Vector3($x + $i, $y - $i - 2, $z - 2 ), new Vector3($x + $i, $y - $i - 2, $z + 2 ), function ($v3, $params) {
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$level = $params [0];
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BuildingUtils::fillCallback(new Vector3($x + $i, $y - $i - 2, $z - 2 ), new Vector3($x + $i, $y - $i - 2, $z + 2 ), function ($v3, $level) {
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if ($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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}, $this->level);
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break;
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case self::DIR_XMIN :
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BuildingUtils::fill($this->level, new Vector3($x - $i, $y - $i - 1, $z - 2 ), new Vector3($x - $i, $y - $i + 3, $z + 2 ), Block::get(Block::AIR ));
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BuildingUtils::fillCallback(new Vector3($x - $i, $y - $i - 2, $z - 2 ), new Vector3($x - $i, $y - $i - 2, $z + 2 ), function ($v3, $params) {
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$level = $params [0];
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BuildingUtils::fillCallback(new Vector3($x - $i, $y - $i - 2, $z - 2 ), new Vector3($x - $i, $y - $i - 2, $z + 2 ), function ($v3, $level) {
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if ($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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}, $this->level);
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break;
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case self::DIR_ZPLUS :
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BuildingUtils::fill($this->level, new Vector3($x - 2, $y - $i - 1, $z + $i ), new Vector3($x + 2, $y - $i + 3, $z + $i ), Block::get(Block::AIR ));
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BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z + $i ), new Vector3($x + 2, $y - $i - 2, $z + $i ), function ($v3, $params) {
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$level = $params [0];
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BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z + $i ), new Vector3($x + 2, $y - $i - 2, $z + $i ), function ($v3, $level) {
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if ($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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}, $this->level);
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break;
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case self::DIR_ZMIN :
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BuildingUtils::fill($this->level, new Vector3($x - 2, $y - $i - 1, $z - $i ), new Vector3($x + 2, $y - $i + 3, $z - $i ), Block::get(Block::AIR ));
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BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z - $i ), new Vector3($x + 2, $y - $i - 2, $z - $i ), function ($v3, $params) {
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$level = $params [0];
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BuildingUtils::fillCallback(new Vector3($x - 2, $y - $i - 2, $z - $i ), new Vector3($x + 2, $y - $i - 2, $z - $i ), function ($v3, $level) {
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if ($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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@ -17,13 +17,21 @@ use pocketmine\math\Vector3;
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use pocketmine\level\generator\object\Tree;
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use pocketmine\level\generator\normal\object\Tree as Tree2;
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use pocketmine\level\generator\object\Object;
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use Ad5001\BetterGen\utils\BuildingUtils;
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class FallenTree extends Object {
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public $overridable = [
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Block::AIR => true,
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6 => true,
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17 => true,
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18 => true,
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Block::DANDELION => true,
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Block::POPPY => true,
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Block::SNOW_LAYER => true,
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Block::LOG2 => true
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Block::LOG2 => true,
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Block::LEAVES2 => true,
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Block::CACTUS => true
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];
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protected $tree;
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protected $direction;
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@ -51,6 +59,26 @@ class FallenTree extends Object {
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public function canPlaceObject(ChunkManager $level, $x, $y, $z, Random $random) {
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$randomHeight = round($random->nextBoundedInt(6) - 3);
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$this->length = $this->tree->trunkHeight + $randomHeight;
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$this->direction = $random->nextBoundedInt(4);
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switch($this->direction) {
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case 0:
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case 1:// Z+
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if(in_array(false, BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x, $y, $z + $this->length), function($v3, $level) {
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if(!in_array($level->getBlockIdAt($v3->x, $v3->y, $v3->z), \Ad5001\BetterGen\structure\FallenTree::$overridable)) return false;
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}, $level))) {
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return false;
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}
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break;
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case 2:
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case 3:
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if(in_array(false, BuildingUtils::fillCallback(new Vector3($x, $y, $z), new Vector3($x + $this->length, $y, $z), function($v3, $level) {
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if(!in_array($level->getBlockIdAt($v3->x, $v3->y, $v3->z), \Ad5001\BetterGen\structure\FallenTree::$overridable)) return false;
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}, $level))) {
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return false;
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}
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break;
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}
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return true;
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}
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/*
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@ -61,16 +89,25 @@ class FallenTree extends Object {
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* @param $z int
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*/
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public function placeObject(ChunkManager $level, $x, $y, $z) {
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$number = $random->nextBoundedInt(6);
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$pos = new Vector3($x, $y, $z);
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$this->placeLeaf($pos->x, $pos->y, $pos->z, $level);
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for($i = 0; $i < $number; $i ++) {
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$transfer = $random->nextBoolean ();
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$direction = $random->nextBoundedInt(4);
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$newPos = $pos->getSide($direction);
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if ($transfer)
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$pos = $newPos;
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$this->placeLeaf($newPos->x, $newPos->y, $newPos->z, $level);
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switch($this->direction) {
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case 0:
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$level->setBlockIdAt($x, $y, $z, $this->tree->trunkBlock);
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$level->setBlockDataAt($x, $y, $z, $this->tree->type);
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$z += 2;
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case 1:// Z+
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BuildingUtils::fill($level, new Vector3($x, $y, $z), new Vector3($x, $y, $z + $this->length), Block::get($this->tree->trunkBlock, $this->tree->type + 4));
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break;
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case 2:
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$level->setBlockIdAt($x, $y, $z, $this->tree->trunkBlock);
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$level->setBlockDataAt($x, $y, $z, $this->tree->type);
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$x += 2;
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case 3:
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BuildingUtils::fill($level, new Vector3($x, $y, $z), new Vector3($x, $y, $z + $this->length), Block::get($this->tree->trunkBlock, $this->tree->type + 4));
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break;
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}
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// Second call to build the last wood block
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switch($this->direction) {
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}
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}
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@ -51,15 +51,17 @@ class BuildingUtils {
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* @param $pos2 pocketmine\math\Vector3
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* @param $call callback
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* @param $params array
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* @return void
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* @return array
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*/
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public static function fillCallback(Vector3 $pos1, Vector3 $pos2, callable $call, ...$params) {
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public static function fillCallback(Vector3 $pos1, Vector3 $pos2, callable $call, ...$params) : array {
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list($pos1, $pos2 ) = self::minmax($pos1, $pos2);
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$return = [];
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for($x = $pos1->x; $x >= $pos2->x; $x --)
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for($y = $pos1->y; $y >= $pos2->y; $y --)
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for($z = $pos1->z; $z >= $pos2->z; $z --) {
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call_user_func($call, new Vector3($x, $y, $z ), $params);
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$return[] = call_user_func($call, new Vector3($x, $y, $z ), ...$params);
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}
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return $return;
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}
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/*
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