public static function generate($path, $name, $seed, $generator, array $options = []) { if (!file_exists($path)) { mkdir($path, 0777, true); } if (!file_exists($path . "/region")) { mkdir($path . "/region", 0777); } //TODO, add extra details $levelData = new Compound("Data", ["hardcore" => new Byte("hardcore", 0), "initialized" => new Byte("initialized", 1), "GameType" => new Int("GameType", 0), "generatorVersion" => new Int("generatorVersion", 1), "SpawnX" => new Int("SpawnX", 128), "SpawnY" => new Int("SpawnY", 70), "SpawnZ" => new Int("SpawnZ", 128), "version" => new Int("version", 19133), "DayTime" => new Int("DayTime", 0), "LastPlayed" => new Long("LastPlayed", microtime(true) * 1000), "RandomSeed" => new Long("RandomSeed", $seed), "SizeOnDisk" => new Long("SizeOnDisk", 0), "Time" => new Long("Time", 0), "generatorName" => new String("generatorName", Generator::getGeneratorName($generator)), "generatorOptions" => new String("generatorOptions", isset($options["preset"]) ? $options["preset"] : ""), "LevelName" => new String("LevelName", $name), "GameRules" => new Compound("GameRules", [])]); $nbt = new NBT(NBT::BIG_ENDIAN); $nbt->setData(new Compound("", ["Data" => $levelData])); $buffer = $nbt->writeCompressed(); file_put_contents($path . "level.dat", $buffer); }
public function __construct(Level $level, $path) { $this->level = $level; $this->path = $path; if (!file_exists($this->path)) { mkdir($this->path, 0777, true); } $nbt = new NBT(NBT::BIG_ENDIAN); $nbt->readCompressed(file_get_contents($this->getPath() . "level.dat")); $levelData = $nbt->getData(); if ($levelData->Data instanceof Compound) { $this->levelData = $levelData->Data; } else { throw new LevelException("Invalid level.dat"); } if (!isset($this->levelData->generatorName)) { $this->levelData->generatorName = new String("generatorName", Generator::getGenerator("DEFAULT")); } if (!isset($this->levelData->generatorOptions)) { $this->levelData->generatorOptions = new String("generatorOptions", ""); } }
public function initLevel() { $generator = $this->generator; $this->generatorInstance = new $generator($this->provider->getGeneratorOptions()); $this->generatorInstance->init($this, new Random($this->getSeed())); $this->registerGenerator(); }
public function generateChunk($chunkX, $chunkZ) { $this->random->setSeed(0xdeadbeef ^ $chunkX << 8 ^ $chunkZ ^ $this->level->getSeed()); $noise = Generator::getFastNoise3D($this->noiseBase, 16, 128, 16, 4, 8, 4, $chunkX * 16, 0, $chunkZ * 16); $chunk = $this->level->getChunk($chunkX, $chunkZ); for ($x = 0; $x < 16; ++$x) { for ($z = 0; $z < 16; ++$z) { $biome = Biome::getBiome(Biome::HELL); $chunk->setBiomeId($x, $z, $biome->getId()); $color = [0, 0, 0]; $bColor = $biome->getColor(); $color[0] += ($bColor >> 16) ** 2; $color[1] += ($bColor >> 8 & 0xff) ** 2; $color[2] += ($bColor & 0xff) ** 2; $chunk->setBiomeColor($x, $z, $color[0], $color[1], $color[2]); for ($y = 0; $y < 128; ++$y) { if ($y === 0 or $y === 127) { $chunk->setBlockId($x, $y, $z, Block::BEDROCK); continue; } $noiseValue = abs($this->emptyHeight - $y) / $this->emptyHeight * $this->emptyAmplitude - $noise[$x][$z][$y]; $noiseValue -= 1 - $this->density; if ($noiseValue > 0) { $chunk->setBlockId($x, $y, $z, Block::NETHERRACK); } elseif ($y <= $this->waterHeight) { $chunk->setBlockId($x, $y, $z, Block::STILL_LAVA); } } } } foreach ($this->generationPopulators as $populator) { $populator->populate($this->level, $chunkX, $chunkZ, $this->random); } }
public function generateChunk($chunkX, $chunkZ) { $this->random->setSeed(0xdeadbeef ^ $chunkX << 8 ^ $chunkZ ^ $this->level->getSeed()); $noise = Generator::getFastNoise3D($this->noiseBase, 16, 128, 16, 4, 8, 4, $chunkX * 16, 0, $chunkZ * 16); $chunk = $this->level->getChunk($chunkX, $chunkZ); $biomeCache = []; for ($x = 0; $x < 16; ++$x) { for ($z = 0; $z < 16; ++$z) { $minSum = 0; $maxSum = 0; $weightSum = 0; $biome = $this->pickBiome($chunkX * 16 + $x, $chunkZ * 16 + $z); $chunk->setBiomeId($x, $z, $biome->getId()); $color = [0, 0, 0]; for ($sx = -self::$SMOOTH_SIZE; $sx <= self::$SMOOTH_SIZE; ++$sx) { for ($sz = -self::$SMOOTH_SIZE; $sz <= self::$SMOOTH_SIZE; ++$sz) { $weight = self::$GAUSSIAN_KERNEL[$sx + self::$SMOOTH_SIZE][$sz + self::$SMOOTH_SIZE]; if ($sx === 0 and $sz === 0) { $adjacent = $biome; } else { $index = Level::chunkHash($chunkX * 16 + $x + $sx, $chunkZ * 16 + $z + $sz); if (isset($biomeCache[$index])) { $adjacent = $biomeCache[$index]; } else { $biomeCache[$index] = $adjacent = $this->pickBiome($chunkX * 16 + $x + $sx, $chunkZ * 16 + $z + $sz); } } $minSum += ($adjacent->getMinElevation() - 1) * $weight; $maxSum += $adjacent->getMaxElevation() * $weight; $bColor = $adjacent->getColor(); $color[0] += ($bColor >> 16) ** 2 * $weight; $color[1] += ($bColor >> 8 & 0xff) ** 2 * $weight; $color[2] += ($bColor & 0xff) ** 2 * $weight; $weightSum += $weight; } } $minSum /= $weightSum; $maxSum /= $weightSum; $chunk->setBiomeColor($x, $z, sqrt($color[0] / $weightSum), sqrt($color[1] / $weightSum), sqrt($color[2] / $weightSum)); $solidLand = false; for ($y = 127; $y >= 0; --$y) { if ($y === 0) { $chunk->setBlockId($x, $y, $z, Block::BEDROCK); continue; } // A noiseAdjustment of 1 will guarantee ground, a noiseAdjustment of -1 will guarantee air. //$effHeight = min($y - $smoothHeight - $minSum, $noiseAdjustment = 2 * (($maxSum - $y) / ($maxSum - $minSum)) - 1; // To generate caves, we bring the noiseAdjustment down away from 1. $caveLevel = $minSum - 10; $distAboveCaveLevel = max(0, $y - $caveLevel); // must be positive $noiseAdjustment = min($noiseAdjustment, 0.4 + $distAboveCaveLevel / 10); $noiseValue = $noise[$x][$z][$y] + $noiseAdjustment; if ($noiseValue > 0) { $chunk->setBlockId($x, $y, $z, Block::STONE); $solidLand = true; } elseif ($y <= $this->waterHeight && $solidLand == false) { $chunk->setBlockId($x, $y, $z, Block::STILL_WATER); } } } } foreach ($this->generationPopulators as $populator) { $populator->populate($this->level, $chunkX, $chunkZ, $this->random); } }