level = $level; $this->random = $random; $this->random->setSeed($this->level->getSeed()); $this->noise = new NoiseGeneratorPerlin($this->random); $this->noiseGen1 = new PerlinOctaveGenerator($this->random, 16); $this->noiseGen2 = new PerlinOctaveGenerator($this->random, 16); $this->noiseGen3 = new PerlinOctaveGenerator($this->random, 8); $this->noiseGen4 = new PerlinOctaveGenerator($this->random, 4); $this->noiseGen5 = new PerlinOctaveGenerator($this->random, 10); $this->noiseGen6 = new PerlinOctaveGenerator($this->random, 16); $ores = new OrePopulator(); $ores->setOreTypes(array( new OreType(new CoalOreBlock(), 20, 16, 0, 128), new OreType(New IronOreBlock(), 20, 8, 0, 64), new OreType(new RedstoneOreBlock(), 8, 7, 0, 16), new OreType(new LapisOreBlock(), 1, 6, 0, 32), new OreType(new GoldOreBlock(), 2, 8, 0, 32), new OreType(new DiamondOreBlock(), 1, 7, 0, 16), new OreType(new DirtBlock(), 20, 32, 0, 128), new OreType(new GravelBlock(), 10, 16, 0, 128), )); $this->populators[] = $ores; } public function generateChunk($chunkX, $chunkZ){ $this->random->setSeed(0xdeadbeef ^ ($chunkX << 8) ^ $chunkZ ^ $this->level->getSeed()); //$this->noiseArray = $this->initializeNoiseArray($chunkX * $byte0, 0, $chunkZ * $byte0, $byte0 + 1, ($this->worldHeight / 8) + 1, $byte0 + 1); $chunks = array(); for($chunkY = 0; $chunkY < 8; ++$chunkY){ $chunk = ""; $startY = $chunkY << 4; $endY = $startY + 16; for($z = 0; $z < 16; ++$z){ for($x = 0; $x < 16; ++$x){ $height = (int) ($this->worldHeight + $this->noise->noise3D($x + ($chunkX << 4), 0, $z + ($chunkZ << 4), 4, 0.5, 24)); for($y = $startY; $y < $endY; ++$y){ $diff = $height - $y; if($y <= 4 and ($y === 0 or $this->random->nextFloat() < 0.75)){ $chunk .= "\x07"; //bedrock }elseif($diff > 3){ $chunk .= "\x01"; //stone }elseif($diff > 0){ $chunk .= "\x03"; //dirt }elseif($y <= $this->waterHeight){ $chunk .= "\x09"; //still_water }elseif($diff === 0){ $chunk .= "\x02"; //grass }else{ $chunk .= "\x00"; } } $chunk .= "\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00"; } } $this->level->setMiniChunk($chunkX, $chunkZ, $chunkY, $chunk); } } private function initializeNoiseArray($x, $y, $z, $sizeX, $sizeY, $sizeZ){ $noiseArray = array_fill(0, $sizeX * $sizeY * $sizeZ, 0.0); $noise5 = $this->noiseGen5->generateNoiseOctaves($x, $y, $z); } public function populateChunk($chunkX, $chunkZ){ foreach($this->populators as $populator){ $this->random->setSeed(0xdeadbeef ^ ($chunkX << 8) ^ $chunkZ ^ $this->level->getSeed()); $populator->populate($this->level, $chunkX, $chunkZ, $this->random); } } public function populateLevel(){ } public function getSpawn(){ return $this->level->getSafeSpawn(new Vector3(127.5, 128, 127.5)); } }