本文整理匯總了PHP中pocketmine\utils\Random::nextRange方法的典型用法代碼示例。如果您正苦於以下問題:PHP Random::nextRange方法的具體用法?PHP Random::nextRange怎麽用?PHP Random::nextRange使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類pocketmine\utils\Random
的用法示例。
在下文中一共展示了Random::nextRange方法的15個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的PHP代碼示例。
示例1: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
if ($random->nextRange(0, $this->waterOdd) === 0) {
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 16);
$y = $random->nextBoundedInt(128);
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 16);
$pond = new \pocketmine\level\generator\object\Pond($random, new Water());
if ($pond->canPlaceObject($level, $x, $y, $z)) {
$pond->placeObject($level, $x, $y, $z);
}
}
}
示例2: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
$this->level = $level;
$type = new OreType(new Glowstone(), 1, 20, 128, 10);
$ore = new ObjectOre($random, $type);
for ($i = 0; $i < $ore->type->clusterCount; ++$i) {
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
$y = $this->getHighestWorkableBlock($x, $z);
$ore->placeObject($level, $x, $y, $z);
}
}
示例3: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
foreach ($this->oreTypes as $type) {
$ore = new ObjectOre($random, $type);
for ($i = 0; $i < $ore->type->clusterCount; ++$i) {
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
$y = $random->nextRange($ore->type->minHeight, $ore->type->maxHeight);
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
if ($ore->canPlaceObject($level, $x, $y, $z)) {
$ore->placeObject($level, $x, $y, $z);
}
}
}
}
示例4: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
$this->level = $level;
$amount = $random->nextRange(0, $this->randomAmount + 1) + $this->baseAmount;
for ($i = 0; $i < $amount; ++$i) {
$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
$y = $this->getHighestWorkableBlock($x, $z);
if ($y !== -1 and $this->canLilyPadStay($x, $y, $z)) {
$this->level->setBlockIdAt($x, $y, $z, Block::WATER_LILY);
$this->level->setBlockDataAt($x, $y, $z, 1);
}
}
}
示例5: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
$this->level = $level;
$amount = $random->nextRange(0, $this->randomAmount + 1) + $this->baseAmount;
for ($i = 0; $i < $amount; ++$i) {
$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
$y = $this->getHighestWorkableBlock($x, $z);
//echo "Fire to $x, $y, $z\n";
if ($y !== -1 and $this->canGroundFireStay($x, $y, $z)) {
$this->level->setBlockIdAt($x, $y, $z, Block::FIRE);
}
}
}
示例6: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
$this->level = $level;
$amount = $random->nextRange(0, $this->randomAmount + 1) + $this->baseAmount;
for ($i = 0; $i < $amount; ++$i) {
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
$y = $this->getHighestWorkableBlock($x, $z);
if ($y === -1) {
continue;
}
ObjectTree::growTree($this->level, $x, $y, $z, $random, $this->type);
}
}
示例7: 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8: growTree
public static function growTree(ChunkManager $level, $x, $y, $z, Random $random, $type = 0, bool $noBigTree = true)
{
switch ($type) {
case Sapling::SPRUCE:
$tree = new SpruceTree();
break;
case Sapling::BIRCH:
if ($random->nextBoundedInt(39) === 0) {
$tree = new BirchTree(true);
} else {
$tree = new BirchTree();
}
break;
case Sapling::JUNGLE:
$tree = new JungleTree();
break;
case Sapling::ACACIA:
$tree = new AcaciaTree();
break;
case Sapling::DARK_OAK:
$tree = new DarkOakTree();
break;
case Sapling::OAK:
default:
if (!$noBigTree and $random->nextRange(0, 9) === 0) {
$tree = new BigTree();
} else {
$tree = new OakTree();
}
break;
}
if ($tree->canPlaceObject($level, $x, $y, $z, $random)) {
$tree->placeObject($level, $x, $y, $z, $random);
}
}
示例9: growTree
public static function growTree(ChunkManager $level, $x, $y, $z, Random $random, $type = 0)
{
switch ($type & 0x3) {
case Sapling::SPRUCE:
if ($random->nextRange(0, 1) === 1) {
$tree = new SpruceTree();
} else {
$tree = new PineTree();
}
break;
case Sapling::BIRCH:
$tree = new SmallTree();
$tree->type = Sapling::BIRCH;
break;
case Sapling::JUNGLE:
$tree = new SmallTree();
$tree->type = Sapling::JUNGLE;
break;
case Sapling::OAK:
default:
/*if($random->nextRange(0, 9) === 0){
$tree = new BigTree();
}else{*/
$tree = new SmallTree();
//}
break;
}
if ($tree->canPlaceObject($level, $x, $y, $z, $random)) {
$tree->placeObject($level, $x, $y, $z, $random);
}
}
示例10: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
if (mt_rand(0, 100) < 5) {
$this->level = $level;
$amount = $random->nextRange(0, $this->randomAmount + 1) + $this->baseAmount;
for ($i = 0; $i < $amount; ++$i) {
$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
$y = $this->getHighestWorkableBlock($x, $z);
if ($y !== -1 and $this->canNetherLavaStay($x, $y, $z)) {
$this->level->setBlockIdAt($x, $y, $z, Block::LAVA);
$this->level->updateBlockLight($x, $y, $z);
$this->lavaSpread($x, $y, $z);
}
}
}
}
示例11: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
$this->level = $level;
$amount = $random->nextRange(0, $this->randomAmount + 1) + $this->baseAmount;
for ($i = 0; $i < $amount; ++$i) {
$x = $random->nextRange($chunkX << 4, ($chunkX << 4) + 15);
$z = $random->nextRange($chunkZ << 4, ($chunkZ << 4) + 15);
for ($size = 30; $size > 0; --$size) {
$xx = $x - 7 + $random->nextRange(0, 15);
$zz = $z - 7 + $random->nextRange(0, 15);
$yy = $this->getHighestWorkableBlock($xx, $zz);
if ($yy !== -1 and $this->canTallGrassStay($xx, $yy, $zz)) {
$this->level->setBlockIdAt($xx, $yy, $zz, Block::TALL_GRASS);
$this->level->setBlockDataAt($xx, $yy, $zz, 1);
}
}
}
}
示例12: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
$this->level = $level;
$amount = $random->nextRange(0, $this->randomAmount + 1) + $this->baseAmount;
for ($i = 0; $i < $amount; ++$i) {
$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
$y = $this->getHighestWorkableBlock($x, $z);
$tallRand = $random->nextRange(0, 17);
$yMax = $y + 1 + (int) ($tallRand > 10) + (int) ($tallRand > 15);
if ($y !== -1) {
for (; $y < 127 and $y < $yMax; $y++) {
if ($this->canCactusStay($x, $y, $z)) {
$this->level->setBlockIdAt($x, $y, $z, Block::CACTUS);
$this->level->setBlockDataAt($x, $y, $z, 1);
}
}
}
}
}
示例13: populate
public function populate(ChunkManager $level, $chunkX, $chunkZ, Random $random)
{
$this->level = $level;
$amount = $random->nextRange(0, $this->randomAmount + 1) + $this->baseAmount;
if (count($this->flowerTypes) === 0) {
$this->addType([Block::DANDELION, 0]);
$this->addType([Block::RED_FLOWER, FlowerBlock::TYPE_POPPY]);
}
$endNum = count($this->flowerTypes) - 1;
for ($i = 0; $i < $amount; ++$i) {
$x = $random->nextRange($chunkX * 16, $chunkX * 16 + 15);
$z = $random->nextRange($chunkZ * 16, $chunkZ * 16 + 15);
$y = $this->getHighestWorkableBlock($x, $z);
if ($y !== -1 and $this->canFlowerStay($x, $y, $z)) {
$type = mt_rand(0, $endNum);
$this->level->setBlockIdAt($x, $y, $z, $this->flowerTypes[$type][0]);
$this->level->setBlockDataAt($x, $y, $z, $this->flowerTypes[$type][1]);
}
}
}
示例14: 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15: __construct
public function __construct(Random $random, $octaves, $frequency, $amplitude)
{
$this->octaves = $octaves;
$this->frequency = $frequency;
$this->amplitude = $amplitude;
$this->offsetX = $random->nextFloat() * 256;
$this->offsetY = $random->nextFloat() * 256;
$this->offsetZ = $random->nextFloat() * 256;
for ($i = 0; $i < 512; ++$i) {
$this->perm[$i] = 0;
}
for ($i = 0; $i < 256; ++$i) {
$this->perm[$i] = $random->nextRange(0, 255);
}
for ($i = 0; $i < 256; ++$i) {
$pos = $random->nextRange(0, 255 - $i) + $i;
$old = $this->perm[$i];
$this->perm[$i] = $this->perm[$pos];
$this->perm[$pos] = $old;
$this->perm[$i + 256] = $this->perm[$i];
}
}