本文整理汇总了PHP中pocketmine\level\ChunkManager类的典型用法代码示例。如果您正苦于以下问题:PHP ChunkManager类的具体用法?PHP ChunkManager怎么用?PHP ChunkManager使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
在下文中一共展示了ChunkManager类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的PHP代码示例。
示例1: populate
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());
}
}
}
}
}
}
示例2: placeTrunk
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);
}
}
}
示例3: growGrass
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]);
}
}
}
示例4: placeObject
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";
}
}
}
}
}
}
}
}
示例5: placeObject
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);
}
}
示例6: placeObject
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);
}
}
}
示例7: placeObject
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);
}
}
示例8: getAvailableBlockSpace
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;
}
$count++;
}
return -1;
}
示例9: generateChunk
public function generateChunk($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, $chunk);
}
示例10: getHighestWorkableBlock
private function getHighestWorkableBlock($x, $z)
{
for ($y = 0; $y <= 127; ++$y) {
$b = $this->level->getBlockIdAt($x, $y, $z);
if ($b == Block::AIR) {
break;
}
}
return $y === 0 ? -1 : $y;
}
示例11: getHighestWorkableBlock
private function getHighestWorkableBlock($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;
}
示例12: getHighestWorkableBlock
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;
}
示例13: getHighestWorkableBlock
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;
}
示例14: getHighestWorkableBlock
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 ++$y;
}
示例15: populateChunk
public function populateChunk($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);
}
}