本文整理汇总了PHP中pocketmine\level\ChunkManager::getChunk方法的典型用法代码示例。如果您正苦于以下问题:PHP ChunkManager::getChunk方法的具体用法?PHP ChunkManager::getChunk怎么用?PHP ChunkManager::getChunk使用的例子?那么恭喜您, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类pocketmine\level\ChunkManager
的用法示例。
在下文中一共展示了ChunkManager::getChunk方法的8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: 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2: pop
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()));
}
}
}
示例3: parsePreset
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;
}
}
示例4: 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(), $b->getDamage());
}
}
}
}
}
}
示例5: populateChunk
public function populateChunk($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, $this->random);
}
示例6: generateChunk
public function generateChunk($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, $chunk);
}
示例7: generateChunk
public function generateChunk($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, $chunk);
}
示例8: lavaSpread
private function lavaSpread($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);
}
}
}