public function generateChunk($chunkX, $chunkZ) { if ($this->emptyChunk !== null) { //Use the cached empty chunk instead of generating a new one $this->chunk = clone $this->emptyChunk; } else { $this->chunk = clone $this->level->getChunk($chunkX, $chunkZ); $this->chunk->setGenerated(); $c = Biome::getBiome(1)->getColor(); $R = $c >> 16; $G = $c >> 8 & 0xff; $B = $c & 0xff; for ($Z = 0; $Z < 16; ++$Z) { for ($X = 0; $X < 16; ++$X) { $this->chunk->setBiomeId($X, $Z, 1); $this->chunk->setBiomeColor($X, $Z, $R, $G, $B); for ($y = 0; $y < 128; ++$y) { $this->chunk->setBlockId($X, $y, $Z, Block::AIR); } } } $spawn = $this->getSpawn(); if ($spawn->getX() >> 4 === $chunkX and $spawn->getZ() >> 4 === $chunkZ) { $this->chunk->setBlockId(0, 64, 0, Block::GRASS); } else { $this->emptyChunk = $this->chunk; } } $chunk = clone $this->chunk; $chunk->setX($chunkX); $chunk->setZ($chunkZ); $this->level->setChunk($chunkX, $chunkZ, $chunk); }
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random) { $chunk = $level->getChunk($chunkX, $chunkZ); for ($x = 0; $x < 16; ++$x) { for ($z = 0; $z < 16; ++$z) { $biome = Biome::getBiome($chunk->getBiomeId($x, $z)); $cover = $biome->getGroundCover(); if (count($cover) > 0) { $diffY = 0; if (!$cover[0]->isSolid()) { $diffY = 1; } $column = $chunk->getBlockIdColumn($x, $z); for ($y = 127; $y > 0; --$y) { if ($column[$y] !== "" and !Block::get(ord($column[$y]))->isTransparent()) { break; } } $startY = min(127, $y + $diffY); $endY = $startY - count($cover); for ($y = $startY; $y > $endY and $y >= 0; --$y) { $b = $cover[$startY - $y]; if ($column[$y] === "" and $b->isSolid()) { break; } if ($b->getDamage() === 0) { $chunk->setBlockId($x, $y, $z, $b->getId()); } else { $chunk->setBlock($x, $y, $z, $b->getId(), $b->getDamage()); } } } } } }
private function getHighestWorkableBlock($x, $z) { for ($y = 0; $y <= 127; ++$y) { $b = $this->level->getBlockIdAt($x, $y, $z); if ($b == Block::AIR) { break; } } return $y === 0 ? -1 : $y; }
private function getHighestWorkableBlock($x, $z) { for ($y = 127; $y >= 0; --$y) { $b = $this->level->getBlockIdAt($x, $y, $z); if ($b !== Block::AIR and $b !== Block::LEAVES and $b !== Block::LEAVES2 and $b !== Block::SNOW_LAYER) { break; } } return $y === 0 ? -1 : ++$y; }
private function getHighestWorkableBlock($x, $z) { for ($y = 127; $y >= 0; --$y) { $b = $this->level->getBlockIdAt($x, $y, $z); if ($b == 0) { break; } } return $y === 0 ? -1 : ++$y; }
protected function placeTrunk(ChunkManager $level, $x, $y, $z, Random $random, $trunkHeight) { // The base dirt block $level->setBlockIdAt($x, $y - 1, $z, Block::DIRT); for ($yy = 0; $yy < $trunkHeight; ++$yy) { $blockId = $level->getBlockIdAt($x, $y + $yy, $z); if (isset($this->overridable[$blockId])) { $level->setBlockIdAt($x, $y + $yy, $z, $this->trunkBlock); $level->setBlockDataAt($x, $y + $yy, $z, $this->type); } } }
private function getHighestWorkableBlock($x, $z) { for ($y = 127; $y > 0; --$y) { $b = $this->level->getBlockIdAt($x, $y, $z); if ($b === Block::DIRT or $b === Block::GRASS) { break; } elseif ($b !== 0 and $b !== Block::SNOW_LAYER) { return -1; } } return ++$y; }
private function getHighestWorkableBlock($x, $z) { for ($y = 128; $y > 0; --$y) { $b = $this->level->getBlockIdAt($x, $y, $z); if ($b === Block::AIR or $b === Block::LEAVES) { if (--$y <= 0) { return -1; } } else { break; } } return ++$y; }
public static function growGrass(ChunkManager $level, Vector3 $pos, Random $random, $count = 15, $radius = 10) { $arr = [[Block::DANDELION, 0], [Block::POPPY, 0], [Block::TALL_GRASS, 1], [Block::TALL_GRASS, 1], [Block::TALL_GRASS, 1], [Block::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->getBlockIdAt($x, $pos->y + 1, $z) === Block::AIR and $level->getBlockIdAt($x, $pos->y, $z) === Block::GRASS) { $t = $arr[$random->nextRange(0, $arrC)]; $level->setBlockIdAt($x, $pos->y + 1, $z, $t[0]); $level->setBlockDataAt($x, $pos->y + 1, $z, $t[1]); } } }
public function placeObject(ChunkManager $level, $x, $y, $z) { $clusterSize = (int) $this->type->clusterSize; $angle = $this->random->nextFloat() * M_PI; $offset = VectorMath::getDirection2D($angle)->multiply($clusterSize)->divide(8); $x1 = $x + 8 + $offset->x; $x2 = $x + 8 - $offset->x; $z1 = $z + 8 + $offset->y; $z2 = $z + 8 - $offset->y; $y1 = $y + $this->random->nextBoundedInt(3) + 2; $y2 = $y + $this->random->nextBoundedInt(3) + 2; for ($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); //echo "ORE: $startX, $startY, $startZ,, $endX, $endY, $endZ\n"; for ($x = $startX; $x <= $endX; ++$x) { $sizeX = ($x + 0.5 - $seedX) / $size; $sizeX *= $sizeX; if ($sizeX < 1) { for ($y = $startY; $y <= $endY; ++$y) { $sizeY = ($y + 0.5 - $seedY) / $size; $sizeY *= $sizeY; if ($y > 0 and $sizeX + $sizeY < 1) { for ($z = $startZ; $z <= $endZ; ++$z) { $sizeZ = ($z + 0.5 - $seedZ) / $size; $sizeZ *= $sizeZ; if ($sizeX + $sizeY + $sizeZ < 1 and $level->getBlockIdAt($x, $y, $z) === 0) { $level->setBlockIdAt($x, $y, $z, $this->type->material->getId()); if ($this->type->material->getDamage() !== 0) { $level->setBlockDataAt($x, $y, $z, $this->type->material->getDamage()); } $level->updateBlockLight($x, $y, $z); //echo "Placed to $x, $y, $z\n"; } } } } } } } }
public function populateChunk($chunkX, $chunkZ) { $this->random->setSeed(0.0 ^ $chunkX << 8 ^ $chunkZ ^ $this->level->getSeed()); foreach ($this->populators as $populator) { $populator->populate($this->level, $chunkX, $chunkZ, $this->random); } }
public function populateChunk($chunkX, $chunkZ) { $this->random->setSeed(0xdeadbeef ^ $chunkX << 8 ^ $chunkZ ^ $this->level->getSeed()); foreach ($this->populators as $populator) { $populator->populate($this->level, $chunkX, $chunkZ, $this->random); } $chunk = $this->level->getChunk($chunkX, $chunkZ); $biome = Biome::getBiome($chunk->getBiomeId(7, 7)); $biome->populateChunk($this->level, $chunkX, $chunkZ, $this->random); }
public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) { if ($this->leavesBottomY === -1 or $this->leavesMaxRadius === -1) { $this->findRandomLeavesSize($random); } $level->setBlockIdAt($x, $y - 1, $z, Block::DIRT); $leavesRadius = 0; for ($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) { $level->setBlockIdAt($x + $xx, $y + $yy, $z + $zz, Block::LEAVES); $level->setBlockDataAt($x + $xx, $y + $yy, $z + $zz, $this->type); } } } if ($leavesRadius > 0 and $yy === $y + $this->leavesBottomY + 1) { --$leavesRadius; } elseif ($leavesRadius < $this->leavesMaxRadius) { ++$leavesRadius; } } for ($yy = 0; $yy < $this->totalHeight - 1; ++$yy) { $level->setBlockIdAt($x, $y + $yy, $z, Block::TRUNK); $level->setBlockDataAt($x, $y + $yy, $z, $this->type); } }
public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) { // The base dirt block $level->setBlockIdAt($x, $y, $z, Block::DIRT); // 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 ** 2 + $zz ** 2) <= $radius) { $level->setBlockIdAt($x + $xx, $y + $yy, $z + $zz, Block::LEAVES); $level->setBlockDataAt($x + $xx, $y + $yy, $z + $zz, $this->type); } } } $leaflevel++; } // Place the trunk last if ($leaflevel > 1) { $level->setBlockIdAt($x, $y + $yy, $z, Block::TRUNK); $level->setBlockDataAt($x, $y + $yy, $z, $this->type); } } }
public function generateChunk($chunkX, $chunkZ) { $spawn = $this->getSpawn(); // Adjust spawn so it is relative to current chunk... $spawn->x = $spawn->x - ($chunkX << 4); $spawn->z = $spawn->z - ($chunkZ << 4); $inSpawn = -$this->radius <= $spawn->x && $spawn->x < 16 + $this->radius && -$this->radius <= $spawn->z && $spawn->z < 16 + $this->radius; if ($inSpawn || $this->chunk === null) { $chunk = $this->level->getChunk($chunkX, $chunkZ); $chunk->setGenerated(); $c = Biome::getBiome($this->biome)->getColor(); $R = $c >> 16; $G = $c >> 8 & 0xff; $B = $c & 0xff; $rad2 = $this->radius * $this->radius; for ($Z = 0; $Z < 16; ++$Z) { for ($X = 0; $X < 16; ++$X) { $chunk->setBiomeId($X, $Z, $biome); $chunk->setBiomeColor($X, $Z, $R, $G, $B); $chunk->setBlock($X, 0, $Z, $this->baseFloor, 0); for ($y = 1; $y < 128; ++$y) { $chunk->setBlock($X, $y, $Z, Block::AIR, 0); } if (self::inSpawn($rad2, $spawn->x, $spawn->z, $X, $Z)) { $chunk->setBlock($X, $this->floorLevel, $Z, $this->block); } } } if (!$inSpawn) { $this->chunk = clone $chunk; } } else { $chunk = clone $this->chunk; } $chunk->setX($chunkX); $chunk->setZ($chunkZ); $this->level->setChunk($chunkX, $chunkZ, $chunk); }
public function generateChunk($chunkX, $chunkZ) { $this->chunk = clone $this->level->getChunk($chunkX, $chunkZ); $this->chunk->setGenerated(); $c = Biome::getBiome(1)->getColor(); $R = $c >> 16; $G = $c >> 8 & 0xff; $B = $c & 0xff; for ($Z = 0; $Z < 16; ++$Z) { for ($X = 0; $X < 16; ++$X) { $this->chunk->setBiomeId($X, $Z, 1); $this->chunk->setBiomeColor($X, $Z, $R, $G, $B); for ($y = 0; $y < 128; ++$y) { $this->chunk->setBlockId($X, $y, $Z, Block::AIR); } } } $this->chunk->setBlockId(8, 64, 8, Block::GRASS); $chunk = clone $this->chunk; $chunk->setX($chunkX); $chunk->setZ($chunkZ); $this->level->setChunk($chunkX, $chunkZ, $chunk); }
public function placeObject(ChunkManager $level, $x, $y, $z, Random $random) { if ($this->leavesSizeY === -1 or $this->leavesAbsoluteMaxRadius === -1) { $this->findRandomLeavesSize($random); } $level->setBlockIdAt($x, $y - 1, $z, Block::DIRT); $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) { $level->setBlockIdAt($x + $xx, $y + $yy, $z + $zz, Block::LEAVES); $level->setBlockDataAt($x + $xx, $y + $yy, $z + $zz, $this->type); } } } if ($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) { $level->setBlockIdAt($x, $y + $yy, $z, Block::TRUNK); $level->setBlockDataAt($x, $y + $yy, $z, $this->type); } }
private function getAvailableBlockSpace(ChunkManager $level, Vector3 $from, Vector3 $to) { $count = 0; $iter = new VectorIterator($level, $from, $to); while ($iter->valid()) { $iter->next(); $pos = $iter->current(); if (!isset($this->overridable[$level->getBlockIdAt($pos->x, $pos->y, $pos->z)])) { return $count; } $count++; } return -1; }
public function place() { for ($x = $this->start->getFloorX(); $x < $this->end->getFloorX(); $x++) { $xOffset = ($this->chunk->getX() + $x + 0.5 - $this->target->getX()) / $this->horizontalSize; for ($z = $this->start->getFloorZ(); $z < $this->end->getFloorZ(); $z++) { $zOffset = ($this->chunk->getZ() + $z + 0.5 - $this->target->getZ()) / $this->horizontalSize; if ($xOffset * $xOffset + $zOffset * $zOffset >= 1) { continue; } for ($y = $this->end->getFloorY() - 1; $y >= $this->start->getFloorY(); $y--) { $yOffset = ($y + 0.5 - $this->target->getY()) / $this->verticalSize; if ($yOffset > -0.7 and $xOffset * $xOffset + $yOffset * $yOffset + $zOffset * $zOffset < 1) { $xx = $this->chunk->getX() + $x; $zz = $this->chunk->getZ() + $z; $blockId = $this->level->getBlockIdAt($xx, $y, $zz); if ($blockId == Block::STONE or $blockId == Block::DIRT or $blockId == Block::GRASS) { if ($y < 10) { $this->level->setBlockIdAt($xx, $y, $zz, Block::STILL_LAVA); } else { if ($blockId == Block::GRASS and $this->level->getBlockIdAt($xx, $y - 1, $zz) == Block::DIRT) { $this->level->setBlockIdAt($xx, $y - 1, $zz, Block::GRASS); } $this->level->setBlockIdAt($xx, $y, $zz, Block::AIR); } } } } } } }