getChunk() публичный Метод

public getChunk ( integer $chunkX, integer $chunkZ ) : pocketmine\level\format\FullChunk | null
$chunkX integer
$chunkZ integer
Результат pocketmine\level\format\FullChunk | null
Пример #1
0
 public function generateChunk($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);
 }
Пример #2
0
 private function pop(ChunkManager $level, $x, $z, $chunkX, $chunkZ, Random $random)
 {
     $c = $level->getChunk($x, $z);
     $oC = $level->getChunk($chunkX, $chunkZ);
     if ($c == null or $oC == null or $c != null and !$c->isGenerated() or $oC != null and !$oC->isGenerated()) {
         return;
     }
     $chunk = new Vector3($x << 4, 0, $z << 4);
     $originChunk = new Vector3($chunkX << 4, 0, $chunkZ << 4);
     if ($random->nextBoundedInt(15) != 0) {
         return;
     }
     $numberOfCaves = $random->nextBoundedInt($random->nextBoundedInt($random->nextBoundedInt(40) + 1) + 1);
     for ($caveCount = 0; $caveCount < $numberOfCaves; $caveCount++) {
         $target = new Vector3($chunk->getX() + $random->nextBoundedInt(16), $random->nextBoundedInt($random->nextBoundedInt(120) + 8), $chunk->getZ() + $random->nextBoundedInt(16));
         $numberOfSmallCaves = 1;
         if ($random->nextBoundedInt(4) == 0) {
             $this->generateLargeCaveBranch($level, $originChunk, $target, new Random($random->nextInt()));
             $numberOfSmallCaves += $random->nextBoundedInt(4);
         }
         for ($count = 0; $count < $numberOfSmallCaves; $count++) {
             $randomHorizontalAngle = $random->nextFloat() * pi() * 2;
             $randomVerticalAngle = ($random->nextFloat() - 0.5) * 2 / 8;
             $horizontalScale = $random->nextFloat() * 2 + $random->nextFloat();
             if ($random->nextBoundedInt(10) == 0) {
                 $horizontalScale *= $random->nextFloat() * $random->nextFloat() * 3 + 1;
             }
             $this->generateCaveBranch($level, $originChunk, $target, $horizontalScale, 1, $randomHorizontalAngle, $randomVerticalAngle, 0, 0, new Random($random->nextInt()));
         }
     }
 }
Пример #3
0
 protected function parsePreset($preset, $chunkX, $chunkZ)
 {
     $this->preset = $preset;
     $preset = explode(";", $preset);
     $version = (int) $preset[0];
     $blocks = isset($preset[1]) ? $preset[1] : "";
     $biome = isset($preset[2]) ? $preset[2] : 1;
     $options = isset($preset[3]) ? $preset[3] : "";
     preg_match_all('#^(([0-9]*x|)([0-9]{1,3})(|:[0-9]{0,2}))$#m', str_replace(",", "\n", $blocks), $matches);
     $y = 0;
     $this->structure = [];
     $this->chunks = [];
     foreach ($matches[3] as $i => $b) {
         $b = Item::fromString($b . $matches[4][$i]);
         $cnt = $matches[2][$i] === "" ? 1 : intval($matches[2][$i]);
         for ($cY = $y, $y += $cnt; $cY < $y; ++$cY) {
             $this->structure[$cY] = [$b->getId(), $b->getDamage()];
         }
     }
     $this->floorLevel = $y;
     for (; $y < 0xff; ++$y) {
         $this->structure[$y] = [0, 0];
     }
     $this->chunk = clone $this->level->getChunk($chunkX, $chunkZ);
     $this->chunk->setGenerated();
     $c = Biome::getBiome($biome)->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, $biome);
             $this->chunk->setBiomeColor($X, $Z, $R, $G, $B);
             for ($y = 0; $y < 128; ++$y) {
                 $this->chunk->setBlock($X, $y, $Z, ...$this->structure[$y]);
             }
         }
     }
     preg_match_all('#(([0-9a-z_]{1,})\\(?([0-9a-z_ =:]{0,})\\)?),?#', $options, $matches);
     foreach ($matches[2] as $i => $option) {
         $params = true;
         if ($matches[3][$i] !== "") {
             $params = [];
             $p = explode(" ", $matches[3][$i]);
             foreach ($p as $k) {
                 $k = explode("=", $k);
                 if (isset($k[1])) {
                     $params[$k[0]] = $k[1];
                 }
             }
         }
         $this->options[$option] = $params;
     }
 }
Пример #4
0
 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(), $b->getDamage());
                     }
                 }
             }
         }
     }
 }
Пример #5
0
 public function populateChunk($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, $this->random);
 }
Пример #6
0
 public function generateChunk($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, $chunk);
 }
Пример #7
0
 public function generateChunk($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, $chunk);
 }
Пример #8
0
 private function lavaSpread($x, $y, $z)
 {
     if ($this->level->getChunk($x >> 4, $z >> 4) == null) {
         return;
     }
     $decay = $this->getFlowDecay($x, $y, $z, $x, $y, $z);
     $multiplier = 2;
     if ($decay > 0) {
         $smallestFlowDecay = -100;
         $smallestFlowDecay = $this->getSmallestFlowDecay($x, $y, $z, $x, $y, $z - 1, $smallestFlowDecay);
         $smallestFlowDecay = $this->getSmallestFlowDecay($x, $y, $z, $x, $y, $z + 1, $smallestFlowDecay);
         $smallestFlowDecay = $this->getSmallestFlowDecay($x, $y, $z, $x - 1, $y, $z, $smallestFlowDecay);
         $smallestFlowDecay = $this->getSmallestFlowDecay($x, $y, $z, $x + 1, $y, $z, $smallestFlowDecay);
         $k = $smallestFlowDecay + $multiplier;
         if ($k >= 8 or $smallestFlowDecay < 0) {
             $k = -1;
         }
         if (($topFlowDecay = $this->getFlowDecay($x, $y, $z, $x, $y + 1, $z)) >= 0) {
             if ($topFlowDecay >= 8) {
                 $k = $topFlowDecay;
             } else {
                 $k = $topFlowDecay | 0x8;
             }
         }
         if ($decay < 8 and $k < 8 and $k > 1 and mt_rand(0, 4) !== 0) {
             $k = $decay;
         }
         if ($k !== $decay) {
             $decay = $k;
             if ($decay < 0) {
                 $this->level->setBlockIdAt($x, $y, $z, 0);
             } else {
                 $this->level->setBlockIdAt($x, $y, $z, Block::LAVA);
                 $this->level->setBlockDataAt($x, $y, $z, $decay);
                 $this->level->updateBlockLight($x, $y, $z);
                 $this->lavaSpread($x, $y, $z);
                 return;
             }
         }
     }
     if ($this->canFlowInto($x, $y - 1, $z)) {
         if ($decay >= 8) {
             $this->flowIntoBlock($x, $y - 1, $z, $decay);
         } else {
             $this->flowIntoBlock($x, $y - 1, $z, $decay | 0x8);
         }
     } elseif ($decay >= 0 and ($decay === 0 or !$this->canFlowInto($x, $y - 1, $z))) {
         $flags = $this->getOptimalFlowDirections($x, $y, $z);
         $l = $decay + $multiplier;
         if ($decay >= 8) {
             $l = 1;
         }
         if ($l >= 8) {
             return;
         }
         if ($flags[0]) {
             $this->flowIntoBlock($x - 1, $y, $z, $l);
         }
         if ($flags[1]) {
             $this->flowIntoBlock($x + 1, $y, $z, $l);
         }
         if ($flags[2]) {
             $this->flowIntoBlock($x, $y, $z - 1, $l);
         }
         if ($flags[3]) {
             $this->flowIntoBlock($x, $y, $z + 1, $l);
         }
     }
 }