本文整理汇总了PHP中pocketmine\level\generator\Generator类的典型用法代码示例。如果您正苦于以下问题:PHP Generator类的具体用法?PHP Generator怎么用?PHP Generator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Generator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: generateChunk
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);
}
}
示例2: onLoad
public function onLoad()
{
Generator::addGenerator(NoneGN::class, "None");
Generator::addGenerator(OreFlatGN::class, "OreFlat");
Generator::addGenerator(SkyBlockGN::class, "SkyBlock");
Generator::addGenerator(SkyGridGN::class, "SkyGrid");
}
示例3: onCommand
public function onCommand(CommandSender $sender, Command $command, $label, array $args)
{
if (strtolower($command->getName()) === "buyworld") {
if (count($args) < 1 || count($args) > 4) {
return false;
}
if (EconomyAPI::getInstance()->myMoney($sender->getName()) < 10000) {
$sender->sendMessage(TextFormat::RED . "[HyperPlot] You don't have enought money. It cost \$10000");
return true;
}
$world = array_shift($args);
if (strlen($world) < 3) {
$sender->sendMessage(TextFormat::RED . "[HyperPlot] Small World name");
return true;
}
if ($this->getServer()->isLevelGenerated($world)) {
$sender->sendMessage(TextFormat::RED . "[HyperPlot] A world named " . $world . " already exists");
return true;
}
EconomyAPI::getInstance()->reduceMoney($sender->getName(), 10000);
$this->getServer()->broadcastMessage($sender->sendMessage(TextFormat::RED . "[HyperPlot] Creating level " . $sender->getName() . "-" . $world . "..."));
$generator = Generator::getGenerator("ownworld");
$this->getServer()->generateLevel($sender->getName() . "-" . $world, null, $generator, []);
$this->getServer()->loadLevel($sender->getName() . "-" . $world);
return true;
}
return false;
}
示例4: onSCommand
public function onSCommand(CommandSender $c, Command $cc, $scmd, $data, array $args)
{
if (count($args) < 1 || count($args) > 4) {
return false;
}
$world = array_shift($args);
if ($this->owner->getServer()->isLevelGenerated($world)) {
$c->sendMessage(TextFormat::RED . mc::_("[MW] A world named %1% already exists", $world));
return true;
}
$seed = null;
$generator = null;
$opts = [];
if (isset($args[0])) {
$seed = intval($args[0]);
}
if (isset($args[1])) {
$generator = Generator::getGenerator($args[1]);
if (strtolower($args[1]) != Generator::getGeneratorName($generator)) {
$c->sendMessage(TextFormat::RED . mc::_("[MW] Unknown generator %1%", $args[1]));
return true;
}
$c->sendMessage(TextFormat::GREEN . mc::_("[MW] Using %1%", Generator::getGeneratorName($generator)));
}
if (isset($args[2])) {
$opts = ["preset" => $args[2]];
}
$this->owner->getServer()->broadcastMessage(mc::_("[MW] Creating level %1%... (Expect Lag)", $world));
$this->owner->getServer()->generateLevel($world, $seed, $generator, $opts);
$this->owner->getServer()->loadLevel($world);
return true;
}
示例5: onEnable
public function onEnable()
{
$api = $this->getServer()->getApiVersion();
if (version_compare($api, "1.12.0") >= 0) {
$this->getLogger()->info(TextFormat::RED . "WARNING: PMv1.5 support is experimental!");
Generator::addGenerator(NotSoFlat::class, "notsoflat");
} else {
Generator::addGenerator(NotSoFlatOld::class, "notsoflat");
}
}
示例6: generate
public static function generate($path, $name, $seed, $generator, array $options = [])
{
@mkdir($path, 0777, true);
@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(null, ["Data" => $levelData]));
$buffer = $nbt->writeCompressed();
@file_put_contents($path . "level.dat", $buffer);
}
示例7: onSCommand
public function onSCommand(CommandSender $c, Command $cc, $scmd, $data, array $args)
{
if (count($args) != 0) {
return false;
}
if (MPMU::apiVersion("1.12.0")) {
$c->sendMessage(implode(", ", Generator::getGeneratorList()));
} else {
$c->sendMessage("normal, flat");
$c->sendMessage(TextFormat::RED . mc::_("[MW] Plugin provided world generators\n are not included in\n this list."));
}
return true;
}
示例8: generate
public static function generate($path, $name, $seed, $generator, array $options = [])
{
if (!file_exists($path)) {
mkdir($path, 0777, true);
}
if (!file_exists($path . "/db")) {
mkdir($path . "/db", 0777, true);
}
//TODO, add extra details
$levelData = new Compound("", ["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", $seed), "SizeOnDisk" => new Long("SizeOnDisk", 0), "Time" => new Long("Time", 0), "RainTime" => new Int("RainTime", 0), "Raining" => new String("Raining", false), "ThunderTime" => new Int("ThunderTime", 0), "Thundering" => new String("Thundering", false), "generatorName" => new String("generatorName", Generator::getGeneratorName($generator)), "generatorOptions" => new String("generatorOptions", isset($options["preset"]) ? $options["preset"] : ""), "LevelName" => new String("LevelName", $name), "GameRules" => new Compound("GameRules", [])]);
$nbt = new NBT(NBT::LITTLE_ENDIAN);
$nbt->setData($levelData);
$buffer = $nbt->write();
file_put_contents($path . "level.dat", Binary::writeLInt(3) . Binary::writeLInt(strlen($buffer)) . $buffer);
$db = new \LevelDB($path . "/db");
$db->close();
}
示例9: onEnable
public function onEnable()
{
Generator::addGenerator(ApartGN::class, "Apart");
Generator::addGenerator(Ice::class, "Ice");
Generator::addGenerator(Lava::class, "Lava");
Generator::addGenerator(ManySkyBlockGN::class, "ManySkyBlock");
Generator::addGenerator(ManyTreeGN::class, "ManyTree");
Generator::addGenerator(MultySkyBlockGN::class, "MultySkyBlock");
Generator::addGenerator(MultySpecialSkyBlockGN::class, "MultySpecialSkyBlock");
Generator::addGenerator(NoneGN::class, "None");
Generator::addGenerator(OreFlatGN::class, "OreFlat");
Generator::addGenerator(OreTreeFlatGN::class, "OreTreeFlat");
Generator::addGenerator(SkyBlockGN::class, "SkyBlock");
Generator::addGenerator(SkyGridGN::class, "SkyGrid");
Generator::addGenerator(TreeGN::class, "Tree");
Generator::addGenerator(WaterGN::class, "Water");
Generator::addGenerator(WhiteWayGN::class, "WhiteWay");
}
示例10: __construct
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", "");
}
}
示例11: __construct
/**
* Init the default level data
*
* @param Server $server
* @param string $name
* @param string $path
* @param string $provider Class that extends LevelProvider
*
* @throws \Exception
*/
public function __construct(Server $server, $name, $path, $provider)
{
$this->blockStates = Block::$fullList;
$this->levelId = static::$levelIdCounter++;
$this->blockMetadata = new BlockMetadataStore($this);
$this->server = $server;
$this->autoSave = $server->getAutoSave();
/** @var LevelProvider $provider */
if (is_subclass_of($provider, LevelProvider::class, true)) {
$this->provider = new $provider($this, $path);
} else {
throw new LevelException("Provider is not a subclass of LevelProvider");
}
$this->server->getLogger()->info("Preparing level \"" . $this->provider->getName() . "\"");
$this->generator = Generator::getGenerator($this->provider->getGenerator());
$this->blockOrder = $provider::getProviderOrder();
$this->useSections = $provider::usesChunkSection();
$this->folderName = $name;
$this->updateQueue = new ReversePriorityQueue();
$this->updateQueue->setExtractFlags(\SplPriorityQueue::EXTR_BOTH);
$this->time = (int) $this->provider->getTime();
$this->chunkTickRadius = min($this->server->getViewDistance(), max(1, (int) $this->server->getProperty("chunk-ticking.tick-radius", 4)));
$this->chunksPerTick = (int) $this->server->getProperty("chunk-ticking.per-tick", 0);
$this->chunkTickList = [];
$this->clearChunksOnTick = (bool) $this->server->getProperty("chunk-ticking.clear-tick-list", false);
$this->timings = new LevelTimings($this);
$this->temporalPosition = new Position(0, 0, 0, $this);
$this->temporalVector = new Vector3(0, 0, 0);
}
示例12: onEnable
public function onEnable()
{
self::$instance = $this;
$folder = $this->getDataFolder();
if (!is_dir($folder)) {
mkdir($folder);
}
if (!is_dir($folder . "worlds")) {
mkdir($folder . "worlds");
}
Generator::addGenerator(MyPlotGenerator::class, "myplot");
$this->saveDefaultConfig();
$this->reloadConfig();
$this->getLogger()->info(TextFormat::GREEN . "Loading the Plot Framework!");
$this->getLogger()->warning(TextFormat::YELLOW . "It seems that you are running the development build of MyPlot! Thats cool, but it CAN be very, very buggy! Just be careful when using this plugin and report any issues to" . TextFormat::GOLD . " http://github.com/wiez/MyPlot/issues");
$this->getServer()->getPluginManager()->registerEvents(new EventListener($this), $this);
$this->getServer()->getCommandMap()->register(Commands::class, new Commands($this));
switch (strtolower($this->getConfig()->get("DataProvider"))) {
case "sqlite":
default:
$this->dataProvider = new SQLiteDataProvider($this);
break;
}
if ($this->getConfig()->get("UseEconomy") == true) {
if ($this->getServer()->getPluginManager()->getPlugin("EconomyAPI") !== null) {
$this->economyProvider = new EconomySProvider();
} elseif (($plugin = $this->getServer()->getPluginManager()->getPlugin("PocketMoney")) !== null) {
$this->economyProvider = new PocketMoneyProvider($plugin);
} else {
$this->economyProvider = null;
}
} else {
$this->economyProvider = null;
}
}
示例13: generateChunk
public function generateChunk($chunkX, $chunkZ)
{
$this->random->setSeed(0.0 ^ $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 {
$index = ($chunkX * 16 + $x + $sx & 4294967295.0) << 32 | $chunkZ * 16 + $z + $sz & 4294967295.0;
if (isset($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));
$smoothHeight = ($maxSum - $minSum) / 2;
for ($y = 0; $y < 128; ++$y) {
if ($y === 0) {
$chunk->setBlockId($x, $y, $z, Block::BEDROCK);
continue;
}
$noiseValue = $noise[$x][$z][$y] - 1 / $smoothHeight * ($y - $smoothHeight - $minSum);
if ($noiseValue > 0) {
$chunk->setBlockId($x, $y, $z, Block::STONE);
} elseif ($y <= $this->waterHeight) {
$chunk->setBlockId($x, $y, $z, Block::STILL_WATER);
}
}
}
}
foreach ($this->generationPopulators as $populator) {
$populator->populate($this->level, $chunkX, $chunkZ, $this->random);
}
}
示例14: generateChunk
public function generateChunk($chunkX, $chunkZ)
{
$this->random->setSeed(0xdeadbeef ^ $chunkX << 8 ^ $chunkZ ^ $this->level->getSeed());
$seaFloorNoise = Generator::getFastNoise2D($this->noiseSeaFloor, 16, 16, 4, $chunkX * 16, 0, $chunkZ * 16);
$landNoise = Generator::getFastNoise2D($this->noiseLand, 16, 16, 4, $chunkX * 16, 0, $chunkZ * 16);
$mountainNoise = Generator::getFastNoise2D($this->noiseMountains, 16, 16, 4, $chunkX * 16, 0, $chunkZ * 16);
$baseNoise = Generator::getFastNoise2D($this->noiseBaseGround, 16, 16, 4, $chunkX * 16, 0, $chunkZ * 16);
$riverNoise = Generator::getFastNoise2D($this->noiseRiver, 16, 16, 4, $chunkX * 16, 0, $chunkZ * 16);
$chunk = $this->level->getChunk($chunkX, $chunkZ);
for ($genx = 0; $genx < 16; $genx++) {
for ($genz = 0; $genz < 16; $genz++) {
$canBaseGround = false;
$canRiver = true;
//using a quadratic function which smooth the world
//y = (2.956x)^2 - 0.6, (0 <= x <= 2)
$landHeightNoise = $landNoise[$genx][$genz] + 1;
$landHeightNoise *= 2.956;
$landHeightNoise = $landHeightNoise * $landHeightNoise;
$landHeightNoise = $landHeightNoise - 0.6;
$landHeightNoise = $landHeightNoise > 0 ? $landHeightNoise : 0;
//generate mountains
$mountainHeightGenerate = $mountainNoise[$genx][$genz] - 0.2;
$mountainHeightGenerate = $mountainHeightGenerate > 0 ? $mountainHeightGenerate : 0;
$mountainGenerate = (int) ($this->mountainHeight * $mountainHeightGenerate);
$landHeightGenerate = (int) ($this->landHeightRange * $landHeightNoise);
if ($landHeightGenerate > $this->landHeightRange) {
if ($landHeightGenerate > $this->landHeightRange) {
$canBaseGround = true;
}
$landHeightGenerate = $this->landHeightRange;
}
$genyHeight = $this->seaFloorHeight + $landHeightGenerate;
$genyHeight += $mountainGenerate;
//prepare for generate ocean, desert, and land
if ($genyHeight < $this->beathStartHeight) {
if ($genyHeight < $this->beathStartHeight - 5) {
$genyHeight += (int) ($this->seaFloorGenerateRange * $seaFloorNoise[$genx][$genz]);
}
$biome = Biome::getBiome(Biome::OCEAN);
if ($genyHeight < $this->seaFloorHeight - $this->seaFloorGenerateRange) {
$genyHeight = $this->seaFloorHeight;
}
$canRiver = false;
} else {
if ($genyHeight <= $this->beathStopHeight && $genyHeight >= $this->beathStartHeight) {
//todo: there is no beach biome, use desert temporarily
$biome = Biome::getBiome(Biome::DESERT);
} else {
$biome = $this->pickBiome($chunkX * 16 + $genx, $chunkZ * 16 + $genz);
if ($canBaseGround) {
$baseGroundHeight = (int) ($this->landHeightRange * $landHeightNoise) - $this->landHeightRange;
$baseGroundHeight2 = (int) ($this->basegroundHeight * ($baseNoise[$genx][$genz] + 1));
if ($baseGroundHeight2 > $baseGroundHeight) {
$baseGroundHeight2 = $baseGroundHeight;
}
if ($baseGroundHeight2 > $mountainGenerate) {
$baseGroundHeight2 = $baseGroundHeight2 - $mountainGenerate;
} else {
$baseGroundHeight2 = 0;
}
$genyHeight += $baseGroundHeight2;
}
}
}
if ($canRiver && $genyHeight <= $this->seaHeight - 5) {
$canRiver = false;
}
//generate river
if ($canRiver) {
$riverGenerate = $riverNoise[$genx][$genz];
if ($riverGenerate > -0.25 && $riverGenerate < 0.25) {
$riverGenerate = $riverGenerate > 0 ? $riverGenerate : -$riverGenerate;
$riverGenerate = 0.25 - $riverGenerate;
//y=x^2 * 4 - 0.0000001
$riverGenerate = $riverGenerate * $riverGenerate * 4;
//smooth again
$riverGenerate = $riverGenerate - 1.0E-7;
$riverGenerate = $riverGenerate > 0 ? $riverGenerate : 0;
$genyHeight -= $riverGenerate * 64;
if ($genyHeight < $this->seaHeight) {
$biome = Biome::getBiome(Biome::RIVER);
//to generate river floor
if ($genyHeight <= $this->seaHeight - 8) {
$genyHeight1 = $this->seaHeight - 9 + (int) ($this->basegroundHeight * ($baseNoise[$genx][$genz] + 1));
$genyHeight2 = $genyHeight < $this->seaHeight - 7 ? $this->seaHeight - 7 : $genyHeight;
$genyHeight = $genyHeight1 > $genyHeight2 ? $genyHeight1 : $genyHeight2;
}
}
}
}
$chunk->setBiomeId($genx, $genz, $biome->getId());
//biome color
//todo: smooth chunk color
$biomeColor = $biome->getColor();
$chunk->setBiomeColor($genx, $genz, $biomeColor >> 16, $biomeColor >> 8 & 0xff, $biomeColor & 0xff);
//generating
$generateHeight = $genyHeight > $this->seaHeight ? $genyHeight : $this->seaHeight;
for ($geny = 0; $geny <= $generateHeight; $geny++) {
if ($geny <= $this->bedrockDepth && ($geny == 0 or $this->random->nextRange(1, 5) == 1)) {
$chunk->setBlockId($genx, $geny, $genz, Block::BEDROCK);
//.........这里部分代码省略.........
示例15: getWaterHeight
public function getWaterHeight() : int
{
if ($this->generatorInstance instanceof Generator) {
return $this->generatorInstance->getWaterHeight();
}
return 0;
}