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Crops must have access to a light level of at least 9
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@ -36,6 +36,8 @@ final class CropGrowthHelper{
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private const IMPROPER_ARRANGEMENT_DIVISOR = 2;
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private const MIN_LIGHT_LEVEL = 9;
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private function __construct(){
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//NOOP
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}
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@ -102,9 +104,17 @@ final class CropGrowthHelper{
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return $result;
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}
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public static function hasEnoughLight(Block $block, int $minLevel = self::MIN_LIGHT_LEVEL) : bool{
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$position = $block->getPosition();
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$world = $position->getWorld();
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//crop growth is not affected by time of day since 1.11 or so
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return $world->getPotentialLight($position) >= $minLevel;
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}
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public static function canGrow(Block $block) : bool{
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//while it may be tempting to use mt_rand(0, 25) < multiplier, this would make crops grow a bit faster than
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//vanilla in most cases due to the remainder of 25 / multiplier not being discarded
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return mt_rand(0, (int) (25 / self::calculateMultiplier($block))) === 0;
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return mt_rand(0, (int) (25 / self::calculateMultiplier($block))) === 0 && self::hasEnoughLight($block);
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}
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}
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@ -1666,16 +1666,16 @@ class World implements ChunkManager{
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}
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/**
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* Returns the highest available level of any type of light at the given coordinates, adjusted for the current
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* weather and time of day.
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* Returns the highest level of any type of light at the given coordinates, adjusted for the current weather and
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* time of day.
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*/
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public function getFullLight(Vector3 $pos) : int{
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return $this->getFullLightAt($pos->x, $pos->y, $pos->z);
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}
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/**
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* Returns the highest available level of any type of light at the given coordinates, adjusted for the current
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* weather and time of day.
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* Returns the highest level of any type of light at the given coordinates, adjusted for the current weather and
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* time of day.
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*/
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public function getFullLightAt(int $x, int $y, int $z) : int{
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$skyLight = $this->getRealBlockSkyLightAt($x, $y, $z);
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@ -1687,18 +1687,40 @@ class World implements ChunkManager{
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}
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/**
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* Returns the highest available level of any type of light at, or adjacent to, the given coordinates, adjusted for
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* the current weather and time of day.
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* Returns the highest level of any type of light at, or adjacent to, the given coordinates, adjusted for the
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* current weather and time of day.
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*/
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public function getHighestAdjacentFullLightAt(int $x, int $y, int $z) : int{
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return $this->getHighestAdjacentLight($x, $y, $z, $this->getFullLightAt(...));
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}
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/**
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* Returns the highest potential level of any type of light at the target coordinates.
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* This is not affected by weather or time of day.
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*/
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public function getPotentialLight(Vector3 $pos) : int{
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return $this->getPotentialLightAt($pos->x, $pos->y, $pos->z);
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}
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/**
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* Returns the highest potential level of any type of light at the target coordinates.
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* This is not affected by weather or time of day.
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*/
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public function getPotentialLightAt(int $x, int $y, int $z) : int{
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return max($this->getPotentialBlockSkyLightAt($x, $y, $z), $this->getBlockLightAt($x, $y, $z));
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}
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/**
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* Returns the highest potential level of any type of light at, or adjacent to, the given coordinates.
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* This is not affected by weather or time of day.
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*/
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public function getHighestAdjacentPotentialLightAt(int $x, int $y, int $z) : int{
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return $this->getHighestAdjacentLight($x, $y, $z, $this->getPotentialLightAt(...));
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}
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/**
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* Returns the highest potential level of sky light at the target coordinates, regardless of the time of day or
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* weather conditions.
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* You usually don't want to use this for vanilla gameplay logic; prefer the real sky light instead.
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* @see World::getRealBlockSkyLightAt()
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*
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* @return int 0-15
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*/
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