public function placeObject(Level $level, Vector3 $pos, Random $random) { if ($this->leavesSizeY === -1 or $this->leavesAbsoluteMaxRadius === -1) { $this->findRandomLeavesSize($random); } $level->setBlockRaw(new Vector3($pos->x, $pos->y - 1, $pos->z), new DirtBlock()); $leavesRadius = 0; $leavesMaxRadius = 1; $leavesBottomY = $this->totalHeight - $this->leavesSizeY; $firstMaxedRadius = false; for ($leavesY = 0; $leavesY <= $leavesBottomY; ++$leavesY) { $yy = $this->totalHeight - $leavesY; for ($xx = -$leavesRadius; $xx <= $leavesRadius; ++$xx) { for ($zz = -$leavesRadius; $zz <= $leavesRadius; ++$zz) { if (abs($xx) != $leavesRadius or abs($zz) != $leavesRadius or $leavesRadius <= 0) { $level->setBlockRaw(new Vector3($pos->x + $xx, $pos->y + $yy, $pos->z + $zz), new LeavesBlock($this->type)); } } } if ($leavesRadius >= $leavesMaxRadius) { $leavesRadius = $firstMaxedRadius ? 1 : 0; $firstMaxedRadius = true; if (++$leavesMaxRadius > $this->leavesAbsoluteMaxRadius) { $leavesMaxRadius = $this->leavesAbsoluteMaxRadius; } } else { ++$leavesRadius; } } $trunkHeightReducer = $random->nextRange(0, 3); for ($yy = 0; $yy < $this->totalHeight - $trunkHeightReducer; ++$yy) { $level->setBlockRaw(new Vector3($pos->x, $pos->y + $yy, $pos->z), new WoodBlock($this->type)); } }
public function placeObject(Level $level, Vector3 $pos, Random $random) { if ($this->leavesBottomY === -1 or $this->leavesMaxRadius === -1) { $this->findRandomLeavesSize(); } $level->setBlockRaw(new Vector3($pos->x, $pos->y - 1, $pos->z), new DirtBlock()); $leavesRadius = 0; for ($yy = $this->totalHeight; $yy >= $this->leavesBottomY; --$yy) { for ($xx = -$leavesRadius; $xx <= $leavesRadius; ++$xx) { for ($zz = -$leavesRadius; $zz <= $leavesRadius; ++$zz) { if (abs($xx) != $leavesRadius or abs($zz) != $leavesRadius or $leavesRadius <= 0) { $level->setBlockRaw(new Vector3($pos->x + $xx, $pos->y + $yy, $pos->z + $zz), new LeavesBlock($this->type)); } } } if ($leavesRadius > 0 and $yy === $pos->y + $this->leavesBottomY + 1) { --$leavesRadius; } elseif ($leavesRadius < $this->leavesMaxRadius) { ++$leavesRadius; } } for ($yy = 0; $yy < $this->totalHeight - 1; ++$yy) { $level->setBlockRaw(new Vector3($pos->x, $pos->y + $yy, $pos->z), new WoodBlock($this->type)); } }
public function placeObject(Level $level, Vector3 $pos, Random $random) { // The base dirt block $dirtpos = new Vector3($pos->x, $pos->y - 1, $pos->z); $level->setBlockRaw($dirtpos, new DirtBlock()); // Adjust the tree trunk's height randomly // plot [-14:11] int( x / 8 ) + 5 // - min=4 (all leaves are 4 tall, some trunk must show) // - max=6 (top leaves are within ground-level whacking range // on all small trees) $heightPre = $random->nextRange(-14, 11); $this->trunkHeight = intval($heightPre / 8) + 5; // Adjust the starting leaf density using the trunk height as a // starting position (tall trees with skimpy leaves don't look // too good) $leafPre = $random->nextRange($this->trunkHeight, 10) / 20; // (TODO: seed may apply) // Now build the tree (from the top down) $leaflevel = 0; for ($yy = $this->trunkHeight + 1; $yy >= 0; --$yy) { if ($leaflevel < self::$leavesHeight) { // The size is a slight variation on the trunkheight $radius = self::$leafRadii[$leaflevel] + $leafPre; $bRadius = 3; for ($xx = -$bRadius; $xx <= $bRadius; ++$xx) { for ($zz = -$bRadius; $zz <= $bRadius; ++$zz) { if (sqrt($xx * $xx + $zz * $zz) <= $radius) { $leafpos = new Vector3($pos->x + $xx, $pos->y + $yy, $pos->z + $zz); $level->setBlockRaw($leafpos, new LeavesBlock($this->type)); } } } $leaflevel++; } // Place the trunk last if ($leaflevel > 1) { $trunkpos = new Vector3($pos->x, $pos->y + $yy, $pos->z); $level->setBlockRaw($trunkpos, new WoodBlock($this->type)); } } }
public static function growGrass(Level $level, Vector3 $pos, Random $random, $count = 15, $radius = 10) { $arr = array(BlockAPI::get(DANDELION, 0), BlockAPI::get(CYAN_FLOWER, 0), BlockAPI::get(TALL_GRASS, 1), BlockAPI::get(TALL_GRASS, 1), BlockAPI::get(TALL_GRASS, 1), BlockAPI::get(TALL_GRASS, 1)); $arrC = count($arr) - 1; for ($c = 0; $c < $count; ++$c) { $x = $random->nextRange($pos->x - $radius, $pos->x + $radius); $z = $random->nextRange($pos->z - $radius, $pos->z + $radius); if ($level->level->getBlockID($x, $pos->y + 1, $z) === AIR and $level->level->getBlockID($x, $pos->y, $z) === GRASS) { $t = $arr[$random->nextRange(0, $arrC)]; $level->setBlockRaw(new Vector3($x, $pos->y + 1, $z), $t); } } }
public function placeObject(Level $level, Vector3 $pos) { $clusterSize = (int) $this->type->clusterSize; $angle = $this->random->nextFloat() * M_PI; $offset = VectorMath::getDirection2D($angle)->multiply($clusterSize)->divide(8); $x1 = $pos->x + 8 + $offset->x; $x2 = $pos->x + 8 - $offset->x; $z1 = $pos->z + 8 + $offset->y; $z2 = $pos->z + 8 - $offset->y; $y1 = $pos->y + $this->random->nextRange(0, 3) + 2; $y2 = $pos->y + $this->random->nextRange(0, 3) + 2; for ($count = 0; $count <= $clusterSize; ++$count) { $seedX = $x1 + ($x2 - $x1) * $count / $clusterSize; $seedY = $y1 + ($y2 - $y1) * $count / $clusterSize; $seedZ = $z1 + ($z2 - $z1) * $count / $clusterSize; $size = ((sin($count * (M_PI / $clusterSize)) + 1) * $this->random->nextFloat() * $clusterSize / 16 + 1) / 2; $startX = (int) ($seedX - $size); $startY = (int) ($seedY - $size); $startZ = (int) ($seedZ - $size); $endX = (int) ($seedX + $size); $endY = (int) ($seedY + $size); $endZ = (int) ($seedZ + $size); for ($x = $startX; $x <= $endX; ++$x) { $sizeX = pow(($x + 0.5 - $seedX) / $size, 2); if ($sizeX < 1) { for ($y = $startY; $y <= $endY; ++$y) { $sizeY = pow(($y + 0.5 - $seedY) / $size, 2); if ($y > 0 and $sizeX + $sizeY < 1) { for ($z = $startZ; $z <= $endZ; ++$z) { $sizeZ = pow(($z + 0.5 - $seedZ) / $size, 2); if ($sizeX + $sizeY + $sizeZ < 1 and $level->level->getBlockID($x, $y, $z) === STONE) { $level->setBlockRaw(new Vector3($x, $y, $z), $this->type->material); } } } } } } } }